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OakenShield224

Member Since 05 Sep 2017
Offline Last Active Apr 10 2021 07:06 PM

#1092706 Gondor Faction Plan

Posted by OakenShield224 on 01 November 2018 - 09:40 PM

Denethor - 1200
Rank 1: Gaze into the Palantir
Allows Denethor to rank up. 
Rank 1 to 3 - 300
Rank 3 to 6 - 300
Rank 6 to 10 – 300
Every time he does this, nearby troops gain experience but have reduced fear resistance and are slightly slower temporarily. Aragorn, Gandalf, Pippin and Faramir are slightly weakened. The amount that they are weakened by will increase with every rank up.
 
Rank 1: High Authority
Denethor perceives what happens in the minds of men and his will is still strong. All nearby heroes have increased ability cooldowns in Denethor’s presence (passive). 
Activate to command target units to flee for their lives (will affect allies too).
OR
All nearby leaderships are temporarily cancelled in Denethor’s presence (will affect allies and enemies)
 
Rank 3: Guards of the Citadel
Permanently summons a battalion of Citadel Guards.
At rank 6, summons an additional battalion
At rank 10, summons an additional battalion
 
Rank 6: Service of the Steward
Denethor trusts those who serve only him in the war against Sauron. Target hero is appointed to do a task by Denethor. They gain +30% damage and armour but have reduced xp gain and all other allied heroes have -10% armour and damage for this time.
 
Rank 10: Fey Lord
If Denethor has less than 5% health, he lights a fire around himself before he dies (passive). Activate to grant him and his guards bonus damage, but they will be slowly damaged in this time.
 
 
Winds of the Sea/Winds of Hope (replacement for Denethor summon) - target troops have increased speed, while enemy leadership is cancelled in the area (if you go for the anti-leadership ability for Denethor, then this bonus could be changed).
The idea was from how a few characters noted how the wind was changing during the Siege of Gondor to come from the sea, which then allowed Aragorn to arrive in time and Sauron's clouds to be swept away.
 
Ambush (replacement for Arrow Volley in spellbook) - a trap is placed on the ground and is stealthed. If an enemy units steps on the trap, they will be slowed down/stunned for a few seconds, while rangers appear around them to fire at the trapped units.

 




#1091979 Rivendell Faction Plan

Posted by OakenShield224 on 14 October 2018 - 11:20 AM

A few ideas for Rivendell's Heroic units.

Veterans of the Last Alliance:

Sword/Bow Toggle

Veterans of old wars - the Veterans have been in many wars during the ages of Middle Earth and can use the tactics learnt from those wars in the present. Only one ability can be used at a time. Nearby allied troops gain a small experience buff. Passive.
Siege of Imladris - The Veterans remember the times of Sauron's attack on the elven kingdoms of the North and they know how to hold their ground. The battalion is temporarily immune to knockback and fear, and gains a small amount of health with each strike (melee) or reduce the damage of their targets (will affect heroes) (ranged).
War of the Last Alliance - the Veterans were there during the Battle of Dagorlad and the final siege of Barad Dur where they fought alongside men and dwarves for the future of Middle Earth. Nearby Dunedain and Breelanders temporarily gain an armour increase while nearby Rivendell units gain a damage increase.
Fall of Angmar - the Veterans were with Glorfindel in the complete destruction of Angmar's armies and capital. Melee attacks are temporarily AoE and gain increased siege damage, while ranged attack speed is increased and will reduce the target's speed.
alt version -  Melee attacks are temporarily AoE  while ranged attack speed is increased.

Grey Company:
Spear/Bow Toggle
Silent Defenders - the Grey Company tirelessly and thanklessly defend the North from the orcs and wolves of the mountains. Aragorn, Halbarad and the Sons of Elrond passively gain bonus damage around them. When activated, nearby Eriador Encampments and units recruited from the Encampment (including Fatty Bolger and Farmer Maggot) gain bonus armour temporarily. At level 3, this ability will also make nearby Dunedain temporarily gain increased attack speed.
Grim Resolve - nearby enemies lose 10% armour and damage and have reduced fear resistance. The fewer units there are in a Grey Company battalion, the more armour and damage the remaining units gain. Passive.
Skilled Hunters - the Grey Company have experience hunting the fell creatures of the North. For 30 seconds, a target unit or hero is marked by the Company. The target shares vision with the player, loses speed and has a 33% chance to take more damage from each Grey Company and Dunedain attack.


We've left the level requirements open.