Blood mage(veil)

Post Reply
MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Blood mage(veil)

Post by MrLich »

A super offensive caster that needs to sacrifice units of diffirent cost to cast his spells, but doesnt need cooldowns(alternatively he can have stronger abilities with cooldowns and sacrifice costs, also can sacrifice pricier units if there isnt any choice ) hp:56. Dmg:9. Spd:3. Sight:8. Cooldown:5. Abilities:blood bolt(sacrifice adjacent 1 cost unit, deal 70 dmg, range 6)blood frenzy(sacrifice nearby 2 cost unit, buff a undead with extra attack, 1 spd, maybe small dmg bonus, range 4)blood rain(sacrifice 4 cost unit, cast large scale aoe that applies bleeding and deals 30 dmg, range 6) blood loss(sacrifice 6 cost unit, kill enemy alive unit, range 4 or 5)
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Blood mage(veil)

Post by makazuwr32 »

Kill spell is a no for ud. At least instant one.
This spell can give a target some sort of undispellable timer (undispellable by normal means) that when expires deals lots of damage to unit and brings it on the verge of death.
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...
© by Makazuwr32™.
AoF Dev Co-Leader
Image
MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Re: Blood mage(veil)

Post by MrLich »

Ok, then what about percentage based damage, like lower cost in units to 4 or 3 and deal 50%max hp instead
MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Re: Blood mage(veil)

Post by MrLich »

Or just heavy damage
MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Re: Blood mage(veil)

Post by MrLich »

If the timer version sounds best, then i suppose adding vanishing property on enemy units would be best, but obv price shouldnt be 6 then
MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Re: Blood mage(veil)

Post by MrLich »

Alternatively a heavy dot effect(unit literally bleeds buckets, dunno if it should be disenchant le, definitely shouldnt be healed at tc, or base heal)
Post Reply

Return to “Undead”