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Suggestions for Exo´s Air starting tank vs Longrange
#3
Edit: Thread Organisation done - Good jobSmile

To some ideas there: Abilities like cyclone, which disable tanks (even titans) for some time are really to strong except for ultimate. Even the antigrav only gets such a disable with lvl 10. (imagine someone holds you up for 2-3 seconds while enemy creeps are killed and the friendly troops from you come near - it would be lethal for every tank and not very special against long range)

Now I show that I am not that creativeWink :

I suggest a NameSmile : Faerie Tank

Skill-Ideas - from me:

1.) Healing Aura: Maybe give nearby troops a healing aura - not comparable strong to Gaurd!!! - just about 6Hp/sec or whatever at lvl2-3

2.) Longe Range Slower: An aura which decreases enemy tanks speed within 1350range by 7%/ level. (or other %)
ADDITIONAL: It got an enemy speed bonus aura (7%, or maybe even 8 or 9% / levelSmile )for just 950 Range.
--> Dont know if the enemy speed Bonus aura can be implemented so easy.

Explanation: The faerie tank slows enemy tanks in a "long range" range, but boosts their speed to normal (or even more) in medium/long range :mrgreen:
I think that would be very funny - 100% a supporter ability, because the faerie must stay away.

3.) Magical damage Block:
I know such an ability exist for trader but it is exellent for fighting long range :| : Magicla Damage shild (I think it was called magicla barrier or so) - and excellent for supporter.

4.) Healing cannon: As the faerie Tank is a supporter he might (if creatable) get a healing cannon. (Ultimate)

5.) Tank cannon ... (no creep cannon)
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
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Messages In This Thread
Re: Hydro Tank - by koshen - 2009-04-27, 16:03:12
Re: Hydro Tank - by SCorpA1 - 2009-04-27, 16:12:22
Suggestions for Exo´s Air starting tank vs Longrange - by Gammagulp - 2009-04-27, 18:03:21
Re: Hydro Tank - by Giftfinger - 2009-04-27, 20:35:40

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