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Topics - Sailor Vulcan

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61
Mage Wars Academy / Using expansions for demos?
« on: May 08, 2017, 02:15:00 PM »
Has anyone tried using the warlock or the priestess starter books for academy demos? If so do you have any advice on how to do this? Are there any particular opening moves that I can set up during the setup rounds for new warlock or new priestess players? Or is it better to not do the set up rounds for them?

Thanks!


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62
General Discussion / Anyone up for a game tonight?
« on: May 05, 2017, 07:41:32 PM »
Anybody up for a game of MW on octgn tonight?


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63
I've noticed that out of everything I have to explain when helping newer players learn the game, the one thing people consistently get confused about is the pest trait. Conceptually it feels very simple and intuitive, but when translating the concept of how this trait works into language it becomes kinda wordy and sounds more complicated than it actually is.

What is the best way to explain it? I feel like there's got to be a better way to do that.

Thanks!


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64
General Discussion / OCTGN is back online!
« on: May 04, 2017, 06:11:40 PM »
They fixed OCTGN. It's working again now, although it is missing the chat function. If anyone wants to play, I have a game up. I have to go to bed in around an hour and a half or so, so if you want to start a game with me tonight it will have to be soon.

Thanks!

65
Since OCTGN's main server has been out of service for the past week I've started a virtual private network for playing mage wars on OCTGN using Hamachi. Each network has a limit of five computers per network. So far I have created only one network, but if there's enough interest I can probably create more.

If you want to join, you can download Hamachi here: https://www.vpn.net/
After that just create a hamachi account, log into the app, go to the network tab and click on "join network". Then enter the login info for the network you want to join. Or you can create your own network.

Accept the incoming new network connection. Both players must be connected to the network using the Hamachi app in order to play against each other on the network.
After that open OCTGN and select the "Play and Spectate" tab.

If you are hosting a game press start and open a game. Then make sure to give your opponent the port number and your Hamachi IP address (not your actual IP address!) otherwise they will not be able to join. The port number is in the upper left corner of the game lobby in white text on black background.

If you are joining a game just press "join unlisted" and use the port number and the Hamachi IP address that the host player gave you to join the game.

It's really that easy. If you still want to play Mage Wars on OCTGN and don't want to possibly have to wait to start playing again, just follow the instructions and start playing! See you in the Arena!

List of Hamachi networks for OCTGN Mage Wars

Sailor Vulcan's networks

Network ID: OCTGN Mage Wars Hamachi Logmein
Password: magewarriorssecrethandshake

Network ID: OCTGN Mage Wars Hamachi Logmein 2
Password: magewarriorssecrethandshake2

Network ID: OCTGN Mage Wars Hamachi Logmein 3
Password: magewarriorssecrethandshake3
________
Note: Hamachi VPNs have a chat function. So if you want to send a message to someone else connected to the network, just right click on them and select chat. Also the Ping function does not actually send an alert to another computer, I'm not sure what it does but I think it just tests their connection to the network.

IMPORTANT: AS SOON AS YOU ARE DONE PLAYING, DISCONNECT FROM THE SERVER. THERE IS A LIMIT OF 4 CLIENTS PER SERVER, AND I CANNOT BOOT PLAYERS FOR SOME REASON. GIVE OTHER PLAYERS THE CHANCE TO USE THE SERVERS...

66
Sorry it has been brought to my attention that my post was hurtful and I didn't realize that. My brain is kinda fried right now and I'm still not sure how it was hurtful but I'm taking it down now because if someone else thought it was hurtful then it probably was. I will write and apology later once my brain is working better again.

Sorry and thanks for your understanding.

67
There was a huge rumble.

"What was that!?" Westlock yelped in shock. She looked out the window of her Palace-Temple. Then she ducked as a rock crashed through the window and landed on the floor behind her. She looked out the window again. Standing down there at the foot of the tower was Bloodwave, the fierce and greedy warrior horde, smirking with another rock in his hand. He hurled it at another window. There was another distant shattering sound as one of the expensive ornate armored windows which she had bought for just this kind of scenario took 10 critical damage from the rock, more than enough to utterly destroy it. He hurled another rock. They only costed 4 mana a piece so there were plenty more where that came from.

Westlock was about to jump down from her tower window to heroically confront his nemesis, but then she hesitated as she remembered Sortilege's warning.

If she expended too much strength and resources fighting the Bloodwave, would she have enough leftover for Darkfenne, Ivarium or Arraxia?

He had no choice. The Bloodwave was trying to take what didn't belong to him and Westlock wasn't going to stand by and let it happen.

He jumped down from his palace-temple's window, landing dramatically and standing up to face the Bloodwave.

"Stop! Leave this place immediately, else you will face the wrath of Asyra's might!"

The Bloodwave cast Steal Equipment on Westlock's heroic silver armor. Westlock was shirtless now.

"You'll pay for that!" Westlock screamed.

"No I won't," said the Bloodwave, smugly showing off his new stolen outfit to the audience.

"Super Holy Blaaaaaaast!"

Bloodwave just shrugged off the blast of super holy light. He was covered in armor from head to toe, and wrapped around his waist was a rather large belt.

"Are you *sure* that's a real spell?" asked the Bloodwave, mockingly. "Not very good, is it?"

Westlock thought quickly. By the time he managed to get rid of all of the Bloodwave's armor he might be able to make off with something really valuable from his palace temple. He didn't have the time or the energy for a long drawn-out chase. And there was still Darkfenne, Ivarium and Arraxia to worry about...

"Do not worry fair maiden. I, the Circle of Fire shall save you!"

A mysterious masked country wearing black spandex with balls of flame in his fists stepped out of the shadows and winked at Westlock.

"Wh-who are you calling a maiden!?" demanded Westlock.

"Who are you?" demanded the Bloodwave. "This isn't any of your business!"

"Oh but it is. I am the hero of love and justice, the Circle of Fire! Etheria needs Westlock at her best! I won't let you take the riches that rightfully belong to her! In the name of the moon, I will DESTROY YOU!"

"We'll see about that!" the Bloodwave roared, and attacked.

68
General Discussion / We have a discord channel!
« on: April 23, 2017, 11:00:48 AM »
For those who don't know there is a Mage Wars discord channel, but it's kind of inactive right now because the invite code was never posted here. Here is the invite code for any Mage Warriors who want to join:

https://discord.gg/WbHH7h2


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69
Hi! I'm looking for a teammate for the gen con Domination tourney. If you're interested please post below with the mage or mages you might want to use and what kinds of team strategies you might like to try. Preferably someone I can practice with on octgn but if you can't that's not necessarily a dealbreaker.

Thanks!

70
General Discussion / When is the next podcast episode coming out?
« on: April 13, 2017, 12:46:19 PM »
Either MWM or the MC. When is the next episode? Have they both been discontinued or something?

71
Strategy and Tactics / Figuring out the Bloodwave Warlord
« on: April 10, 2017, 12:44:47 PM »
Hi! So I've been doing a bunch of theorycrafting with the bloodwave warlord and I can't seem to figure out what he wants to do, where his niche is relative to other mages. It seems like the way other people use him almost never really involves the abilities on his ability card. No one seems to use battle orders or veteran markers in competitive warlord books, and all of them include arcane spells like dispel, plus plenty of enchantments, which makes cards like harshforge monlith a lot less useful. If he tries to compete with other mages on the enchantment game he has quite a few less points to spend elsewhere.

These strategies seem to only take advantage of the warlord's training and nothing else about him. He is the only mage who has this problem as far as I know. I have a lot of ideas about where the warlord's niche might be found and why, and maybe we can figure out why he hasn't succeeded in that niche yet.

Bloodwave Warlord has battle skill, so one of the options he should do well at is melee fighting. However, if he wants to fight on the front lines he needs to be able to deal with things like enfeeble and unfortunately dispels are expensive for him because of his arcane triple cost. While you could go for ballad of courage, the ballad is kinda expensive, only lasts two rounds and if you have enfeeble on you that effectively means you only have eight rounds of mage-made melee attacks with normal movement speed, and that's if you keep recasting ballad. Cheetah speed is less expensive, but the fact that it doesn't ever go away means that it gives +1 upkeep cost when you are within range of your harshforge monolith. Relying on lots of enchantments when you're up close meleeing makes the monolith kind of useless. So you probably want to use remove curse to deal with enfeeble.

Remove Curse, if used on a single enfeeble, has a net action and mana cost that is identical to using a disperse on that enfeeble.

Purify is also useful against some curses like ghoul rot and poisoned blood, and it's also a quick action to cast, which is a plus.

Harshforge monlith is better if you use fewer enchantments. If you're using fewer enchantments, than you probably want to use more incantations. And lo and behold, warlord has a ton of command incantations. While incantations are only one use, they also tend to be cheaper than enchantments and can't be dispelled. This is important for warlord because enchanter's wardstones cost triple for him so he's unlikely to want to run an enchantment heavy build regardless. Arcane Wards are useful for protecting whatever few important enchants that he does have though, since it's novice.

In addition to the harshforge monolith, there are other cards that seem like they were designed to compensate for the arcane triple cost: harshforge plate, armor ward, and champion's gauntlets.

Since warlord has arcane triple cost, he doesn't like using nullify very much. Armor ward makes it cost your opponent +4 mana to destroy your equipments. Harshforge plate makes it cost +2 to cast an enchantment or incantation spell on you. Champion's gauntlets make equipments in your ring shield and weapon slots impossible for your opponent to destroy unless they destroy the gauntlets first. And destroying the gauntlets cost an extra 2 mana.

So in this scenario, in order to destroy i.e. a warlord's weapon, you must dissolve the gauntlets for 8 mana, then pay the weapon's cost +6 to dissolve the weapon. Crazy large amounts of mana for a single weapon right? And that's if you only have harshforge plate, armor ward, champion's gauntlets and a weapon equipment. Armor Ward is probably one of those enchants that you want to stick an arcane ward on.

Harshforge plate takes 10 mana to dissolve, so if your opponent wants to go that route in order to destroy the weapon more easily, they're paying 10 mana to lower the cost of destroying two equipments by 2 mana each. That means the dissolve used to destroy your plate only pays itself back after they've casted 3 more incantations or enchantments on you. And you can always just cast a second plate.

Additionally, many soldiers have a weakness to lightning. Lightning often has a chance of dealing dazes or stuns (or staggers sometimes). The Bloodwave Warlord has two choices here: either stock up on clear minds or summon even more creatures, or some combination of the two. One of the benefits of swarming soldiers as the bloodwave warlord is that it makes the helm of command and horn of gothos more worthwhile.

The helm of command is like mage wand, except it only costs 3 mana, can only be used with command incantations, and costs only ONE mana and a quick action to switch the bound spell. Its extremely cheap, and the spell switching is only a problem because it takes a quickcast. Not a problem for your actions if your mage uses lots of creatures. Horn of Gothos is kind of self explanatory. It makes your 1 mana, 1 zone AoE battle orders into a 4 mana arena-wide battle orders. Arena wide buffs can be pretty useful, especially when you have lots of creatures in play.

Something else I thought of:

Goblin chieftain gives all goblins elusive, and goblins tend to be really frail. Comboing with akiro's battle cry could make for good rush potential if you can pull it off fast enough. Problem is, barracks opening can be kinda slow.

It also occurs to me that because goblins tend to be on the frail side, they don't really have enough staying power to kill enemy creatures much. If they're not fighting enemy nonmage creatures, they probably don't have much need for vet tokens. You could just have them charge the enemy mage instead. Goblin chieftain's ability allows him to push goblins closer so they can attack sooner. Combine that with charge on helm of command and to battle with horn of gothos, and then you have each goblin grunt hitting for 5 dice a piece.

If you want to focus more on killing enemy nonmage creatures, you might want to go with fewer more powerful creatures, like dwarves.

Another idea would be to stay in your corner zone and turtle, shooting at anything that comes near. If the opponent tries to stay back and uses deathlock and idol of pestilence, or if they're a Druid with a tree bond. akiro's hammer and ballista will wipe that smirk off their face, without needing you to venture far from your corner. You might need a goblin builder for this, not sure. If they cast their tree bond in their corner zone, and you shoot it with the akiro's hammer, that's 8 dice and then they heal it in upkeep. You could try casting garrison post to full cast goblin builder there, then force push the goblin builder to far center zone and have it cast ballista there, but that takes too much time to set up. You're probably better off having your bloodwave Warlord move into the fray while soldiers shoot your enemies from behind.

I'm not sure why no one seems to be playing warlord in the niche he was designed to excel at. Maybe no one's figured it out yet, perhaps there's some obstacle that we haven't been able to overcome. Maybe the triple cost to dispel is too much for him, and remove curse is not an adequate substitute because it uses a full action to cast. If this is the case, I would recommend using a swarm of medium size creatures like orc butchers, skeletal sentries and white cloak knights to compensate for the action cost.

This is the extent of the theorycrafting I have done so far. In practice, I am not very good at playing the bloodwave warlord yet, so take all this with a grain of salt. That being said, it really does look like the way people are playing him usually doesn't match his apparent niche. However, I am reminded of the wizard before his errata. Back then the way people played the wizard usually did not match his apparent niche either. I struggled to understand how to make good wizard decks besides the ones already made, until they errata'd him, and suddenly I started having ideas of how to play him.

That is what it feels like when I try to build for the bloodwave warlord. I can see the kind of things it looks like he is meant to do best, but I can't seem to get him to do those things very well, and neither it seems is anyone else.

Thoughts?

72
Game Board Layouts / Road of Battle (Standard Arena custom map)
« on: April 01, 2017, 10:10:45 PM »
I know this isn't a domination map, but I don't think it makes sense to put it in the general section. This is a standard arena map I just made tonight. Would love to get some feedback on it. Hope you like it.

Thanks!

Note: in order to prevent wall cheese from wrecking havoc on the game balance of this map, I am considering what house rule should be used to do that. I have been considering a one-use "trampoline" which can allow a creature trapped in a corner without a secret passage the ability to jump over the walls, which breaks after one or two uses. The other house rule I am considering is to make extending a wall cost an extra 2 mana.


Edit1: sorry it seems I forgot to include the map in this post. Somehow the picture was too big and I forgot how to make it smaller. I will upload the picture later today.

Edit2: There is another potential solution to the wall cheese problem that I thought of and I would like your thoughts on it. If I put two new zones into the map, each with a secret passage at b-1 and at b5, it will be harder to trap your creatures in those zones because the secret passages and the fact that they are all the way across the arena from each other so a wall can't be extended over both of them. By the time the enemy mage gets there to cast a wall, your creature has already moved through the secret passage and out of the secret passage zones.

Edit3: Secret passages only connect with secret passages directly across the arena from them (N-S, and E-W).


Edits 2 and 3 worked excellently! SUCESS! Hope you like the final map. Have fun!

73
Warning! Mature content--References to torture, rape, suicide and other disturbing Hellish stuff. Nothing is described explicitly, but still you should use your common sense and not read this if you have any doubts about whether you can handle the material without throwing up. Remember this is Arraxia we're talking about, so it's par for the course.

By the end of the tour, Danny Sue was confused. Weren't there supposed to be multiple levels of Infernia reserved for different kinds of prisoners?

As if reading his mind, Arraxia said, "I've never had multiple floors for containing different kinds of prisoners. That's just a conspiracy theory of a tiny radical offshoot of Malakai-followers meant to justify the existence of a wicked god of darkness in a supposedly fair universe. In truth, there is really no need to organize prisoners by how wicked they are. It's not like we're torturing some prisoners any less than others. Eternal torment is eternal, after all. And eternity just means infinite time."

"Aren't there different kinds of infinity?" asked Danny, knowing he would regret asking.

"Sure there are," said Arraxia, cheerfully. "But time tends to only move in one direction in any particular realm and it only moves at one speed in any particular realm, so if you're limited to only one realm of Hell you can only have a countably infinite amount of suffering. That's why I infiltrate other realms. Other realms sometimes move forward in time at different rates and in different directions, so by forking prisoners into an increasing number of realms, I can make their suffering uncountably infinite! One person can be cut up in one world, burned alive in another, gang raped in yet another and tortured in countless other ways in countless other worlds, all at the same time!"

Arraxia giggled. Danny Sue looked nauseous, and barely kept himself from throwing up all over the floor of the Bastion of Chaos, which according to Arraxia had recently been refurbished to resemble the prison guard's quarters for "a concentration camp of freedom and democracy", whatever that was supposed to mean.

Danny Sue truthfully declared that the security was flawless, and then killed himself, for his security inspection had ensured the eternal damnation of an uncountably infinite number of souls.

Alone in the Bastion of Chaos, Arraxia plotted how to get more souls to play with. The war with the nations of Etheria not too long ago had left him weakened economically and militarily.

Arraxia sighed, and reluctantly started planning for how to return to Etheria and recover their lost wealth and influence. Successful fundraising in that realm was going to be difficult, since the nations of Etheria were doubtlessly genre-savvy enough to resist Tarranical proselytizing against all odds.

Arraxia, the sole nation of the realm of Infernia, sat in his concentration camp, thinking.

The screams of the eternally damned echoed all around them as they thought.

74
Mage Wars Academy / does anyone still play this on octgn?
« on: March 13, 2017, 03:54:48 PM »
Does anybody still play academy on octgn? I haven't seen anyone playing it online at all this year and there were at least several people last year who played it occasionally. If anyone wants to play academy my username is henry_ketchup on octgn.

Thanks!

75
Alternative Play / MMO play by post Text Academy duels!
« on: March 02, 2017, 06:56:27 PM »
Build a 10-spellpoint academy deck. Your mage's life stat is lowered by 10. You can join the game at any time, you don't have to wait for it to finish.
When your mage dies you can respawn immediately. When you respawn, all your cards are returned to your spellbook, all your condition markers are removed, all damage is removed from your mage, and your mana is set back to your starting mana plus channeling.

You can leave the game whenever you feel like stopping, and you can jump back in whenever!

Have fun!


Note: It is your responsibility to keep track of your own channeling, mana and upkeep effects, as well as to know what your own cards do and anything else regarding spells and objects under your control. You also must do your own setup rounds before you post. No one is going to wait around while you prepare to enter the fray.

Also be courteous to other players and give them a chance to take a turn sometimes too. Don't monopolize the action phase.

Also if you want to keep track of your daily win/loss rate simply subtract the number of times your mage died from the number of times you killed a mage.

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