Exorcist

Discussion in 'Ironfist Stronghold' started by Hierokliff, Apr 28, 2017.

  1. Hierokliff

    Hierokliff I need me some PIE!

    After looking at this horrible rune, and how it can be upgraded without too much effort
    option
    1-give it true nature from pureblood plainswalker
    2-give it shrive
    3-remove heal self+cleanse and give it purified

    got any better ideas? :)
     
  2. Markoth

    Markoth Lord Inquisitor

    True Nature is too strong to get thrown about. Just remove Exorcism from base (Remove ability from game). Add Solidify to Base. Lower range to 1. U2 is now: Magical Attack, Verdict of Al'Mara? (May be too strong, and Shrive. Maybe up his stats a bit in a few areas since he will be pretty cheap with the change in abilities and range.
     
  3. Hierokliff

    Hierokliff I need me some PIE!

    Yeah guess True Nature is way to powerful, i like Shrive though the more i play with it and i think it should fit great. Agreed about Exorcism, or make it just range 2-5 elec dmg with jolt, nothing special at all just so that Exorcist has 2 different dmg types.
    Looking at Exorcist, Council elder and Pontiff of al'mara, think Pontiff is way more useful especially since it has 2 dmg types and huge range 2-6.

    Shrive, range 5-6, cd 2
    Exorcism, range 1, cd 3
    Death Sentence, range 1, cd 2
    Verdict of al'mara, range 2-5 magical dmg, cd3

    Shrive is just way better then Exorcism and Death Sentence
    the Confuse ability is also something that could fit the Exorcist.
    Verdict could be real annoying since we could run 4 stunning long ranged units then with pontiff's
     
  4. Markoth

    Markoth Lord Inquisitor

    I actually like this idea.

    Exorcism: This champion makes a Magical attack at RNG 2-5. If the attack is successful the target becomes Solid for 4? turns.
     
    Hierokliff likes this.
  5. Hierokliff

    Hierokliff I need me some PIE!

    Think we could just use Solidify it could be used more in the game

    U1 could stay as it is even if i would probably always use hunter:meek
    or
    U1
    - Ignorance
    - Hunter: Cleric
    - Hunter: Mage

    U2
    - Weaken Spells (there are no dwarf with this ability)
    - Shrive
    - Ironfist Exploit (maybe to powerful on a ranged unit?)

    Base ability
    - Purified
    - Solidify (Target champion within 5 spaces becomes Solid for 3 turns. May target self.)
     
  6. Hierokliff

    Hierokliff I need me some PIE!

  7. Hierokliff

    Hierokliff I need me some PIE!

    oh and with that i would wish for Ignorance to get buffed
    Ignorance
    Enemy Wizards and Priests within 5 spaces of this unit may not activate abilities.

    Please change it so it affects the same as hunter mage + hunter cleric
    Class: Wizard or Witch
    Class: Priest or Shaman

    hmm and why not consolidate hunter mage+cleric to one for all 4 classes?
     

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