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Chronokinetic (Human; Double Gold only)

This is a discussion on Chronokinetic (Human; Double Gold only) within the Great Units forums, part of the Create-A-Unit category; Chronokinetic HP: 31 Armor: - Blocking: 40% Power: Focus Haste Range: as Stone Golem Focus Haste - Creatures affected by ...

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Old 11-10-2006, 10:11 PM   #1 (permalink)
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Chronokinetic (Human; Double Gold only)

Chronokinetic

HP: 31
Armor: -
Blocking: 40%

Power: Focus Haste
Range: as Stone Golem

Focus Haste - Creatures affected by Focus Haste lose 1 additional
point of recovery at the end of each turn. This ability cannot reduce a unit's
recovery below 1.
Note: The additional point of recovery is removed after the game's normal removal of recovery, so a unit with 2 recovery at the beginning of the turn will have one point removed by the game, then NOT have another point removed by the Chronokinetic, because the Chronokinetic cannot reduce a unit's recovery below 1.

Movement: 3
Wait: 7
Special: Temporal Backlash - any adjacent creature that damages the
Chronokinetic is stunned for 2 rounds.


Why this Unit Is the Way it Is:

HP/Armor: The Chronokinetic shouldn't die to one hit from anything, but it
should die to a second hit from almost anything.

Blocking: I wanted to encourage melee units to go for the side hit instead of
making a front hit a near-to-sure thing.

Power/Range: This unit is very akin to a Stone Golem, in that it dramatically
changes what a unit can accomplish. Beause the Haste only affects units with 2 or more points of recovery, it allows 2-recovery units to be used every other turn, like a Knight, and 3-recovery units to be used every other turn, like a Scout, but doesn't affect Knights, Assassins, Beast Riders, and the like.

Move: Standard human.
Wait: With a 7 wait, the Chronokinetic would be ready to use again in 3
turns provided it hadn't moved, or 4 turns if it had moved (assuming it's
focus isn't broken early.) More importantly, it's added incentive to break
focus early, because the Chronokinetic would be out of play for some time
that way. It forces a more defensive tactic on the part of the Chronokinetic
player.

Special: I wanted the Chronokinetic to be useful defensively, too. I figured
a 2-turn stun would be enough to convince most flanking meleers to not
bother attacking unless it was to break focus or kill the Chronokinetic.


How This Unit would Affect the Game: Of course, this unit is most badass
when paired with a Dragon Tyrant, Scout, Mud, and Stone Golem in a classic
cross. A DT, Muddie, and Scout with 1-turn (or 2-turn, for the DT) recoveries and +30% armor is a
frightening thought. Then again, with three units to protect from invaders
(Cleric, Mud, and Chronokinetic), and 2 units taken up in the Dragon Tyrant,
the Chrono/Mud player is going to be spending a lot of time keeping his back
covered with his fast-recovery units.
The Chronokinetic may also be particularly lethal in combination with a Golem
Ambusher. Overall, however, I don't see this unit as particularly affecting a
lot of setup strategies. It's powerful, but it's more powerful than tactical in
some ways.
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Last edited by Essence; 11-12-2006 at 01:01 AM.
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Old 11-10-2006, 10:17 PM   #2 (permalink)
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its certainly interesting. a combo of this wish a stone and wisp plus 2 scouts would be fun to have.
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Old 11-10-2006, 10:28 PM   #3 (permalink)
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silly cua theres only 1 scout here.
Quote:
Creatures affected by Focus Haste lose 1 additional
point of recovery at the end of each turn.
Ok this kind of confused me; so dragons could attack and move every other turn like a knight?
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Old 11-10-2006, 10:42 PM   #4 (permalink)
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Hasted DT:

Turn 0: DT teleports and attacks. Recovery = 3, reduced to 2 at end of turn.
Turn 1: DT recovery. Recovery =2, reduced to 1 at end of turn by normal game mechanic, then unaffected by Chronomancer (because it's already at 1).
Turn 2: DR recovery. Recovery = 1, drops to 0.

So 3-recovery units are reduced to an effective recovery of 2 by the Chronomancer. In a similar manner, 2-recovery units are reduced to an effective recovery of 1, and 5-recovery units are reduced to 3.

Turn 0: Cleric moves and Heals Recovery set to 5, then dropped to 4.
Turn 1: 4 becomes 2
Turn 2: 2 becomes 1 by normal game mechanic, than unaffected by Chronomaner.
Turn 3: 1 becomes 0 by normal game mechanic.


I'll edit the OP to disambiguate.
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Old 11-10-2006, 10:56 PM   #5 (permalink)
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I don't like this unit very much at all.

A seven turn wait isn't necessary, I'd put it to four- it's usefullness doesn't call for that much.

I also despise the special. End game with only melee units left, this could win you the game just because of wait. Remember, units that are bad at everything else should have an attack and special; otherwise, it's one or the other.

I give it a four.
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Old 11-10-2006, 11:09 PM   #6 (permalink)
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Uhhh...I hate to actually use logic or anything, but:

1) The wait is four, because it always has to hit itself with it's Haste.
2) End game with only melee units left, this guy must already be dead, because he's not a melee unit.
2a) End game with only melee units left, this guy doesn't do anything, because melee units (Recovery 1) aren't affected by Focus Haste.
3) Units that are bad at everything else...like, say, a Witch or Pyro that has no special, or a Stone Golem that has no attack?

Step 1: Read.
Step 2: Think.
Step 3: Think MORE.
Step 4: Post.

If you're not doing things in this order, don't expect anyone to value your opinion.
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Old 11-10-2006, 11:24 PM   #7 (permalink)
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Essence, I want to say things to you that would make my mother cry, but I shall refrain.

One: Yes, I know. This I overlooked, my bad.
Two: You know what I meant. As one of the last few units, this would be a pain to kill if you only had melee units. I would hate to be your teacher.
Two (a): Did I say it did? It would still win the game if you had 2 knights and this versus three knights.
Three: A witch and a pyro have their own forms of attack. The witch is used to hit a straight line of units doing quite a bit of damage, and a pyro is meant to hit clusters of five. this unit is meant to speed up other units, therefore it has no need for a special.
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Old 11-10-2006, 11:40 PM   #8 (permalink)
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I'd like to see the animation of this unit the same as the Haste animation from Final Fantasy Tactics where the little clock appears over the unit's head. Damn, that game had everything. It was so awesome...
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Old 11-11-2006, 01:45 AM   #9 (permalink)
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Quote:
Originally Posted by ~Mister Mage
Two (a): Did I say it did? It would still win the game if you had 2 knights and this versus three knights.

What? How? The 3 Knights kill your 2 Knights (a fight whch the Chronokinetic has no effect on), and then kill the Chronokinetic.

You obviously haven't read, or haven't thought, or both. Try it.
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Old 11-11-2006, 02:18 AM   #10 (permalink)
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Try this: hide behind the Chrono, so that they must attack him and get recovery.
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