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Messages - HomelessJoe

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16
Spells / Re: Meditation Amulet
« on: November 03, 2013, 09:44:58 PM »
However, I suspect Force Wave will be played a lot more, both by and against the Necromancer's Lumbering Zombies.

Too true. This is the very big negative to giving half of a mages army the same negative trait. One properly placed Force Wave and you can give the Necro's army quite the setback. Can the same be said for the Druid and one card? Gate to hell maybe, but it's a huge mana cost and gamble compared to the cheap wave.

17
General Discussion / Re: Druid vs Necro Spoilers
« on: November 03, 2013, 09:33:16 PM »
9 mana???? An entire arena spell for so little yet incredibly powerful....Sorry Warlock. That's a bit discouraging.

I'm guessing this is an incantation? Non epic so it can be attached to a wand and spammed.....I hope i'm wrong.

This mixed with her plants built in regen, uhhhgggh I don't know how to process this properly.

19
General Discussion / Re: Large Card Art
« on: November 02, 2013, 10:04:55 PM »
I would guess commissioned. If you go to their facebook different artists have taken credit for their pieces. Personally I think the artwork in MW is top notch. Far above most artwork in games. There are better pieces than others, but as a whole this is a beautiful looking game.

20
Mages / Re: Is there any love for warlord?
« on: November 02, 2013, 01:57:00 PM »
I was scratching my head wondering where you were going with that until I reached the last couple of sentences. Yes, a beginner friendly book is perfect for him, which speaks volumes.

21
As a side note to the other strategies because this is very situational:

In a couple games I have played vs a  forcemaster I have purposely put a dispel wand ( not the already built equipment card mind you) in hand as a deterrent for this combo. I find that by just having it, they will be very reluctant to even try. However if they do try you don't have to worry about the anticipatory dispel before the combo because you can just use it instead of card picked. Thus minimizing wasted turns and defensive playing.

Now I say it's very situational because with a strong player this will be shut down fairly quickly. Anyway, just a thought.

22
General Discussion / Re: Druid vs Necro Spoilers
« on: November 02, 2013, 01:14:09 AM »
Incantation wand Zombie frenzy???

Probably for such a powerful spell it's epic or crazy high mana cost making it not viable.

24
General Discussion / Re: Druid vs Necro Spoilers
« on: November 01, 2013, 02:16:29 PM »
Snatch probably means pull like forcemaster!
Don't work on unmovable, incorporeal or uncontainable creature.

Probably, though I'm guessing there is some other variable to it. They generally do not create a new definition for the same mechanic. This game is complicated enough.

25
General Discussion / Re: Druid vs Necro Spoilers
« on: November 01, 2013, 12:13:45 PM »
Well there you go. Thanks for quick clarification.

26
General Discussion / Re: Druid vs Necro Spoilers
« on: November 01, 2013, 11:10:44 AM »
I hope Mort regenerates himself as well. The Druid certainly has a leg up with her regenerating creatures. This will give me much more incentive to think about skeleton builds.

27
General Discussion / Re: Druid vs Necro Spoilers
« on: November 01, 2013, 12:45:15 AM »
Shame about the Necro's staff. I'll more than likely just equip Libro Mortuos and incantation wand. Of course i'll play around with it, but in it's vacuumed state I'm not seeing need to even put in book.  The 8+ rot is too risky to waste an action vs the always useful wand. The quick action Melee +1 with range 0-1 and 2 mana cost is unlikely to make it worth the points unless you specifically played to the staff by hording zombies in the same zone. Generally not a great idea because of area effect spells. Of course I could be totally off the mark, but so far imo the Necro isn't a front line (warlord style) fighter. In most games i'll position my mage defensively while allowing creatures and poisons to rack up. Therefore the +1 melee would become very situational. I bet it's better in a rush skeleton (due to no lumbering) build.

Now the Druid's staff is something different entirely. Only a level 2 compared to Necro's Level 3, 1 less mana , equal dice to necros, the awesome reach factor (vs heavy flying builds), and the awesome 4 mana vine stuck condition. A perfect answer to big creature builds. 
Especially useful because unlike Necro I can envision her as a very good tank, Barkskin (4 mana cantrip, come on!!!) mixed with regen belt and a regrowth enchantment and she is healing 6 hp each round automatically. That's impressive.

28
Rules Discussion / Re: DvN rules questions
« on: October 31, 2013, 10:18:13 PM »
Thanks dude. Would have been a cool way to build Shaggoth up. But also a bit op.

29
Rules Discussion / Re: DvN rules questions
« on: October 31, 2013, 06:48:06 PM »
If Shaggoth consumes/obliterates a plague zombie, will all living creatures in zone still receive a rot condition?

30
General Discussion / Re: Druid vs Necro Spoilers
« on: October 31, 2013, 02:05:34 PM »
It's too bad altar of skulls is exclusive to enemy creatures. It may be worth the 4-5 points to put a few crawlers for sacrifice. Like Deck said, basically food for shaggoth.

Have any of the playtesters used these effectively in a more conventional melee way? Or were these put in as a balance for some of the more superior Necro creatures?

With the pest they can't be used as meat shields aka one shot guards. Too bad.

I still like unstable. I like that there is a real gamble to him. There aren't a lot of creatures with that dimension. They could be one shotted by big creatures of course, but I think that can be said for a lot of other cheap creatures. He still has piercing +2, he can still heal, and he can still ignore lumbering trait. Those are still options that other similar creatures cannot choose.
My only beef is the skill point cost. The zombie crawlers are 1, but the zombie minion and the unstable zombie are both 2. I would have liked the zombie minion to also be 1, and then stomaching the 2 for unstable's would have been a bit easier.
I remember a playtester saying how much the Necro build really embodied the horde feel, so i'll just have to wait and see how true that is.

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