[TC19] Warcraft Commander - Uther's Faction

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Created for war3 Reforged on latest patch. Some models & icons might not visible on SD.

Faction Overview

Medias & Screenshots

Changelog

Credits


This faction is centered Uther the Light Bringer, paladin of the Light, Leader of the Silver Hand, member of the Church of Light.
As such, this faction is themed around the Light, with healing and shielding spells, and around values such as justice and honor.

StrengthsWeaknesses
+ Good defensive capabilities with walls and defensive building.
+ Tanky units
+ Very good late game with powerful but limited units and Miracles.
+ Versatile hero capable of being offensive and defensive that can evolve during game.
+ Good against undead units
- Requires a lot more building to make use of the full power of the faction
- Quite vulnerable against air units in mid game (True anti-air unit is T3, until then, you only have some weak T1)
- No air units until T3
- No strong air units against grounds units or buildings.
- Can be expensive. This is somewhat compensated by the Abundance Miracle, but still.

To play this faction, select humans.
Human AI will play classic human faction and not Uther's.

Core mechanic

Hero

Units

Buildings


While playing Uther's faction, you'll have a third ressource to manage: Faith.
This ressource can be collected by cantor with their Pray ability on a Place of Prayer, buying a consumable item in the reliquary, or by one Uther spell.

Faith is used to cast spell, improve abilities effects, or cast Miracles.
Miracles are powerful abilities that can be casted by cantors. Here are the three Miracles available:

NameRequirementCostEffect
Humanity DefenderAltar of Light
Having summoned uther at least once
200 Faith (+400 if Uther is dead)Consumes Faith to call the Lightbringer to your aid. Upon arrival, Uther will deal magic damage to all enemies in the targeted area.

If Uther is dead, you need additional Faith to revive him instantly.
AbundanceChurch
Limited to 2 uses per player.
400 FaithAdds golds to the targeted gold mine.
Archangel comingCathedral200 seconds.

Consumes 20 Faith whenever possible to double tick rate.
Start channeling to gain mana. When reaching full mana, summon an Archangel for a limited time.
If possible, consumes Faith per second to gain 1 additional mana.

The Archangel is a very powerful flying unit (but can be targeted as air or ground) that can deals huge AoE damage, destroying army and buildings alike, and barely takes any damage thanks to its divine armor.
Still vulnerable to crowd controls tho.

WARNING: Using this miracle will send an alarm to ALL players and the caster will be always visible on minimap until the ritual is completed.

This faction can recruits only one hero: Uther the Lightbringer.

Uther is versatile hero, capable of providing damage to enemy units as much as support for allies.
During the game, Uther evolves to Blessed Uther with the first Church constructed, and to Ascended Uther with the first Cathedral construct, unlocking new abilities and improving some of the previous ones.

Here are his abilities:

Ability NameRequirementEffect
JudgementLevel 1
Being learnt
The Hammer of Justice falls upon the targeted area, damaging every ground enemy units and summoning a Spiritual Hammer for 60 seconds that can attack land units.

Ascended Uther: a second Hammer falls.
Divine ShieldLevel 1
Being learnt
An impenetrable shield surrounds Uther, protecting him from all damage and spells for a set amount of time.

Blessed Uther: Divine energy leak from the shield, shielding every 5 seconds nearby allies during 20 seconds.

Ascended Uther: Double the shield amount
Divine InterventionLevel 1
Being Learnt
Channel ability
Causes healing energy to pour down in a large area, healing friendly allied units over time

Blessed Uther: gain Faith for every nearby ally.

Ascended Uther: increases Faith gain by 50%.
Soul GuideLevel 6
Being Learnt
Calls upon a powerful Kyrian to help Uther on the battlefield and guide the souls of the fallen from their corpses to the other side after one last battle.

When the Kyrian leaves the battlefield, so does the souls of the fallen.
Blessed HammerBlessed UtherUther deals bonus damage to undead units.
Whenever Uther attacks, he releases energy that heal the lowest hp nearby ally.
TranscendenceLevel 6
Ascended Uther
Uther goes beyond the limits of a mortal being to access the true power of the Light, giving a huge bonus to his strength, agility and intelligence.



In the Silver Hand, some units are limited in numbers.

T1

T2

T3


The Silver Hand has a great variety of T1 compared to other factions.
It however needs several buildings and/or researches, preventing a early rush strategy, but still having nice defensive options.
Unit NameRoleRequirementBuilding that produces itAbilities
Peasantworker
Can harvest gold and lumber
Can build the Silver Hand military structures
NoneChapel / Church / CathedralNone
Cantorworker
Can harvest gold and lumber
Can build the Church of Light structures
Can pray to gain Faith.
Can perform Miracles.
NoneChapel / Church / CathedralPray
Book of Miracles
Footmanbasic melee unitNoneBarrackShield of light (self shield)
Hammer WarriorStronger melee unit
Requires researches to be trained
can become siege unit later
Iron Forged Blades
Iron Plating
BarrackDefend (reduces incoming pierce damage)
Enchanted hammer (unlocks siege attack)
Glaive Throwerbasic ranged unit
can't attack air until it learns solar glaives.
NoneMarkman's HallSolar Glaive (Give a slower but bouncing attack against air unit)
Archerranged unit
primary anti-air unit
Lumber MillMarkman's HallAngelic Bow (Additional on hit damage, better against undead)
Abbotbasic support unit
heal allies
NoneAbbeyAppeasement (can heal allies when attacking them)

Unit NameRoleRequirementBuilding that produces itAbilities
Captainmelee unit
defensive aura
Church

Limited to 2
BarrackDevotion Aura (small armor bonus + additional dmg reduction for footmen and hammer warriors)
Priestranged support caster
healer
dispel
NoneBasilicaHeal
Dispel magic
Zealot (bonus damage + faith on kill)
Justice Apostleranged support caster
damage return
crowd control
NoneBasilicaRetribution (damage returns + shield possibility)
Repentance (Small AoE damage + crowd control)
Sword of Justice (Light "crowd control" with punishment if ignored)
Siege Ramprimary melee siege unitNoneWorkshopNone


Unit NameRoleRequirementBuilding that produces itAbilities
Knightprimary late game melee unitNoneStablesCharge (bonus damage on first attack depending on distance traveled)
Knight Generalmelee unit
aura
Steel Plating (iron Plating level 2)

Limited to 1
StablesCommand Aura (small bonus damage)

Charge (bonus damage on first attack depending on distance traveled)

Glorious Charge (Bonus armor and improved Charge to nearby knights)
Archbishoppowerful ranged support unit
healer
Cathedral
Theology: Adept Level

Limited to 1
BasilicaHoly Aura (hp regeneration)
Healing Wave
Greater Dispel Magic
Ophanimair unit
strong anti-air unit
Ranged against ground, melee against air
NoneSanctuaryHoly Explosion (AoE healing + damage to undead & mechanical)

True Sight
SeraphPowerful melee unitHoly Scriptures (Scriptures level 2)

Limited to 3
SanctuaryCleaving attacks (passive AoE attacks)

Celestial Assault (damage in a straight line)

Power of Piety (Huge on hit bonus damage)




T1

T2

T3



Silver hand military structures, constructed by peasants:

Building NameRoleRequirementUnit producedResearches / building upgrade
ChapelMain buildingNonePeasants
Cantors
Upgrades to Church then Cathedral
Devotion & backpack (when upgraded)
BarrackProduces melee fightersNoneFootmen
Hammer Warriors
Captains
Shield of Light
Defend
Enchanted hammer
Markman's HallProduces ranged fightersNoneGlaive Throwers
Archers
Solar Glaives
War Bows
Angelic Bows
FarmProduces food
Defensive building
NoneNoneUpgrades to War Mill
Lumber MillLumber deposit
Research center
NoneNoneImproved lumber harvesting
Improved masonry
ForgeResearch centerNoneNoneIron forged blades
Iron plating
Scout TowerDefensive buildingNoneNoneUpgrades to Guard tower or Tower of Light
Wall HubDefensive buildingNoneNoneExtends into Walls, Wall Banners, Wall Towers or Walls gates.

Church of Light structures, summoned by cantors:
All church of Light building are either a place of prayer or upgrades into a place of prayer, granting max faith.

Building NameRoleRequirementUnit producedResearches / building upgrade
ChapelMain buildingNonePeasants
Cantors
Upgrades to Church then Cathedral
Devotion & backpack (when upgraded)
Altar of the LightProduces heroesNoneUther the LightbringerNone
AbbeyProduces basic support unitsNoneAbbotsPrayer Repetition
LodgeProduces Food
Defensive structure
NoneNoneUpgrades into Monument then Guardian Angel Statue
ReliquaryItem shopNoneNoneNone


Silver hand military structures, constructed by peasants:

Building NameRoleRequirementUnit producedResearches / building upgrade
WorkshopProduces siege unitsChurchSiege RamsReinforced shell

Church of Light structures, summoned by cantors:
All church of Light building are either a place of prayer or upgrades into a place of prayer, granting max faith.

Building NameRoleRequirementUnit producedResearches / building upgrade
Basilicaproduces support castersChurch
Abbey
Priests
Justice Apostle
Archbishop
Scriptures
Theology (adept & master training)
Justice apostle training (adept & master)

Silver hand military structures, constructed by peasants:

Building NameRoleRequirementUnit producedResearches / building upgrade
StablesProduces high tiers melee fightersCathedral
Barracks
Knight
Knight General
Charge

Church of Light structures, summoned by cantors:
All church of Light building are either a place of prayer or upgrades into a place of prayer, granting max faith.

Building NameRoleRequirementUnit producedResearches / building upgrade
SanctuaryProduces air unit
Produces powerful melee fighters
Cathedral
Basilica
Guardian Angel Statue
Ophanim
Seraphs
Spiritual mastery



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version 1.1 (25-08-16)
Clean some unused exports that were still in the map.

version 1.0 (25-08-15)
Initial release



I'll fill this section over time, as they're quite a lot of ressources to go through :grin:
Feel free to point mistakes and or missing credits.

Map
Systems
UI

Icons

Icons that are parts of a bundle with their models are not listed here, as their creator will be credited in the model section.

Due to time constraints, some icons were made with AI.
Feel free to point existing ressources that could replace them, or make your own versions :grin:

Models
and of course:
Music

Miscellaneous
Previews
Contents

Tanaris (Map)

Reviews
deepstrasz
Approved based on Techtree Contest #19 - Results Quite an underwhelming faction due to overwhelming gameplay ramifications all at once. I feel tightening the belt on this one would make it more playable and moreover enjoyable.
You have to credit the models and icons used. Otherwise looks interesting, I'll give it a try later.
I know, that's why I left some space for them :grin:
I will go through all models & icons used and fill them overtime as I was stupid enough to not list them during map creation :hohum:


EDIT: 3 hours later, the list should be now up to date. Of course, if someone sees a mistake or a missing credits, feel free to point it out.
In addition, I saw some models/icons that were in fact no longer in use, so I cleaned them and uploaded v1.1
 
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Gave this a playthrough, and I can see the love that's gone into it :) The inner AoE player loved it, but the inner Wc3 melee player often winced :p

Good:
  • Aesthetically, each unit really is "iconic". From lowly units like Abbots to chivalrous Knight Generals to the incredibly epic but absolutely broken Archangel... each unit not only is very easy to tell what it does, but fit together cohesively and are appropriately epic to the level of power you intend them to be.
    • Partial credit also goes to your great choices of special effects. Standouts to me include Judgement, Shield of Light and Celestial Assault.
    • Idk why, but the Knight General somehow made me want to charge across the fields of Pelennor
  • The Faith mechanic was simple and intuitive, and praying works like a charm.
    • "Miracles" as an iteration of global powers is great. Easy-to-understand and thematically spot-on.
  • Certain abilities like Judgement and Humanity Defender are equal parts thematically fitting yet cheesy and charming, in a good way. It made me smile seeing a bunch of sentient hammers fight for me :D.
  • This mostly feels like a holy Silver Hand faction, which is good.
    • However, strangely it doesn't feel like an "Uther" faction. I think it's perhaps because your roster shares a lot of elements with Alliance and generic medieval factions. I think more work could be done to tie Faith and Miracles into Uther.
  • I like the custom bars you've got for a couple abilities, but I think you have room to enhance the view. e.g. using a custom bar model instead of using floating [IIIII] text.

Lacking:
  • Virtually every Angel unit was absolutely busted.
  • I love that you've taken inspiration from AoE, but in the context of Wc3 techtrees, some things just don't make sense.
    • Walling in Blizzard RTS's just isn't really a thing because, unlike in AoE, normal buildings achieve this purpose already. e.g. if you watch a pro Human player, they use Farms essentially as walls. In a real game, no one would ever build a Wall Hub.
    • The spread of units and buildings adds complexity / unfamiliarity without adding substantial depth to justify it. You've got almost twice as many buildings as the default Wc3 races, spread across 2 builders. In the worst example, you've got essentially 4 riffs on the same archetype - Cantor, Abbott, Priest, Archbishop.
    • There's some crucial functions missing in your faction e.g. detection, invisibility, decent air and anti-air. Again, this makes sense if you're designing a faction that's for your own hypothetical RTS, but alongside the default races, your own lacks counterplay and dimensionality.
  • I'm not a fan of reusing standard Wc3 Human elements, like the Footman, Lumber Mill and Priest. You've done great putting your own spin elsewhere, I don't think there's a good excuse to have also done the same with these.

Nitpicks:
  • I think you should caveat in your description that this faction is for Reforged HD only.
  • Hammer Warrior and Seraph portraits are broken
  • Some units lack an attack sound, like the Battering Ram

In summary: gorgeous, utterly imbalanced, epic, with a mixture of both too-familiar and inspired elements.
 
Gave this a playthrough, and I can see the love that's gone into it :) The inner AoE player loved it, but the inner Wc3 melee player often winced :p
Thanks for the feedback !

I won't change anything for now, as I'll be waiting for the contest judgement to end, but will be willing to improve a bit later on.


In the meantime, I'll try to address your points by giving my thought process:

  • Aesthetically, each unit really is "iconic". From lowly units like Abbots to chivalrous Knight Generals to the incredibly epic but absolutely broken Archangel... each unit not only is very easy to tell what it does, but fit together cohesively and are appropriately epic to the level of power you intend them to be.
    • Partial credit also goes to your great choices of special effects. Standouts to me include Judgement, Shield of Light and Celestial Assault.
    • Idk why, but the Knight General somehow made me want to charge across the fields of Pelennor

Thanks. I was lucky to find such great assets on hive. There such great unit models and spell effect around here, it makes things much easier to bring life to a new faction.
This archangel is meant to be something hard to pull off (against human players at least) but very very rewarding in both power and player satisfaction. Glad it worked.
Knight general tends to do that when getting inspired by one of the greatest speech giver that have ever roamed the middle-earth. :grin:

  • The Faith mechanic was simple and intuitive, and praying works like a charm.
    • "Miracles" as an iteration of global powers is great. Easy-to-understand and thematically spot-on.

I tried to keep the Faith mechanic simple, as it should be on the same level as harvesting gold and lumber.
Glad to see it landed well, always hard to estimate these things when you're the one who made the system, and thus have full knowledge of it :xxd:
  • Certain abilities like Judgement and Humanity Defender are equal parts thematically fitting yet cheesy and charming, in a good way. It made me smile seeing a bunch of sentient hammers fight for me :D.
To be honest, Judgement was first an AoE damage only. And then, I saw the spiritual hammer model. How could I not use it ? Plus, I needed a summon for my faction, so I can guess it was perfect ! :xxd:

  • This mostly feels like a holy Silver Hand faction, which is good
    • However, strangely it doesn't feel like an "Uther" faction. I think it's perhaps because your roster shares a lot of elements with Alliance and generic medieval factions. I think more work could be done to tie Faith and Miracles into Uther.
I understand how you feel. Uther is such a great character but also kinda the generic human paladin. His lore and looks are tied to the alliance and medieval style, and it was hard to keep the Uther as we know it (ie, coming to rescue Arthas with a bunch of knights and footman) while still being different enough to the human classic race.

I tried different ways to tie more Uther into the Faith & Miracles system, but failed to do so without Uther being and overcomplicated unit.
Maybe I should have dropped the Blessed/Ascended Uther to leave more space for Faith integration, but having both felt overwhelming.
  • I like the custom bars you've got for a couple abilities, but I think you have room to enhance the view. e.g. using a custom bar model instead of using floating [IIIII] text.
I kinda like the shield bars as they are, but can understand one would prefer something closer to HPs/Mana bar.

  • Virtually every Angel unit was absolutely busted.
This might be true indeed.
I mean, Archangel from the miracle is supposed to be busted, as it should not be that easy to complete the channeling part against other human players.

Seraph are supposed to be on the stronger side given how much they cost and their number limit, but might still need some nerf.
Balance is tricky thing that requires and time and several players to really get right, which I didn't really have :cute:

For Ophanim, do you consider them OP because of their ability ?

And do you count the Kyrian summon & Transcended from Uther OP as well ? Or are they not angelic enough ? :razz:

I love that you've taken inspiration from AoE, but in the context of Wc3 techtrees, some things just don't make sense.
  • Walling in Blizzard RTS's just isn't really a thing because, unlike in AoE, normal buildings achieve this purpose already. e.g. if you watch a pro Human player, they use Farms essentially as walls. In a real game, no one would ever build a Wall Hub.

I think I'll have to disagree on this one. While it's true basic building are being used as walls, the wall hub provides many things that a farm wall cannot:
  • Instant building capacity. This is not to be underestimated. Being able to close of a path in a mere second is very powerful. one could only build a wall hub and close a path only if needed instead of being forced to do it preemptively.
  • Wall gate. This might not be the strongest thing about these walls, but having a way to cross the wall for your own units is an advantage. The gate can also protect a unit by keeping it inside as long as it's alive.
  • Wall banner & towers are powerful defensive towers. Wall tower has a great reach, and banner can boost your defending units.
  • Siege hub can be bought at the reliquary, giving a wall hub that can be constructed quickly (which in turn allow a nearly instant wall). Great for reacting to attack, or to siege an enemy base.
Wall hub might not be a mandatory building in your building path in every game, but I think it still brings a lot of possibilities. One pro player would certainly make use of it, probably in ways I can't even think of :grin:

  • The spread of units and buildings adds complexity / unfamiliarity without adding substantial depth to justify it. You've got almost twice as many buildings as the default Wc3 races, spread across 2 builders. In the worst example, you've got essentially 4 riffs on the same archetype - Cantor, Abbott, Priest, Archbishop.

I considered a few options at first to simplify buildings that I finally decided against:
  • Make lumber mill & forge one building. This one could make sense, but the resulting building might have a bit too much power in unlocking many things in the techtree.
  • Getting rid of the Farm, as lodges lead to Monument/Guardian Angel which is good for max faith. The reason I kept the farm was in case a player need to rebuild while only having peasants and no more cantors. I didn't want them to feel stuck, unable to provide more food.
  • Removing scout tower and placing Tower of Light as a wall upgrade. This one, I feel like I should have done it, but didn't have time to test it nor find a good model that would fit in the wall.

Unit production units were meant to be separated to achieve the following:
  • Avoid an early power spike that would allow Uther faction to invade its enemy way to early for a defensive faction.
  • Delay the late game power spike where Uther faction would thrive.

For using the same archetype:
Priest and archbishop are meant to share their archetype, as all officers do (Captain is a stronger footman, Knight general a better knight).
Abbots are meant to be an early replacement for priests that would become obsolete late game, like footmen should become obsolete in favor of hammer warriors and knights, So it made sense for me to keep an overall coherence in theme.

As for cantors, their function being a peasant for place of prayers and praying, that it felt natural to be in the clergy theme as well. Maybe I could have look for a more distinct model tho ?

  • There's some crucial functions missing in your faction e.g. detection, invisibility, decent air and anti-air. Again, this makes sense if you're designing a faction that's for your own hypothetical RTS, but alongside the default races, your own lacks counterplay and dimensionality.

Ophanim have true sight, so you do have some invisibility detection. Might be a little late and need an other source that comes earlier in the game.
It is true that you can't turn yourself invisible tho, this is something I overlooked. This might be a future improvement after contest end.

Air is meant to be this faction true weakness.
I might have been a bit heavy handed on it, but that was on purpose.
  • Lack of offensive air units means you can't just do small skirmishes tactics. Uther faction is meant to mainly stay defensive early and going all out in late game (especially if you manage to get Archangel).
  • Lack of anti-air unit serves the same kind of goal: having your army vulnerable against air commandos outside of your base (where towers can manage them).
Archers and Glaive Throwers can do some work, but you should struggle against a full air army until you reach Ophanim. Your T3 favorite ball of eyes should destroy air units tho. They have insane dps against air units and should go on rampage in a T3 against T3 air combat.
Lack of cheap anti-air unit is also an other safety measure to keep the Miracle: Archangel coming in check, as it makes things easier for your opponent to snipe that channeling cantor is you tried to use it too early.

I would love to debate more on this to balance things out if this weakness feels too much of an handicap.

  • I'm not a fan of reusing standard Wc3 Human elements, like the Footman, Lumber Mill and Priest. You've done great putting your own spin elsewhere, I don't think there's a good excuse to have also done the same with these.

Footmen do have their own spin with faith and shield (they even have a different model :grin:), I felt it was enough as there isn't much you can do on the basic early melee unit.
It is true that priests could use a revamp to make them truly different from classic human race. I purely blame time on this, as I entered the contest way too late. This is my main dissatisfaction with the current version.

Lumber mill on itself isn't an issue I think, but is true that upgrades could be different. But building upgrades fit too much with the defensive identity i wanted that I kept it like that.
As for lumber harvesting upgrade, that was the start of a tentative try to make peasant and cantors more distinct from one an other. An other point where i could have used more time indeed.

Feel free to make some suggestion for future improvements :cute:


Nitpicks:
  • I think you should caveat in your description that this faction is for Reforged HD only.

I'll add that to the thread description.

  • Hammer Warrior and Seraph portraits are broken
Are they ? They worked well for me :jd:
  • Some units lack an attack sound, like the Battering Ram
Oh damn, you're right.
I'll check all units and fix that for 1.2 :thumbs_up:


In summary: gorgeous, utterly imbalanced, epic, with a mixture of both too-familiar and inspired elements.
Glad you liked it !
Imbalance will be fixed over time I guess, so it should only get better :grin:
 
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Note: My impression could be outdated, since I played on the earliest version author posted here, on HIVE.

OVERALL, I join @GhostThruster review, only wanting to add that in terms of design, I still cannot take Classic HD seriously - it looks strange combination of high-poly and 'low'-poly models. But its my own quirk.
Gameplay is smooth like a knife through a butter: Uther hero development shows that in finale he just outstands any other hero on map, maybe surpassing only to Dark Ranger's Silence.

In terms of BALANCE - I've nothing to add, @GhostThruster stated it well.


As a result, we have a combination of Alliance, HoMM vibes, and AoE gameplay butterbrod.
Like.
 

Note: My impression could be outdated, since I played on the earliest version author posted here, on HIVE.

OVERALL, I join @GhostThruster review, only wanting to add that in terms of design, I still cannot take Classic HD seriously - it looks strange combination of high-poly and 'low'-poly models. But its my own quirk.
Gameplay is smooth like a knife through a butter: Uther hero development shows that in finale he just outstands any other hero on map, maybe surpassing only to Dark Ranger's Silence.

In terms of BALANCE - I've nothing to add, @GhostThruster stated it well.


As a result, we have a combination of Alliance, HoMM vibes, and AoE gameplay butterbrod.
Like.
Thanks for the feedback :thumbs_up:

I would be curious to have your opinion on my answers to GhostThruster review to help me in future improvement.

About Classic HD, well, I got used to it, and some old models now hurt my eyes, so it's hard to go back :xxd:
I agree some new models feel a bit weird sometimes, but there are Reforged HD models on Hive are usually very good, and I really want to use them. :cute:

Maybe if enough people push for it, I'll finally give in and also add replacements models for SD that might not be the best fit, but at least would be better than an invisible model.


PS: Today I learnt what a butterbrod was, thanks for that :grin:
 
Thanks for the feedback :thumbs_up:

I would be curious to have your opinion on my answers to GhostThruster review to help me in future improvement.

About Classic HD, well, I got used to it, and some old models now hurt my eyes, so it's hard to go back :xxd:
I agree some new models feel a bit weird sometimes, but there are Reforged HD models on Hive are usually very good, and I really want to use them. :cute:

Maybe if enough people push for it, I'll finally give in and also add replacements models for SD that might not be the best fit, but at least would be better than an invisible model.


PS: Today I learnt what a butterbrod was, thanks for that :grin:
You are welcome.
In terms of your answer - I like your ideas and your general balance thought, but also I want to indicate that this is weird that the faction doesn't have anything (or I didn't notice) against Undead. You know, Exorcism and such. Maybe it would be out-of-balance, but it will enhance the strong flavor.
If it's already exist then currently I have nothing to add, as I said - such "butterbrot" is tasteful and good enough.
 
You are welcome.
In terms of your answer - I like your ideas and your general balance thought, but also I want to indicate that this is weird that the faction doesn't have anything (or I didn't notice) against Undead. You know, Exorcism and such. Maybe it would be out-of-balance, but it will enhance the strong flavor.
If it's already exist then currently I have nothing to add, as I said - such "butterbrot" is tasteful and good enough.

There are a few things that interacts with undead:
  • Blessed (and Ascended) Uther deals passively more damage to Undead units (and even more against death knight, because... Arthas :xxd:)
  • Angelic bows bonus damage damage is multiplied by 2 against undead units
  • Ophanim's spell damages Undead and mechanical enemies units in the area.

I really wanted to put some more, but I felt it would be really unfair against undead players if I did :xxd:
Probably could have added something on archangel tho, as it wouldn't matter to be a little more OP if managed to successfully summon one.
 
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