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Messages - Super Sorcerer

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31
Mages / Re: The Paladin!
« on: February 19, 2017, 04:29:47 AM »
ב"ה
The paladin is a decent mage, but I don't think he is overpowered.
A Beastmaster with a cat book could cause some difficulty with too many defenses (and paladins usually don't run more copies of Falcon Precision than the beastmaster run dispels).
I also had some troubles against a melee forcemaster. I didn't dare challenging him because he roll more dice than me. I only won that game because I survived long enough to eventually swarm him with enough creatures (even though I was close to death).

32
Strategy and Tactics / Re: Druid: Weak to Fire?
« on: February 15, 2017, 03:25:59 PM »
ב"ה
I was not trolling.

I am saying a Siren has plenty of weapons at her disposal.

A Siren fighting a druid is like a warlock fighting a Necromancer.

Druid by design and creatures are just water resistant and Necromancers are poison resistant that is all.

The picture painted in the quoted post was to me from a water aspect.  Which is why I commented if she was a water only Siren.
Well, it is true that most druids don't take Togorath, but if aggressive sirens will become too common they might start including him. Or if they want some cheaper counter to aggresive sirens they could go for a couple of Leviathan scale armor, since it is also in school for them. The eagleclaw boots most druids take anyway are also a pretty good counter since being unmovable make you ignore pushed and turn slams into dazes.

But let say that one druid only have barkskin (which is a cantrip) and his tree for his defence, and that the siren has her ring and hawkeye for her offence. If the siren attack one round with 2 attacks of 4 dice (when she don't have initiative) and one round with 2 attacks of 5 dice, then against a mage with armor 2 that heals 4 every upkeep phase it will take the siren way too much time to kill the druid.

33
Strategy and Tactics / Re: Druid: Weak to Fire?
« on: February 13, 2017, 10:25:24 AM »
ב"ה

Most druids take at least one animal and not just plants. Steelclaw grizzlies, Timber wolves and Emerald tegus are probably the most common choices.


Rain Cloud

It is a thing.

So is Meredia's Blessing, and it's even better than Rain Cloud. And there's also Extinguish, Cure, Wand of Healing, even the Druid's own [mwcard=DNQ06]Mohktari's Branch[/mwcard].  There are lots of ways to remove Burn tokens. Doesn't do anything for Flame +X getting extra attack dice, though.

Well, removing burns is definitely a nice effect from the raincloud, but I think the more important issue about raincloud is the Flame -2 that it give to all objects in it's zone. None of the other things you mentioned give the trait Flame -2. It sort of negate the flame +2 that plants have, and make your non-plants (such as the mage) quite resistant to fire while in it's zone.

34
Mage Wars Academy / Re: Next Expansion?
« on: February 09, 2017, 10:48:50 AM »
ב"ה
There are even estimated arrival dates in that store site. July for the forcemaster and october for the warlord.
It is possible that there would be an arena expansion before. If so, then  we would probably see something about it soon.
Other expansions mentioned by Arcane Wonder officials in various interviews include the archmage, the wizard and forcemaster (I think they named it "balance the force" or something like that) and the Barbarian VS Sorcerer (and an illusionist was once mentioned as a mage). Since arcane wonder usually alternates between a couple of new mages and a couple of new versions for old mages, the next mages would likely be the new wizard and forcemaster. It is possible that it would be the next expansion. I would even say it is likely, since the archmage expansion is a new game mode like domination, and isn't likely to include radical changes such as frost (and there were hints that frost should be out in the next expansion).
At least that it my guess, I am no playtester and I can only guess by the small hints that are published ^_^

35
Player Feedback and Suggestions / Re: Creatures I would like to see...
« on: February 07, 2017, 12:55:39 AM »

A Big Worm in the style as in the Movies "Tremors, Land of Rocket Worms" and "Dune, The Desert Planet"
Example:  Desert Worm Characteristics Slow, Tough -2, Burrow
As long as this creature has a buried marker, it loses the Slow Trait and gets Fast.

New Keyword Burrow: This creature can use a full action to bury itself, Put a Buried marker on this creature. Buried creatures can only be attacked by other Buried creatures in the same zone, attack, spells and skills of other objects in the arena do not affect this creature, As long as it is buried. As soon as this creature attacks an obiekt that does not have a Buried marker , remove the Buried marker from it.
Only if buried creatures take double damage from earthquakes. They also couldn't move through aquatic terain, and if aquatic terrain would be cast on their zone they would lose buried and gain slam. It need special interaction with some spells.

36
Rules Discussion / Re: Tsunami pushes when things happen to the caster
« on: February 03, 2017, 08:16:05 AM »
ב"ה
1) Correct push effects are always directly away from the caster
2) The game checks for "directly away" during each individual attack's "damage and effects" step.  Therefore, wherever the caster is at the time that it checks is the origin zone for referencing both Line of Sight AND "directly away".  Using your example, all creatures that were attacked before your caster reference the push from the original zone but all creatures attacked after your caster is pushed reference the new zone.
3) The source of Tsunami is the caster.  Wherever the caster is and whether the caster has Line of Sight determines whether a Tsunami attack can occur and where the push effect can go.
4) If the caster dies during Tsunami you finish the current zone and then the caster no longer has line of sight to any other zone (due to being dead) and Tsunami makes no further attacks.
Thanks for the answers :)
Why doesn't being pushed by your own tsunami end the spell immediately just like teleporting with divine intervention end spells immediately?
And if the tsunami caster dies and you keep targeting creatures in the same zone, were would they be pushed?

37
Rules Discussion / Tsunami pushes when things happen to the caster
« on: February 01, 2017, 02:01:41 PM »
ב"ה
Pushes are supposed to be directed away from the caster, but with tsunami the caster could be pushed or die during the casting so I wonder - What happens when the caster is pushed by his own spell?
Does the "Resolve phase" end immediately just like what happens it the caster teleports?
If not, for the purpose of pushes, is the source defined by the current zone or by the zone he was when cast the spell?
What happen if the caster dies during casting? [in cases it doesn't end the game, such as casting the spell from a wizard tower/naiya or in a multiplayer domination game]

38
Events / Re: What's Winning Gen Con?
« on: January 24, 2017, 03:13:05 PM »
ב"ה
I hope the winner will be either a holy mage or a bloodwave warlord. I would also be glad to see  a wizard and a johktari beastmaster in the final four.
I guess the winner is most likely to be a necromancer, a forcemaster or a siren.

Warlords got pretty nice tricks with these steadfast boots (which can be cast on an enemy mage together with a tanglevine), and the ballista and the gloves are really good. It seems a bit more likely that a warlord will be in the final four than last years.

39
Rules Discussion / Re: climb+wall+steepHill
« on: January 23, 2017, 01:46:22 PM »
ב"ה
Climbing wall into a zone with steep hill....  doesn't work, right?

Need the full round to climb, and the full round to enter, you can spend it both.... can you?
Both say you need a full action to make such a movement, so climbing over a wall to a steep hill fulfill the requirements of both the steep hill and the climbing trait, so it is legal to climb over a wall into a steep hill (and it will take you one full action to do so).
The same way a slow creature with climb can climb a wall as a full action even though any move is a full action for it, and a slow creature can enter a steep hill as a full action.
Even if a creature is slow and climb over a wall into a steep hill, the combination of all three still doesn't prevent that creature from climbing as a single full action.

40
General Discussion / Re: Frost damage
« on: January 22, 2017, 01:38:20 PM »
ב"ה
But maybe Frost is in Nature School?
Baerskin a lvl 1 Armor 2 Armor Frost -2
Dragonscale Hauberk, Wind Wyvern Hide, Storm Drake Hide,...
What you think about Frost...
I first want to note chitin armor is nature while acid spells are water, so we already have an exception. 

If we examine ice themes in common fantasy worlds, then in D&D ice is themed toward water while in Exalted cold is themed toward air (and somewhat toward dark with the abyssal exalted).
The Water school already include two of the most useful attack types - hydro and acid. Both surging wave and acid ball are really common spells that most competitive books include a copy of (even when not trained in water). Nonetheless, I somehow remember someone from arcane wonders saying somewhere that frost is supposed to be a water spell (a long ago, I think in one episode of mage wars Mondays). It was a long time ago, so maybe I didn't remember it correctly.
The Air school already have lightning and wind. Unlike hydro and acid, most competitive books not trained in air don't take lightning or wind spells. Considering the next arena expansion is supposed to include a mage trained in air (wizard), it makes air a possible candidate. [Unless the barbarian VS sorcerer is before wizard VS forcemaster?]
The dark school is out of question, since now that the necromancer counts as one of the best mages there is no chance that arcane wonder will give such a major boost as in-school attack spells. Not likely.
Nature school actually sound like a fair possibility, since the beastmasters aren't the best mages right now (and the druid have enough good in school attack spells anyway). Might give some interesting possibilities for beastmasters.

I don't think there are currently other schools that could be serious candidates for frost

41
Creative / Re: Ritualist - new mage idea
« on: January 19, 2017, 01:01:34 PM »
ב"ה
I really like the idea :)
However, I have some questions:
Why is the Blood Golem a level 5 creature?
Blood bond seems too similar to the "Blood Reaper" ability of araxian crown warlock. I would keep the cost at creature level+1 (like blood reaper), but instead of giving "bloodthirsty" I would give a 7+ bleed on the effect die to all melee attacksa made by the blood bonded creature.
His weapon seems a lot weaker than the necromancer's weapon.
What would such a mage do against a necromancer, fighting mostly nonliving creatures that can't bleed?

42
Spells / Re: Let's talk Light of Dawn
« on: January 19, 2017, 12:33:09 PM »
ב"ה
With priests they fit very well, and combine very well in the general strategy of priests (daze and stun them, so they wouldn't kill you while they die from the burns).
I tried them with a paladin, and dazing your challenged enemy reduce the risk from their rerolling against your paladin.

If at first glance they seem weak, it is because it is easy to underrate the daze condition.

43
Strategy and Tactics / Re: Armory for skeleton necromancers?
« on: January 19, 2017, 12:23:43 PM »
ב"ה
Maybe it would work  running it with the intent of really turtling with the necro and using meditation amulet to make up for the lost mana for casting it.
Are there many necromancers that are not turtling in their starting corner with a meditation amulet?
I mean, I played twice against necromancers who did move one zone in the first round to turtle there (but still had meditation amulets). The first was because I moved to b1 (I start at a1 and he start at c4), and he preferred to turtle in b4 so he could wall me away easily. The second was because he had a battleforge and needed enough room for conjurations. All other Necromancers I faced (and all of those I played) turtled in their starting corner with a meditation amulet.
Even the "suggested book" of the necromancer (the one described in the Druid VS Necromancer expansion) got a meditation amulet (not that suggested book really say much).
The reason meditating in the corner is so popular for necromancers, is that the opponent will eventually have to come to you anyway, otherwise the idol of pestilence will just kill him.
As I understand that my local meta is very different from the meta you play with. What strategy do you have with your necromancer that is better than meditating in the corner?

[I just don't understand how necromancers could work other than meditating in their corners, and by the comments here I understand that my local meta is very unusual.]

44
Custom Cards / Re: Beast Transmutations
« on: January 17, 2017, 04:11:06 PM »
ב"ה
Seems interesting, but quite strong. The 2 MAGE ONLY upkeep+2 enchantments currently in the game are barkskin and forcefield. Barkskin has a reveal cost of 2, is a level 2 spell and a cantrip. Forcefield has a reveal cost of 10, is a level 4 spell and isn't a cantrip. I think these spells are closer in power to a forcefield than to a barkskin, so I would raise reveal cost to 5 (which is still closer to barkskin) and remove the cantrip keyword.

45
Strategy and Tactics / Armory for skeleton necromancers?
« on: January 17, 2017, 03:33:11 PM »
ב"ה
Hello :)
I've seen that most skeleton Necromancer books posted in this forum don't include an armory. In my local meta an armory is an auto-include for skeleton necromancers. So I ask, Why not an armory?
yes, it is 6 spellbook points, but getting armor +1 (and piercing +1) for all skeleton minions, skeleton sentries, skeleton archers, skeleton knights and Mort is just awesome because they are high health low armor creatures. 
Is it the spellbook point cost?
Or do think that an armory isn't even worth casting?

I know that the meta changes from area to area, but this is a specific change I just don't understand.

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