Dark Riku wrote:Consume already does that.Tex wrote:-doesn't change doombolts (they are already fantastic), but does change consume. Consume now gives hp and manna
Consume has never given hp. Ever.
Dark Riku wrote:Consume already does that.Tex wrote:-doesn't change doombolts (they are already fantastic), but does change consume. Consume now gives hp and manna
orgininal patch notes --> http://www.dowreplays.net/elite-changelog.htmlCaeltos wrote:Consume has never given hp. Ever.
sk4zi wrote:actually i like tex´s idea most.
but i think this thing should give more and be T3 ...
someth ridicolous like. +100 energy -30% CD for everything for about 200/50
also i would like the wheapon providing the "phase out" from the letters.
also i would like to see the warp global being a spell (with huge CD) and the global removed.
the benefit of this would be that it would no longer work when the sorc is down
Dark Riku wrote:Consume already does that.Tex wrote:-doesn't change doombolts (they are already fantastic), but does change consume. Consume now gives hp and manna
Dark Riku wrote:orgininal patch notes --> http://www.dowreplays.net/elite-changelog.htmlCaeltos wrote:Consume has never given hp. Ever.
"Consume now also heals for 40 health"
Codex ---> http://www.dawnofwar.info/index.php?pag ... s_sorcerer
Consume "Consumes the life force of an allied non-hero infantry unit, killing it to restore 50 energy and 40 health to the Sorcerer.
Range 8, cooldown 20 seconds."
It's bugged though atm. It works when you target the AC on tics but not when you target a tic model.
Don't know about the other units because you only ever want to consume tics ^^

Gorilla wrote:sk4zi wrote:actually i like tex´s idea most.
but i think this thing should give more and be T3 ...
someth ridicolous like. +100 energy -30% CD for everything for about 200/50
also i would like the wheapon providing the "phase out" from the letters.
also i would like to see the warp global being a spell (with huge CD) and the global removed.
the benefit of this would be that it would no longer work when the sorc is down
sarcasm?
If not, way to take a decent idea by tex and blow it out of proportion.
It is working when you target the AC on tics, it consumes 1 random tic model then because of leader mechanics.Gorilla wrote:so it has always been meant to give HP but it has never actually worked. I didn't think we would both be right!
Atlas wrote:How about a weapon wargear that DOES allow Consume to give health too?





Atlas wrote:It's not super bad, but having to channel the ability really hurts imo. I don't think I would get it if I was forced to knock out my own sorcfor 1 other model.
Yes, I know that Tome of Subjugation locks the sorceror as well, but that's a whole squad there. You don't have to worry about the other models of a squad knocking your sorceror down for example.

Torpid wrote:Nah it couldn't affect vehicles as vehicles are absolutely crucial to one's composition. I mean, TOWing a kiting chimera and then jumping raptors into the guardsmen to force them off allows you to move in your plague marines and there, as soon as TOW ends it is a dead chim which without that wargear would probably have kited infinitely (who am I kidding you are a CS you could just sigil PMs behind it, but you get the idea right?).
Walkers are line-breakers vs suppression/arty, wait for a push, TOW their walker, now all the other stuff that pushed with it is suppressed and being blown to bits, then the walker becomes out of TOW and it has no support hardly, 5seconds is long enough to do this I think.
It affecting models does have quite a lot of utility though I think, more for TOWing enemy models - heavy weapons on set-up teams and none-set-up-teams (so good vs missle tacs and strangler warriors), obviously it helps vs heroes a lot, can take subcommanders out of play temporarily too and I don't think 5seconds is so drastic of an effect that it would be OP - remember the model affected by this won't lose any HP because they are "phased out" so to speak.
It can be used to save your own squads from wiping if they are on the last model while you bring reinforcements out of your base to save them. Maybe it could be usable on allied vehicles but not enemy ones? I dunno, even then, it may be too strong, serving as a flesh over steel counter and so on. It can't affect squads though, that would be too strong. Making bloodletters invulnerable for well over 10seconds, making plague marines/las-devs invulnerable for 5 sseconds and so detering enemy vehicles for quite a while, or worse yet just TOWing enemy jump squads after they jump a havoc while you move it back -_-
Nurland wrote:T1 wargear that is sounds quite decent against vehicles sounds a bit questionable. Just my opinion.

Caeltos wrote:I'm not quite sure if a Lightning Claw could work for the Chaos Sorcerer. Animation-wise dependant and all that. For ex. I think he'd need a staff/sword (Similiar to Librarian) wargear. However, he could probably get a new animation (Similiar to other misc. lightning claws users, for say ex. Vanguard Model/old Raptor AC model. But again - not sure how the model itself would be effected by it.
Purely speculations that needs to be investigated.


Slaaneshi Cacophony wrote:Could you not just give the Sorcerer one of the Hellblades from his Last Stand wargear?


Lost Son of Nikhel wrote:And some kind of energy transfer weapon from Chaos Sorcerer to other squads, to support the hungry hungry Raptors?
Raptors are very useful in in many MU's, they do not need extra help.Surprise Attack! wrote:I like this idea - currently I feel raptors are actually really kinda useless in many mu's.
Dark Riku wrote:Raptors are very useful in in many MU's, they do not need extra help.Surprise Attack! wrote:I like this idea - currently I feel raptors are actually really kinda useless in many mu's.
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