May 11, 2024, 03:04:58 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kharhaz

Pages: 1 ... 26 27 [28] 29 30
406
General Questions / Re: Equipment Control
« on: September 17, 2013, 03:04:19 PM »
Sneaky Gibralter Monkey!!!!

I see now; very silly


407
General Questions / Re: Equipment Control
« on: September 17, 2013, 11:59:33 AM »
Here is another example of control and familiars.

You (Warlord) prepare a battleforge on your goblin builder.

I (Forcemaster) mind control your goblin builder.

MY goblin builder uses a full round action to cast battleforge (which I pay for)

That is my battleforge, courtesy of your spellbook.


408
General Questions / Re: Equipment Control
« on: September 17, 2013, 11:51:58 AM »
Negative.

When Sectaurs is stolen you are no longer the controller and can not prepare spells for it. Any spell cast belongs to the owner of sectarus.


Example:

You have sectarus and prepare ghoul rot.

I steal equipment sectarus (which has your prepared ghoul rot)

I attack you with sectarus and use his ability to cast his prepared spell (with it's mana or mine). At that point it becomes my hidden ghoul rot (as per the rules on Familiars), courtesy of your spellbook.

If you steal it back next turn the hidden ghoul rot is still mine as the control does not follow the familiar.


409
General Questions / Re: Equipment Control
« on: September 17, 2013, 07:15:46 AM »
To necro this thread, I noticed today that with Enchantment Transfusion, you might actually want to control your opponent's Sectarus because you intend to give back him all those curses (which you control). It's a bass-ackward combo that's probably better categorized as a stupid Mage Wars Trick, but it's not completely nonsense.

Sectarus is never in control of the spells it cast.
(pg 16 ye ol' rulebook)
"You control all spells your familiar cast."

So that combo would not work

410
Rules Discussion / Re: House Rules to retain realism
« on: September 16, 2013, 09:32:24 PM »

The same way you cant "Steal equipment" a warlock only spell when you are a Forcemaster-or Mind Control a Wizard only creature


You can cast "steal equipment" on a mage only specific item. It's just that it is destroyed if you can not equip it. But I get the spirit of what you are going for......

See what I did there ;)

411
Rules Discussion / Re: Vampiric? Dmg caused vs Dmg received
« on: September 14, 2013, 03:35:55 PM »
The vampiric trait (and subtype) heal for half the damage caused. Excess damage does not count for healing.

Pg 44 rulebook V2


Necro Vamp deals 5 regular damage (no crits) to an enemy with 3 armor so she only take 2 points of life (inflicts 2 would counters) on enemy.  Does Necro Vamp heal 3 or 1?

She heals 1. Only 2 damage was caused / dealt as 3 was absorbed / canceled.

Cancel (pg 40 rulebook v2)
If a spell, attack, or effect is canceled, it stops and has no further effect.

To go further into armor:

Armor literally subtracts from the die roll when it is rolled not after. So lets look at your example again:

"Necro Vamp deals 5 regular damage (no crits) to an enemy with 3 armor so she only take 2 points of life (inflicts 2 would counters) on enemy.  Does Necro Vamp heal 3 or 1?"

The vamp rolls 5 - 3 armor for a total of 2 damage vampiric damage. She only caused 2, she never "causes" 5 because armor is factored into the roll and not compared to the roll.

I will add in the rulebook quote here

(Pg 25)

"First, add up the value of all critical hits showing on the attack dice. This damage ignores armor, so it is applied directly to the target. Then, add up the value of all normal hits showing and subtract the target's armor from this total. If the result is more than zero, that target also suffers that much damage."



412
Spells / Re: Wizard Tower
« on: September 10, 2013, 05:14:06 AM »
In my experience voltaric shield is the reason why wizards are the most powerful of all mages. Builds who focus on attacking the wizard early have no chance at all, because 2-4 armor+voltaric shield+regrowth let him survive everything in the current meta. Curses could be a threat, but as a wizard dispel/nullify/mage wand are so cheap that curses are no matter as well (I had enough games against good warlocks).
Sure, the voltaric shield is gone after the first attack that deals damage, but with some armor on you, low dice attacks have a realistic chance to not deal any damage at all. In the worst case, the shield absorbs 1 damage, which still is important in a damage race and 2 mana for 1 hp isnt that bad if u consider that you did not use an action for it! Anyway, with my build I have enough creatures to focus down the sources of low dice attacks quickly. Therefore, the opponent is only left with high dice rolls, against which the voltaric shield is just awesome. I had so many games in which a hurl boulder did 0 damage because my wizard had 4+ armor and all crits were absorbed by voltaric shield.
@Zap: Its not nearly as great as voltaric shield, but still very useful and I think everyone who played the wizard knows it. No need to explain further.
IMO these two innates are the strongest abilities from all mages except the Forcemaster. Deflect can be better or worse than voltaric shield, depending on situation. The same applies for force pull and zap. What makes the wizard so incredibly powerful that I never lost with him for many games, is the combination of awesome innates, arcane school, an elemental school of choice and no opposing school! Arcane school has cheap access to most of the mandatory spells and in addition the wizard tower, a great spawnpoint and some really nice creatures (hydra, gremlin, gorgon archer, gargoyle). Sure, nature has better creatures and better enchantments; dark has nice creatures as well and awesome curses. But still, many good players consider arcane school as the strongest.
So what else does wizard have? Oh yes, an elemental school of his choice. Cheap golems+hurl boulder. Or cheap fireballs etc. With the current meta, even water works great because dissolve, surging wave and geyser are awesome spells in the right situation (with the expansion I guess water will become the strongest wizard).
Last but not least, the wizard has no opposing school.
All these strength add up and make the wizard the most powerful mage of all currently available. Actually, I would go so far and say that an elaborated wizard build has a chance to win of over 80% against the overwhelming majority of non-wizard builds (maybe even all non-wizard builds). There might be some specialised builds that can scratch the 50% win chance mark against an elaborated wizard build. But, those builds will be so specialiced that they have no real chance to win against most other builds.
In the end, im really curious about the new mages. They might re-establish the rock-paper-scissors environment that is needed for a healthy game.

This is a fantastic post!

413
Rules Discussion / Re: Slow + Lumbering + Fast
« on: September 07, 2013, 08:27:07 AM »
Lumbering = Slow without the action stripping effect.

That's the short version.

I have a Zombie Minion with the Lumbering trait. It is enchanted with a face up Enfeeble, giving it Slow. I cast Charge on it.

Does the Zombie lose both Slow and Lumbering?

No. When a creature with slow gains fast it cancels both traits out (as per slow description pg. 44 rulebook V2) Charge would cancel the slow out in your question and lumbering remains.

414
Rules Discussion / Re: Acid Ball & armor switching
« on: September 03, 2013, 06:23:01 PM »
But if you put bearskin back on would your counters come back or would they stay gone?

In the above example they would stay gone

415
Rules Discussion / Re: Moving Target and Enchantment Transfusion
« on: September 03, 2013, 07:39:37 AM »
A. I might be way off here, I am just giving you my opinion on it.  ;D

B. Lets look at a different way:

I have a goblin grunt with bear strength and an orc butcher with a hidden bear strength, lion savagery, and a hidden enchantment transfusion.

When I activate the transfusion and attempt to move the enchantments from the butcher to the grunt, can I knowingly move the hidden bear strength to the grunt? No.
Why? The grunt is not a legal target as per the requirement of E-tank.

Pg. 18 Rule book V 2.0
"There is no limit to the number of different enchantments that can be on an object, but each object or zone cannot have more than one enchantment with the same name attached to it at one time. This includes both hidden and revealed."

The E-tank never moves the bear strength from the orc to the goblin in the example above, but can move the lion savagery.

Same thing happens to the gorilla: the target must be a legal target of the eagle wings, which it is not because it already has an enchantment named eagle wings attached to it.


I believe legal relates to the target line:

"living creature"
"non-mage creature"
"mage"
"corporal creature"
etc etc.

If that were the case then you could E-tank/shift enchantment a plagued to an iron golem, which you can not. Because

416
Rules Discussion / Re: Moving Target and Enchantment Transfusion
« on: September 03, 2013, 12:13:16 AM »
Lets walk through it:

Gorilla has eagle wings and a hidden enchantment transfusion (E-tank for short) attached.

opponent targets the eagle wings with a disenchant.

I reveal the enchantment transfusion.

Enchantment transfusion reads:
"When Enchantment Transfusion is revealed, you may move any enchantments you control from this creature to one legal target creature up to 2 zones away from this creature. X = ........."

Now as stated in the rules (pg 18 ) enchantments are always attached to something, you CAN NOT have an enchantment not attached to something. Which means that when E-tank checks to see if the gorilla is a valid target for the eagle wings enchantment, it is not because he currently has an eagle wings enchantment attached to him and, as we know,  he can not have more than one enchantment with the same name ( pg 18 )  attached to him. So the gorilla is not a legal target of the shift.


417
Rules Discussion / Re: Moving Target and Enchantment Transfusion
« on: September 02, 2013, 03:56:22 PM »
I would say no.

Page 18 Rulebook v2

"Enchantments are always attached to their target"

Meaning that the enchantment transfusion never causes the eagle wings to leave the gorilla as the gorilla is always the target of eagle wings. The eagle wings prevent the gorilla from being a target of the eagle wings to move them to him... again so no they can not "bounce on him"

errr..

The eagle wings prevent the E-trans from targeting the gorilla (with eagle wings) because it is not a legal target for eagle wings.

It would like trying to target another creature with eagle wings. It's not a valid target of the effect of transfusion, not the transfusion itself. Each enchantment you move must be to a valid target.

418
Rules Discussion / Re: Moving Target and Enchantment Transfusion
« on: September 02, 2013, 03:54:26 PM »
I would say no.

Page 18 Rulebook v2

"Enchantments are always attached to their target"

Meaning that the enchantment transfusion never causes the eagle wings to leave the gorilla as the gorilla is always the target of eagle wings. The eagle wings prevent the gorilla from being a target of the eagle wings to move them to him... again so no they can not "bounce on him"

419
Spells / Re: Quicksand VS Spiked Pit
« on: August 20, 2013, 11:16:18 PM »
... and two (psychic immune, ranged attack) flying Spiders

This game really has the very best imagery

420
Spells / Re: Plagued
« on: August 20, 2013, 11:13:29 PM »
I have to disagree. While it is possible that they intended it to only be playable on living creatures, I seriously doubt they would have used the key wording of corporeal creature if that was the intent. The disagreement between the two statement is ambiguous. I think it's a pretty big stretch to assert that (including this creature) implies that the creature must be living. It seems only to imply that the effect includes all creatures in the zone including the one it is cast on.

With poison as a subtype the intent was that plagued was never meant to be used on creatures with the non living trait.

From that we can infer that the intent was to place it on a living creature (which is the only type target-able unless they have poison immunity like Malacoda) and use it as a zone wide poison damage attack. However to add clarity to the effect "deal one direct poison damage to all creatures in this zone" they added in (including this creature) to reinforce that the living creature it is attached to is not immune to the damage.

However that is interesting that plagued can not target Malacoda, but Malacoda does indeed do an amplified version of the effect. Guess you really can't beat a classic.  ;D

Pages: 1 ... 26 27 [28] 29 30