A structure that carries many similarities to the, but offering alternative benefits.
Corpse Gathering Gathers energy from nearby corpses equal to their former maximum life points to store them away. A maximum of 2500 life points may be stored at once.
Corpse Gathering does just what it suggests on the tin: Harvests the life energy of corpses and stores it within itself, which can be used to supply its potions.
Corpse Gathering is based on a first-come, first-serve basis. Other corpse gatherers may interfere with this buildings gathering.
Tainted Potion Once at least 2000 life points have been stored the building will start to convert them in order to produce a devitalizing poison that envenoms every enemy unit within a 25m radius. Affected units will will lose 30 life points per second for 20 seconds. For each potion 245 stored life points will be used up.
The Tainted version of this ability converts stored life points into a poisonous area of effect around the Waystation. Any enemy unit that passes into it will suffer damage over time, and each affected creature will take 600 damage over its duration.
This poison remains in effect indefinitely until the enemy creature has left the initial area of effect, afterwards the poison duration begins to count down normally. Re-entering the poisonous aura will not reset the duration.
This is widely seen as the lesser of the two affinities, simply for its low damage per second compared to the much more significant buff of the Infused affinity.
Infused Potion Once at least 2000 life points have been stored the building will start to convert them in order to produce an invigorating potion that boots every friendly unit's damage output wthin a 25m radius. Affected units will deal 30% more damage for 20 seconds. For each potion 245 stored life points will be used up.
The Infused version of this ability converts stored life points into a beneficial area of effect around the Waystation. Any friendly unit that passes into it will receive a 30% increase to the damage they inflict so long as they are under its effect.
This buff remains in effect indefinitely until friendly creatures leave the initial area of effect, afterwards the buff begins to count down its duration normally. Re-entering the aura will not re-instate a full countdown until the currently active buff has ended.
This is widely seen as the greater of the two affinities, even despite Waystations glaring weaknesses this affinity can still provide merited benefit.
Notes & Strategies
Waystation should be used as the name suggests, placing it in areas where conflict or enemy passages are frequented and the corpse gathering can be most effective. When triggered, its potions serve as either a field of debilitation or a beacon of damage.
Simply running creatures through the effect is sufficient to derive benefit from the 30% damage increase, though staying in its aura will incur the buff permanently. Great for defensive holds.
This building serves as an excellent compliment for any staging zones, where one prepares a large assault. The effect can be procured easily by sacrificing some low-level creatures to feed the Waystation and provide its buff for the initial push.
Waystation provides benefits when placed strategically. The Tainted affinity is best positioned in the path of approaching waves where the poison can weaken them before they reach your main force. The Infused is best positioned in defensive locations where the damage buff can be used constantly.
Alternatively, placing Infused Waystations in strategic locations that you frequently pass through can indeed; provide a waystation for your creatures to stop by momentarily and pick up a valuable damage buff.
Because of the fast-paced nature of rPvE, the Waystation is almost completely useless. In situations where attacking waves do reach your buildings, players tend to have T4 armies ready to counterattack and there will be no rhyme or reason to prepare a Waystation.
There is one use for it that can serve some benefit, in casting it as a waypoint for summoning reinforcements to feed the late-game train. If its potion is active, summoned monsters will benefit from its boost for a portion of their summoning.
Buildings in general do not see a great deal of use in PvP most of the time. And Waystation is not what you would call a "PvP-oriented" structure. Nevertheless, it has its perks.
- Provides a capable defensive buff, or short-distance offensive.
The Infused Waystation can offer a buff which is indefinite in its area of effect, and persists decently long outside of it. Enabling it to be used for boistering a defensive or assisting an assault.
- Waystation is dirt-cheap, costing only 50 power.
Waystation is really cheap for a building. only 50 power, that's basically nothing.
- Waystation is incapable of attacking
Waystation has no form of combat ability. Thusly it is constantly vulnerable.
- Building Vulnerability
As a building, Waystation is incredibly vulnerable to any creature with Siege.
- Tainted Affinity sucks
Need i say more?
- Waystation is an ineffective support building for its tier
The function of waystation is rather bad for T3. Both in the Tainted affinity having weak poison, and the Infused affinity offering a meager damage buff.
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