May 07, 2024, 12:47:51 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DaveW

Pages: 1 ... 59 60 [61] 62
901
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.

902
Spells / Zombie Swarm - too powerful?
« on: December 01, 2013, 09:27:21 PM »
I was comparing what a Zombie Swarm does to what Akiro's Battle Cry does, and I thought that I might be missing something. I see:

Zombie Swarm
9 Mana Cost
2 Dark spellbook points
Grants Fast and Bloodthirsty +1
Removes Lumbering, Slow, and Pest traits

Akiro's Battle Cry
14 mana cost
4 War spellbook points
Epic (only one available... can't be attached to Mage Wand / Helm of Command)
Grants Fast and Charge +2 only to Soldiers

So, for five extra mana and twice the spellbook points (for the appropriate mage) the ABC gets an extra +1 in combat (perhaps +2), and the restrictions due to its being Epic apply. Is this correct? If so, doesn't that seem like these two spells are unbalanced in comparison with each other?

The reason can't be that Zombies are more rare than Soldiers, as the Necromancer can choose to include only Zombies in his spellbook (and gain others through certain spells)... so I just don't get it.

Can someone help me understand how ABC is so much more powerful?

903
For the other two mages, could you post your spellbooks?

Beastmaster (original)

Conjurations
2 Mana Flower
3 Tanglevine
1 Tooth & Nail
1 Mohktari
1 Renewing Spring
2 Wall of Thorns

Creatures
2 Spitting Raptor
1 Kralathor
1 Redclaw
3 Dire Wolf
4 Timber Wolf
4 Bitterwood Fox
4 Thunderift Falcon

Equipment
1 Ring of Beasts
1 Staff of Beasts
2 Bearskin
1 Regrowth Belt
1 Dispel Wand
1 Eagleclaw Boots
1 Leather Gloves

Incantations
1 Purge Magic
1 Dispel
1 Seeking Dispel
1 Shift Enchantment
1 Sleep
1 Dissolve
1 Rouse the Beast
2 Call of the Wild
1 Force Push
1 Teleport

Attack
2 Surging Wave

Enchantments
2 Nullify
2 Falcon Precision
3 Bull Endurance
3 Bear Strength
1 Rhino Hide
1 Cheetah Speed
1 Circle of Lightning
1 Mongoose Agility
1 Cobra Reflexes
1 Regrowth
1 Decoy
1 Divine Protection

Air Wizard

Conjurations
1 Gate to Voltari
2 Mana Crystal
2 Wizard's Tower
2 Fog Bank
1 Poison Gas Cloud
1 Mana Prism

Creatures
2 Gorgon Archer
2 Devouring Jelly
1 Gargoyle Sentry
1 Huginn
2 Blue Gremlin

Incantations
1 Purge Magic
1 Banish
2 Dispel
2 Seeking Dispel
3 Teleport
1 Shift Enchantment
1 Heal
1 Purify
2 Dissolve

Enchantments
2 Harmonize
2 Nullify
1 Decoy
1 Hawkeye
1 Teleport Trap
1 Circle of Lightning
1 Rhino Hide

Equipment
1 Wand of Healing
1 Moonglow Amulet
1 Magewand
1 Elemental Wand
1 Arcane Ring
1 Lightning Ring
1 Storm Drake Hide
1 Leather Gloves
1 Regrowth Belt
1 Eagleclaw Boots

Attack
1 Thunderbolt
3 Lightning Bolt
1 Chain Lightning
1 Electrify
1 Force Hammer
2 Arc Lightning
1 Surging Wave
1 Geyser
2 Jet Stream

904
As a Beastmaster Stranglevine is in school for you.. it will lock a creature in place and deal direct non-poison damage right to their health total to get around the Resilient Trait.

I don't remember seeing Stranglevine... is that a new one from DvN?

905
I got to face a Necromancer (skeleton build) recently. While I am not a very good player, I have to say that I got destroyed a lot more quickly in that battle than I usually do. I damaged his creatures with mine, but he kept reconstructing them and bringing out more from spawnpoints.

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

I'm also looking for a good overall strategy to use (meaning aggressive, etc.) against typical Necromancer play.

I see, for example, that light-based attack spells are good against non-living creatures... but I usually don't have any of those since I don't have a Priest/Priestess spellbook prepared, and since they don't do a lot of damage against living creatures. I usually play Beastmaster (original) or Air Wizard (and have been trying to play the Warlord as well).

What can I do without switching to Priest/Priestess?

Thanks in advance for your advice!

906
Strategy and Tactics / Re: Iron Golem Warlord spellbook
« on: November 11, 2013, 08:25:43 PM »
I'm currently playing a Warlord that centers on his own powerful melee abilities and the use of the intimidating Iron Golem.

This book is built around using mostly a Battle Forge, Helm of Command, and your own attacks with the mage.

I put together a Warlord book based on this same theme. The Warlord gets to equip the Helm of Command as opposed to the Wizard's mage wand (probably for Teleports). I like the fact that the HoC doesn't use a Weapon or Shield slot, allowing the use of the Sledge... though I prefer the Mage Staff and Spiked Buckler (when it becomes legal). Also, I'd suggest an Armor Ward.

907
Spells / Plagued
« on: August 20, 2013, 04:49:46 PM »
I got one of the Plagued cards at Gencon, and am wondering about it. It says that it can be cast on a Corporeal Creature. Shouldn't that be Living Creature? I can imagine having it on an Iron Golem, who wouldn't be affected by the plague. Or would he? The text on the card confuses me a little... the bit that says "including this creature" seems to indicate that anyone who is plagued also suffers from it... but an Iron Golem, for example, isn't Living.

908
1) Should Mohktari be Zone Exclusive?
1)
Do not have it in front of me. So I cant double check

It doesn't say so on the card (at least the card that I have, which I presume hasn't changed through errata). I am wondering because other things like Mana Flowers and the Renewing Spring are Zone exclusive.

Thanks for the quick answer Shad0w!

909
I didn't see these mentioned in the General FAQ, and I didn't pull up anything that seemed to help when I searched for the cards, so I thought I would ask here. Please forgive if these have been asked already.

1) Should Mohktari be Zone Exclusive?

2) Does an opponent pay two or four additional mana if I have two copies of Enchanter's Wardstone in play? I ask because there is no "+" sign in the text, and it only says that you would pay two mana (rather than two additional mana).

3) If an opposing Mage casts a spell like Purge Magic that will get rid of multiple enchantments, must he first pay two mana per enchantment, or only two mana total if the friendly Mage has an Enchanger's Wardstone out?

Thanks!
Dave

910
Rules Discussion / Re: Some questions about few things
« on: July 18, 2013, 11:14:07 PM »
Hm...no, I think it's all clear. Well, thank you for answers.

I think that the reason that Tainted specifies that it can be removed even if the creature has Finite Life, is that damage is removed from the creature when the Tainted marked is removed. There must have been concern that someone might consider this removal of the Tainted condition as healing... but it apparently is not from the spell description.

Other conditions do not discuss whether or not they can be removed when the creature has Finite Life simply because there does not appear to be any similar kind of quasi-healing going on with them.

911
General Questions / Re: Blue Gremlin and Teleport
« on: July 14, 2013, 09:07:11 PM »
I'm pretty sure I do have a real rules authority mate. As an an ambassador, judge, and writer of Mage Wars, it is kind of my job to know the rules.

I had no idea that you had these qualifications. There was some text on the side of your message that had some key words, but nothing indicated (to me) that you were either an author or a tournament judge.

I am just a lowly learner of the game, and I apologize.

I'll now go remove the BG's from my spellbooks... thanks.

912
Spells / Re: Spells you would like to see
« on: July 13, 2013, 08:19:36 PM »
How about an equipment spell called Amulet (or whatever) of Dismissal? It would let a mage remove one conjuration spell that he created from the game. For example, if a mage were to be teleported into his own poison gas cloud, he might be able to quick cast a dismissal action to remove the conjuration so its effects are not felt during upkeep.

As an enchantment with a similar ability, dismissing his own wall with the passage attacks trait would be good, in which case he could reveal the (one use only?) enchantment to dismiss the barrier. The same might be done for any wall cast by the mage he were about to be slammed against.

On the question regarding whether conjurations should be allowed as targets, however, someone could make an argument that the "original" casting magic has taken effect and that a physical object remains. That is, if we presume that they are physical manifestations brought into being at the time of casting and have no on-going magical effect, then there would be no magic effect to cancel. However, the mage knew how to create the object with magic, he might also know how to undo it with magic.

Now that I think about it... this might be an interesting mage special ability for a "conjurer" type mage. No equipment or enchantment needed... just leave it as a quick spell ability that he is able to be cast reflexively (counter spell step, or whatever it's called).

913
General Questions / Re: Blue Gremlin and Teleport
« on: July 13, 2013, 07:09:03 PM »
OK, so will someone with real rules authority adjudicate?

The issue seems to be whether the teleport is legal since the tanglevine prevents (normal, at least) movement, and the because teleport is described as a "move action."

My belief is that it should be able to teleport since:
1) The teleport "condition" is gained after the tanglevine's application,
2) The vine doesn't have any attribute that disallows the expenditure of the mana, and
3) There seems to be precedent in flying on the Vampiress... she activates flying and no longer is hindered (even though at the very moment that she activates the flying condition, she actually is on the ground and "should be" hindered).

Still, everyone would like an official answer, I guess.

914
Events / Re: Special Rules for Gen Con 2013?
« on: July 13, 2013, 06:47:22 PM »
Thanks for the assist!

Still 75 minute games?

I wish my local game store had the new expansion now....

915
General Questions / Re: Blue Gremlin and Teleport
« on: July 12, 2013, 08:13:48 PM »
Discussion started in another thread:
http://forum.arcanewonders.com/index.php?topic=12635.15

What is the Intention of Blue Gremlin's Special ability?


While ability activated can the gremlin:

1)
Move unhindered?

2)
Ignore walls?

3)
Escape restrained effects such as tanglevine and quicksand?

4)
Still perform its teleport when crippled?

5)
Move directly from zone A--> C and never touching Zone B in between?
If 1) is a "no". Then it could potentially skip a zone with enemy creature and allow for 2 zone movement.

6)
Avoid movement penalizing effects such as suppression orb and chains of agony?

I don't know what the intent of the teleport ability is, but I think it's a pretty cool effect. I have four of these guys in my Wizard spellbook and love them. They are great for getting into a fortified enemy position, or bypassing walls that an opponent puts around your spawnpoint, among other things. In addition, they are relatively inexpensive to cast, and come with a defense and a reasonable attack considering the level of the creature.

To see if I can help with your questions:

1) The Blue Gremlin is not hindered when it moves using its special ability to teleport. Teleporting can move creatures even if they are "unmovable." He still would be attacked by Mangler Caltrops for example as he still is entering the zone, but the hindrance caused by them would be ignored while teleporting.

2) Teleporting creatures never are affected by walls (see the section on teleporting on p. 10). Note: the teleport spell (card) requires the caster to be in LOS of both the creature and the destination zone, but this is not the case for the Gremlin's special movement; he can move directly through a wall from one side to the other whether or not the wall blocks LOS.

3) Yes, since teleporting in general releases a creature from conjurations.

4) Crippled creatures are considered "restrained" and "restrained" creatures can teleport, so crippled creatures can teleport in general.

5) The Blue Gremlin still takes move actions to move between zones and gains the Fast trait, so he can not skip a zone to go from A to C, just as any other fast creature taking move actions to move two zones can not skip the zone in between when they move. It doesn't matter whether there is a creature in the "B" zone, as the Gremlin will continue to teleport out, ignoring the hindrance.

6) The Blue Gremlin's teleport ability still requires him to take move actions. Chains of Agony and such that specify that certain things happen when he moves still have their effect.

Pages: 1 ... 59 60 [61] 62