#indirect support spellcaster

1 messages · Page 1 of 1 (latest)

sick moss
#

Chaos/Light/Magic/Flying

HP: 100
Damage: none
Aspeed: none
Mspeed: 7% faster than normal
Cost: 200g 200m
Pop: 4-5
Training time: 18 seconds

Abilities:
Transport: teleports an ally unit back and freezes them in place for 3 seconds (can be cancelled by commanding the unit or the unit getting damaged), the unit can still attack and use abilities during this, the teleportation distance is the same as the distance the unit would've walked in 3 seconds, cooldown 15 seconds, prioritizes low HP units that are in the Frontline, during UC the player can choose which unit to teleport, units must be under 26% HP to be teleported automatically (UC transport doesn't have HP requirement), UCed units won't get transported, spirits and summoned units get ignored, during UC player can transport enemy units too

Fire throw: throws a spray of fire, dealing 5 damage, applying 4 burn for 4 ticks, stunning for 0.5 seconds, and heavily knocking back enemy units (cgiant knockback), has a max AOE of 3, cooldown 9 seconds

Passive:
Nearby ally units get a passive 1 resistance to status effects, 2 ally units for each of this spellcaster
Upon death, falls down to the ground and explodes after a 1.5 seconds delay, dealing 15 damage and applying 6 burn for 3 ticks

#

@sand imp remember the flying dead support spellcaster I was talking about? I turned it into a fast but fragile eclipsor

#

@barren spade @hard parcel coffedusa

#

I think this indirectly buffs merics (and maybe chaos passive heal) because of the synergy it has with the transport ability

#

Should I nerf the HP?

#

I feel like 100 HP for a support spellcaster that's fast and can fly is too much

#

Especially for one that has 200/200 cost

#

@pine zinc @grim rose @prisma ledge @last mango

#

@frigid scroll

barren spade
#

I wonder if transport ability should have a requirement for a unit to be somewhere below half hp before being a target of transport

#

it teleports them back right? farther to the enemy side

#

what do you mean 1 resistance to status effects

grim rose
#

hi

sick moss
pine zinc
#

I have been summoned

barren spade
#

how about freeze

pine zinc
#

even though I didn't want to be

grim rose
#

uzi murder drones real

sick moss
barren spade
#

how about voltaic who does 1-2 tick damage

sick moss
sick moss
barren spade
grim rose
#

whats going on here

#

ah yes a flying spellcaster

#

totally not annoying

sick moss
grim rose
#

teleports an ally unit back

#

what is this for

#

your not proposing on teleporting frontline units back

#

AND freezing them?

#

low hp frontline units being teleported back

#

are you being serious

#

wouldnt that just force your enemies to get closer to your backline

sick moss
grim rose
#

wont that make it riskier

sick moss
grim rose
#

also by the time youd use this ability all of your tanks are low hp

sick moss
#

I'm pretty sure you're not supposed to have a high amount of these

grim rose
#

also whyd you have to freeze them

#

theyre melee units

sick moss
grim rose
#

thats the point of frontline units

#

your not gonna place heals in the backline anyways

barren spade
#

this unit is very odd, might be very niche. I think it could work better as a general. there is not much point of ever training multiple of them, and as a trainable unit it offers very niche or lile what you said indirect support

pine zinc
sick moss
#

You could teleport an unit back and use HHW to make your Frontline overall tankier

barren spade
#

i think the freeze is unnecessary

sick moss
#

Also the fire throw ability

#

Why is no one talking about it?

pine zinc
#

Decrease the freeze duration

grim rose
pine zinc
grim rose
#

the HHW would already lock onto heavy units

sick moss
barren spade
#

300 health minimum is useless to every light units exluding generals but including toxic dead

grim rose
#

300 health minimum?

sick moss
grim rose
#

if a spearton loses 150 hp

#

thats considered 300

grim rose
#

that doesnt seem too low

#

make it 225-250

sick moss
#

Units need to have 300 or less HP to be teleported

barren spade
grim rose
#

real

#

also how does this ai work

#

does the spellcaster just immediately use it when it can

sick moss
#

That's how the spellcaster AI works in sw

grim rose
#

your saying it would immediately use it on the nearest light unit

sick moss
#

Should I decrease the HP requirement even more?

grim rose
#

frontline

barren spade
sick moss
grim rose
barren spade
#

make it percentage

grim rose
sick moss
grim rose
#

so the ai prioritizes frontline units

#

very great

barren spade
#

kinda harsh, atleast make it able to use on every unit but prioritizes melee units

sick moss
grim rose
#

bombers:
swordwraths:
crawlers:
shadowwraths:
ririders:

barren spade
grim rose
#

make it 15%

#

thats considered fatally low

barren spade
#

15% is againt not noticeable to light units

#

thats like 1 hit away from death

sick moss
barren spade
grim rose
#

does that mean it'll prioritize bombers immediately

#

they are beyond the frontline

#

always

#

and have low health

sick moss
grim rose
#

literally below 300

barren spade
grim rose
#

you didnt specify it

sick moss
#

And I'll make it a % anyways and a bomber that has less than 100% HP is very rare

barren spade
#

what is the cooldown of transport?

sick moss
barren spade
#

oh its in the middle of the walltext

grim rose
#

the transport is useful in scenarios where YOU use it

#

but if its ai

#

you are screwed

barren spade
#

not really

grim rose
#

its best to have 1-2

barren spade
#

proper AI can make it work

grim rose
#

i dont think they are adding that

#

unless they add ai kiting

#

maybe

sick moss
#

2 is the ideal amount

grim rose
#

also why are these things equivalent to bombers

#

they literally explode

#

and leave burn damage

sick moss
#

Also I added some things

sick moss
grim rose
#

6 burn is 6 dmg right

sick moss
#

It's a support spellcaster that does its job differently than other support spellcasters

sick moss
grim rose
#

15 + 18

#

thats 33 i think

grim rose
#

if you used

#

fire bomb thing

#

5 + 16

#

21

#

21 + 33 is 54

sick moss
grim rose
#

i know

sick moss
#

The 15 + 18 is when it dies

grim rose
#

doesnt it out dps the bomber

#

if you manage to use the ability before it dies

sick moss
grim rose
#

oh yeah

#

i think its better if it can rewind enemy frontline backwards

#

instead of allied units

#

time related character might be fire

sick moss
grim rose
#

make it able to be used on any unit when UC

#

that way its better

#

including enemy and allied

sick moss
grim rose
#

now its worth using

sand imp
# sick moss Chaos/Light/Magic/Flying HP: 100 Damage: none Aspeed: none Mspeed: 7% faster th...

To be fair
I find an Eclipsor spellcaster way more possible than a dead flying one
But there’s still a couple of things to fix
Firstly, Teleport is a difficult mechanic to implement and I don’t-
Really see its use?
Plus it feels more like an Elementals ability

The fireball works

I don’t understand the passive
Does it like reduce Damage?

The Upon death should be implemented in Mana Burst not basic unit

grim rose
#

flying dead

sand imp
grim rose
#

the ability is like a rewind

#

it rewinds units 3s backwards

barren spade
#

Mr. Obvious

sand imp
#

Time control kind of thing?
Def elementals

sick moss
grim rose
sick moss
grim rose
#

what

#

i like making ideas

sand imp
grim rose
#

and spreading it like wildfire

grim rose
sand imp
#

The Gorgon post is buried somewhere

grim rose
#

nor does V in his current state

barren spade
#

I like the teleport, often times there is just one unit taking more than half of the enemy firepower and gets wasted, you would want to distribute the damage between units so they are all active for more time

grim rose
#

or any other elemental fusion that exists today

sand imp
grim rose
#

the fire element shoots fireballs

#

the water elemental is just wet

sick moss
#

We need more chaos units that have UC potential

grim rose
#

the earth elemental just wants to punch

#

air elementals wanna chill in the sky

barren spade
#

elemental spells, enchantments, upgrade, and whatever hidden potential V has is beyond our knowledge for now

grim rose
#

hes a god

#

he has every knowledge

#

despite being destroyed by archerspam

sick moss
#

Eclipsors are slow and can't dodge as good as archers, still has some UC potential because of the high base damage and +3L damage
Tdeads are unable to dodge, but their poison allows them to backline snipe light order units if the enemy doesn't have vamp, merics or thera
Giants are too slow, but they can make up for it with high stats and AOE

grim rose
#

man they should just make control whip passive everytime

#

it aint as good as it was😔

grim rose
#

why

sick moss
#

Imagine generals

#

Imagine backline sniping which is already terrifying enough

#

Imagine egiants

grim rose
#

good point

sick moss
#

Monsters, absolute monsters of backline destruction

grim rose
#

man i wish they turned control whip into enchantment but weaker😔

barren spade
#

Control whip needs more bonuses than purely relying on requirements under UC

grim rose
#

i dont really think control whip is good enough to be a mythic

sick moss
#

Imagine if there were CW exclusive abilities

barren spade
sick moss
#

Like spears getting shield bash, juggs getting a sort of a block ability, archers getting dodge ability

grim rose
#

CW should give targettable and movable abilities

frigid scroll
sick moss
#

Instantly teleport

#

If it had a delay, it'd be useless at what it's meant to do

hard parcel
#

Very interesting

frigid scroll
#

ok this might be buggy with status effect tho

#

hmmm despite that, this is a cool, interesting and also might be weird when pairing with other stuff

frigid scroll
#

Interesting bomber_troll 👍