So as you know finally we are getting a goblin after like 6-7 expansion. So lets talk about the goblins and what to do to make them ready so they become quite playable when expansion is released. Right now they are quite good only that goblin thievery requires a lot of skill and patience to get champions in the right spacing to obtain the abilities. In large maps goblin thievery is unpractical to use since the 6 spaces. Default is what i am currently running a feel is the best way upgrade path Goblin archer 73 nora 8|6| 3-6|0|32 Basic: Attack: Arrow Encourage UG1 MA1 (default)/2 UG2 Retreat 1 (default) /2 Only problem i have with archer is his low hp which makes him quite easy to 1 turn. Encourage allows him to do massive damage especially combined with broot's pummel. Goblin Arsonist 62 nora 12|6| 1-2|0|40 Basic: Attack: fire Annihilate Vulnerable: frost UG1 Explosive attack 1/2 (default) /3 UG2 burn 1/2 (default)/3 Also very good champ and has quite an adequate damage making him a monster. Annihilate gives him a range AE which let him do damage to opponents. Combined with dirtbags amp fire he does quite alot of damage Goblin Brute (BROOT) 70 nora 8|7| 1|0|47 Basic: Attack: physical pummel UG1 Exertion 3 (default) Bravery MA2 UG2 Berserk attack 3 Call to Arms Goblin Thievery (default) His buff made him really good he has now the highest hp which is perfect for goblins. I feel that exertion 3 and thievery is pretty good combo for 70 nora. Exertion 3 is best it allows to move close enough with exert to use thievery on opponent. Goblin Dirtbag nora 2 8|6|2-4|0|40 Basic: Attack: Fire Blind Amp: Fire UG1 Stall Goblin Thievery (default) Pilfer UG2 Impair Vision (default Trail:Fire Wall Mudsling He pretty good stall and blind is a great combo too bad now we have to choose between that and goblin thievery. I would still choose stall since thievery isn't so god and with mudsling it go crazy giving opponent random debuffs. Goblin Gloomgiver (old) nora 12|6|1-3|0|41 Basic: Attack: Magic Life siphon UG1 Reflecton 1/2 ( default) /3 UG2 Blood frenzy (defaut) Depression Blood magic Goblin Gloomgiver (New ) nora 8|6|1-3|0|41 Basic: Attack: Magic Escalate UG1 Bleed lifedrinker Life siphon UG2 Blood frenzy Depression Blood magic Gloomgiver is not very good compared to the other champions i really hope they change firstly reduce damage from 12 to 8 which will reduce ~3-4 nora and adding escalalate. I also made UG1 to healing upgrade cause it fit well with his original kit. Hopefully make him more durable than the other goblin champs Goblin Stickyfingers 70 nora 8|7| 1|0|47 Basic: Attack: physical Adaptation Banditry Mercenary Shadowstrike UG1 Shadowspawn Escape Stealth UG2 Pilifer Goblin thievery Stickyfingers is also quite a good rune with stealth and adaptation it can pretty much do without goblin thievery. Problems is that mercenary can cause problems with making it difficult to take out runes because of the -3 nora. Goblin Spellkaizer 70 nora 0|6| 1|0|45 Basic: Magic beam Cast: Cauterize One with Nora Teleport UG1 Regen 2 Swap 3 UG2 Flame nova 3 Flame aura 3 Hex 3 Spell kaiser is a really great harasser champion and can easily get in to opponent side font together with hex and swap it allows to quickly move champions to relocate which is one of the main problems due to being mostly 6 speed champs. So after this my quesion is what will you want from the new goblin? I really hope it a high damage and good passive ability which allow him to be more sustainable because goblins are quite easy to kill atm. Goblin thievery what should be done to make it worth using Reduce ap from 5 to 3 Reduce nora cost from 12 to 10 or 8 make thievery made global but still activation remains 3 spaces or 2 spaces
Been using pure goblins and have three rune ideas to add soon... Hero: Chitta-Chak, Goblin Spider King. Ranged and support goblin spider centaur. Useful in goblin and spider decks. Combos well with both. Still thinking through exact stuff... U1: Commander? Tbc U2: poison 1/2/3 Boost Weak Creep and crawl Goblin Master Thief TBC an improved version of thievery. Champ: Goblin Sneakthief. Goblins need a detect option and this is it. U1: Detect 1/2/3 U2: Escape / combat reflexes / shadowspawn Stealth Goblin Thievery Spell: Bree Yark! Some buff to goblins. Benefitting higher numbers. Perhaps gives Loyalty for a while.
It's almost always competitively better to hit the crap out of something rather than steal a random abil, unless the enemy is immune, etc. But it's fun in a non competitive way. And the occasional time it works well is very amusing indeed.
Yeah, and I think this is OK. Goblins have the potential to go down a different route to other themes, where instead of aiming for being meta competitive they could aim purely for being fun. Allowing more randomness, crazyness, and abilities with high potential returns. Of course, losing games consistently isn't really fun so they should be good enough not to do that.
I really want more goblins we need a tank champion because kaiser god but still not strong enough to be in the tanky catogory
http://forums.poxnora.com/index.php?threads/goblin-engorger.18512/ I made a goblin champ idea which i quite like.
I also posted up a couple of new champs and a spell idea. http://forums.poxnora.com/index.php?threads/here-be-goblins.18531/