Here’s a link to most of the pictures (go 8 pictures down on the post to get to the towers):
viewtopic.php?f=5&t=29261&start=20#p143092
And here’s the other picture:
Towers
Shadow Archers
Archer Tower
Damage: 20-30
Attack Rate: Slow (1.5s)
Range: Average
Cost: 230 GP
A singular Shadow Archer stands menacingly atop a tower adorned with skulls picked clean by the fowl of the air. While dependable on its own (33.3 DPS compared to Crossbow Fort’s 38), the abilities are where this tower truly becomes terrifying, dealing out massive amounts of damage or turning into a strong supportive tower. Shadow Archers have a base 50% crit chance.
Shadow of Death (Passive)
Cost: 200/200/200 GP
Add one more Shadow Archer to the tower per upgrade. When the new Shadow Archer fires depends on when the ability is upgraded. If upgraded after the original SA finishes a shot, then the new addition will fire in concert with the original, eventually creating one of the strongest single-target DPS towers in the series. If upgraded before a shot is fired, then the new SA will shoot slightly later than the original and at a different enemy (if possible) with the potential to create an almost constant storm of arrows when fully upgraded.
This gives the player a choice between a massively strong but non-versatile tower or a more versatile tower that spreads the death to all.
Lethality (Passive)
Cost: 350/150/150 GP
Upgrade 1: Crit chance is now 80%.
Upgrade 2: Shadows Archers cripple their enemies on crits, making them slower by 75%. Lasts for 4 seconds. Shadow Archers now also prioritize non-slowed enemies. Does not stack.
Upgrade 3: Crits make enemies bleed for 30 damage over 3 seconds. Shadow Archers now prioritize (overrides non-slowed enemy priority) larger enemies (750+ HP) if possible. Bleeds can stack.
This ability benefits both styles of SA usage determined by the first ability equally (or at least I hope so). The increased chances of critical hits makes both single target arrow dumping and multiple enemy arrow storming even stronger, since they each get unique and powerful abilities in their own right. Choices on whether to fully upgrade this or not are basically final. If fully upgraded, then the multiple enemy strategy is hurt a lot by the overriding large target priority; if not fully upgraded, then the non-slowed enemy priority will ruin the single target strategy. You must choose one or the other.
Tower Purpose: Originally, I wanted to make a tower that felt just like KR Shadow Archers, obliterating single targets with huge groups of arrows focused on them, picking off one unit quickly and painfully at a time. As I was making the tower, I also decided that I wanted to give observant players the choice between a versatile support tower and the aforementioned single-target-murdering tower.
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Orc Slaughterers
Barracks Tower
HP: 375
Armor: Medium (40%)
Damage: 20-25
Attack Rate: Average (1s)
Regeneration Rate: 50 HP/s
Respawn: 14s
Cost: 375 GP
Three brutal elite of the Horde enter the fray as competent and seasoned veterans of dishing out suffering. Their base strength is not to be trifled with, but expect abilities that only amplify their basic functions rather than flashy powers transforming them in fundamental ways.
Shoulder Bash (Passive)
Cost: 150/75/75 GP
The slaughterers now charge into battle fiercely, delivering a powerful slam from their shoulder guard to their opponent on first contact.
Upgrade 1: Shoulder Bash is an attack that the Orcs will always perform when entering into melee combat, but not during. It deals 10-15 damage and stuns for one second.
Upgrade 2: Deals 20-25 damage. Stuns for 1.5 seconds.
Upgrade 3: Deals 30-35 damage. Stuns for 2 seconds.
Slaughterhouse (Active: 15 seconds)
Cost: 325/200/200 GP
The Orcs roar and go into a bloodrage. They deal more damage and have a chance to deal triple damage in this state.
Upgrade 1: Bloodrage lasts for 5 seconds. Slaughterers deal 30-40 damage in this state and have a 10% chance to deal triple damage.
Upgrade 2: Lasts for 7 seconds. Deal 40-50 damage and have a 20% chance to deal triple damage.
Upgrade 3: Lasts for 9 seconds. Deal 50-60 damage and have a 30% chance to deal triple damage.
Orcs Hungry! (Active: 5 seconds)
Cost: 235/175/175 GP
A slaughterer takes a large chomp out of his foe, dealing high damage, causing bleeding damage over time, and healing some HP for himself.
Upgrade 1: The chomp deals 2% of the enemy’s maximum HP, regardless of resistances. It heals the orc for 2% of his own maximum HP.
Upgrade 2: Deals 4% of enemy’s max HP. Heals 4% of orc’s max HP.
Upgrade 3: Deals 6% of enemy’s max HP. Heals 6% of orc’s max HP.
Tower Purpose: With this tower, I intended to make a very strong, dependable barracks that could back both groups of enemies and single strong enemies well. They require little management after construction. Their abilities are unnecessary to add but are useful when purchased. They rarely should be maxed out except in the case of final ability. Shoulder Bash can be used against large single targets or groups of three more effectively with a bit of micromanagement. This isn’t even necessary to make good use of the ability, but multiple stuns can be effective if the situation is non-hectic enough to allow for some more in-depth barracks micro. Slaughterhouse gives the orcs a strong ability with which to deal even more damage. It is self-explanatory and easy to use if upgraded. The final ability makes the Slaughterers extremely strong against large single targets and should be made use of at full power often. Orc Slaughterer towers are simple, dependable, back-bone type towers.
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Demon Flameholders
”Some people just want to watch the world burn.”
Mage Tower
Damage: 8-10
Attack Rate: Fast (.5s)
Range: Average
Cost: 250 GP
Deals Fire Damage
Sets enemies on fire; dealing 3 Fire Damage per second over 15 seconds
Attacks nonburning enemies if possible
A wrathful fiend glares incandescently upon his foes from atop a seething pile of red-hot rocks. The Flameholder is a smoldering support tower, burning all who cross its path.
Smoldering Revenge (Active: 5s)
Cost: 100/100/100 GP
Animation: The Flameholder burns with rage for a moment before erupting in flames and floating in midair for 3 seconds, after which the cooldown begins.
Reignite all enemies previously burned by this Flameholder tower, dealing 1/2/3 FDPS over 3 seconds. The Flameholder also attacks twice as fast during this time.
Eternal Torment (Active: 15s)
Cost: 250/250/250 GP
Teleport 3/4/5 enemies previously burned by this tower back to the beginning of its range.
Tower Purpose: My main idea with this tower is that the concept of base Fire damage on a Mage is OP unless that tower specializes in a) spreading out its damage and b) damage over time rather than high damage per hit. Flameholders are best placed at the beginning of the path. Here, they can hit many more enemies than nearer the end of the path, which of course will allow one to maximize their power due to the nature of their attacks. Smoldering Vengeance should not be upgraded until the Flameholder has hit a lot of enemies, or its first few usages will be ineffective. The ability’s damage, while apparently meager, will stack up fast when you add up all the enemies being hit by it. Eternal Torment does exactly what it says, being the best Teleport in the series if the Flameholder is placed wisely (at the beginning of the path).