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Messages - Qube

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16
Spells / Re: Wizard Tower
« on: October 24, 2013, 11:50:21 AM »
Being immobile is not a setback for Wizard Tower when with attack spell it covers the whole arena except 2 corners when it is in the middle.

Are you being serious?  Think about the current tower, then consider a tower that can move.  The moving tower is clearly better.  Sure, you can place your tower in the center squares, but that makes it more vulnerable.

17
Mages / Re: Is there any love for warlord?
« on: October 23, 2013, 03:57:46 PM »

Remember, you only get the healing from Vampirism on the first attack. You don't get it on the second attack when you do a double strike or sweeping, so nearly half of Sir Corazin's damage doesn't count towards it.


Oh... if that's the case, then we've been getting that rule wrong.  We were giving both attacks the vampiric effect.  It did seem rather powerful.

18
Mages / Re: Paladin x Siren x Shaman x WHO?
« on: October 22, 2013, 04:16:41 PM »
I don't like the idea of seeing an opposing mage's spell choices.  The 'guess what your opponent will pick' game is a big part of mage wars, and a power like 'clairvoyance' would only take away from the game.

Clairvoyance seems an unlikely power for a siren anyway.  In stories they lure sailors to their doom with their singing.  So, I suspect the siren will have some sort of taunt or charm like ability.

The illusionist is a tricky one.  The current set of mind-based spells don't really fit for him.  Illusionists don't tend to control minds or hit people with hammers of pure force.  They create illusions to confuse, frighten and beguile. 

I like the idea of decoy-like mechanic though.  Perhaps the illusionist could place tokens on creatures when he summons them.  Some tokens would be marked with an illusion symbol on the underside, when the creature is attacked the token is revealed.  If it is marked with an illusion symbol, the creature's card is returned to the caster's book and it's manna cost (-level) is refunded to the illusionist.


19
Spells / Re: Wizard Tower
« on: October 22, 2013, 03:52:37 PM »
The wizard's tower is good... but is basically a battleforge for attack spells.  I actually think the battleforge is slightly better (churning out equipment can be huge).

I agree that familiars seem a bit overcosted though.  Hugging and Fellella are just one bad roll away from death, and the unavoidable attacks just keep multiplying. :(  That said, it is pretty hard to make direct comparisons between a creature and a conjuration.  Creatures can be buffed and protected with spells, they can move, they have attacks... they are just much more flexible.

Sectarus is really good.  You get a weapon and a familiar rolled into one.  But, it is a such different beast than the tower... why even bother to compare it.  It moves with your wizard!  It is not immobile in game terms.

20
General Discussion / Re: Druid vs Necro Spoilers
« on: October 17, 2013, 10:32:15 AM »
Riiiight, it can only reproduce once *palm slaps head*.  This realization really deflates my enthusiasm for this creature... but having it able to multiply repeatedly would likely be way too crazy.

21
General Discussion / Re: Druid vs Necro Spoilers
« on: October 17, 2013, 08:23:57 AM »
Good point,  it could still work if you infect a larger creature though... or if you put the icthelid in your straywood beastmaster's book and run a lifetree. ;D

22
General Discussion / Re: Druid vs Necro Spoilers
« on: October 17, 2013, 07:31:59 AM »

Unless you can recycle an Obliterated parent creature (out of the game means exactly that, surely?), it has no mechanical synergy or theme link with Dark.


Do we know that the parent creature is obliterated?

I wonder if it will be worthwhile to infect your own creatures?  Infect a bat, fly it in... if your opponent kills it he now has to deal with an icthelid.

23
Mages / Re: Is there any love for warlord?
« on: October 16, 2013, 08:37:38 PM »
We have plans for the warlord.

MUhahahahhahahahahaha  :P

Nice!  He really could use some help.  Not that he's hopeless, just really sub-par.

24
Spells / Re: Wizard Tower
« on: October 16, 2013, 04:48:33 PM »
@ Cube

Your points are not legit....


Read my post again.  I was only talking about the ways that the wand and temple were superior to the tower.  I listed some examples, they were all correct.. so my points clearly are "legit" on some level.

Thanks for listing another example though... the wand can indeed benefit from hawkeye and attack boosting rings.  Wands are also mobile, which clearly has some advantages over a static conjuration.

25
Mages / Re: Is there any love for warlord?
« on: October 16, 2013, 10:25:24 AM »
Yeah, vampirism on Corazin is a no-brainer.

I'm trying to love the warlord, but that triple cost for arcane spells is so debilitating when you are trying to put together a viable deck.  Also, he is a beefy +1 melee mage, but both his special abilities only support a creature based strategy.  I don't mind his battle orders, but the veterans thing was overkill.  The barracks is one of the worst spawn points, and it can't even summon to the garrison post.  The whole outpost adjacency thing just makes me scratch my head and wonder if it will all makes sense someday (when they release the real outposts).

Yeah, wasn't intending to rant there, it just got away from me.

26
Spells / Re: Wizard Tower
« on: October 16, 2013, 09:13:25 AM »
And if thoughtspores were wizard only (instead of FM) I suspect this thread would have a different title. ;D

The wizard is king right now for a number of synergistic reasons... but hopefully the next expansion will rock his comfy throne at the top of the heap.

Wait a bit before ye apply the nerfbat.

27
General Discussion / Re: Druid vs Necro Spoilers
« on: October 15, 2013, 06:01:38 PM »
When the shaggoth eats a zombie, does it count as a kill, and give the graveyard mana?  Or does obliterate cancel that out?  If it does, then the ghoul certainly has more synergy with the graveyard... a creature dies, the graveyard get mana.. the ghoul gets a nice meal.. everyone is happy.

What about sacrificial altar, graveyard, ghoul.  Kill a creature with the altar, give another creature a bonus, ghoul eats the corpse, graveyard gets mana... necromancer cackles with evil glee.

And what about goblin bomber and ghoul?  Bomber attacks, explodes, and the ghoul slurps up the mess. ;D

28
General Discussion / Re: Druid vs Necro Spoilers
« on: October 15, 2013, 05:39:07 PM »
The ghoul's feeding power is quite a bit more versatile than the warlord's veteran ability.  The later requires your   creature to kill an enemy, while the former works if anything dies on either side.  That difference means the ghoul is much less dependent on your opponent's strategy.

But, I agree that even if your ignore his special power, this ghouls is interesting.  Just being fast, nonliving and decently durable is pretty unique.  I could see a necro/warlock put on some early pressure with a couple of ghouls charging in backed up by pestilence.

29
Spells / Re: Wizard Tower
« on: October 15, 2013, 11:03:17 AM »
The tower is clearly a strong card.  It's a fusion of an elemental wand and the ToL, so it seems like those are the easiest cards to compare it to.

The strengths of the tower are well furrowed ground at this point.  So, I'll focus on the advantages of the ToL and wand over the the WT.

The ToL has a chance of stunning or dazing a unit at range 2 for cost of 1 mana.  You pay for this with its initial cost of 9, but the temple will likely fire every turn it can without much drain the controlling mage's mana suppy.  Sure, the chances to stun aren't high, but you can just keep trying every turn.  Compared to the ToL, the tower is a mana hog.  The temple is a hair more durable to boot.

The Wand is cheaper, and is a bit more flexible with the spells it can be bound with.  I have been on the receiving end of a thunderbolt wand, and it hurt.. a lot.  The WT is a conjuration, and the wand is a piece of equipment, so their relative vulnerabilities are hard to gauge (it really depends on your opponent).

The only thing that bothers me about the WT is the free switch of the bound spell.  That just seems a bit too easy (with the wand needing both an action and mana switch spells).

If the WT was warlord only, I doubt anyone's feathers would be particularly ruffled.  But, the wizard has everything going for him, and this tower is just another great gadget to add to his already incredibly versatile toolbox.

30
Mages / Re: Paladin x Siren x Shaman x WHO?
« on: October 15, 2013, 09:19:32 AM »
Not too sure about a horse familiar that can cast command spells.  What kind of person takes orders from a   horse? I would like to see a steed though.  It would be nice if it could drag the paladin around (he is riding it after all) giving him some increased mobility.

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