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Heroes Community > Heroes 8+ Altar of Wishes > Thread: The Coven
Thread: The Coven This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Paiazza
Paiazza


Known Hero
لىخ ضل
posted December 12, 2010 09:42 PM
Edited by Paiazza at 22:07, 12 Dec 2010.

I really like your idea, good job

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted December 12, 2010 09:46 PM
Edited by Oscarius at 21:52, 12 Dec 2010.

Uhhm, could we do without massive pics in a thread dedicated to another faction?

Just a thought.
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Need moar avatars!

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 12, 2010 09:58 PM
Edited by blizzardboy at 21:58, 12 Dec 2010.

lol @ Paiazza
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"Folks, I don't trust children. They're here to replace us."

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Paiazza
Paiazza


Known Hero
لىخ ضل
posted December 12, 2010 10:08 PM

For what?

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted December 12, 2010 10:11 PM

Ooohh, sneaky.

Now we'll really confuse Ad when he comes around.
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Need moar avatars!

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zazu1
zazu1


Adventuring Hero
Makes Sense
posted December 13, 2010 06:08 AM

This looks pretty cool Arduis, but I have to say your Abyss town is still my favorite from you

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 14, 2010 07:06 PM

I'm having fun with other things right now.

I'll see to this project later.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 27, 2010 07:45 PM
Edited by Adrius at 19:51, 27 Dec 2010.

Small update:

-New Dark Artist look:


-Invocator's Dark Might ability removed.
-New Invocator Ability: Draining Aura
Draining Aura (Passive Ability. When spells are used by enemy spellcasters, creatures and heroes alike, 25% of the Mana used is transferred to the Invocator. Mana may exceed normal maximum when drained.)
-Realm Guard and Moon Lord's Axe Sweep removed.
-New Realm Guard and Moon Lord Ability: Spirit Link
Spirit Link (Activated Ability. Choose an allied creature other than Realm Guards and Moon Lords. When the targeted allied creature receives damage to its HP, 15% of the HP lost is transferred to the Realm Guard. Spirit Link can both heal, resurrect and create new Realm Guards.)
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 28, 2010 12:16 AM

Spirit Link sounds very interesting, but I wonder if it won't be a little to over-powered if it can create new Moon Lords, they the champions after all. I mean it doesn't have to be that OP but if you use it in combination with let say RESURRECTION....


Otherwise I'm not a big fan of the new Dark Artist Not saying the other one was better, but the new one is meh.
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"You turn me on Jaba"
- Meroe

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 28, 2010 12:23 AM

Spirit Link Cons:
-Wastes one turn to cast the ability
-Allies have to take damage for it to be effective, something that you'd rather avoid.
-Coven creatures generally have low health, something that is not the case with the Realm Guard. This means that gathering enough HP to resurrect or create new Realm Guards requires quite a lot of beating on your allies behalf.

As for Resurrection, the Coven dislikes blessing magic schools. They like to harm stuff. I am still unsure of the Spirit Link ability though, it feels a bit too defensive in nature.

...

I personally like the new Dark Artist more (kinda obvious since I switched it), if I look at the whole theme and the lineup it looks much more fitting
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 28, 2010 12:32 AM

I was thinking something in the line of that you sent out a unit take a lot of beating. The unit is linked to your Moon Lords by Spirit Link. As the enemy start damaging your unit the Moon Lords increases in numbers. And all at the same time you just keep on resurrecting the poor units that are being damaged.

But ofc all these thing would be adjusted and balanced accordingly anyway so.


One more thing though, you should review your signature
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"You turn me on Jaba"
- Meroe

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 28, 2010 12:36 AM
Edited by Adrius at 00:41, 28 Dec 2010.

Ohh... but that's a cool tactic!

Guess you could farm Moon Lords by abusing that ability on critters hehe...

Thanks for pointing out the signature.

EDIT: Bet Nighty will appreciate a female in the lineup btw
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serptico
serptico


Adventuring Hero
posted December 28, 2010 04:53 AM

I'm hoping for some kind of a 5th faction like this too, good idea!

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 28, 2010 08:12 PM
Edited by Adrius at 20:13, 28 Dec 2010.

I think it fits rather well, considering the occult theme (you know, Baphomet and stuff)

Update
-Dark Artists and Invocators no longer have ranged attack ability. They must now rely on magic for ranged combat.
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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted December 29, 2010 02:43 PM

Nightterror don't EVER stop talking!

You are one of best poster here just because you post so much. Some people just post like once a day, that's so boring.
So you keep on posting, always and forever!
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"You turn me on Jaba"
- Meroe

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted December 29, 2010 10:21 PM
Edited by Orfinn at 22:22, 29 Dec 2010.

I love your town proposal Adrius, finally a town that reminds me of something I have always wanted to see in a HOMM game!


Ubisoft and Black Hole SHOULD take notice of this!


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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 29, 2010 10:35 PM

Thanks a lot

Right now I'm trying to figure out a good racial ability for the Might hero... probably gonna come up with something soon.

The new name for the Might hero will probably be Slayer btw.

Also I'm gonna collect a whole lot of art for Hero portraits and make me some Witches and Slayers. I always like that part cuz I get to think of interesting backstories and stuff.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted December 29, 2010 11:34 PM

Quote:


Right now I'm trying to figure out a good racial ability for the Might hero.



How about:

Assasination
Basic:Slayer's creatures have 15% chances to kill one more enemy
Advance:Slayer's creatures have 20% chances to kill one more enemy creature
Expert:Slayer's creatures have 30% chances to kill one more enemy creature
Ultimate:Slayer's elite creatures gains deadly strike with 5% chances






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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 29, 2010 11:42 PM
Edited by Adrius at 23:43, 29 Dec 2010.

Thanks for the suggestion.

I'm not sure if H6 racial abilities come in levels like in H5, I think and hope they do not.

The problem with your suggestion is that it's chance based, something that I personally do not like and apparently neither does the development team of H6, seeing as how they've abandoned chance-based skill rolls on level-ups and the like.

What I'm thinking of is something involving the same type of bar used for the Witches' Empowered Magic, but with a different effect of course.

A simple damage increase for a creature attack might be the best choice after all... though it would probably make Werewolves a must-have creature like Joonas mentioned earlier... Argh.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted January 01, 2011 12:51 PM
Edited by Adrius at 18:11, 02 Jan 2011.

UPDATE

-new Might Hero and Might Racial Ability

Might Hero: Slayer

Legends of the battlefield, a Slayer has earned his/her position through years of slaughter. Slayers are often recruited from the ranks of other factions'. Captains, generals and the like who have been banned for their unorthodox ways are more than welcome in the ranks of the Slayers.

Slayer Racial Ability: Fatal Strike
Inflicting and receiving damage feeds a special gauge for Slayers called the Fatal Strike gauge. Once the gauge has enough power, a Slayer can use it to temporarily lower the enemy's defensive capabilities.

MP - Magical Protection
DEF - Defence

Fatal Strike Stages:

1st stage: 25% MP and DEF reduction
2nd stage: 50% MP and DEF reduction
3rd Stage: 75% MP and DEF reduction
4th stage: 100% MP and DEF reduction

A Coven player can choose how many stages of the Fatal Strike Gauge they want to consume when triggering it.

Example:
It's a Rogue stack's turn, and the Fatal Strike Gauge is filled to reach the 50% stage. By triggering Fatal Strike the Rogue's next attack on an enemy will ignore 50% of its Magical Protection and Defence.
Fatal Strike is compatible with spells as well, so a Wisp triggering Fatal Strike can ignore a portion of the enemy's Magical Protection when using its magic.
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