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Messages - Aylin

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421
Strategy and Tactics / Re: Elemental Cloak or Cloak of Shadows?
« on: December 03, 2013, 02:53:04 AM »
I don't have DvN yet, but I think in Warlock books I'd stick with Elemental Cloak...just because I'm going to be too close most of the time for Obscured to do anything (and Light damage is pretty weak at the moment regardless).

For a Necromancer it would depend on if my strategy involved closing with the enemy or staying back more like a Wizard. I'm not sure which strategy is more effective though.

422
General Discussion / Re: Not Impressed with Druid
« on: December 02, 2013, 09:46:52 PM »
In my opinion, the best opening with Druid is either Leaf Ring -> Vine Tree or Vine Tree -> Sprint to NC, depending on how aggressive you want to be.

Almost everything she wants to cast is a plant, so the ring acts pretty much like a Harmonize (just cheaper).

423
Mages / Re: Is there any love for warlord?
« on: December 02, 2013, 03:31:48 AM »
Warlord isn't my favorite, but I actually like him quite a bit. He has very powerful creatures like Dwarf Kriegsbiel, Iron Golem, Sir Corazin, and Thorg. (The use of Earth Elemental is debatable. I always include him for the "wow factor".) Contrary to what most people seem to use, I ditch Horn of Gothos nowadays and stick to the Warlords sweeping hammer. Sweeping really saves your a** in swarm matchups. Helm of Command + Battle Fury can be devastating, and I like Fortified Position quite a bit.

But that triple arcane cost. 6 mana to include 1 Teleport? I shudder...

The Warlord was packaged as a swarm mage when he is anything but a swarm mage. I think a lot of people were instantly disappointed by the Warlord because of this. Hopefully people realize now that the Warlord's started spellbook was atrocious and that the best way to use the Warlord is NOT with a swarm strategy.

I also think that the hammer is better than the horn. However, I know that the Hammer also compares unfavourably to almost all other weapons, just by virtue of it being two-handed. Almost no one will use it after the one-handed War weapons are released.

424
Quote from: AylinIsAwesome
The OP mentioned skeletons. While mentioning zombies is important too (the book should be able to handle both zombies and skeletons), ignoring the skeletons in all of your responses just implies that you aren't actually reading what the OP is having a problem with. Really people, we can do better.

Quote from: DaveW
My question is: Which spells could I include for various mages that would help against unliving creatures?

His question was in general about nonliving creatures. My original response was kept neutral referring to all nonliving creatures. I apologize if I disappointed you by later referring to Zombies, but that doesn't invalidate my advice.

Almost everyone else who responded to the thread talked exclusively about resilient...which is a trait no skeleton has. Your initial post was neutral, and perhaps I should have excluded you from what I said, though everyone else immediately jumped onto resilient and zombies...if they even read the thread.


Quote
Quote from: AylinIsAwesome
Do you use the +2 melee or 2-die heal on your staff of beasts? If you don't switch it out for a Mage Wand

I think you intended to say Mage Staff.

Yes

425
First, to everyone but the OP:

The OP mentioned skeletons. While mentioning zombies is important too (the book should be able to handle both zombies and skeletons), ignoring the skeletons in all of your responses just implies that you aren't actually reading what the OP is having a problem with. Really people, we can do better.


To the OP:
It sounds as if I need to revise my Wizard to Fire-trained, and include more higher-damage and/or flying creatures. Or go with the Warlock with big fire creature(s) as mentioned in another thread.

I also wonder if Psylocks won't come in handy now also... flying with the Critical Damage trait (and others). Maybe I can also consider a Forcemaster now... or just add a couple Psylocks to another Mage's book.

Thanks for the quick feedback.

Psylocks aren't very good at all. Their attack is Psychic, and I believe that most undead are Psychic Immune. Plus their attack is a full action with only 0-0... Yeah, useless for everyone unfortunately.

For your Beastmaster build, I almost think you have too many creatures. Casting them as fast as you could (using your quick cast ability) it would still take you 11 turns to get them all out. That seems a bit unreasonable to me, and I think you should remove some of the ones you don't use much. The Spitting Raptors are excellent (being good against possible zombies, plus increasing damage from all of your other animals), but you should include Galador, Protector of Straywood (the 0-1 stun attack is what makes him awesome). I'd also be included to suggest including a Steelclaw Grizzly; the high dice attack will work well against either type of undead (not to mention the piercing it has will cut through any armour they're likely to have).

As for things to remove, I'd start with the Direwolves. I don't have a copy of DvN yet, but I think they're immune to Bleed and don't trigger Bloodthirsty. Add to that the all-too-popular Iron Golem builds and I think they're just too weak when compared to the Timber Wolf. Honestly I'd also remove Kralathor as well. The only time it would be worth summoning over Galador or the bear would be against undead...but knowing that your opponent would have prepared Fire spells to burn it to a crisp. Going a bit further I'd probably also take out at least 2 of the Thunderrift Falcons, since with Redclaw you're more likely to want to use the foxes. If you find that you're not often using a creature, take it out. Having too many is just space that could be used to handle certain deadly situations.

Stranglevine is in DvN. It's Tanglevine, except it grows a bit and damage to the restrained creature. Maybe remove 1 Tanglevine and 1 Wall of Vines for it?

I'm not a big fan of Mokhtari personally, just because it can't move around the board as needed. I'd prefer a Unicorn. Only Regenerate 1, but it can move around and it is an animal, getting the bonuses you could provide for it. Though do you really need either? Just using the Regrowth Enchantment for certain creatures would probably be preferable.

Do you use the +2 melee or 2-die heal on your staff of beasts? If you don't switch it out for a Mage Wand - same price to include in your book but you also get Ethereal and Reach on your attacks. Plus you save 2 mana casting it.

Mostly I'm surprised by how few Dissolves and Dispels you have. 1 of either is not enough, even with a Dispel Wand. 2, preferably 3 or 4, of each is a minimum, regardless of mage.

Bull Endurance isn't that great; the main use for it is to give familiars the ability to take more than 1 Unavoidable attack. You don't use any it looks like in this book, so I'd remove them. Increasing Armour and Regeneration is better.

Add another Teleport too. You can Bear Strength the Grizzly (which is also your pet), and QC Teleport it right to your Opponent's zone...only to immediately activate the Grizzly and hit your opponent with a surprise 11 die attack.



I'm too tired to look through your Wizard book right now, but I will say this: Remove 1 Gorgon and replace it with a hydra. The Gorgon isn't that great against Undead or golems, but the Hydra can make short work of skeletons and isn't too shabby against zombies either.

426
Ignore Warlord for now; the spells just aren't there to make it worth playing him.


For the other two mages, could you post your spellbooks? That would let us give you more focused feedback.

Other than that I can't really say much besides going for the throat; don't give your opponent time to summon more than a couple of creatures, especially with Beastmaster. You should be in your opponent's face by turn 3. The Timber Wolf makes a pretty good Pet, with a 6 die attack if you're in the same zone. Use Galador too; Lightning Stag is amazing.

With Libro in the meta now I'd suggest at least 4 dissolves. Your opponent can just put it back in her/his spellbook, but each time spends 3 life to do so and another action and 10 mana to recast.

For Air Wizard, use the new Oozes and possibly Whirling Spirit. Using a Wizard's Tower with Flameblast attached is cheap and will hurt either Zombies or Skeletons pretty well.

427
Spells / Re: Rise Again - Better for Warlock?
« on: November 30, 2013, 07:53:47 PM »
The Warlock can use Curseweaving with Rise Again, letting that mage reuse the spell multiple times. He's also a bit better set up than the Necromancer to use Sectarus to attack an enemy, so there is that.

On the other hand, the Necromancer has higher channeling, so that mage can more easily afford to pay the reanimation cost.

Overall I think the Warlock can get more use out of it, but it isn't as if the Necromancer is bad with it.

428
Strategy and Tactics / Re: Please Nullify my fears
« on: November 29, 2013, 05:02:12 PM »
Quote from: ringkichard link=topic=13302.msg26333#msg26333 date

It's not a Counterspell like in Magic the Gathering, it's a Force Spike.

That is an excellent summary, thanks. The mana benefit vs e.g. Drain Soul is interesting.

What do you mean by that bit of the answer, quoted above? I am a wargamer not a Magic player...

Counterspell - 2 blue mana to counter target spell
Force Spike - 1 blue mana to counter target spell unless the opponent pays 1 mana of any colour

429
Strategy and Tactics / Re: Too big to kill
« on: November 27, 2013, 08:29:15 PM »
When Critical Strike comes into play, I think killing an Iron Golem will be much more reasonable. At the moment it just isn't worth it (Acid Ball isn't worth casting on it unless you have +3 pierce already).

A level 2 Water attack spell that's Acid type might also work, if/when they ever release one.

430
Spellbook Design and Construction / Re: Warlock Swarm Deck
« on: November 25, 2013, 11:57:35 PM »
There will be a few cards to help with this tactic with in the next few sets. It is good to see you looking at the game from so many different angels.

Odd typo or mischievous hint...  Hmm...

431
Mages / Re: Is there any love for warlord?
« on: November 25, 2013, 01:35:08 AM »
I'm going to limit my response because I think we're getting off the topic of "love for the Warlord" and onto a topic of "gender stereotypes." I will say, that I doubt they specify the new Warlord's gender. That's not a statistic tracked anywhere on the cards. Just play it however you prefer.

We are a bit off-topic true. So I'll also limit: I know it isn't on the cards (aside from Priestess/Priest), but it is in the new rulebooks for each expansion.

432
Mages / Re: Is there any love for warlord?
« on: November 25, 2013, 12:07:51 AM »
Depends on your answer to a long running debate among fantasy geeks: Do dwarven women have beards?

If you believe that dwarf women do have beards, then there is nothing in the new Warlord art to say that it isn't in fact a female. Even if you do count the new Warlord as male though, you can use any of the other female art cards for your Warlord build. 40% of the mage art is female, and while that might not be ideal for everyone, it should be enough to provide a diverse range of options for the female player base. I really like that they are putting a dwarf in as it's one of my favorite races. And I like my dwarves with beards regardless of gender.

If they did say that the new Warlord was a female Dwarf (complete with beard) then I am on board. I would actually be extremely happy in that case, since it would be the first female mage not wearing fan-service clothing.

However, I don't think they're doing that with this art though, since all of the other female mages (and creatures in general for that matter) except for the female Wizard are all wearing incredibly awkward for fighting fan-service outfits (corsets, high heels, metal bikinis, belly shirts, see-through skirts, chest plates with accentuated breasts, or needlessly long hair which even the female Wizard has). None of the male characters in the game seem to be wearing clothing more suited to a brothel than a battle (though Grey Angel comes close).

433
Mages / Re: Is there any love for warlord?
« on: November 24, 2013, 07:13:22 PM »
I really hope Forged in Flame has new War school stuff in it. A Warlord that's actually worth playing would be awesome.

My only issue with it (from the limited information available so far) is the artwork for the Dwarf Warlord. I believe their plan was to have male and female versions of all of the mages, yet both Warlords look to be male. Dislike of gender stereotyping.

434
Mages / Re: Is there any love for warlord?
« on: November 24, 2013, 05:03:43 PM »
I might be raising the dead in this thread, and I am not very 'on' the changes that are on the way, but the Warlord really seemed to me as the weakest mage from the current 6 [DvN in the way].  The outpost zone limitation is just the worst part for me, but it comes with more. First, Barracs is the only Spawn point that makes your mage cast other conjurations to be minimally usefull, which means you are already behind the others. This conjurations do NOT receive any bonus from outpost, and are actually very mediocre themselves. Horn can't be used with Sledge, wut? But what really puts me down is the goblin grunt. Just, really. Its just like the Bitterwood fox and the Bobcat, except weaker for no reason. Fox has fast, Bobcat has charge, Goblin has...uselessness [if that is a word].
I also disagree a bit with what was said: the fact that AW is fixing mistakes on upcoming expansions is awesome, but it also just makes it even more clear that the Warlord is underpowered, and it seems like he is not a favorite, since he is not receiving any buff. I do not think its needed to change the mage card, but the spells are very subpar and in need of some love. I hope next expansion brings some better options for him, or even DvN [as I did not see all cards spoilers, but that does not seem the case].

Anyway, I do not get tired of saying this, but the game is awesome. AW, I love you guys, but please, give some love to Warlord as well.

XD

A couple of things...

The Hammer wasn't meant to be used at the same time as the Horn. The hammer was designed to help the Warlord fulfill an "in your face melee" role (a sweeping 50% daze attack is amazing), while the horn was designed to help him fill a support role.

Having to cast extra Outposts wouldn't be a mark against the Barracks if they released Outposts that the Warlord would want to cast anyway. Quite frankly I think they should make Outposts that give global benefits to soldiers, like the totems that animals have. I really do think they need to drop the adjacency rule either way.

Goblin Grunt is pretty comparable to a Feral Bobcat (assuming animal totems aren't in consideration). Bitterwood Fox just outclasses either of them though. The main detriment against the Goblin Grunt is that there isn't any reasonable way to give them buffs (aside from Fortified Position and Sacred Ground, both of which are a little dubious in value).

The main problem with the Warlord is the triple arcane costs, combined with the fact that Wizards can have the Earth School with no detriment and the even more frustrating fact that the War school is kinda weak itself. Every major school has some decent creatures, and the War school is no exception (Grimson, Thorg, Sir Corazin, Dwarf Panzerguarde, etc), but it falls behind in pretty much every other category. It doesn't have many enchantments that buff creatures (just Fortified Position [dubious value] and Retaliate [destroys self after use]), the best incantations are either Novice or level 1 aside from Whirling Strike, and the War conjurations are pretty weak aside from Battleforge (wall of pikes lacks piercing, outposts need work).

Some solutions to the above:

Better War enchantments: releasing Akiro's Favor and Critical Strike will help a lot, though those are both level 1. While I can see War giving melee or armour +X, I'm not sure they will since those are already in the Nature school. I would love to see a level 2 (or 3) enchantment that gives you the option or turning a quick melee attack into a full sweeping attack, an enchantment that adds an effect die to attacks (such as daze or bleed) or a piercing damage barrier (ex. Spiked Armor, level 2 War, damage barrier = 2 dice and +2 piercing). Basically we need more enchantments, and a few that won't often get stolen by other mages.

Better War conjurations: Altar of the Iron Guard will help, but most important new Outposts that give global buffs to soldiers.

Releasing the one-handed War weapons/shield (though most mages will like that).

Either non-Arcane or Novice alternatives to Dispel, Nullify, and Teleport. The fact that so many spells that are practically required for mages are in the Arcane school is a real problem for the Warlord.
Example spells:
Minor Dispel, incantation, cost =X, level 1 Arcane, Novice, destroy target level 1 revealed enchantment, X=casting cost of the enchantment
Tunnel through Earth, incantation, cost =8, level 2 Earth, targets non-flying corporeal creatures, move target creature up to 2 zones away (this is considered a teleport)
I'm not quite sure about Nullify. Perhaps something similar to Armor Ward to help reduce the dependence on Nullify?

Finally, I don't know if the Warlord needs this, but I'd love to see a Warlord-only Earth spell, just so the Wizard can't have every Earth spell the Warlord can have. Something like Adramelech (4 War/2 Earth) would be fine (Wizard could still take it but would be discouraged from doing so).

435
Strategy and Tactics / Re: How to effectively use the Force Master?
« on: November 23, 2013, 06:58:47 PM »
Quote
Forcemaster
47 spells, 120 spell points

1 Battle Forge
2 Battle Fury
2 Bear Strength
1 Brogan Bloodstone
1 Charm
1 Cheetah Speed
1 Colossus Belt
2 Dispel
2 Dissolve
1 Eagleclaw Boots
1 Elemental Cloak
1 Falcon Precision
1 Force Crush
1 Forcefield
2 Force Hold
3 Force Push
1 Force Ring
1 Galvitar, Force Blade
1 Gauntlets of Strength
1 Hand of Bim-Shalla
2 Mage Wand
1 Mind Control
1 Mordok's Obelisk
2 Piercing Strike
1 Psi-Orb
2 Regrowth
3 Sleep
1 Suppression Orb
2 Surging Wave
2 Teleport
2 Thoughtspore
1 Vampirism

I tend not to like the Mind Control + Mordok's Obelisk combination very much. It's 1/12 of your total spellbook and isn't effective against too many things (notably golem pit or undead via the Necromancer).

I'd suggest a 3rd Dispel and a Steal Equipment. I also don't see any Decoys or Seeking Dispels in there, so I'd put in a Decoy at least. I'm also not seeing any Nullifies... I like at least 2 per book.

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