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Exodar and Lightforged Draenei v.3

Submitted by Wa666r
This bundle is marked as approved. It works and satisfies the submission rules.
---------- wa666r ----------

Exodar and Lightforged Draenei v3
Created by wa666r

[​IMG][​IMG]
MAP INFO:

Another Alternate melee in my series of maps involving lore races from the Warcraft universe. This addition allows the players to explore and play as the erudite race of the Exodar Draenei and the Lightforged Draenei.

The Draenei are an honorable race of uncorrupted Eredar that escaped the grasp of the Burning Legion. The race has been forever thankful to the savior, the prophet Velen - who gained his favor from Naaru. From Velen's divinity the Draenei gained the influence of holy light and high morals. The Draenei have utilized their power using their natural strength in physical power and magical essences, along with holy magic. Though the numbers of the Draenei are not as respectable as many of the other races on Azeroth, they still are one of the strongest the Alliance has.


For untold millennia, the Army of the Light waged war against the Burning Legion throughout the Twisting Nether. The draenei most committed to their long crusade would undergo a ritual to become Lightforged, infusing their bodies with the very essence of the Holy Light. After finally achieving victory on Argus, the Lightforged draenei have undertaken a new mission: protecting Azeroth from rising threats and helping the Alliance push back against Horde aggression.


[​IMG]

Exodar Features

Play as a new race, and behold the tactics and abilities to utilize their various strategies to bring the fight to the enemy.

- 4 Custom Heroes: Zealot, Exarch, Prophet, and Augur.

- a list of new items reflecting the Draenei race.

- All custom units, including a Peacekeeper; that can distribute damage to multiple units, to A'dal Beacon; wielding an immense power against groups.



  • - The Gemcrafters can block a single negative spell every few seconds.

    - The Violet Hut slow enemy speeds.

    - The Draenei Crystals can be utilized for additional defense.

  • - A'dal Beacon: Powerful flying unit with a strong attack.

    - Salamander: Good against enemy air units and everything else once Entrenched.

    - Vindicator: Strong ground troop, effective against most objectives.

  • - Slower build and upgrade times.

    - Most units have significantly low speed.

    - Slow attack rates.

    - Buildings take much longer to repair.


[​IMG]
THE SHOCK SYSTEM: The "Shock" system is something I decided to implement to make the combat for the Draenei more varied and unique. What this essentially is is using various way to debuff an enemy with "Shock" then using the Draenei lightning based attacks and spells to quickly deal more damage and increase the magnitude of many abilities cast on them.

However, only a few select units actually deal additional damage against shocked enemies; the tooltip on the unit will say: Has Lightning based attacks. . However, the Electromancer can grant any unit the capability to deal extra damage to shocked enemies. The additional damage can be more improved when using the Augur, who has the Electrifying Aura ability, which grants a bonus to damage dealt to shocked enemies and movement speed bonus. The abilities that do cause an extra affect to shocked enemies will also be displayed on the tooltip.

To keep the balance for this system, I made it so that most "Shock" debuffs will be replaced if a new one is intoduced. Example: if Grounding causes the shock debuff, but the Agent's Lightning Arrow causes another buff, then the speed reduction from Grounding will be void. The only exception is the Augur's Thunder bolt ability.
[​IMG]
The CRYSTALLINE DEFENSE: I had a problem with the effectiveness of Conduit from the start of this major update; something had to be done to make them more effective. That is why I made an awesome trigger-based defense when using the Conduit. The way this works is the Crystals act as a barrier that soaks up the damage dealt to other structures. Some attacks that are dealt to other nearby friendly buildings will result in the Conduit removing mana points from it's own mana pool, and granting it to the damaged structure.

UPDATED: All buildings must have a source of energy - provided by either main or Conduit - to work in any manner. Otherwise they will not be able to train, upgrade, or attack until provided with a charge.




[​IMG]

Lightforged Features

Play as a new race, and behold the tactics and abilities to utilize their various strategies to bring the fight to the enemy.

- 4 Custom Heroes: Arch Mediator, Justifier, Faithful, and Paragon.

- a list of new items reflecting the Lightforged faction.

- All custom units, including a Sunshield; that gains armor and life regeneration while within combat, to Light of Xe'ra; which can teleport across the map and provide essential support to armies.


  • - The main structure deals damage to surrounding enemies as long as it has enough hit points.

    - The Searchers of Light are aerial units, which are hard to kill early on.

    - The Radiators can heal nearby friendly units.

  • - Warframe: Enduring mechanical unit, capable to heal friendly units and increase it's attack speed.

    - Salamander: Good against clusters of enemies.

    - Light of Xe'ra: Flying support unit that can teleport around and strengthen forces.

  • - Weak initial towers.

    - High health required to be effective

    - Lower damage output.

    - Buildings take much longer to repair.


[​IMG]
HEALING FACTOR: The Lightforged Draenei are the embodiment of the Holy Light, thus I decided to have a unique tactic to go about the faction. Most units have abilities and passives that are only active when units are at high hit points (90% or more). For this tactic the entire faction revolves and functions around maintaining high hit points and a healthy army.

The faction has a plethora of healing capabilities to maintain said function. Use them wisely in order to have an effective army that can outlast nearly everything.

Even the main structure has this function to act as the initial defense. When at 80% or more hit points the main structure damages surrounding enemies. Make use to use your Searchers of Light and their abilities to restore the hit points of the main structure.

[​IMG]
UNORTHODOX SETUP: One of the most glaring differences that the Lightforged have as opposed to every other faction is that they contain a flying worker. This naturally comes with huge advantages throughout all stages of the game. Be vary that your workers only have 100 hit points and can often be one-shot by abilities and some units.

All your structures build as Undead structures do - meaning they summon allowing the worker to continue to harvest lumber and gather gold.

In the beginning of the game, the player can create a Blessed Gold Mine for free and at almost no building time. Afterwards the other Blessed Gold Mines will cost lumber and take a significant amount of time to build.





[​IMG][​IMG]
ADDITIONAL INFORMATION:


TO PLAY AS THE DRAENEI, CHOOSE HUMAN WHEN CHOOSING YOUR RACE.

TO PLAY AS THE LIGHTFORGED DRAENEI, CHOOSE ORC WHEN CHOOSING YOUR RACE.


OTHER FACTIONS:






[​IMG][​IMG]
Screenshots/Info:



Lightforged Screenshots

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[​IMG]
Exodar Screenshots

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[​IMG]

Other Info



Change Log:

Change Log


Version 1-1.9

Added:
- NEW MAP (Divide and Conquer)
- NEW VOICES (Orc sounds)
- Changed Peacekeepers model
- Added Attachment to the Sphere of Naaru (looks a bit better)
- New Upgrade for the Main Building
- Crystals have Spell Immunity and True Sight now
- Salamaders have piercing damage and attack air.
- Small Changes

Version 2-2.9

- NEW Altar of Wonders model and icon
- NEW Crystal model
- NEW Refinery model
- NEW Breeding Den model/icon
- NEW Angelic Asylum model/icon
- NEW Ata'mal Shard Model
- New unit: Moth
- Peacekeeper model changed
- Champion completely revamped
- Vindicator completely revamped
- Anchorite completely revamped
- Vicar completely revamped
- Clairvoyant completely revamped
- Seer completely revamped
- Sphere of Naaru revamped
- Augur completely revamped
- FOUR NEW ABILITIES; Augur
- Zealot completely revamped
- FOUR NEW ABILITIES; Zealot
- Prophet completely revamped
- FOUR NEW ABILITIES; Prophet
- Exarch completely revamped
- FOUR NEW ABILITIES; Exarch
- DOZENS of new icons
- A WHOLE NEW "SHOCK" SYSTEM
- A NEW ABILITY FOR CRYSTALS
- So, so, so, so much more!

Version 3

- Complete overhaul of regular Draenei
- A new Lightforged faction added



Credits:

Credit:
Ujimasa Hojo
Sellenisko
Hawkwing
dickxunder
67chrome
FrIkY
GooS
assasin_lord
SinisterX
Totoro
Salmon
AnemicRoyalty
ReplikanT
Spellbound
Norinrad
Carrington2k
JetFangInferno
donut3.5
Lord_T
General Frank
KYTON
Thrikodius
ratamahatta
Power
00110000
Shyrony
Alpain
NightSkyAurora
Darkfang
Praytic
PeeKay
Shyster
Alethos
Diego Delgado
bu3ny






Keywords:
Draenei, Alternate Melee, Awesome, Great, Epic, Best Ever, Sexy, Naaru
Contents

Exodar and Lightforged Draenei V.3 (Map)

Reviews
Moderator
11:53, 22nd Jul 2013 Orcnet: Legal_Ease's review:
  1. 11:53, 22nd Jul 2013
    Orcnet: Legal_Ease's review:

     
  2. Leorik

    Leorik

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    Looks very good,good job! :)
     
  3. Daffa

    Daffa

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    Again, good job +2 Rep!
     
  4. AwzomeWulfzz

    AwzomeWulfzz

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  5. UndeadImmortal

    UndeadImmortal

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    The text font color is not eye pleasing. But yes I understand because draeneis are purples.
    Fixed.
     
    Last edited: Jul 19, 2013
  6. Legal_Ease

    Legal_Ease

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    Review of Draenei
    By Legal_Ease
    Comments

    This is a great map, true to lore (I assume because wa666r is a lore scholar) and fun to play. Though I got pwnd by NE on easy, I feel the race is balanced. The new race looks really good! Nice map choice too! Fixed up description looks great!

    The Pros

    -Triggered race selection option is cool! (why not use it for every race?)
    -Cohesive look - everything fits really nicely. Great model choices!
    -Nice icons!
    -Balanced race is fun to mix it up!
    -Tooltips useful!
    -Custom Spells were fun and easy to understand!
    -MANA MINES???? f#(k Yeah!

    Suggested Improvements

    -Still a few bad icons. DISBTN missing for 1 hero. PASBTN for research should be changed to plain old BTN.
    -Structure Icons in wrong places. Farm = hut but was not in farm position X,Y. I blame this for my loss, since I built a shop 1st. I should read more, but I like to build fast.
    -The crystal defense things didn't keep me from being destroyed :) they should hit harder and more often.
    -Sounds didn't all fit but without importing tons of new ones, I don't know how you could fix that. Maybe using more Naga instead of NE sound? idk.
    -nothing else....

    Overall Rating

    4/5, and +rep. This is really nice and the suggestions I offered are fairly minor changes. This map is 99% perfect. Voting for approval obviously!

     
    Last edited: Oct 31, 2015
  7. Wa666r

    Wa666r

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    Thanks Legal_Ease.
    I just decided to have that new optional trigger; so that's why the other maps don't have it.
    Which hero is missing the DISBTN? When I played, all were present.
    "Crystal Defense things?" can you be more specific... the entire race is crystals haha
    Unfortunately, there arn't many Draenei voices available, and if I were to use the Naga, they'd sound a little too evil for a holy race.
     
  8. Footman16

    Footman16

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    You could import wow voices. Maybe some Orc voices as well not the blood thirsty grunt one but the far seer one might work.
     
  9. Wa666r

    Wa666r

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    Of course! I will do that. Once I get enough things to change up, I will update the race.
     
  10. Orcnet

    Orcnet

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    Map approved, all thanks to Legal_Ease's review
     
  11. knight26

    knight26

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    There is a strange bug(?) going on(am I the only one having it/noticing it?), when the units move. It could be the peacekeepers, or vindicators, or champions, or all of the units. A constant 'eredar death' sound keeps looping when moving and makes the gameplay annoying and laggy, so see to it please!

    As for the rest, this is utmost the most completed dranei altered melee map. I like the fact that there is absolutely no broken dranei.
    Long text:
    Suggestions:
    -As for the naaru light/soul, why don't you try to change the model from wips, to RUNE(like the model of rune of healing, rune of mana, etc).
    -I noticed the race lacks ranged attacks in early game(actually there is only one piercing attacker, the naaru thing), which makes the race imbalanced. Also there are no flying units :(.
    -I understand that you tended to keep as close to the lore as possible[considering the buildings mechanics and units - having magic attack, where you did an excellent job) but it wouldn't hurt to add some balancing to it as well(perhaps replace the peacekeeper unit with something ranged/piercing attacker) ]
    -The map, it is supposed to be a fast play. (considering the lack of easy gain additional goldmines and map size). So I strongly suggest that you change the map to a 12 player one, and possibly a greater map size/longer game time required, because I presume players want to enjoy the new race to the maximum, and to do that requires time.

    *In short: too many melee/land only units early game, a tad imbalanced, add some piercing attack units, remove the hero model for the healer unit, change the map(please, it's a boring map).

    Rating: None yet (I really like altered melee and new races, so I want to rate this a 5/5 but that bug that happens to me really makes me nervous :3, could you first update before I rate).
     
  12. Wa666r

    Wa666r

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    Thanks for the review. :goblin_yeah:
    - As for the sound, its the Peacekeeper. I tried everything to stop that, but its the model itself.

    - I originally intended to change the Sphere of Naaru, but if I do, there will be no team color specifics; it will be hard to tell which play has the unit.

    - You do bring up a good point about the piercing damage, I could try do something about it; maybe change the Salamander to piercing.

    - Unfortunately, I cannot really change the map all that much by itself, but I am working on something new that has all five of my races. Wait... I can do that, just gotta transfer the data. Next update, will have the race be on a much map
     
  13. knight26

    knight26

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    Well you either change the model, or some players who are annoyed will be forced to not make any peacekeeper units(also I forgot to mention this unit lacks portrait model)
    If you will consider this model Sellenisko's - Dranei Huntress for a replacement of the peacekeeper
    Good point there although have you seen this alternative

    Well I was also wondering why Salamander didn't have piercing attack, and possibly make it able to attack air units as well.
    Great! ^_^, it would be even greater if you take a melee map made by users here, that way we enjoy a new map, and a new race!
    Some good ones if you consider my opinion:
    Remixer's Ancient Temple - 8 player(4/5 mod rating)
    normalice's Hegemony - 8 player(5/5 mod rating)
    normalice's Splatter - 12 player (4/5 mod rating)
     
    Last edited: Jul 24, 2013
  14. Wa666r

    Wa666r

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    The map has been updated C:
     
  15. Wazzz

    Wazzz

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    The balance is more than questionable. What is also questionable is why the Draenei open up with two melee units. It's something different, to an extent, but it appears to just be doubling up on unit roles early game. Honestly, I feel like this race could rush with Peacekeepers and, if not win every time, at the very least cripple the opponent enough that they can't recover (the damage is insane for 2 food, and so is the health, despite having Medium Armor [arguably the most powerful armour in the game, although it will be weak against enemy tier 1 melees]).

    It seems that the Prophet hero may have too many stats going around, too. Bit questionable on that one, it has an infinite mana pool at level 2.

    Speaking of heroes, why do most of the hero abilities, if not all of them, seem to be more powerful versions of existing ones?

    Reached Tier 3 to finally get that Champion unit. Imagine my surprise to see another melee attacker with Heavy Armor. Yaaaaay...

    Could the Seer have any more damaging spells? I don't think it has enough.

    It's almost as if this wants to be a Caster race while having a barracks full of melee units. Does anything do Piercing damage?

    Why does Atrophy do 6% health at a time? Wasn't Death And Decay's 4% enough?

    First appearance of Piercing damage was the Salamander. Cost me 6 Food. But now I can finally deal with air threats appropriately. Gooood. (Also, it has Heavy Armour. I may have difficulty with Gryphon Riders. Or Frost Wyrms. Or any heavy flying unit.).

    Good thing I have the Sphere Of Naruu to deal negligible Piercing damage as an alternative. Yaaay... (3 Food).

    Oh, good. The Clairvoyant was a caster all along. And its first spell is a damaging spell! I was afraid we didn't have enough of any of those things. I sure hope they don't get Dryads (does Easy Night Elf get Dryads?).

    For a caster race, there sure does seem to be a certain lack of heavy magic damage. I'm beginning to see why they died in the lore (they did die in the lore, right? That /was/ what you were going for, wasn't it?).

    Elekk Riders, ah yes. I'm glad I finally have a normal damage user with Heavy Armor. Wouldn't be balanced without it.

    So, what have we learned here today? That you can make a review look as snazzy as you want, but in the end it's about as useful as the pointless moose picture you put the hidden tag.
     
  16. knight26

    knight26

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    The sarcasm is strong with this post [​IMG]

    -Although I DO agree with Wazzz about the mods's choice of review, since it doesn't cover the details and balances, but it definitely is not Legal_Ease's fault for that.. also Wazzz could be less sarcastic about it.

    *And as for the Elk rider unit, it has siege and melee attacks, so it can be used as a knight and a siege weapon. So I also suggest that you balance that unit by raising the food cost, that way the player could get 2 Elk Riders at most.(6 or 7 food, since its 2 units combined in one). OR you can remove the melee attack and just keep with the siege attack(kinda like the Orc wolf rider)
    *Other than that, I'm glad you changed the map and the peacekeeper model!
    [​IMG]
    *Try to balance it out a bit with the early game, as Wazzz and I mentioned above, it does indeed lack an early game piercing attacker(take the stock races for instance, they all have a ranged/pierce attacker in tier 1).
    *But on the other hand, this is not intended to be a replica to the stock mechanics of gameplay, so maybe it was intended that way.
     
  17. Wa666r

    Wa666r

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    Well then, Captain Sarcasm. I appreciator the review, but it could have done without the attitude. There's no need for that. As for your question, the Draenei have two melee units because they are a different race, therefor the play-style will be different. I want the race to be played differently - so that you cant just cut and paste strategies from other races into this one. One unit is quicker with less defense, while the other is slower with higher survivability. Now, you say that the Peacekeepers can rush, Have you tried it? You said it yourself, their armor is medium. which is weak against early tier units. So how can this be done? With that said, I cant help to think that you are right about the health & damage of them - I will lower the stats a notch - but that unit's role is damage dealer; naturally he will be able to do his role.

    That's something I haven't spotted until you said something. I will fix that. But the Prophet is a pure mage, so his mana will still be higher than most. Around the Same as the Archmage.

    Because there are only so many abilities that I can use (Im taking up GUI to change that). As for a stronger version, I don't quite think so. Example: Hallow Slam (Thunder Clap) deals slightly more damage and reduces movement speed by 75% (instead of 50%), but it does not reduce any attack rate. I believe that's a bit more of a fair trade. Its neither weaker or stronger than the original.

    Well if you actually read what the Casern says (Primary "Melee" troop production.) then you would know that it was going to be a melee unit. Its like a Footman and a Knight... but heavy armor melee attackers.

    Look at the description: "Offensive spellcaster with destructive powers." Need i say more?

    The Sphere of Naaru and Salamander. I will allow the Peacekeeper to fire projectiles with piercing damage against flyers only.

    Yo got me there... I'll nerf it.

    Lowered the food cost to 4 and Elekk Rider increased to 5. Also the Armor was changed to Medium. The Salamader used to deal siege damage so his armor was heavy. Forgot to change it to medium before.

    With the Harm ability that decimates heroes and spellcasters, I think its worth 3 food. But I did greatly increase the attack speed of them.


    Then maybe get some of the many melee troops against the dryads...
    Yes -one more damage spell; its that units main focus spell.


    Well then maybe you could combine all of the damage spells to deal the heavy magic damage you want.

    And Siege damage. Maybe there are too many normal-type attackers. The Elekk Rider will have only siege attacks.

    Thanks nether-the-less for your crude review. It helps to make my race better.
     
  18. Wazzz

    Wazzz

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    it was more so that his stats just seemed to be a little higher all over, like his strength and agility were pretty decent and he managed to pull off so much intelligence at such a low level despite having decent growth in those areas. it /might/ be too much.

    can't really compare it to that scenario, as those are the only two units in the Human race dealing normal damage at melee range. you have two more on top of this.

    that is not how you do an 'offensive' caster, it has no caster qualities other than damage spells, meaning it has no real use or function.

    that could work effectively, definitely. although you kind of already have too many normal damage melee attackers, even three would be questionable. could potentially do piercing damage for the melee attack as well.

    that has a little more potential, although i question why the elekk rider wouldn't be pure siege damage. after all, you have so many normal damage users. the peace keeper and/or elekk rider could/should have slightly tweaked roles based on their damage type, which has been covered.

    it is a good anti-caster, but it certainly doesn't fill the gap where the piercing damage is horribly lacking, which should be fixed by the Peacekeeper's anti-air attack (i'm liking that idea)

    at least one of these caster units needs a little less emphasis on being a caster and a little more emphasis on dealing heavy damage (not through abilities). you could keep the heavier ones as 'casters' in that they use mana and the whole shebang, but they need some heavier damage. also, it's a little questionable having an attack upgrade for the casters, it could lead to a bit of imbalance there.

    ah, you already came to that conclusion for the elekk rider, should work
     
  19. Wa666r

    Wa666r

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    I think three melee units is a good amount; considering that they are all different and provide separate support.

    I think the Clairvoyant will have a different first ability. Instead of the Ice Blast, he will have a spell that increases total damage done for the cost of magic. Kinda like the Destroyer. To get him into the role as a heavy damage dealer. I think it will work out well with his other abilities.