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Water Golem

This is a discussion on Water Golem within the Create-A-Unit forums, part of the Legends Community category; Water Golem Golem Spell-Caster Hit Points: 60 Power: 20 + Drench Armor: None Blocking: None Recovery: 2 Movement: 4 Teleportation ...

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Old 02-01-2006, 04:25 PM   #1 (permalink)
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Water Golem

Water Golem
Golem Spell-Caster

Hit Points: 60
Power: 20 + Drench
Armor: None
Blocking: None
Recovery: 2
Movement: 4 Teleportation
Target:


Water Golem
Water Golems are distant relatives of the Frost Golems.
But their life in warmer areas made them thaw. Their
fighting is more similar to their muddy brethren though.
Water Golems travel quickly through the ground to
appear close to their unexpecting foes and drown them.

Waterjet Attack
The Water Golem shoots jet of water at a single target
up to two tiles away. This attack will hit the first unit
along its LOS (line of sight).
This attack cannot be blocked except by barriers.
It also drenches the enemy until they move next,
reducing their movement to half (rounded down).

water.golem.0.2
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Old 02-01-2006, 06:10 PM   #2 (permalink)
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Re: Water Golem

not bad gatty, not bad at all...in fact, i really like it...

now, as to would i use it, maybe on my grey, but i like by scout and golem ambushers more...

i love the concept of drenching though...

pos rep on this idea
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Old 02-01-2006, 06:33 PM   #3 (permalink)
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Re: Water Golem

Well, you can use it together with a Scout and an Ambusher.
It can delay Melee units from getting to your paralyzers and slow down retreating enemy units.

I thought about making Drench last until next movement or 2 or 3 turns but I'm not sure about it.
I will think about it though.

Thanks for the comment.
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Old 02-01-2006, 07:20 PM   #4 (permalink)
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Re: Water Golem

dont make the drench last...it will make the unit overpowered...but u could make it so it can only move one space in any direction for 1 turn...
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Old 02-01-2006, 08:26 PM   #5 (permalink)
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Re: Water Golem

The perfect retreat killer. ^^
I say that the half movement only effects the next time you move that unit. That seems fair doesn't it? So it could last one turn or possibly 15 turns+.
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Old 02-01-2006, 09:12 PM   #6 (permalink)
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Re: Water Golem

i like this idea its good
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Old 02-01-2006, 09:56 PM   #7 (permalink)
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Re: Water Golem

But why do you think it is good? Let's see reasons. ^^
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Old 02-01-2006, 10:05 PM   #8 (permalink)
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Re: Water Golem

And don't give exactly the same as Gypsy :]
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Old 02-02-2006, 12:05 AM   #9 (permalink)
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Re: Water Golem

You could reduce the movement of units that tend to like to move around the board like the scout, dragon, assassin, beast rider, etc. It could help to better protect the cleric in some situations. I like the idea. :cool:
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Old 02-02-2006, 12:29 PM   #10 (permalink)
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Re: Water Golem

I changed it so that the drench effect lasts until the affected unit's next move.

Due to the new rules games tend to take a lot longer (on average) now.
In particularly I played (a turtle gamea) against a clanmate that had both of us attack the other (and retreat) several times without anyone losing any unit.
We then just stopped the game...

That's why I'd like to see some way of preventing that from happening.
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