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Messages - Koz

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16
Spellbook Builder / Re: New beta November 25th
« on: November 27, 2013, 10:50:26 AM »
I'm not sure what I'm doing wrong but I can't get it to work.  When I select "New" it won't allow me to change the name of the book or pick a mage.  I'm using IE 9

17
General Discussion / Re: Druid vs Necro Spoilers
« on: October 31, 2013, 11:41:31 AM »
sIKE, as always, on the ball  :)

18
General Discussion / Re: Druid vs Necro Spoilers
« on: October 30, 2013, 02:00:25 PM »
I'm not sure the Obscuring trait is going to be all that game changing.  It's decent, to be sure, but if it works like people are saying (can only be targeted from 0-1 range), then it's only going to be so effective.  In the games I've played, most combat takes place at the 0-1 range anyway.  Sure, there are situations and builds where that trait will help, I'm not arguing that, but A LOT of action in this game takes place at the 0-1 range. 

Particularly I don't see this doing much for a standard Warlock build since they will be in melee range most of the game.  It will probably be better in ranged-fire Warlock or Necro since they aren't really a toe-to-toe mage.  I could see him sitting way back with this thing on just churning out the waves of undead.  Not being able to target the Necro without going through the army of zombies and skeletons could be some pretty decent protection.

The best use for this would be when you are keeping Gorgon Archers and Deadeye snipers and that kind of stuff outside of that 0-1 range.  That hurt those strategies pretty badly, for sure.  It could also help you keep out of range of Ballista's and Wizard Towers, although the opposing mage will probably just turtle near them forcing you closer. 

Overall, it's decent and I like it and plan on messing around with some build ideas with it, but I'm not sure it's going to be replacing those Elemental cloaks anytime soon.   

19
General Discussion / Re: Druid vs Necro Spoilers
« on: October 30, 2013, 10:50:45 AM »
Do we know what the Obscuring trait does yet?


20
General Discussion / Re: Druid vs Necro Spoilers
« on: October 30, 2013, 10:21:02 AM »
Thank you sir!

21
General Discussion / Re: Druid vs Necro Spoilers
« on: October 30, 2013, 09:50:42 AM »
Had I waited another day I could of closed this out. With the release of the spell list I now have everything needed to flesh this list out. Once again these numbers are new cards only not previously release cards or Promo's.

Attack = 1 (5) [3]
Conjurations = 13 (8) [13]
Creatures = 24 (16) [24]
Enchantments = 2 (9) [4]
Equipment = 8 (11) [7]
Incantations = 8 (10) [4]
Walls = 2 (1) [2]

So we now have seen 41 of the 56 cards to be spoiled (it appears that they include the Mage and Mage Abilty card in this count). We have seen 4 creatures and 1 Incantation that have not been officially spoiled so far.

So the nubmer on the left is the count for that type of spell, the second number is from the FvM release in parenthesis and in square brackets were my guess at the numbers for that spell Type in DvN release (though looking at t.

Other stats:

Promo's Released:
Stumble
Meditation Amulet
Wand of Healing

Core Cards:
Dispel
Dissolve

Where was the spell list posted?  Also, were there some more spoilers that I missed that weren't on Facebook?  From the way I'm reading your chart, there have been 8 Incantaions spoiled.  Is that right?  I don't remember seeing that many but maybe I've just forgotten.

22
General Discussion / Re: Druid vs Necro Spoilers
« on: October 11, 2013, 11:40:13 AM »
Can someone post the Corrosive Orchid please?  No access to FB at the moment...

Thank you sir!

23
General Discussion / Re: Druid vs Necro Spoilers
« on: October 11, 2013, 09:36:17 AM »
Can someone post the Corrosive Orchid please?  No access to FB at the moment...


24
Spellbook Design and Construction / Re: Solo Forcemaster Plausibility?
« on: October 10, 2013, 11:04:02 AM »
Try a Temple of the Dawnbreaker and see how that runs for you.  It lets you re-roll a Defense die, which is really good and will pay off long term.  I, personally, would NOT remove the Defense Ring.  While you can only make one Defense roll per attack, you will probably be making multiple defense rolls per turn, so it will pay off, especially if you run the Dawnbreaker.

Also, Hand of Bim-Shalla!  Armor, healing, or melee, at any range.  Almost a must have in a build like this.

And yes, the Colossus Belt is the way to go.  You really need to mitigate Daze/Stun as much as possible. 

Also, I think you are missing a few key enchantments.  Mongoose Agility is pretty huge for avoiding guards and Vampirism is a great passive healing card, especially if you remove the Regrowth Belt for the Colossus Belt.  You also might want to consider Eagle Claw boots as others have mentioned.  You could add Cobra Reflexes to make up for missing out on the Reflex Boot's Defense die.

Lastly, consider Enchanter's Wardstone.  Having two (or more) of these out makes removing your enchantments painful for your opponent.


25
General Discussion / Re: Druid vs Necro Spoilers
« on: October 10, 2013, 09:37:59 AM »
Thanks! Can't do FB at work (though could via phone I guess)

Let's forget the lack of mention of how to trigger its attack (creatures have activation markers, conjurations have ready markers, abusable but not in this passive case).

Ugh!

Threat: Rooted Poison and Psychic attacks, so much immunity out there. 3 attack dice (thought it was 3 direct damage) which means 1.5 damage against anyone with 3 armour. Yet it does not hinder while "vine markers" hinder.

Resilience: spend 3 spell points (only 7 mana) for a 7 life unarmoured object that can be one-shotted (especially by a Fireblast) before it can do anything?

Sorry but this card does not make sense at all. Designed as it is (not like a Ballista), this should be a Nature Trap with one-shot damage and Sleep. In this case, a fear of ready marker abuse is not an issue as it is a passive conditional effect, like being attacked by a Psylok. They have to be moved into or voluntarily accept the attack.

Please design team re-think this card. The soporific trap plant is a very strong dinosaur lands fantasy trope but it should be a one-shot Trap enchantment. Even then, poison and psychic... ugh.

They posted something on FB about there being a new rule in the DvN rulebook that explains how to work Conjurations with attacks.  I'm sure it will use the ready marker mechanic, they just put it in the rulebook so they don't have to re-print that text on every card that uses it.

I agree with you 100% that this should have been a trap, or at least had a way to get more Mist counters.  As it is, this card seems very weak.

Sadly, this late in the game, I highly doubt there's anything they can do to fix it since I'm sure it's at the printer by now.

26
General Discussion / Re: Druid vs Necro Spoilers
« on: October 10, 2013, 09:31:39 AM »
Seeing all of this Flame +2 makes me want to drop a Gate to Hell on the Druid SO BAD.  As terrible as that card is overall, it seems like it would be an "I win" button vs Druid.  24 mana, one quick action and one full action in the mid game and you basically would have a complete board wipe against Druid.  That'll be fun!  As long as you're not the Druid...  ;)

Edit: Oh, just re-read the Gate to Hell.  It would be two full actions to use, plus it wouldn't hit any conjurations...so, yeah, not that great after all.  Still might be fun, although not as worth it.

As for the Lotus, eh...it's ok.  As others have mentioned, it's a bit expensive for its low attack.  Since you have to pay extra for the Sleep, I don't think they needed to make it cost 7 for it's base attack.  This probably won't see tons of play, but I'll at least try it out.

27
General Discussion / Re: DvN SPOILER: Kralathor, The Devourer
« on: October 02, 2013, 12:15:35 PM »
Well, we've seen this one already, so nothing new, but its still cool.  Initially it will be weak vs non-undead armies, but with it's ability to gain Growth markers it can theoretically get pretty big.  We'll have to see how it plays out.

 

28
General Discussion / Re: Druid vs Necro Spoilers
« on: October 01, 2013, 09:41:34 AM »
I don't know about anyone else but I always get the feeling that I shouldn't even post thoughts on this forum. Like not sitting in front of my cards every minute so I know exactly what they say. When I post my THOUGHTS on this forum I am mostly wrong. So half the time I get a sweet slap in the face and carry on about my life. The other half I'm just confused as to why I don't spend hours trying to find every rule and loophole and errated clause amongst this forum. This game is very complex and the rules are scattered everywhere. I'm very sorry to think I almost know any of these rules or rulings. Man I think I'll just take a break from this game.

Don't get discouraged man!  There is no harm in being wrong and no one here that responded to the Nullify issue meant to be rude or disrespectful (at least it didn't come off that way to me). 

This game has a steep learning curve and there is no shame in being at bit behind.  You'll get there, it will just take more play time and, yes, more forum time.  Just keep in mind that this is the internet and peoples tones can be easily misread, but most people here are pretty cool and easy going.

29
General Discussion / Re: Druid vs Necro Spoilers
« on: September 30, 2013, 04:39:24 PM »
Yeah...that's pretty awesome.  Yes, they can Dissolve it, but 10 mana is not cheap to be tossing out Dissolves, especially since you can bring it back.  I need some time to digest it, but I really like it at first glance.

One thing you never do with it though is Harmonize it, because then you can be assured they will Dissolve it.

30
General Discussion / Re: Druid vs Necro Spoilers
« on: September 28, 2013, 09:49:24 AM »
I like this spawnpoint quite a bit more than the Samara Tree, for all the reasons already mentioned.  The flexibility is the key here.  Going straight Seedling Pods seems way too slow, cumbersome, and restrictive.  If Seedling Pods didn't need to wait until they had three mana on them it might be different, but alas...

Still, there's lots we haven't seen yet.  Maybe the Druid will have some way of "watering her plants" to make them grow faster or gain mana faster, or whatever.  I guess we'll see :)

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