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Messages - littlenog

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91
Strategy and Tactics / Re: Larrick Druid!
« on: February 13, 2017, 05:33:01 AM »
I prefer to play to a classes strengths and a druids is board control.

People normally throw 2 tangles vines in a book if they are able but as a nature mage with a spawn point that can cast them for me with no loss of action they are great Deployment phase actions.  Also don't forget tanglevines remove GUARD/INTERCEPT because the restrain.  ;)

I did not have any other attack spells in the book so 6 spell points in acid ball had one purpose to make sure that there was no armor on my targets.  It also helped when I needed to kill constructs.

The Thorn Lashers were for pulling creatures and mages into bad positions when you mix it with tanglevines it means that other creatures might not be able to come help.  Or eat a teleport which is in most cases a 4 spell point spell.

On the book as a whole I would add an elemental wand a 2nd bear and a 2nd teleport I would also put in at least 2 hurl boulders.  I might have taken 1st place if I had the boulders.  Druid is the only class that can deal damage sustained damage with a mage wand via burst of thorns, drain life and drain soul exist but the mana cost can be prohibitive.

If you have any other questions fire away.

92
Pirates of the Carribean A Siren
Spellbookbuilt by the OCTGN SBB
Attack
3 x Swell
2 x Surging Wave
1 x Geyser
3 x Acid Ball

Conjuration
2 x Wreck of the Viridian Lace
4 x Shallow Sea
2 x Bed of Urchins 2x Wall of Thorns (You want something to block line of sight and it doesn't hinder your lvl 1 Sharks.

2 x Coral Barrier
1 x Mohktari, Great Tree of Life (For 2 Healing Mandrigals) /sp?

Creature

1 x Blightheart
1 x Gerard Matranga (I'm not sold on him but he has perks)
2 x Merren Harpooner
6 x Shoalsdeep Thrasher
1 x Turghut
1 x Kraken

Enchantment
You have no nullifies or astral anchors one teleport an your going to be in a bad place with a 30 life Mage.

3 x Ballad of Courage (I'd run 2)
2 x Hydrothermal Vent
3 x Lullaby
3 4x Chant of Rage (4 of these and 1 less song of love)
- The idea being you would be raging people to attack your Kraken.  Thus you could siren call your Kraken to give him 9 Dice Pen 3 in Water zones for 1 mana.

2 1x Song of Love

2 x Rust
1 x Divine Might
1 x Fortified Position

Really going to vote up some Rhino Hides if you can get them in book.

Equipment
3 x Leviathan Scale Armor (you could run 2 an get a piece of leather armor for the extra point)
1 x Ring of Tides
1 x Echo of the Depths
1 x Voice of the Sea
1 x Meditation Amulet
1 x Shoalsdeep Trident
1 x Wand of Healing (I really think if it going to take up your major hand slot since we assume the Echo is in one you'd want a mage wand here)

Incantation
3 x Lesser Teleport
4 x Dissolve
2 x Dispel
1 x Heal
1 x Purify
1 x Remove Curse
3 x Reassemble
1 x Minor Heal

I think you will benefit from some +2 armor enchantments for your big hitters.  Like Kraken..

Equipment is also a great thing for Siren because to remove it your opponent has to be within 1 space of you.

Also you need something to deal with flying.  Gravikor I think is the name.  Is what I would suggest.

93
I like critical strike.

94
Strategy and Tactics / Re: Familiar tactics?
« on: October 31, 2016, 08:54:34 AM »
For me Familiars are about saving actions and a bit of mana.

So right now I tend to lean towards Nature's (Fellella, Pixie Familiar) and the Dark's (Sersiryx, Imp Familiar).

1 mana enchants even if you don't use them that round are golden and both of these familiars can take advantage of this.  I am also looking at the Warlords familiar for this purpose as he is one of the most Mana starved mages IMO.

95
Spellbook Design and Construction / Re: Online spell book builder?
« on: October 25, 2016, 09:20:45 AM »
What kind of database was used for the 2nd link is it a SQL database or some other architecture?

96
The real question is what type of Warlord are you trying to play?

Board Control

Heavy Creature

Doesn't look like a Aggro or Low Creature build

97
Spellbook Design and Construction / Re: Air Strikes - Wizard
« on: October 13, 2016, 11:15:18 AM »
At first glance.

I would drop the Battle Forges and get Thunderbolts.  +4 daze range 3 Lightning Spell.

Get a Hamonize for 1 sbp.  14 Channel With Crystals and Amulet.

Suppression cloak instead of the 2 elemental cloaks your good on armor with glove + pants + body armor.

Lightning is the lower dice pool of damage spells Hawk eye and the ring just brings you to par.  You really want the daze and stun effects which Thunderbolt give quit reliable.

No Rust and no Acid Blast your going to have to eat though what ever armor you opponent puts on.

Wall of Fog is great when you need LoS blocked.

That is it till I get home and can take a closer look at the spell list.


98
Okay so a few spells here an there..

Knockdown this is excellent for breaking guards and defense based creatures.

Best case scenario you knock down a create after activation on your opponents turn.  They will not be able to remove the effect until after you first Full Action on your initiative turn.  Maybe burst down a tricky defender.

2 Poison Bloods vs 1 Deathlok

Swap 1 Dispel for Nullify

Grimson for the Crossbowman your battle order is Piercing +2 need one more sbp for Grimson though.

99
Spellbook Design and Construction / Re: Fireslinger - Adramelech Warlock
« on: October 13, 2016, 10:47:14 AM »
That new list looks solid.

I would suggest 2 mage banes.  1 sbp and almost a must remove.

I like poison blood as an option vs Deathlok because you can still heal yourself.

I think 1 Drain Soul would be the only other thing I would look to add.
6 Direct damage is really useful and 6 life gain.

I'll post my book later today when I get home.
I do think Drain Soul should be a spell in reserve.

100
Strategy and Tactics / Re: Swarmmaster (3 creatures per round)
« on: October 12, 2016, 07:45:45 AM »
I like the idea I would do this into creatures with a defense.

I think the bobcat has a dodge right?

You could also take advantage of the minor creature enchantments.

101
Spellbook Design and Construction / Re: Online spell book builder?
« on: October 12, 2016, 07:16:47 AM »
Can you get me a complete card list by Set?

I can see about putting together an Excel based SpellBook Builder.

I'll try to design it so it can be used as a .csv file for a later database.


102
Spellbook Design and Construction / Re: Fireslinger - Adramelech Warlock
« on: October 11, 2016, 09:59:35 PM »
Okay lets see what we have here.

For Attack spells your doing fine I feel.  I think Fire Storm could be on your list.  I’m also not sure on Firestream.. I’d run 2 more unavoidable Flameblast and just suffer the 7+ vs the 6+.  Surging wave if you really want to make a creature not be able to hit you.  Song of Love last 2 turns vs Surging Waves 1.

4 x Flameblast which is quite a lot.. Maybe go 4 or 5 save a sbp or 2.
2 x Firestream (- 2spb)

Equipment

-- (I think you really need a weapon in this build)= 5 Dice with even a basic Mage Staff/Fire Whip saves you 7 to 8 mana.  Personally I prefer high mana equipment so if they want to dissolve it, it is going to cost them.

--- (You have 2 total armor in a rush down build...  1 Rust and your Defenseless)

Both are cheap adds for a Warlock if your planning on taking advantage of burns and curses.
These two are passable slots though.  The gauntlets at 3 mana to equip are really efficient for +1 Melee.
----(No Neck Slot) +1 Channeling
-----(No Glove Slot) +1 Melee

Conjuration
[Enchantment Wards??]
2 x  Battle Forge
1 x  Mana Crystal
2 x  Wall of Bones

Creature
1 x  Flaming Hellion
1 x  Dark Pact Slayer (Solid Creature)

Enchantment
1 vs 2 x  Hawkeye (Free up 2 sbp)  Are you going to cast this twice or be nuking (See how often you actually cast these spells)
1 vs 2 x  Akiro's Favor (Free up 2 sbp) Are you going to cast this spell twice or be nuking (See how often you actually cast these spells)
2 x  Marked for Death (Free up 1 sbp)
2 x  Enfeeble
2 x  Rust
2 x  Poisoned Blood (Good)
1 x  Adramelech's Touch
2 x  Arcane Ward (Excellent Choice)
1 x  Nullify
Incantation
3 x  Dispel
1 vs 3 x  Seeking Dispel (Free -4 sbp)
2 x  Dissolve
1 x  Crumble
2 x  Disarm  (-4 spb)
1 x  Teleport
1 x  Force Push

WITH 15 Free Points
(The idea it to put spells they have to remove)  Once they are out of dispels / mage wands then you can put on your single buff spells, and if they are removing those then the other curses are staying)

2 x Mage Banes +2 sbp (Will eat through dispels)
2 x Ghoul Rots +4 sbp (Can get purified)  Alternate choices Chains of Agony and Curse Item
1 x Flame Whip (Or whatever it is called :) ) +2 sbp 6 Dice + burn chance with Fireshaper Ring on
1 x Imp Familiar Free your Actions and can get out early curses for 1 mana. +3sbp
1 x Mongoose Agility (To avoid guards) +2 sbp
1 x Cheetah Speed (Or Wolf Pack Fury +1 Melee +1 Piercing) +2sbp

If they are dissolving anything other than your Elemental Wands it is a win for you.

Red Curses are spells you Imp can cast that will save you actions which you can use for Melee attacks.

103
As a hard kill direct damage mage you need to run Finite Life (Poison Blood or Deathlock)

Depending on what your facing Deathlock is harder to remove but also affects you.  Watch out for Bleed attacks.

Poison Blood is my preferred method and it sucks up dispels no one is going to let that sit for long.

Also a way to make yourself elusive to avoid guards.

104
Mages / Re: Druid
« on: October 06, 2016, 06:46:17 AM »
Druid Leaf Ring

I am not completely sold on this ring because it does not work when casting through your spawn point.

An the # of plant spells is actually quite limited to what I would normally hard cast.

What are you takes on this?

I personally do not use the Leaf Ring.



105
Spellbook Design and Construction / Re: Mysterys "Veterans" Spellbook
« on: September 28, 2016, 10:18:19 AM »
I really like where you going with this book.

I think you should add some spike traps to your enchantments.

I'd understand about how you feel with standard barer since your not running a lot of small creatures.  Myself I prefer to Vet the large ones anyways ie. Bridge Trolls, Orc Butcher.

I think 2 Rhino Hides is good and I would drop the Standard and 1 Rhino Hide for 2 Spike Pits.

Force pulling into a spike pit is some damage and a Stuck on a 1+ condition.  For 10 mana which with a mana flower you can do any turn.

I personally have never really used defend.  What I do like for the same cost is Altar of the iron guard for 1 SPB and 4 mana to drop.

I'd get a Decoy with the extra SBP as a nullify popper or a bluff.

I think a regrowth belt is the only other thing I would try to add.  Just because it means they have to be within 1 square to remove it, and it has synergy with your Harshforge.  Other wise from 2 zones away I can remove your only healing without real risk.

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