Pretty good ideas, I will read them properly sometime tomorrow, as I am busy now.
Thanks
{EDIT}
No, he will not be able to manipulate builders, this would just make it stupid.
I will probably give the Doombolt spell a cooldown.
Lulz, 1234 posts.
EDIT. Ok, I am currently making some changes to the Manipulator. I am going to give the doombolt a longish cooldown (60s+5/Level) and a higher mana cost. It's maximum damage will also be drastically reduced to about 5+5/Level or even lower. It is pretty much his only form of personal defense (though he will have the Ritual of Summoning, which I will probably implement in the next update, as well as the Infection race).
Scrying I will keep mostly the same, it is his way of subtly finding out where units to manipulate actually
are, instead of running around looking for them, it fits his style.
I am not sure about the Complete Control thing, maybe I will limit the amount of units he can control using some sort of (level x 2) + 5 equation...
Maybe I will make the Manipulation Menu abilities dependent on his level. This would mean that he does not have to actually spend ability points on them, but levelling would still influence their effects.
For example, with the kill spell, i could do something like (Number of killed units x level/3) + 1...
Units in warcraft do not have enough ability slots to make these regular abilities, so I will keep them on another units. The manipulator will be using a spellbook ability for his rituals, he would only use these every so-often anyway, so it wouldn't be much of a hassle.
EDIT AGAIN. Lol, the infection race, which I have made a surprising amount of progress on, is currently ridiculously overpowered. I will probably make killing an enemy unit only have a
chance to spawn a new Infected unit.