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Messages - Aylin

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451
Strategy and Tactics / Re: Headshots and Forestfires.
« on: November 15, 2013, 06:15:08 PM »
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And again, paying Half mana for a creature just adds to the Necro's already incredible ability to summon swarms and swarms of zombies.

To what, exactly, are you referring? Eternal Servant (at least on the card posted to FB) lets you pay mana equal to the casting cost to reanimate it.

452
Spells / Re: Multi-school spells
« on: November 15, 2013, 06:02:48 PM »
War for example should be the school for Artifice (the opposite of Nature), hence prevalent in Equipment and Structures. I don't actually like the Fire in Battle Forge because Fire is destructive, not constructive in theme, and it does not synergise with Equipment. I would have made Battle Forge War 1 Arcane 1 because it makes magic items.

I'm glad they didn't make it 1 War/1 Arcane: it would have been yet another slap in the face to the Warlord.

Though I think they made it 1 War/1 Fire since the forge itself requires fire to make the equipment, so mastering the fire aspect of it would be essential to make the shape of the object, with the actual item enchantment being done by the mage and not by the forge.

453
Strategy and Tactics / Re: Gate to Hell rush
« on: November 10, 2013, 09:14:13 PM »
i think this may be an interesting way to combat the druid. all that lovely kindling....

It won't burn down her tree though, unfortunately.

454
Spells / Re: Meditation Amulet
« on: November 10, 2013, 09:13:09 PM »
Do you have a source for the unavoidable on Hail of Stones? OCTGN and my physical set both have it without, and the only errata I've seen were the temples and battle fury ones.

All zone attacks have the unavoidable trait by default (rulebook pp. 23, or the codex). It does not need to be printed on the card.

Oh thanks, I had missed that!

455
Spells / Re: Meditation Amulet
« on: November 09, 2013, 06:31:14 PM »
@Aylin,

I'm not gonna belabor this much longer as our opinions won't change and I do respect what you're saying. But a few things:

1. Check the math again. Flower cost five, breaks even turn six, and is +3 every three turns after. Amulet costs four, is +2 turn six after two uses, and remains +2 over every three turns I use it.

I was saying that that Amulet would give you 1 more mana than the flower would if you use the Amulet one turn out of every three. I suppose I should have that clearer. My point was that 1 extra mana overall is NOT worth all of those full actions.

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2. Akiro's Hammer and Ludwig are 0-1. Hail of Stones left out unavoidable and was errata'd.

 ???  Akiro's Hammer is 2-3, is Warlord only, and is considered to be a pretty poor play even for him (which is saying something considering how awful the Warlord is). Ludwig Boltstorm's attack is 1-1, not 0-1, and again I've never seen him in play.

Do you have a source for the unavoidable on Hail of Stones? OCTGN and my physical set both have it without, and the only errata I've seen were the temples and battle fury ones.

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3. Yes, I was off one mana and I intended to show the break even/profit of each option but didn't make that clear. My apologies.

I was pointing out that you were off in terms of actions, not mana.

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4. If I'm stunned one turn, I still have three turns to get two meditates to maintain profit. If I prep a full plant spell and  stunned prior to casting it, I lose the benefit of ring throwing off the profitability.

The ring is better than the flower for mana if there are < 3 turns in which you don't cast a plant spell (and equal if there are 3 such turns), and the flower is better than the amulet if you meditate 1 turn in 3.

Also your scenario is assuming that you have neither the Wand of Healing nor a quick plant spell AND that you wanted to cast a full plant spell that turn. That is a fairly specific set of requirements especially since casting the full plant spell from the Vine Tree would, in general, be the better play.

Though the real issue here is why are you stuned? If an enemy mage is punching you in the face or you're getting hit by an angel or Galador, why would you keep meditating instead of solving that problem first? (There are other sources of stuns, of course, such as the Goblin Bomber [lol] or a Light or Lightning attack spell though if your opponent is using them on you either you're losing badly (or are at least at a positional disadvantage) or your opponent made a tactical error and in either case mana efficiency isn't that important anymore).

[/quote]5. The ring's discount doesn't apply to spells cast from your spawnpoint. [/quote]

O...k...? The idea is that you'd be casting a plant spell yourself nearly every round anyway, in addition to your spawnpoint. It only applies to one spell a round, so why would it matter that you can't cheapen spells from a spawnpoint?

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6. There's a difference between spending less and gaining more. Spending less doesn't move the ceiling on what you can buy. Gaining more does. Legacy costs like upkeep and spreading vines a la vine tree tend to eat more into that ceiling over time. So, hardly ridiculous IMO.

The ring not paying "legacy" costs only matter if you don't plan on casting anything in a particular round, especially since nearly every spell the Druid has is a plant. I don't see that coming up too often. I think in all the games I've played there was once instance where I didn't use either spell I had prepared in a round (it was using  a Warlock battle forge build, and I had deployed a Dispel Wand and used that for my quick, with a melee attack as my other action). Now, maybe my group and I are just weird like that, but I have a hard time seeing it as something common, or even uncommon. If it is, please let me know.

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7. I would seriously argue mana is the more important currency. Decisions matter more than options, if that makes sense.  Early game, it's somewhat relevant only because everyone has an additional ten mana and can generate big threats that need answering, not solely because of some action surplus/deficit. As the game goes on, your income erodes and it becomes a matter of playing better stuff than your opponent, not more. There will be times when spare actions in the bank do nothing. And it's not like regaining tempo is all that expensive. When it comes to force push, teleport, etc., you're not breaking the bank paying two over a ring. Actions are nice, but I find them to be overrated in that regard.

What exactly do you mean by decisions? By options I mean the ability to respond to the board in an advantageous manner (Ring + Vine allows you to either build up [mana flower and whatever] or respond to an early aggression [wall or a creature or something] equally well).

What I mean by actions being the most valuable is that every spell or deployment requires both an action and mana, but (generally speaking) mana isn't required to make attacks or move zones. The only things that only require mana are upkeep costs (semi-rare outside of the mind school), voltaric shield, deflect, or vine tree playing a vine marker iirc. The value of an action, of course, is based on what it can do (which is affected by the amount of mana available), but the most valuable action you can have is your mage's full action. And I don't see trading that full action for less than 3 mana to be a fair deal.

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8. I remember all the threads screaming for Warlock to be buffed because they looked at him in a vacuum and ignored his merits.

I remember those threads too. I also remember piousflea winning the first tournament I believe with a Warlock.

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The problem is the meta ceases to be current once this is released. We have playtesters who changed it from it's original promo and felt it fit for the wild. One in particular, opined that while the card won't see play in an average competitive build, but there are avenues where it will find play. Another respected community member liked the card after playing it in certain capacities after writing it off as most have. That's my point: I can think of two archetypes where this could be the better choice but it won't likely see much play outside that. I won't say it's ****. But I didn't say it's the **** either.  I'm just not willing to call this a coaster yet.

I might be looking at it too much from a competitive standpoint. I suppose it might have value in "casual" matchups. Part of my problem with it might be that they released this instead of something to help the Warlord out a bit (like a one-handed war weapon or a new Warlord Only spell) or something besides a 2-die attack to help against Wizard's Tower (which almost always gives the win to the controlling Wizard).

456
General Discussion / Re: Release date?
« on: November 08, 2013, 07:47:22 PM »
Getting a bit concerned here.  When will DvN be shipped?

From what I've heard it will be available from other retailers around the 20th of Nov, but people who pre-ordered should already have it.

457
Spells / Re: Meditation Amulet
« on: November 08, 2013, 07:35:24 PM »
Except when it's more than two actions. 2.33 mana per action a third time and topping off at 2.66 at four plus actions. No other card in the game trades an action for two mana, let alone that amount. If I use amulet once every three turns, I will always have a +2 profit over mana flower. Ultimately, we have to see how valuable 2+ mana per action is.

If you use the Amulet once every 3 turns (assuming you didn't use Leaf Ring to cast the mana flower), you're at +1 mana and will lose in terms of actions. Using it 1 out of every 3 turns just doesn't make sense, but then using it more often doesn't make a lot of sense either. Probably using it 2 out of every 3 turns is the best, but that is still very painful.

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With "multiple casts", are you referring to spawnpoint use?

I'm referring to anything that will give you the ability to "make up" for your inability to use your full action if you meditate.

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Don't forget stuff like knockdown, snipershot, sleep, and zone attacks (especially sandstorm). Love the card, cool design,  but unless you rouse it, opponents still have a turn to fetch whatever silver bullet they pack.

Sandstorm isn't in the game officially yet, though it is a very powerful card (I have issues with an unavoidable ranged quick attack spell with range 0-2 for reasons not relevant to this discussion though). However, since it isn't officially released, I don't think it's much of an issue for now. Of the current zone attacks released, all of them either don't have unavoidable (83.3% chance to miss) or are range 0-0 except for Firestorm, which would be a very painful counter (mostly because it has a decent chance of burning down whatever tree Taratree is on).

A knockdown/sniper shot + melee/ranged attack would probably kill Taratree, but at a cost of 3 mana and 2 actions (as opposed to the 6 mana and 1 action I summoned it with). In terms of tempo I win here. Also that melee or ranged attack is one that isn't damaging me or something more valuable.

Sleep would be highly effective against Taratree (unless the Druid had a Wand of Healing), but I've noticed that most books only have 1-2 copies of sleep. If they want to use it on Taratree I think I'd be ok with that (though I suspect they'd be more likely to sleep Kralathor or Togorah).

I think you're overlooking something about Taratree though; using it as a "poisoned pawn".

However, I think the most effective tool against Taratree is the good ol' Idol of Pestilence. Rousing Taratree doesn't make any sense to me though, since you'd spend 1 quick cast and 1 mana to...give one of your trees 1 mana (a prime example of things that are just not worth it).

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For everyone's sanity, here's a competitively practical example, I'll end my say, and let you and others pick at it.

Druid Ring/Vine Tree vs. Vine Tree/Flower vs. Vine Tree/Amulet.
+2 profit, +2 actions turn 5 vs. +1 profit, +4 actions turn 6 vs. just +1 profit turn 5.

I think you're a bit off here. First you're comparing 2 of them at turn 5 and 1 of them at turn 6 (why not all of them at one turn, or better yet, all of them at say turns 4-6?), and second by turn 6 the Vine/Flower combo gives you +3 actions by turn 6 (though on turn 5 you have -3 mana and +2 actions).

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Slam dunk for ring on paper, but what if I get stunned and have a full plant spell?

If you're stunned you can only cast quick spells with your actions iirc, so you wouldn't be able to meditate either. In either case, you could still cast spells from equipment you're wearing (such as Mohktari's branch or Wand of Healing).

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What if I get siphoned?

I think I've seen this in play...once, so I'm not used to fighting against it. However, most of my books include a copy of Divine Might and at least 2 ethereal attack spells, so I suppose I would just use those. *Shrug*

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What if I have no target to strangle/tangle?

I think I'd be using those spells during the deployment phase (off of Vine Tree), since that way I could deploy a Vine marker and then immediately have it Tangle/Strangle something. I do find it a little incredulous that there would be no targets in 0-2 or in a zone with a vine marker. Work on positioning more I suppose, or cast a spell off of one of your equipment? The only I can see this happening is if you didn't pay attention to the board position or you were surprised by a teleport (though I repeat myself).

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What about upkeep?

 ??? I think some of these are getting a little ridiculous. No one's claiming that a particular mana spell is best in all situations, or that specifically the ring is designed to worry about upkeep costs.

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It can't absorb legacy costs and ultimately requires you to spend money to make money.

You call mana "money", but mana isn't the only currency in the game. It isn't even the most valuable one. Every[/b] spell in the game has you spending currency to make other currency (even creatures, where you spend mana and 1 action for more actions), but the Meditation Amulet is the only spell in the game that asks you to spend 1 quick action, 2 full actions, and 4 mana in order to make 2 (and after that 1 full action to make 3).

Druid's Leaf Ring is cheap and can be used on ~80% of the spells a Druid would probably include in a book. It allows you to build up forces for your assault or defend against one equally well. Meditation Amulet only lets you build up, at the highest price of any mana spell in the game.

Opening with Meditation Amulet and Vine Tree tells your opponent on turn 1 that you're planning for a long game and that you're not prepared for an early assault (at the very least, you've wasted mana/actions on something worthless when you're under attack).



Now, I wish Meditation Amulet was viable. I really, really do (I hate it in games when one choice is better than another 99.9% of the time), but in the current meta I don't think it has a realistic place, except perhaps against opponents of a lower skill as a deliberate handicap/teaching tool.

458
Spells / Re: Meditation Amulet
« on: November 07, 2013, 05:25:22 PM »
You're kinda moving  the goalposts  subbing in the amulet and another tree for the two most inexpensive components.

That was not my intention. My line of thinking was to find a way to use the Meditation Amulet to gain an overall action advantage, as otherwise we're still back to 3 mana not being worth a full action, and the only way to do that is with 2 spawnpoints (something a non-amulet build wouldn't be able to do because of a lack of mana).

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Under the same conditions, Ring/Tree/Butterfly/Amulet is more fair, which I have at 6 rounds, -20 mana, -4 quick, and -2 full for +4 profit and +5 full/quick (assuming 2 full plants or less from druid). If you spam enough fulls from vine tree, you can counteract the downside enough to make the extra 4 mana worth it IMO, and if you milk more, that's gravy.

I assume you're using Vine Tree above?

This is still highly unfavourable to the Meditation Amulet. In the above example you've made 4 mana and spent 1 action, while using Mana Flower instead of the Amulet gives you 2 mana and 1 action (and leaves you with more options during an attack since you don't need to meditate to keep your mana advantage).  2 mana per full action taken is pretty dismal.

[/quote]But secondly, none of this matters anyway.  Any build that spends two turns farming up will likely scoop to rush no matter what cards you use (unless you're Wizard).[/quote]

Yes, I mention that; if the opponent doesn't cast +channeling spells you would switch to defense. It's part of what makes me dislike meditation amulet, since it requires multiple casts and many actions just to make itself useful (which in many cases you won't have).

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For example, I would never count on Butterfly, aka Flameblast bait, going past a round.

I think it's a lot more situational than that. Taratree acts sort of like harmonize on a a tree (that can also heal it). The big thing to me is that while dispel is 0-2, flameblast (or Arc Lightning or Geyser) is 0-1.

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And the same I-see-you-playing-cards-that-do-nothing-until-late-game-holy-crap-I-go-kill-you-now arguement against amulet applies here tenfold. You're way better off going spawnpoint/amulet, spawnpoint/mana rock, or spawnpoint/one finger discount and being done with it.

The problem spawnpoint/amulet has that the others are immune to is that if you cannot spend your full actions for < 3 mana then you've wasted an action and mana on nothing, while the others will eventually pay themselves off no matter what you do.

459
General Discussion / Re: Druid vs Necro Spoilers
« on: November 06, 2013, 08:36:39 PM »
All I am really missing at this point are the card numbers that I haven't been able to figure out yet. I.E. DNC03 etc. I don't have all of these yet...

Card numbers, sIKE? I picked up the first 3 letters: OCD...
 ;D

I believe you mean OCPD

460
Spells / Re: Meditation Amulet
« on: November 06, 2013, 08:24:56 PM »
Your garden-variety, +x channeling mana rock takes a quick action plus seven to eight rounds to generate the same profit from one quick and two full actions. And this is sans Battleforge or Arcane Ring. So there's that.

But the thing that gets overlooked IMO is that this investment return is instantaneous.  It isn't progressive, happens immediately, and as a result isn't an awful card to play past the early game. Also, it's not a stat boost, so oddly enough it can dodge stuff like mana siphon.

Spellbooks that have action replacement are the likely candidates for this. Aggressive mages won't tolerate the tempo loss. Not everyone wants it, but I don't think this is all that terrible.

The problem with Meditation amulet isn't that you can theoretically get a lot of mana out of it and recover your initial investment in a few turns, it is that it takes up your full action every turn to do it.

First, say you're a Druid that uses Vine Tree, Druid's Leaf Ring, Taratree, and Mana Flower. Turn 1 Ring + Tree, Turn 2 Taratree + Flower. This costs you a total of 20 mana. Every turn after the first you make 1 from treebond and the Tree makes 1. Every turn after the second you man an additional 1 from the Flower and the tree makes an additional 1 from Taratree. If you cast at least 1 plant spell from turn 3 onwards you will recover your mana investment on turn 6 (gaining 2 mana out of it), and your action investment is recovered on turn 5.

Now, say you're a Druid who uses 2 trees and the Meditation amulet (and probably also Taratree). You spend 4 quick casts getting everything out for a total cost of 27 mana. Turn 1 both Trees, turn 2 amulet and Taratree. From turn 2 onwards you make 1 mana from Treebond and both trees make 1. From turn 3 onward one of the trees makes an additional mana. Without meditating your mana investment is returned on turn 8. Obviously you'd want to meditate enough to gain a mana advantage over the above scenario. So in order to recoup your mana investment by turn 5 would require you to meditate 4 times (which is actually impossible). So the soonest you can recoup your mana investment is turn 6 (the same as in the above scenario) by meditating 3 times (giving you a total of 28 mana, or -1 from the above scenario). So now you're spending 4 quick casts and 3 full actions, and your trees give you a total of 7 useable deployments (5 immediate from the Vine Tree [assuming you don't use it to cast Seedling Pods], and the Samara Tree gives you 2 pods that are ready by turn 6) so you more or less break even in terms of actions (though not being able to move for 3 turns could potentially put you at a positional disadvantage).

(Note: Taratree could be replaced by a harmonize or mana flower without causing any meaningful difference between the two scenarios).

So at 6 turns in without the amulet you've gotten +2 mana and +1 action. At 6 turns in with the amulet (and both trees to make up for the actions) you're only at +1 mana and +0 actions. This indicates that the earliest a Druid could see returns in either mana or actions while using the amulet would be turn 7. And the Druid is the one with the tools to best use this amulet so far! The only other mage who can use 2 spawnpoints with this amulet is the Necromancer (Battleforge does NOT synergize with Meditation Amulet at all), and his spawnpoints can only summon creatures as opposed to any vine/plant (not to mention the appeal of one of them is negated by being immobile while meditating). Plus the Druid is the only mage who can extend the reach of her spells, including spawnpoint deployments, without moving (with Spreading Vines).

Unfortunately having to wait seven turns for a benefit just paints a giant target on your back to come and kill you immediately. On turn 3 or 4 when an attack is likely to start you won't have the mana to respond. Now after the first turn you'd be unlikely to actually summon the Meditation Amulet if your opponent didn't play +channeling spells, though then you'd have trouble utilizing both of your trees. The problem is that even other slow builds would be significantly faster, and all they'd have to do is prevent you from being able to use your full action to meditate to shut you down. All around it's very very risky for limited benefit until the late game (which is assuming you even survive that long).

461
Strategy and Tactics / Re: Gate to Hell rush
« on: November 04, 2013, 04:33:27 PM »
Perhaps the Gate will have more relevance when more demons are released. It seems like a great boost to a Demon swarm with just the +1 Melee to all demons with one action. And it has a built in defense if the opponent tries to close and destroy it. You open the gate and toast him.

Need some level 2 Flame Immune demons.

462
General Discussion / Re: Druid vs Necro Spoilers
« on: November 04, 2013, 12:26:27 AM »
Oh I was hoping the ? by the level 1 was a guess. That's a pretty rediculous level 1 card imo. It's not very often that there are burn markers all over the board, so that's not my primary concern. My main beef is the super cheap cost for a board wide spell that can not only remove all markers (say a mage being rushed by a flame whipping warlock for instance) but that all creatures and conjurations get a heal. This is a must include for living swarm builds and of course nature/holy any build.

Not in a Priest build, unless the player likes removing the burns on their opponents. Also I believe it is only creatures, not conjurations.

It looks like it is level 1 from the video, but it is hard to tell. I'm ~90% sure it is. Even if it was a higher level though, I don't think it would be epic.

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I would imagine getting a "Reconstructing Mist" 9 mana/ level 1 that would reconstruct 2 health of all undead would be an enormously huge advantage. I mean, could you lose.

There's Mort, which is I suppose the closest thing. Only Skeletons, but you don't have to recast the spell over and over.

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Here is how i'm going to lose to the Druid. She will stay in her start square, shower rain wand, my zombies will be obliterated by Kralathor. He will grow and grow. He will also get his normal 2 regen and get Renewing Rained no matter his location on the board each round. Essentially giving an already incredible juggernaut of a creature a 4 regen. This is a total of three cards.  All other creature effort will be to negate any finite life conjurations. I'm worried.

I'm assuming you're speaking from the perspective of the Necromancer? While you have Deathlock out Kralathor heals 0 each turn. If the Druid sends a couple of plants after your Deathlock a Poison Gas Cload/Malacoda and an Idol of Pestilence gives most plant creatures 4 turns of life if they somehow manage to not take any other damage, such as from sacrificing a Plague Zombie to Sacrificial Altar (after it attacks first, of course) for a rot marker on all enemy creatures in the zone (with your special ability this equals an extra 2 direct damage each turn) and an extra 2 dice for your next attack. There are ways to nullify Kralathor and Renewing Rain. There's always Poisoned Blood, especially if the Druid is hiding in the back corner the whole time.

Also if the Druid is spending 9 mana every turn on an incantation, how exactly is she going to have mana available to cast more than 1 or 2 creatures besides Kralathor, unless you've let her build up an absurd amount?

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An extra example: Area effect Firestorm for 11 mana full action. Ok go ahead, i'll just pull out a shower rain quickcast. Squashed that. You just spent 3 points (assuming your warlock/ fire wizard) while I only had to spend 1. Hmmm

Now you're talking about a Priestess? The spell is a full action, by the way, not a quick.

Compare it to a Group Heal; if we're only concerned with 1 zone of creatures the Group Heal is superior to Renewing Rain if the creatures you care about have 0-1 burns on them. (Same mana cost, but Group Heal heals an average of 5 per creature, while a Burn does less than 3 on average [in any game of finite length]).

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Like I said, very powerful.

Honestly I see it more as a way for a Druid to sort-of cover the major weakness of Flame +2 on pretty much everything she has. Just because a Fire mage won't be able to completely dominate the Druid now doesn't make Renewing Rain OP. Isn't casting heal spells generally considered to be a loss in tempo anyway?

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This spell screams "Hey opposing mage, run directly to the Druid, ignore all other distractions, good luck"

I disagree.

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General Discussion / Re: Druid vs Necro Spoilers
« on: November 03, 2013, 10:19:48 PM »
9 mana???? An entire arena spell for so little yet incredibly powerful....Sorry Warlock. That's a bit discouraging.

I'm guessing this is an incantation? Non epic so it can be attached to a wand and spammed.....I hope i'm wrong.

This mixed with her plants built in regen, uhhhgggh I don't know how to process this properly.

Incantation, yes.  I couldn't tell from the video if it had Epic or not but I'd guess not as a level 1 spell.

Deathlock for the Warlock solves 2 of the above problems (regen and healing via spell), and removing burns for 9 mana doesn't really counteract Flame +2...

464
General Discussion / Re: Druid vs Necro Spoilers
« on: November 03, 2013, 08:52:19 PM »
Renewing Rain:

Level 1? Holy Spell
9 mana
0-0 range
Full action
Arena = target

Remove all burn tokens from all creatures and conjurations in the arena. Then, heal all friendly living creatures for 2 damage. (Wording questionable)


So I suppose this is how the Druid will keep her plants from being burned?

465
Strategy and Tactics / Re: Warlock Lord of Fire: a good meta choice?
« on: November 03, 2013, 07:56:53 PM »
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Nightshade Lotus is her control spell against Few Big but can only attack non-flyers hence Sleep them.

Nightshade Lotus has a 0-0 Ranged attack. Ranged attacks can target flying creatures in the same zone. Corrosive Orchid's attack is also 0-0 Ranged. Both are unavoidable. Hence they can both attack flying creatures.

While Surging wave cannot hit flying creatures, Acid ball, Geyser, and Burst of Thorns can all hit flying creatures. With her staff and her Reach creatures I think she will be fine against flying creatures.

The Necromancer does look a little weak against flying though, I agree. Hopefully the flying dragon will be in the next expansion.

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