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Old May 1st, 2004, 11:16 PM

Blitz Blitz is offline
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Default Re: Orc Mod concept - feedback required

Quote:
I would use Nature, Death and Blood and leave out fire.
That's basicly where they stand, with a splash of earth and astral.

The Shaman (SDHH) is meant to be a "bad" Version of the C'tis shamen, able to cast nether bolt and other bad things.

My Witchdoctor (BNHH) concept was a "mad scientist" role, gathering blood slaves and crossbreeding. Making them unholy priests might not be a bad idea.

The Necromancer (DDUUUU) is self-explanitory.

The Magus is the one I'm not totally happy with. I want to give the orcs SOME high-end magic ability, but not one that will break the race. Perhaps earth isn't the best choice as an elemental school. Obviously Blood/Fire would give us the devil problem, and mirror Marignon/Abyssa. The seeress dosen't really fit the theme either, so maybe scrap her and add another melee hero.

I'll take suggestions on the top-end magic hero. Something with fire would probably work.

Quote:
Elites (Uruk Hai) could be on par with Abysians. Additionnaly the nation could recruit Wolf rider cavalry and Trolls...
Their magic paths should rather be Fire and Earth (Isengard..), maybe a little Astral, with Death shamans as priests.
What are Uruk Hai? I like the name, no idea where it comes from. As for cavalry and trolls, I've pretty much decided to make them strong melee fighters as is, adding even mediocre flankers might be a bit much. Trolls would definately fit the concept. I definately considered them (and their troll king hero) for the mod, but decided against it. What I did consider was an expensive troll unit with either a fear or standard aura that players could mix into the army. I'd like to discourage troll-massing and keep with the orc theme

[ May 01, 2004, 22:27: Message edited by: Blitz ]
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