View Full Version : For the Emperor
17th Feb 09, 2:21 AM
Useless, useless ability. At 125 zeal, it makes me immobile, but only increases ranged damage by 25%? I'd really like to elaborate on this post/thread, but I can't. It just isn't worth it's cost, and it doesn't even increase damage by much.
I don't see how this can be effectively used, when even if you were to use it on someone, the enemy can just back up since you can't move. Even better, since it only increases RANGED damage, is that you can just be melee'd(especially since you cannot move).
At 125 Zeal, and only being able to be used on one unit, it should increase damage universally, and by much more than 25%. It also shouldn't make you immobile. Slowed movement speed, but not stuck in place.
17th Feb 09, 5:05 AM
hmm, if it was bumped up to 200, maybe 250 zeal and gave a universal 25% damage buff as well as slowing down units, I'd be able to get behind it. But what your proposing is a even more overpowered, less costly version of Angels of Death.
17th Feb 09, 7:30 AM
It should slow speed like ATSKNF does, not stop them completely. Planting a squad to the spot for 20~seconds is just overly harsh.
Angels of Death turns god mode on, dunno how the extended range battlecry the OP's suggesting measures up to that.
17th Feb 09, 7:56 AM
i'd rather see it allow activation of ATSKNF on 1 unit and be cheaper (say 50-100 zeal), would make it much more useful early game before ATSKNF is available.
actually, i wouldn't opposed to removing ATSKNF from tac sergeants and turn for the emperor into more of a WAAAGH! like ability with shorter effects but based on a zeal cost. still the same sort of effects as ATSKNF i mean, but WAAAGH! like in that its a regularly used skill.
17th Feb 09, 11:28 AM
That, or it could simply buff units, similar to the warboss global abilities.
17th Feb 09, 11:32 AM
removing the movement penalty would make it a cookie-cutter 'press me and do more damage' ability, which is no good. But I agree, 25% is nowhere near enough considering the cost and penalties.
17th Feb 09, 12:01 PM
I agree that it should be a clickable ATSKNF, and cheaper. I don't think I've ever used it in a ranked game and only use it in custom games for the lulz.
Hirm's idea of a global boost for ~200-250 is a decent idea. 125 for a single unit for something like 15 seconds is a waste in most cases. Most Global abilities at the squad level are overpriced for their usefulness and this is no different. Or, make it an AoE ability that is placed on the battlefield, instead of a squad, and all the squads inside that circle get the buff. That, I could get behind as well.
17th Feb 09, 12:23 PM
I'm not exactly sure how buffing damage, while making you slower instead of immobile would make it anything like Angels of Death. AoD makes you take 100% less damage(invincible) for 15 seconds.
Sadly, now that I think about it, this ability would be awesome if I could use it on enemy squads. Then I can just make one part of their army unable to move in the back.
17th Feb 09, 1:24 PM
this ability would be awesome if I could use it on enemy squads. Then I can just make one part of their army unable to move in the back.
"You're fighting for the emperor now, Eldar!"
*Eldar squad fails confusion check*
"What in Khaine's name...?"
*Eldar squad is rooted*
17th Feb 09, 1:28 PM
WSE's crack shot buffs only ranged by 25% and the affected unit can still move, but that costs 150 'Zeal'. Just mentioning it for comparison.
Maybe it was meant to be used on already immobile units like Devs, or to force a retreat while fighting a mainly ranged force.
But should cost less, or the immobilizing should be removed or the buff should be much better like 40%-45%. I myself never used it, since you need Zeal for Termies.
17th Feb 09, 2:09 PM
I used it once on a Dev Plasma that had the plasma shot in the air. It hit an almost full health tac squad and gibbed them. So yeah, if you want to use it, use it in Heavy Weapons. Especially when their projectile is about to hit.
17th Feb 09, 2:37 PM
I wonder how many buffs you could stack on a single Plasma Dev, I don't recall but you can do that to allies units right?
Because if you can it'd be a funny way to grief them or alternatively just buff your own plasma dev, ask a farseer to guide you, ask a techmarine to use brother in arms and then ask the same farseer to doom a target and the same techmarine to mark the same target. Let's see how fast something dies.
17th Feb 09, 3:33 PM
Um.. Instantly? I'm not sure you can kill something quicker than instantly Steiner..
17th Feb 09, 4:01 PM
Steiner, throw in More Dakka for ultimate plasma pwnage. That ability rocks.
That'd be the overkill of the whole internet. #1
17th Feb 09, 4:08 PM
@Susurrus: You could kill something before it hits the field xD :uber:
17th Feb 09, 10:43 PM
I agree that For the Emperor is a useless skill. I never use it.
18th Feb 09, 8:26 AM
I think a clickable ATSKNF is the way to go with this skill, IMO.
TT-wise all Space Marines have ATSKNF anyway; Making it a clickable Zeal ability would be a good way to represent this in DoW2, and has alot of potential.
Tactical Squads could still keep their own personal ATSKNF skill though, which would just help keep this squad even more versatile (as using the clickable ability and their own, you could chain two ATSKNFs together, whereas other squads would still only get the one which might not be enough).
I mean a Zeal-based ATSKNF (on the same Global cooldown as For The Emperor) would be a really handy ability for the Devastator squads to have, for example.
The Zeal cost would have to be carefully looked into though.
18th Feb 09, 1:19 PM
It doesn't help that the lobby description and the ingame description completely disagree on what the ability does... Definitely the red headed stepchild of abilities.
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