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Messages - abyssalstalker

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16
Hi Imaginator!

I'm very interested in this. I play almost all my games IRL as 2v2 since my group doesn't like the pressure of 1v1.

Zuberi and I spoke about custom rules and I implement some of them and a couple of my own as discussed in http://forum.arcanewonders.com/index.php?topic=13160.0

Count me in for some multiplayer games for sure. My availability is 5:00PM - 11:00PM EST Mon - Fri. I can do a weekend slot if we plan in advance, morning would be ideal.

Let me know, thanks!


17
Rules Discussion / Re: Nullify VS. X Mana Cost spells and Encantments
« on: December 22, 2013, 08:00:56 PM »
Interesting indeed. I always thought casting on the creature had the 0-2 restriction. I don't believe i've ever had a game that was 15+ mana but i thought it would work if the situation arose.

Thanks for the insight!

18
Rules Discussion / Re: Nullify VS. X Mana Cost spells and Encantments
« on: December 22, 2013, 06:45:56 PM »
it is possible to have a 15 mana teleport from one corner to the other diagonal corner though, correct?

19
Rules Discussion / Re: Nullify VS. X Mana Cost spells and Encantments
« on: December 22, 2013, 06:07:17 PM »
I'm confused as to why 15 mana isnt a valid cost for a teleport....

20
Rules Discussion / Re: Nullify VS. X Mana Cost spells and Encantments
« on: December 19, 2013, 12:23:33 PM »
Thanks man,

I'm really surprised about the only 2 casting cost for revealed enchantments. The other ones made sense to me but this one is a bit trickier. I guess if it wasn't the case people would always place face-down first to fish for nullify to begin with, though!

21
Rules Discussion / Nullify VS. X Mana Cost spells and Encantments
« on: December 19, 2013, 12:02:42 PM »
Hey guys,

If an enemy casts nullify on me and then I cast teleport on myself would I have to specify where I was planning to teleport to before they reveal nullify? I'm asking in regards to what I would have to pay (waste) on my teleport spell even though it was nullified.

The same question pops up for enchantments. If an enemy casts nullify on themselves and I cast some type of curse enchantment and decide to immediately reveal do I have to pay the full cost or just 2?

On a similar note, let's say I have a face-down enchantment on me and then the enemy casts nullify on me at some other point during the game. If I reveal my face-down enchantment would nullify take effect?

Thanks in advance!

22
Rules Discussion / Re: DvN rules questions
« on: December 19, 2013, 09:30:45 AM »
Been playing a couple more games and this question came up: for Thronlashers is Snatch mandatory?

Sometimes I'd like to just use the ranged attack and not pull the creature towards me. Can I not roll the D12 or chose not to snatch if successfully rolled?

23
Rules Discussion / Re: DvN rules questions
« on: December 10, 2013, 08:56:42 AM »
Thank you for clearing this up!

24
Alternative Play / Re: Team Play
« on: December 09, 2013, 12:13:20 PM »
What you propose does make the most sense and would be fairly easy to implement. This buffs bloodthirsty a bit, but that's fine.

My group did bring up a situation in which this may be abused, however. What if a warlock and priestess are on the same team. The warlock rushes forward and starts causing mayhem. The priestess can stay way in the back and heal herself, thus healing the warlock (the team). Is this fair? Yes, both mages can team up on the warlock but the priestess doesnt have to worry about jynx, nullify etc while she does her own thing removed from the battle. What counter argument can be made against this?

25
Alternative Play / Re: Team Play
« on: December 09, 2013, 10:44:29 AM »
So, I recently played a couple of games implementing these new strategies and have come to report my findings.

I absolutely love the team-based initiative. It promotes a more team-based approach that you can talk to your partner and decide who can go when. My only complaint is that you'll often hear "do you want to go, should I go?" etc. It does slow down the action phases when no one NEEDS it since they take a couple of seconds to be courteous to each other. That aside, I think it's near perfect and its here to stay. Thank you for resolving my woes with 2V2 initiative!

I told my group they could use their quick cast on another players creature action but no one utilized it. I suspect it's completely fine and balanced and has some occasional tactical use. I still do not allow two quick casts in a row, however even during the action stage. I will probably keep this as-is.

Regarding the pooled life, we had a lot of problems. Once a mage is damaged past their max life it seems unnatural to mark it lower on the status board. Also, there were a lot of rule issues. If there's bloodthirsty monsters but only one mage is damaged (past their max) how can that work? If a Warlock is played on a team we found that him charging at the enemies with his health plus the other mages seemed a bit peculiar. We also thought how would heal spells and regen work? If we cast a heal on a mage that is damaged by 5 and we roll a 10, does that extra 5 leak over? Does it apply to the other mage? This could affect something like bloodthirsty. If a mage has regen and the other doesnt, can he utilize the regen?

I'd love to combine health pools but we run into many, many issues. Can we possibly discuss this more and find a suitable solution? If not, I fear I'll have to revert.

Thanks!

26
Strategy and Tactics / Re: Let's talk about the Druid!
« on: December 09, 2013, 09:08:08 AM »
baronzaltor - I love your idea of fortified position on a zone with lots of rooted plants. My only complaint is that it costs 6 spellpoints. That being said, it would be worth it saving multiple actions + mana from buffing each individually. Shift enchantment is a fantastic idea to go along with this as you had said. Great thoughts friend, I can see this as being very viable. I had taken some glances at the Sunfire Amulet and definitely consider using it in her book. I agree that having her shoulder more damage from the Tree is a great way to get around healing conjurations.

Deckbuilder - Thank you for your insightful post. I have actually implemented a lot of what you suggested (mage wand for teleports, elemental wand for boulder + force hammer). I have found more use for the Etherian Lifetree and actually consider it more useful now after careful examination. The only time I wouldn't play it is against a swarmer. Earlier that day I actually read that no multiple of same conjuration in one zone so I forgot. I'm not the biggest fan of this rule, although admittedly it doesn't occur too often. I absolutely LOVE the idea of a Suppresion orb. I find that my goal is to move her plants as little as possible due to the mana costs so this is the ultimate synergistic card to punish the other mage while rarely affecting you. Perfect!

Aylinisawesome / the dude - I'm not the biggest fan of the meditation amulet as I feel losing actions is really huge in this game. That being said, I feel like the Druid is one of the only mages that can actually make the amulet viable. This is because her vine tree can essentially cast for her and not worry about range due to vines. I still think it's situational but I definitely can see running it if you plan to have her plants run the whole show and have her pump mana into them. I personally prefer to have her use her actions to support the machines in other ways (enchantments, incantations etc) but to each their own. Galador certainly fills the etheral gap and I appreciate that observation. However, being 5 spell points is a bit much. I also feel like hes kind of expensive for his cost. Plus you have to full cast him through your mage which breaks her synergy a bit. He is certainly an option since he does cost face value on his nature portion. I prefer running a elemental wand with force hammer but its nice to have a creature option if you expect some mean incorporeal creatures!

I found our during my last game that Corrosive Orchids attack is unavoidable. It dawned on me that it can make an attack on a mage through block, defense and nullify. Essentially, if it wants to spit some acid on that mage he's going to get it! As I mentioned in my post, deplying this when you have initation is strong since they only have a quick cast to react to it.

My last game was played against a necromancer. He started bringing out a the death ring, libro and graveyard (lots of high investments, I know). He started pushing shaggoth-zora and zombie crawlers to munch on. I was forced to come in heavy and sieged his graveyard with vine tree casted vine snappers and used corrosive orchid to dissolve that pesky death ring. I find that the druid is extremly good for a tactical use. Unfortunately, by the time I got through his graveyard he had vastly out-creatured me. However, my conjurations were safe in the back. We didn't play too much longer after that due to his aggravation. However, I feel like he could have brought that army down and really had his way with me. If I'm in a similar situation I wonder if it's good strategy to siege and remove his options rather than deal with the threat of the army. Any thoughts? I feel like this would apply to any creature-heavy enemy.

Loving this discussion guys, keep it up!

27
Rules Discussion / Re: DvN rules questions
« on: December 09, 2013, 08:15:03 AM »
Good morning,

Played a game of Mage Wars last night using all the current expansions. As we played some questions crossed my mind that could use clarification. If it's possible that someone could point out in the FAQ or Codex where the answer lies that would be fantastic. Our group is rather big on rule-lawyering and prefer an official ruling.

- With the Druid's Corrosive Orchid I was under the impression that its attack follows the same rules as the Temple of Light and Akiro's Hammer. Essentially, you can use the orchid before or after any friendly creatures action phase. However, it was pointed out that those cards have that phrase printed on them but the Corrosive Orchid does not. Is the Orchid intended to be used in this manner? The Temple and Hammer also say keep a ready token on to keep track of its attack. Does the Orchid also receive this benefit or does it only attack once? I am aware the Mist Token is a one shot deal if it is utilized.

- I have the same questions for the Nightshade Lotus as I do the Corrosive Orchid but I just wanted to make sure it follows the same rules.

- The Etherian Lifetree states, "All living creatures and conjurations gain +2 innate life." It was argued that the tree applied to all living creatures and non-living and living conjurations. Basically they had proposed it would say "living creatures and living conjurations" if the conjuration part was meant to only apply to living.

28
Alternative Play / Re: Support for DvN released for OCTGN
« on: December 05, 2013, 09:33:37 PM »
Great work guys. Greatly appreciate the addition of alternate mages and original errata cards.

Sad to hear Cosworth is stepping down.

That being said, I am having trouble loading the promo cards. Is this an error only on my end? I did a clean install and DvN, FvW, CoK and core spells load fine it seems.

29
Strategy and Tactics / Re: Let's talk about the Druid!
« on: December 04, 2013, 05:52:16 PM »
Sdougla2 – Thank you for the corrections on Mohktari and the Etherian Life Tree. I had read innate life for the Etherian and forgot about the “friendly” word, haha. When I said Wall of Thorns becomes obsolete I meant for the Druid specifically. I hadn’t thought about its capabilities vs an unarmored mage (a level 6 creature) so thanks for bringing that to my attention. It seems it would be good against someone who brings their mage forward often like the Warlock or Forcemaster.

ACG – I do agree the Samara Tree has potential but it’s a risky investment. I think the main problem I have is that I invest mana into throwing those seeds around but end up not having enough mana to utilize them all. I’ll have to play test the Samara more but it seems the Vine is more practical.

It is certainly true her plants lack armor but I’m unsure if it’s worth the 4 mana investment to cast Rhino Hide on them. More testing will determine its efficiency.

I do agree that things can be done to get around the Vine Snapper and Corrosive Orchids immovability but its unfortunate they have to be approached at that angle. I’m going to play a lot more Druid and find out the most effective way to keep those suckers munching and spitting!

Celestia – I do feel like being able to place a Stuck condition on someone is pretty useful but it seems costly using a quick action, 4 mana, and a vine token. I’ve avoided the staff but I’ll try implementing it in some future games to see if it really does pay off.

The Dude – I had passing thoughts of adding extra dissolves. I do agree that being face value, she can definitely benefit from more dissolves. Since I have trouble with the Corrosive Orchids and opponents avoiding them maybe I’ll swap one out in favor of two dissolves.

I do agree that her school completely takes care of her. The nature school is just so broad and beneficial, and the 1 point water school is utilized very well.

Can you explain what you mean by spending actions to feed Kralathor? Do you mean through enchantments or simply by having him go around and munching enemies?

The one thing that really stands out from your post is that you consider the Druid to be supportive, like the priestess. I actually do agree with you on that wholeheartedly. It seems her conjurations are capable of their creation but she is the one that makes them fierce, healthy and strong. Most of the games I play are actually 2V2 where we utilize some custom rules (I talk about it in the alternative play section). I can definitely see the Druid being a strong ally to any mage, really. I can’t wait to test her out in this environment.

As I said above, I can definitely see Fellella being a great companion to the Druid. My only concern is utilizing mana efficiently since you will have an incredible amount of actions! I haven’t implemented her yet but I certainly plan to. Thanks for your example play-by-play. It definitely helped me envision her usability.

Thanks for the discussion all! I can see the Druid being one of my mains along with the wizard. I really enjoy her playstyle and see a lot of potential. Let’s keep the conversation going!

30
Strategy and Tactics / Let's talk about the Druid!
« on: December 04, 2013, 03:09:07 PM »
Hey guys,

I've been reading around the forums and it seems like everyone is talking about the Necromancer. This is fine and all but I'd love to see some minds come together on developing Druid strategy and tactics!

I've found out the hard way that in a Druid vs. Necro matchup the Druid just doesn't have time to build up too much. The Necromancer comes out with way too many creatures whether he uses one spawnpoint or two. I had lost my first three games vs the necro since his focus was creature offense and mine was late game. This poor strategy has been discussed to death on the forums but I had heard the Druid was all about growth and spreading so I initially thought she may have more of an edge in that regard. Regardless, I found that if I use my vines aggressively and only focus on a basic economy the Druid works well against a Necromancer.

I'd love to have some discussion on Druid-style spells so I'll throw in my thoughts for each:

Vine Tree – My personal favorite tree. Unlike the Samara Tree you can utilize spells that are deployed right away rather than having to wait. I cast this first turn in my starting zone and treebond with it. I generally protect this tree at all costs.

Samara Tree – At first I was amazed at the amount of actions that could be saved but then I analyzed and playtested this card and realized it’s rather weak. Casting only seedling pods means that the investment in this tree is astronomical. It takes three rounds for a seedling pod to be able to deploy, and potentially 2+ to break even with its casting cost. This, coupled along with their vulnerability since your enemy can attack one and waste its mana. The only saving grace this tree has is making seedling pods gain cantrip. However, being zone exclusive and its cost make that rather prohibitive.

Mohktari Tree - I'm personally not a huge fan. Doesn't affect her conjurations. Even if it did almost all her plants have regen 1 or regen 2 already. It's benefit also works for the enemy if they having living creatures in its zone. It not being zone-exclusive is its only saving grace in my opinion and is situational.

Etherian Lifetree – When I first read this I thought it would be extremely powerful for swarm builds and her plans in general. Then I read the recent FAQ and realized the +2 life is for everything on the board, including enemies. Also, because it’s innate life even the undead gain the benefit! This tree quickly became situational in which its main benefit would be if you had far more creatures than your opponent and gained “more” of an advantage. That being said, if I was on the losing end of creatures vs this tree I’d just focus all I could on the mage rather than get tangled up.

Nightshade Lotus – I’ve only played against the necromancer at this point so I haven’t been able to really test this in the field but the spell itself seems decent. It seems that you save 1 mana at all levels over a regular sleep enchantment. Plus, it’s a vine so you could deploy this with the vine tree (or even quick cast it) when you have initiative to almost guarantee a sleep without a proper reaction. Seems good against an opponent that has one or two big creatures. Would be almost useless against a swarm.

Seedling Pod –I see the potential in casting seedling pods all over the board and making your opponent worried but at the same time it’s a pretty steep investment if you only cast it from your mage. They are extremely vulnerable and take a long time to pay off. This section goes hand-in-hand with my gripes of the Samara Tree. I just don’t see these being viable.

Stranglevine – It’s an aggressive tanglevine. Since it initially only has 6 health (2 less than tanglevine) it can be one-shotted if you cast it too early in a round. In order to properly utilize this spell I feel it should be used in the final quick cast phase so it gains at least one round of its upkeep benefits. This is a double edged sword since you can’t play it cheaply through a seedling pod or vine tree. Overall, I think it can be a good card against someone that uses one or two big creatures. I could also see this being very good against an unprepared forcemaster.

Tanglevine – It has 8 health which I find more reasonable than its “big” brother Stranglevine. This card can be used to keep a nasty monster from coming at you or to lock one down so it can’t escape (at least on foot). I’ve been in absolute woe since teleport completely destroys this. I can’t count the number of times I wanted to deploy a tanglevine on an enemy and then teleport them into my vine snappers. Sure, I can use a quick cast teleport then full cast a tanglevine but what if he has a teleport prepared? I’d rather have two ready if I was going for this kind of play.

Mohktari Branch – It’s a nice way to remove burn or taint from your plant objects. I wish she could use it to heal without removing conditions but that was overruled. I’d definitely keep it in her book.

Druids Leaf Ring –I find my vine tree casts more plants than I do due to mana constraints. That being said, I usually try to find some way to use this every round I have it on. I have been currently quick casting it on the first turn and then casting my lifebond tree for one less mana.

Vinewhip Staff – It seems kind of expensive for what it does. The Vine tree allows you to deploy two vines a turn and I can’t imagine many scenarios when you actually need three in one turn. The stuck command is unfortunate since it takes a quick action, four mana and a vine. I’d rather just use a deployed tanglevine. Overall, a pretty weak weapon IMHO.

Bloodspine Wall – Much better than the wall of thorns; I’d go as far as to say it makes it obsolete (for the Druid). Not only does it cost less mana, but the attack affects any monster that passes through. Plus it’s unavoidable. Plus it can bleed living creatures with 66.4% chance. Extremely reasonable to use extendable on since it has a low mana cost and the spell is only level 1. Also, using thornlashers to snatch creatures through the walls is delightful. I’d definitely keep a couple in my book.

Corrosive Orchid – This flower has bite! I love that its attacks can corrode and that it has the conjuration rule of attacking before or after a friendly creatures action. If this is deployed and you have initiative you can attack and dissolve and potentially corrode with just this flower. That’s pretty good. My  only complaint is that it can’t move and can only target 0-0. I had an enemy walk out of its zone which was aggravating since it’s not really worth a teleport or push just into this flower alone.

Togorah – Disappointing without some kind of quick melee attack. This means that even though he is always guarding, its purpose is strictly to be used as a meat shield and nothing more.  The worst part is its armor isn’t even that high. Considering this thing costs 2 mana to move and can’t swing if it does I find it’s 21 mana investment a complete liability. I don’t even feel using cobra reflexes on this is worth the time summoning this guy.

Kralathor – This guy is the man. He can be summoned through the vine tree which is great since he can be deployed. He has good stats and the growth potential is phenomenal. He definitely becomes a high-priority target when he comes out. I feel like he does best against someone with several medium creatures. Lots of creatures can over run him and bigger creatures may be hard to get the final blow on. Situational in my opinion but is very strong when used correctly.

Vine Snapper – Hands down my favorite plant with a huge flaw; it cannot uproot. To be fair, for 7 mana the stats on this plant are unreal. They make the perfect cheap guard that can be summoned through vines, discounted through the druid ring or even pop out of seedling pods. It crushes me that the enemy can walk around these guys, though. I really wish I could put more than four in my spell book. I think they are awesome to pop out of a vine on an enemy spawn point (if he uses one) or channeling buildings.

Spitting Raptor – It’s meant for the beastmaster IMHO. I don’t use it on my druid since it has no plant or vine traits and doesn’t synergize well with her. As such, I have no comment on its use since this thread is about the Druid.

Raptor Vine – A fantastic plant. While it loses a lot of its value against non-living creatures since it has Vampiric, I still think it holds its own weight. Having five dice for 9 mana is pretty impressive, especially since it can be discounted through either her ring, her vine tree, or even a seedling pod. This plant is her bread and butter in my opinion. Since it has such nice stats it needed to be offset by being rooted which is fine. As long as it is able to move then its viable. I keep four in my deck.

Tataree – I love that he can heal the conjurations or give mana. He is the only quick creature in the game so far so that’s pretty neat. I summon this guy relatively early and set him to work on my conjurations right away. I wish he was not Legendary so I could summon more than one. On an even funnier note, against another druid the first person to spawn it is going to have some laughs.

Thornlasher – A really thematic and interesting plant. 7 mana is cheap for its stats and that snatch can be used in very tactical ways. My favorite is pulling things through bloodspine walls. You can also use it to pull things out of position like guards or even a very tasty mage snack into a group of vine snappers or other plants.

Barkskin – Can be abused by summoning for a tough round, using regen during upkeep and then not paying its cost. If you have the druid ring summoning this for 3 mana and utilizing cantrip is pretty awesome. Sure, it takes an action but I find myself wondering what to do with my quick cast at times since the Druids plants generally save her all the actions she needs.

Burst of Thorns – Solid nuke, but I don’t like how I can’t target a vine from any range. It feels out of place when you can generally cast her spells through vines  without worry. Destroying the Vine marker is unfortunate. I would probably only use this nuke against a rather strong creature that has armor and can bleed.

Renewing Rain – I wish there was a cheaper single target version of this spell. Being a full action and 9 mana is prohibitive. With those flaws this card unfortunately becomes situational at best.

Acid ball – Good if you anticipate high-armored targets. Since it only costs her one spell point I’d throw in at least one if not 2.

Veterans Belt - The druid has the potential to have a lot of armor if you desire. Converting critical damage to normal damage is pretty powerful. She's one of the few mages I can really see taking use of this item.

___

Bear Strength – I love how it’s only one point for her. I’d definitely buff myself with it since I feel the Druid can spare the actions to attack. Throwing it on Kralathor, Vine Snappers or Raptor Vines (more vampiric!) is awesome too. I’d include minimum of one in the deck.

Rouse the Beast – a pretty awesome card. This can work in great conjunction with deploying her plants and then activating them that round. Since her plants are fairly strong for their cost (and level) plus her not needing many actions I see this as almost a staple.

Hurl Boulder – An incredible powerful, mana efficient quick cast nuke. I generally include these in any mage book in case I’m in a pinch. I’d throw one her way as well.

Hurl Rock (promo) – 4 mana for 5 dice is incredible. A reasonable nuke to finish off a creature you were close to killing. 66.4% chance to daze is nothing to sneeze at, either.

Surging Wave – Unavoidable and only one point for her spell book. Nice D12 conditions that can potentially  bring enemies into / away from your plants.

Geyser – recently ruled that you can extinguish plants with it. I’d add it in my book if I anticipated going against some heavy fire spells. If just normal fire is anticipated (IE, no warlock) then I think the mohktari branch ring is good enough.

Dissolve – I’d probably include one in my deck since corrosive orchids can do it for me in general. It’s nice to have a cheaper, quick cast version, though.

Dispel / Seeking Dispel – Obviously a must for any mage. Include liberally.

Force Push – I think this is borderline a staple on a mage wand for the Druid. It could save her mana rather than bringing several raptor vines forward through uproot. Also, it can bring someone into her unmovable vine snappers / corrosive orchids so they be of use since mages tend to avoid their zones.

Teleport – Obviously a staple to any mage. I find it even more so for the Druid considering she can teleport the enemy mage or high end creatures into her unmovable vinesnapers / corrosive orchids. This is also the ONLY WAY for her to move a vine snapper that is in a unwanted zone.

Cobra reflexes – Probably the Druids best option for a defense since Reflex Boots are War. I’d include one in my book for sure since it’s in her school.

Heal / group heal / minor heal – good if your plants are in a pinch. Group heal is especially good if you have a lot of plants in a zone and are trying to strong arm the opponent.

Eagle Wings – I’m unsure how Eagle Wings would work on rooted plants. Maybe someone can enlighten me and tell me if it’s useful?

Falcon Precision – Face value unavoidable buff is nice to deal with the forcemaster or creatures with defense (knights, etc). I’d include at least one.

Hawkeye – If you have the spare actions you can throw this on Thornlashers for some extra damge!

Lion Savagery (promo) – I think casting this on Raptor Vines is pretty reasonable since they are most likely going to move. Plus they can gain more vampiric. Pretty solid choice.

Regrowth – Same issue here with the regrowth belt. Barkskin seems to make this not necessary since the trait doesn’t stack.

Rhino Hide – Amazing to cast on yourself or Kralathor. Couple this with a Veterans Belt and Barkskin and you are truly a tank!

Enchanters Ring - It's cheap and a good investment if you plan on buffing yourself. Since the vine tree and seedling pods can take care of most things I can see a scenario where you quick cast enchantments and use your full action to attack.

Bearskin - This was the armor I defaulted to due to it being the nature school. I wish the Frost -2 wasn't so useless, though (at least for now). I would have thrown in a Dragonscale Hauberk since burn is deadly but it costs triple for the Druid.


Regrowth Belt - Doesn't seem necessary since Regeneration doesn't stack and her Barkskin can be "abused" by first regenerating and then not paying the upkeep (or just keeping it on her when she's low HP and/or in danger).

Mana Flower - Seems to be her default channeling building since it's in the Nature School. It has the plant sub-type so her seedling pods can grow up and become plants if you have the time to build your economy.

Altar of the Iron Guard (promo) - While this is war (triple points for Druid) it may be a good idea to have one on the board. Summoning a vine snapper (or other plans) through vines in a strategic location with guard seems extremely useful for offense or defense.

Wall of Thorns - Is not a vine which is a bummer. Since level 1 creatures aren't attacked I find this wall rather weak. It wont help you in most swarms. I feel like the higher creatures that will be affected wont be phased since most have decent armor and it's multiple two-die attacks.

Fellella – I could see her being useful buffing the druid and acting as a source of income if she sticks around for several rounds. The main issue is the druid herself has to full cast her. Situational for sure, but Fellella is a consideration.

My biggest complaint I have about the druid is her creatures / conjurations that can’t be moved and mages simply avoid their zone. The Vine Snapper and Corrosive Orchid are the main two that cause me woes. I feel like I’m wasting their potential if I spread either of them out and don’t make a kill zone. Speaking of a kill zone, I think it’s pretty cool to set up a few vine snappers and orchids together and teleport a mage in. This has the same feeling of the Golem Pit.

I would love to see more treants at varying mana levels. They can be small or medium treants that have various purposes. The plants are great thematically but a real druid has some treants on her side!

I am disappointed at her lack of variety with her plant creatures. I honestly wouldn't even mind if I could put more than four vine snappers,  thornlashers or raptor vines in my book, but I can’t. That means I have very few creatures that synergize with the Druid well. Please release at least four more creatures for her in future expansions!

I wish there was some way to heal her conjurations, especially her bonded tree, besides just renewing rain (only two points is weak) and taratee. It seems the only way to keep them safe is guards and just keeping them away in general. I'd love for a single target conjuration heal, living or not.

I’d love for any recommendations for spells, usage or any general strategy to help make my druid more potent. Thanks for the read and suggestions!

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