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Angmar's 10 rings spell (The Fortress of the Iron Crown)

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The Witch-King of Angmar:
Hi everybody  :),
We all know Angmar's final move in its spell book:
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                    The Fortress of The Iron Crown
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1-All structures and walls gets 25% armor
2-Allies permanently healed inside fortress
3-Enemies inside fortress -25% damage and additionaly -25% armor nearby the Gate
4-Black Knights elite cavalry units become avivable

which is imo not a bad spell but i feel its not that good either considering the fact that its 10 ring spell move.
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It can only be used one time in the battle because you need a brand new castle every time you want to use this spell, so its a passive boost to your base but in my opinion its effects does not match up to the other 10 rings moves, however i like how its a 10 rings defense spell, that's a unique thing but its lacking as i was saying.
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And i am thinking of 2 ideas maybe one of them is a good solution:
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1) add an active ability with a cool down to it, this way there is something that is keep recharging and been used, make the fortress of the iron crown has the ability to lunch an ice meteor like in the original ROTWK as an ability with a cool down, and of course it has a limited range so the meteor can only be used for defending the fortress.
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2) Or maybe  making its passive abilities stronger,
i know its strong as it is now but its should make up for 10 rings defense spell move,
which means it must be way better than any other 10 rings spells when it comes to defending your base.
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Do you have an idea of what should be added as an active ability to the fortress?
what do think about buffing its passive ones instead of adding an active one?
do you feel its good as it is now and dosent need anything?  tell me your opinion ;)
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Kind regards.

kmogon:
Angmar isn't only faction that has spell "one per game" - I never used Mordor's "Past ages" more than once in game, rohan has his military camp and dwarves has fortress. Additionally Angmar has any passive spells so you can theat it like one of them. BUT I have to agree with you that this spell is a little too weak and need sth. In 3.8.1 Wich King's gifts was in base and I have no idea why ET move them to nazgul.

Melkor Bauglir:
Apart from that: Yes, the spell has no further use after the first cast. However, it's effect never stops which happens to every other spell (apart from "Power of Past Ages", "Summon Citadel" and "Summon Military Camp"), so it still grants a considerable boost. I thus can't agree with your thoughts on this subject.

Greetings
Melkor Bauglir

The Witch-King of Angmar:
I see your point, while it can only be used one time, its effect last until the end of the battle, thats something to be considered, but that doesnt make up for its weak state, in my opinion it does not match other 10 rings spells, thats why i think it need a little buff.

TheDarkOne:
This ability can only provide healing or recruiting an elite cavalry to the advancing Angmar player and even this is a questionable support due to the player's need to stay close to the enemy (or any key position which is far from the camp) as much as possible.

This ability is without any doubt a super buff over a castle which will allow the player to endure the siege. This spell's efficiency becomes very little if there are camps instead of castles. So I have to agree that this ability shall at least be able to affect the battle far away from the a camp or a castle by any means (using a spell over a hero like it was in prev. versions and this was fairly justified because WK of Angmar is sometimes recruited to use this very spell or whatever else).

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