Glade Wardens - IMPLEMENTED

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makazuwr32
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Glade Wardens - IMPLEMENTED

Post by makazuwr32 »

Expansion of sentinels: addition of other sentinel-like elite units for elves.
They will get their own building as well as ability to be trained in great trees but at cost of removing them from tc's.

1. New Building for them
Warden headquarters:
Image
40 hp
1/7 armor
Construction rate: 0%
Trains:
Glade Sentinel
Glade Protector
Glade Guardian
Glade Sentry
Glade Vanguard
Glade Protector

2. Units:
2.1.
Glade Sentinel:
Cost 6 turns
Hp - 40
Attack - 14
Armor - 3/5
Range - 1
Actions/turn - 1
Speed - 4
Sight - 5
Dodge counter - 50%
Spell resistance - 80% (up from current 40%)
Spells:
Heal (Lembas, self)
Polearm bracing: +4 attack, +1 range, -1 speed, -3/-3 armor. Lasts 3 turns, cooldown - 4 turns.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: change to 100% bonus to cavalry only. Remove all other bonuses.
Trainable at: Warden Headquarters, Great Tree
2.2.
Glade Protector (renamed)
Image
Cost - 8 turns
Hp - 50
Attack - 14
Armor - 3/3
Range - 1
Actions/turn - 1
Speed - 6
Sight - 7
Dodge counter - 50%
Spell resistance - 80%
Spells:
Healing (Lembas, self)
Charge: +5 attack, +1 speed, +1 action, -3/-3 armors, cooldown - 4 turns.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: Cavalry (100%, 200% to heavy cav like imperial knight)
Trainable at: Warden Headquarters, Great Tree
2.3.
Glade Guardian:
Image
Cost - 6 turns
Hp - 50
Attack - 15
Armor - 5/7
Range - 1
Actions/turn - 1
Speed - 4
Sight - 5
Dodge counter - 50%
Spell resistance - 80%
Spells:
Healing (Lembas, self)
Raise guard: +4/+4 to both armors at cost of -2 speed; lasts 2 turns, no cooldown.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: Giants (100%), Throwers (150%), Buildings (as usual).
Trainable at: Warden Headquarters, Great Tree
2.4.
Glade Sentry (Basic stats are taken from Elf hunt ranger)
Image
Cost - 6 turns
Hp - 20
Power - 10
Armor - 0/1
Range - 6
Actions/turn - 2
Speed - 4
Sight - 10
Spell resistance 80%
Spells:
Healing (Lembas, self)
Aimed shot (new variant, doesn't need tech): Gains +7 damage for 1 (current) turn, Cooldown: 1 turn (because it lasts for current turn only for you, and gives less bonus damage than you have from basic attack, anti-high armored targets ability)
Affected by Elven craftsman armor and archery upgrades as well as ranged dodges.
Can't be affected by precision shot upgrades.
Bonuses: 50% to melee infantries, 25% to giants.
Trainable at: Warden Headquarters, Great Tree
2.5.
Glade Vanguard
Image
Glade Vanguard

Cost - 6 turns
Hp - 35
Attack - 16
Actions/turn - 1
Armor - 3/3
Dodges - 0%/0%/60%
Speed - 4
Sight - 6
Spell resist - 80%
Abilities:
Double blade: -4 attack +1 action +10/+10/+0 dodge -3/-3 armor. Lasts 3 turns, cooldown - 4 turns.
Healing (self, lembas)
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: 50% to cavalry, 100% to throwers, 50% to giants and 25% to melee infantries.
Trainable at: Warden Headquarters, Great Tree
2.6.
Glade Defender
Image
Cost - 8 turns
Hp - 50
Attack - 13
Armor - 2/2
Range - 1
Actions/turn - 2
Speed - 5
Sight - 7
Dodge counter - 50%
Spell resistance - 80%
Spells:
Healing (Lembas, self)
Pounce: +2 attack, +1 speed, ability to pass enemies, doesn't give any actions, lasts 1 - current - turn, cooldown - 3 turns.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: 50% to all infantries, throwers, cheap archers, siege.
Trainable at: Warden Headquarters, Great Tree
Updated stats, lowered armors of 3 units, bonus damage of elf Sentry, increased Elf Sentry's range.
Update 2. Changed bonus values and targets for 2 of units – for Sentry and for Protector.
Update 3. Lowered hp of Sentry; additional minor changes.

Update 4. Changed abilities from generic strengthen to unique ability for each. Added 2 more units: Incursor and Warden.
Update 5. Updated stats. Again.
Last edited by makazuwr32 on Sat May 04, 2019 12:07 pm, edited 26 times in total.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Typhoon
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Re: Sentinel expansion

Post by Typhoon »

+1
This will help elves a lot in melee combat
And to deal with heavily armored enemies
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StormSaint373
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Re: Sentinel expansion

Post by StormSaint373 »

I agree, this would round out the elven army.
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Re: Sentinel expansion

Post by godOfKings »

LOL VANGUARD SOUNDS SOOOOOO WRONGGGGG!!!!!

Especially as a ranged unit, :lol: I suggest rename it to rearguard instead :lol: :lol:

Vanguard is more suitable for a tanky melee infantry, not an agile ranged unit
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Re: Sentinel expansion

Post by Sunrise Samurai »

Seems to be a good way to compare to other race elites. Removal from tc and placing them in a separate building is also a good idea.
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makazuwr32
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Re: Sentinel expansion

Post by makazuwr32 »

godOfKings wrote:LOL VANGUARD SOUNDS SOOOOOO WRONGGGGG!!!!!

Especially as a ranged unit, :lol: I suggest rename it to rearguard instead :lol: :lol:

Vanguard is more suitable for a tanky melee infantry, not an agile ranged unit
Sorry, didn't find better name for archer.
Renamed 3 units.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Pyro
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Re: Sentinel expansion

Post by Pyro »

I think switching the sentinel/elite like units to a building is great, making them like uruk kai, and the Elf Sentry I think is the best candidate for the hard hitting archer of the elves, though I think 8 or 7 cost is more suitable for something that can dish out 20 damage+50% bonus to an uruk or imperial swordsman with just the base stats. Also, I can see a potential troll unit in the elves vanguard, where with full armor upgrades and the strengthen ability, can reach armor stats of 11/14. Coupled on with lembas, and you have an elven troll that won't die unless you surround it with cave trolls. Other than this, these units and buildings are great!
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Sunrise Samurai
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Re: Sentinel expansion

Post by Sunrise Samurai »

Pyro has a point. 11/14 armor is something I only want to see in dwarves as is. 11/14 armor with dodge is absurd.

Sentry is intended to discourage elite unit spam it seems. Looks great against, say, basic uruks, which are still supposed to be infantry, and thus weak against archers despite 9 p. armor. Terrifying against something like imperial knight, which really should be good against them. I think we might do 25% against all infantry (including elite infantry) to match basic archers more, and any elites that wouldn't be weak to archers as basic units aren't weak to it.
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makazuwr32
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Re: Sentinel expansion

Post by makazuwr32 »

Remember that if Sentry used attack twice than damage will be reduced also twice. Also we can just remove either Sentry's bonus at all or his ability for additional damage.

As for Vanguard he has these stats only under Strengthen effect which lasts for 2 turns including one you casted it. And his maximum devence is 10/13 because elven armors give on level 1 +1 melee armor only, on level 2 +1/+1 to both armors and on level 3 +1 p.armor only.

Also i think we can lower Vanguard armors by -1/-2 to 4/6. After all armor upgrades he will get 6/8 armor and under strengthen buf 9/11. What do you think about?



Updated stats.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by General Brave »

I think this is going cleaner.
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Re: Sentinel expansion

Post by Pyro »

I think the vanguard is balanced now, and 25% bonus for the sentry is fair, and makes it more specialized towards high armored units which is great. I think everything is well rounded in this expansion.
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Re: Sentinel expansion

Post by General Brave »

Now it needs some images.
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Re: Sentinel expansion

Post by Pyro »

I could try to make the unit because I have some time, but where could I download an image of the sentinal for reference?(I'm using pixly on android)
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Re: Sentinel expansion

Post by Savra »

So they don't have a unit to deal with groups, heavy frontal attacker O should say, or did I miss something? By the way it they will be moved to the great tree as well like I hope the phantoms get moved to mansion too, does that mean your going to add structures on the tree or just keep it same?
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Re: Sentinel expansion

Post by makazuwr32 »

Visuals don't bother me.
I am balancing this game.
As for dealing with crowds they will have highest range and mobility of all races. also other races will loose some ways of generating crowds. For example uruks definately need to be more costly.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by General Brave »

Perhaps they should be built in a small big tree.
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makazuwr32
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Re: Sentinel expansion

Post by makazuwr32 »

the reason i added them into great tree is that 1. addition of more content into great tree itself. 2. more places of training for elven sentinels.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by General Brave »

I don't know, would they fit the theme of the giant tree?
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makazuwr32
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Re: Sentinel expansion

Post by makazuwr32 »

Just for now until we add some better building and more units at least.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by General Brave »

Okay then.
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Re: Sentinel expansion

Post by General Brave »

Any images to use as reference.
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makazuwr32
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Re: Sentinel expansion

Post by makazuwr32 »

Normal sentinel image.
We have one already.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by General Brave »

You want them to know similar?
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Re: Sentinel expansion

Post by makazuwr32 »

yes.
at least similar to uruks i terms of armors and such. weapons and shields can be changed.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by General Brave »

I mean to a Sentinel.
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makazuwr32
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Re: Sentinel expansion

Post by makazuwr32 »

yes.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by Dagravian »

+1
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Re: Sentinel expansion

Post by getfreur »

+1
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Re: Sentinel expansion

Post by makazuwr32 »

Updated bonuses.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Sentinel expansion

Post by General Brave »

Ok.
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