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 Dark Archon (unit)

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Editor (Data-Blancing)
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Join date : 2011-05-23

PostSubject: Dark Archon (unit)   Mon Dec 26, 2011 2:54 pm

Dark Archon (update 0.1)

Hit Points: 25
Shields: 200
Energy: 200 (upgradable to 250)
Armor: 1
Shield Armor: 1

Attack: (none)
Type: Psionic - Massive


Maelstrom: Stun Enemys in a small radius
Mind Control: Take Controll of an Enemy Unit

Feedback is welcome x)

Especially on:
'price' 'colldowns' 'energy regulation'

Last edited by Sylon on Tue Dec 27, 2011 4:16 am; edited 1 time in total
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PostSubject: Re: Dark Archon (unit)   Tue Dec 27, 2011 3:39 am

awesome idea.

some pointers:

English plural is -ies if it ends with a 'y' (so it's enemIES, instead of enemYS)
it's 'cooldown' instead of 'colldown'
it's 'control' instead of 'control'

Any ideas about the price and the tech?
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PostSubject: Re: Dark Archon (unit)   Mon Jan 09, 2012 11:29 pm

I also like the idea.

Stunning enemies is very strong, especially if a collossus is blasting at I think this should cost like 150 energy and maybe last 2 or 3 seconds?

Taking control depends on how it general this is very hard to balance, as a controlled marine is worth nearly nothing, while a battlecruiser can change the outcome of a it possible to make it depended on what unit gets controlled?
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PostSubject: Re: Dark Archon (unit)   Sat Jan 14, 2012 2:41 pm

Requirement: T3
cooldowns & energy:
cooldowns both around fungal and neural parasite
give them low energy cost, cooldowns do the job,
(can u make the mindcontrol cooldown not start,
until the controlled unit is dead?)
and with high energy cost theyre double punished by ghosts,

skill ranges:
4-6 in my opinion
we allready have enough casters that stand in the back untouchable

price: around 350
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PostSubject: Re: Dark Archon (unit)   Tue Jan 17, 2012 11:09 am

IDK, this can end up much too powerful. I'd rather see an Arbiter (use Warp Prism model for that).
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