In the first rework, you removed dodge but give arrow throw D: Anyway i would like to see him as a drunken theme rune
Definitely a possibility. Some people like berzerk though for the extra damage and speed and would likely be good in that build. The first build is more of a font harasser using Stun and Sweep to keep melee opponents away and countering range with arrow throw. The second option keeps with the anti ranged theme of the orginal windfury while lowering his cost to playability. I woulda loved to try and make him a brute but it doesnt fit with fist fighter thing.
but he throws hammers For the berserk thing, it is a good ability if you have something like 14-15 dmg output, so you can do 1 atk but hit hard. At 12 dmg, 13 with banner is a bit low, and i hate the loss of ap, this force me to play d sarge always when windfury is out to let him do something
Second built pushes base damage to 11 so 14 with berzerker. Also I totally should have hidden Turtle in there somewhere for Hammer Bros.
Give me ideas for buffs to around 5 or so Exo/Legendary IS runes, buff patch incoming soon hopefully.
the geomancer need a change, this is mine idea. The pally change suggested by markoth is a good start point though. Aspect need a rework too.
Dwarven Windfury buff! Proposal 2: (Cost estimate: 68-72?) (Markoth's) Range reduced to 2-4 Damage increased to 11 Archer Foe added to base Arrow Throw 1 and 2 removed from U1 Dodge 1 moved from base to U1 (Default) Dodge 2 added to U1 Stun moved from U1 to Base Sweep moved from Base to U1 Sunder removed from U2 Windstriker added to U2 (Default) Ironfist Inquisitor/Inquisitor Isran (Markoth's... I think) Declare Hunted removed from Base Swordbreaker added to Base Demolition Team Grintmaw Magnificent Northern Cross Cardinal Charger Knight
These are the Markoth's suggestion. I support the Magnus, Archangel hard fix, NCC. And like covah said, gryntmaw magnificent, who magnificent has nothing apart from the name. for the exo side maybe Ironfist paladin and Isran. More Isran than ironfist paladin (which just need +1 spd and a statistick tweak, he is a support after all no need base 51 hp and 3 def)
- Dwarven Windfury..... I think of Counter attack: ranged, axe throw, hammer throw..or even Whirlwind.... - Some interesting stuff...he's just so boring.
some buff to D. Alchemist? I think he has been forgotten long enough. Reducing the cost of it's potions to 2 AP would be great. There was a thread about proposed buffs, but I can't seem to find it.,
#1. Ironfist Inquisitor - Since there are 3 versions of the rune (Exo, LE and Isran) there are a fair number of her in circulation. She is a rather simple fix to see more usage. •Declare Hunted removed from base. -8 Nora •Sword Breaker added to base. +4 Nora (Even fits art flavor since that is basically what the notches in her sword are for.) •If Sok is rolling out the new version of Branded this patch then see if you can get Inquisition updated too. Inquisition: 8 Nora (+2 from current) - When this champion is deployed and at the end of your turns, the closest opposing champion within 6 spaces becomes Branded for 4 turns. While this champion is in play, opposing champions that are Branded have Faithless. Otherwise, save it for after Branded gets updated. These changes drop her cost to 75 with the projected build and 73 with a Commander build while also raising her utility. #2. Inquisitor Magnus - Everyone in IS wants it. Everyone else fears it. Again this particular change is assuming a change to Inquisition. • Bounty Hunter removed from Base: -20 Nora • Inquisition moved from U2 to Base: +8 Nora • Resistance: Magical (Rank: 3) moved from U1 to Base (Nora shifted from upgrade to base, no change) • Resistance: Magical (Rank 1 and 2) removed from U1 • U1 Tree changed to: Spellswallower, Adaptive: Ironfist (Default), Council: Spells (6/8/10 Nora) • U2 Tree changed to: Ignorance (Default), Punish, Prestige (4,6,10) Final cost should be 81-89 depending on build with projected build being 83 same as current. If Consecration the ability goes down in cost (Dont think it is) then even lower. #3. Northern Cross Cardinal - • Speed from 5 to 6 • Commander: Paladin removed from Base • Sermon added to Base Maybe inquire around as to what makes this guy so dang expensive. Sanctuary of Hope is likely over-costed and the new Mark of Al'Mara will likely be cheaper than current since it doesn't harm the opponent when they attack / use abilities. If both of those drop then this guy will likely be runnable. #4. Dwarven Windfury - He is the Windfury. Tons of peoples favorite rune they cant run. Proposal 1: (Cost estimate: Mid 70s) The Font Harasser / Pain in the @$$ Range reduced to 1 Dodge removed from Base Zephyr Shield added to Base Sunder removed from U2 Stun moved to U2 from U1 Arrow Throw 3 added to U2 Proposal 2: (Cost estimate: 68-72?) Anti-Range / Flyer Monster Range reduced to 2-4 Damage increased to 11 Archer Foe added to base Arrow Throw 1 and 2 removed from U1 Dodge 1 moved from base to U1 (Default) Dodge 2 added to U1 Stun moved from U1 to Base Sweep moved from Base to U1 Sunder removed from U2 Windstriker added to U2 (Default) #5. Pitfighter? Idk Few random maybes. Aspect of Divinity Grintmaw Magnificent Geomancer
Ironfist Inquisitor Inquisition: 8 Nora (+2 from current) - When this champion is deployed and at the end of your turns, the closest opposing champion within 6 spaces becomes Branded for 4 turns. While this champion is in play, opposing champions that are Branded have Faithless. I like this suggestion especially if this version of inquisition goes through but pretty much only if these 2 ability changes happen. Inquisitor Magnus - Everyone in IS wants it. Everyone else fears it. Again this particular change is assuming a change to Inquisition. I dislike losing bounty hunter as a faction wide solution to make champs "cheaper". having said that I propose Stats: HP - 54 Base: atk physical, inquisition, consecration, resist magic 3 U1: ignorance, spell swallower, council spells U2: adaptive ironfist, hunter marked, punish Northern Cross Cardinal Speed from 5 to 6 I would like to see base: atk magic, mark of almara, and sermon U1: sanctuary of hope, declare target, and commander paladin. Aspect of Divinity class to priest damage to 10 range to 3-4 hp to 46 base: immune physical, ascendance (10), heal charged 2 (4), divine favor 2 (11) U1: charged atk (8), charged heal (5), charged magic bomb (8) U2: explosive atk 2 (7), radiant blow (8), magic blast (10) Royal Geomancer Base: atk rock, shockwave, swap 3 U1: blessing of stone, resist phys 3, resist fire 3 U2: terraform lava 1, terraform rock 1, create chasm Silverclan Cavalier Range to 1-3 damage to 10 Base: atk phys, charge 3, complex machine, corrosive grenade U1: unleash, crazed charger, trample U2: slam, break the line, impact strike Faultbreaker Hp to 70 Base: atk physical, titan, mountaineer, resist physical 2, faultbreak U1: charge 3, tectonic pulse, impact strike U2: heavy charger, crushing charge, trample
- I like the idea of hunter :marked. But all proposed Inquisitor magnus options still lack a streamlining...is he support? beater? slow build up?
Magnus is melee so consider it a hunter(guy he is engaged to). at most there would be 1 to 2 champs potentially branded, so he takes less damage from his melee target but normal from the rest of his enemies. It's basically in this frame point, bounty hunter lite.