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Thread: New Defense Tower: Witch Tower

  1. #41
    Pro Member Nmills's Avatar
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    Quote Originally Posted by KingDao View Post
    Long have the witches aided our armies in their raids. Now though, an emissary from the witch covens has come to propose a change in our people's relationship. Introducing the first troop spawning defense tower:

    The Witch Spire*

    Physical Description: Perched on an edifice much like the towers of the wizards, the witch has a commanding view from which to summon fallen foes to fight for you. The witch does not actually damage your enemies, but she summons forth skeletal warriors (and archers!) from their graves to fight for you.

    LVL 1

    Max Summoned Units: 7

    Hitpoints: 650

    Range: 8 tiles

    Effect type: Area Splash (2 tile radius)

    Targets: Ground

    ...

    Skeleton**

    Damage Per Second: 25

    Hitpoints: 45

    Favorite Target: Any

    Damage Type: Single Target

    Targets: Ground & Air

    Movement Speed: 24

    Search Radius: 4 tiles***

    *tip: because this spire does not inflict damage, but requires gravestones to be effective, place it by cannons, archer towers, and within mortar range for maximum efficiency.

    **Skeleton stats are the same as the stats for the in-game skeletons that the witch troop summons. Furthermore, at the battle's end, skeletons have a 50% chance of turning into tombstones worth 10 elixir.

    ***Troops outside skeleton search radius are not targeted by the skeletons.
    Am i missing something here. If it requires graves to work, and graves can only be spawned on empty areas wouldn't you have to put it outside or at least on the very edge of your base for it to make skeletons meaning it would be easily destroyed before it really did anything. How exactly would the spawning work? Can you post some more details please I'm not really sure if this would be op, worthless or a brilliant addition to the game.

  2. #42
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    Quote Originally Posted by zomb0y View Post
    haha, i feel your pain, i just hit silver 1 and had to drop back down because I couldn't find anyone I could beat lol
    Rofl, silver 1 is super hard, right?!?!

  3. #43
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    Great idea

    I love the idea of the witch tower

  4. #44
    Senior Member KingDao's Avatar
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    Quote Originally Posted by samihomran View Post
    I love the idea of the witch tower
    Witch Spire, and Thanx!!!
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

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  5. #45
    Senior Member KingDao's Avatar
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    Quote Originally Posted by Nmills View Post
    Am i missing something here. If it requires graves to work, and graves can only be spawned on empty areas wouldn't you have to put it outside or at least on the very edge of your base for it to make skeletons meaning it would be easily destroyed before it really did anything. How exactly would the spawning work? Can you post some more details please I'm not really sure if this would be op, worthless or a brilliant addition to the game.
    Yes, it needs gravestones to work. Hence the notes in the OP stating to place it near other defenses, particularly CC, canons, and within mortat range. It would typically be on the edge of one's base yes, but one can surround it with walls for greater support.
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

    Sig By OrangeJJ

  6. #46
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    idea for buying

    make it like 10 or 15k dark elixir to buy at lvl 1 since witches cost dark elixir

  7. #47
    Senior Member KingDao's Avatar
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    Quote Originally Posted by magicstriker11 View Post
    make it like 10 or 15k dark elixir to buy at lvl 1 since witches cost dark elixir
    Quote Originally Posted by KingDao View Post
    I think this defense should still cost gold. I am curious as to what my readers think a good price range is, but I think DE is out of the question. As for the TH lvl to unlock this tower, I was thinking the same as you, one at 9, another at 10, with possibly a third at 11. It is in My TH 11 idea thread because I figured they could come out in the same update.
    Please read previous comments.... I have already stated that paying DE for a defensive structure is out of the question (imo), as it then detracts from the uniqueness and the awesomeness of heroes.

    Thanx,
    KingDao
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

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  8. #48
    Senior Member KingDao's Avatar
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    Exclamation HUGE design change! Please read!

    The Witch Spire has undergone two major changes.

    1. The Spire now attacks as well as summons troops. The tower shoots an arcane bolt that deals 25 damage dispersed over a two tile radius. After two shots, the witch pauses to summon skeletons. (Up to 7 skeletons may be "alive" at any time).

    2. The Witch Spire no longer requires gravestones to summon its Skeletal warriors.
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

    Sig By OrangeJJ

  9. #49
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    Quote Originally Posted by KingDao View Post
    The Witch Spire has undergone two major changes.

    1. The Spire now attacks as well as summons troops. The tower shoots an arcane bolt that deals 25 damage dispersed over a two tile radius. After two shots, the witch pauses to summon skeletons. (Up to 7 skeletons may be "alive" at any time).

    2. The Witch Spire no longer requires gravestones to summon its Skeletal warriors.
    Is the cost in Gold? Elixir or Dark? How much does it cost? How much spires can you have at max Town Hall? 4 like wiz tower?
    Last edited by Cabanana; March 3rd, 2014 at 12:32 AM.

  10. #50
    Senior Member KingDao's Avatar
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    Quote Originally Posted by Cabanana View Post
    Is the cost in Gold? Elixir or Dark? How much does it cost? How much spires can you have at max Town Hall? 4 like wiz tower?
    Cost in Gold. I'm thinking 1.5 million for level 1, and 2 Spires at max TH. How does that sound?

    ~KingDao
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

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