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Messages - baronzaltor

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511
Mages / Re: Druid Speculation
« on: March 07, 2013, 08:52:53 PM »
Its also possible that Frost attacks will be Dark spells in a "chill of death" kind of flavoring rather than a "water attack" flavoring.

If:

Necromancer will have frost
Necro/Druid will not have water
Necromancer will have dark

Then, it can stand to reason that Frost attacks could be covered in Dark school even though conventional wisdom would be that its water.

512
Spells / Re: Earthelemental
« on: March 07, 2013, 08:37:24 PM »
Things to remember about him
35 health with no armor isnt really as tough as it sounds.

Combine that with the fact he is non living which means
-cannot be healed/regenerated
-cannot be the target of most of the nature buffs (requires living target, so no bear strength, cheetah speed, regeneration, flying, evasive, etc) So he is very "as is".
-he does NOT have psychic immunity, which means he is subject to charms and mind controls

513
Gorgon Archers and Temple of Light were the reason I started running Walls of Fire in my Warlock builds.  The ability to cut off not only a gorgons ranged line of sight, but also a wizards LOS to support it as well has saved me a lot.   Same with Temple of Light, the rounds it has to spend burning the wall down (even if it is ethereal damage) and wasn't stunning me was a life saver.

Now that Akiro's Hammer is out there too, and we know Ballistas are en route sometime soon, the ability to control ranged LOS is going to remain a big consideration for me.

514
Falcon Precision.  Falcon Precision. Falcon Precision.  She is based on stacking defenses, unavoidable attacks cut right through it and forces her to crutch on her high end forcefield.

I feel like she has so many creature specific options that letting your mage carry the battle guts a lot of her options.  Cant put a mage to sleep, cant charm or mind control a mage.  she can keep pushing and pulling but with some cheetah speed and teleports you can deal with that.

She has no special counter against dealing with curses either.  chains of agony, debuffs, ghoul rot, magebane, and so on... they are non attacks and go around her forcefield and defenses, and require her to invest a lot of mana to dispel while you restack more.  Also Agonize takes the bite off of her hand to hand attacks and makes her force sword easy to let bounce off armor.  Add in some burns and rots that she cant out run and you can melt her or at least cripple her to death.  

Mark her for death and turn a slew of darkfenne bats loose on her.   She doesnt have much to work with against rots, burns, ghoul rots, mage banes and crush (which anyone can run) stacking up 10 damage or so a round on her once you get it all on her.

I feel like its a reason that this set included sectarus+falcon precision+ring of fire, for anti forcemaster style warlock beatdowns.

515
Spells / Re: Agony should target Living Creature
« on: March 04, 2013, 10:16:53 PM »
Most curses target creatures that are living or not.  The only curses that seem to be living only are the ones with the "poison" subcategory.

I think it works fine against non-living things thematically.   Agony simply does something that "hurts" enough to reduce attack potential.  For an iron golem that could be rust, extreme heat or even hampering with whatever magic animates it.   The same line of reasoning that garlic or holy water "agonizes" a vampire or that pouring some water on my computer agonizes its functions.  So for me, I can see it applying to non living creatures as its overall description is fairly vague.

516
Spells / Re: Sectarus clarification
« on: March 04, 2013, 09:38:22 PM »
Quote from: "Sausageman" post=8587
Quote from: "oscarCalderon" post=8584
but, sectarus can use the mana generated to reveal the cursed emchantment?
My understanding was no, that's 'revealing an enchantment', not casting it...  Sectarus just places it on an opponent, you, the caster, has to pay to reveal it.


Correct, just like the Beastermaster familiar.

Sectarus only contributes to the facedown casting, to flip is up is out of your own pocket.   You can reduce the cost a little by using Ring of Curses.  (Which also reduces the casting cost of Sectarus itself, since its spell type is "curse" even as equipment)

517
Player Feedback and Suggestions / Re: Where is the Warlord's Horse????
« on: February 28, 2013, 12:17:53 AM »
If anyone should have a trusty warhorse it should be the Paladin, so he can ride around smiting.

518
Spells / Re: The Forcemaster's Forcefield
« on: February 26, 2013, 03:42:16 PM »
If you happen to be running Push and Wall of Thorns you can wipe all those charges off in one play.

519
Rules Discussion / Re: Flying out of quicksand?
« on: February 24, 2013, 09:35:46 PM »
I believe part of "restrained" as a condition is that the creature cannot gain or re-gain flying.  But I could be off.

520
Spells / Re: TangleVine Attacks
« on: February 24, 2013, 11:27:56 AM »
I mean, if you enjoy it and it helps emersion to favor flavor over mechanics then by all means do what you're doing!

I have been unfortunately ruined by organized play, league and tournament settings where things are a bit more inflexible.

I just wanted to toss that out there though.

521
Spellbook Design and Construction / Re: Why Bearskin for the Beastmaster
« on: February 24, 2013, 12:59:40 AM »
My Necropian Vampirsses are also waiting for some Frost spells to pop up so that they can be even more awesome than they already are.

522
Rules Discussion / Re: Melee/Ranged Traits and Effects Dice
« on: February 24, 2013, 12:52:49 AM »
To my knowledge, "Lightening+/-2"  does not at +/-2 to the secondary effect roll.  (or melee, or ranged or whathaveyou)

There are separate modifiers specifically for those rolls (See the "Toughness" ability, or Temple of Light ability description, theres a few other cases where the secondary roll gets modified.)

523
Spells / Re: TangleVine Attacks
« on: February 23, 2013, 10:34:33 PM »
Quote from: "slouching" post=7917
I realize that TangleVine prevents a "tangled" creature from hindering opponent's creatures, and that it does not prevent the creature who is "tangled" from attacking an opponent's creature in the same zone, but we had a "house" rule develop in my last game where if "tangled" a creature could only attack the tanglevine on an attack. The rational was if a creature was all tangled up, it had to attack the vine that was twisted all over it before it could begin to attack anything else. Just curious if anyone else has any "house" rules developed around this?


The problem with some house rules like that is that cards are very much put at cost and level based on what they do.  This change for example makes Tanglevine an incredibly powerful level 1 card for 5 mana.  While the "flavor" could support it, the mechanics and balances have to be left in check.

Tanglevine-
Cannot be countered (nullify/block/dispel etc does nothing for conjurations)
Denys the ability to move
Deny's the ability to Hinder or really benefit from Guarding (other than counter strikeing)
Can run 6 copies in a book
Costs only 5 mana
Cannot be targeted by Ranged Attacks.
CAN be played on Mages. (this change would make it an absolute brickwall to some beatdown builds. to have 6 consecutive tanglevines making them unable to attack)

add to that the ability to also essentially be a Charm effect with no upkeep cost for at least 1-2 rounds and it becomes a very top heavy for its costs.

So, I am always leery about house rules on these sorts of games personally.  Especially ones where a lot of math and playtesting goes into why cards are set at certain costs, levels and abilities.  Sometimes what appears to be a small change can greatly over power a card, or even under power a card.

524
Rules Discussion / Re: Adramelech and Wall of Thorns
« on: February 23, 2013, 12:59:59 AM »
I believe he is a level 6 creature, yes.

Wall of thorns would then do 2 dice of damage in 5 different attacks (important to do them seperatly because Al's armor will apply to each individual attack.)

Bear Strength's target must be a "living creature", and wall of thorns is a conjuration so it cannot be the target of said enchantment.

525
Mages / Re: Mages that you would like to see in the game
« on: February 23, 2013, 12:35:03 AM »
Quote from: "MrSaucy" post=7879
Correct me if I am wrong, but in the case that every Mage masters in two things, there are C(10,2) possibilities of Mages. That is (10!)/(2!8!), which is a whopping 45 Mages total! Granted, not all combinations could be cool, but that is a lot to choose from! There are so many different combinations it is exciting!

(btw I am getting the 10 from the fact that there are 6 major schools (Arcane, Holy, Nature, Dark, Mind, War) plus 4 elements (Fire, Water, Air, Earth) )


Some only get one school.

Priestess has only Holy (triple for dark)
Beastmaster has only Nature (triple for fire)
Force Master has only Mind (triple for creatures outside own school)

So getting 2 isnt implicit.  The tradeoff will often come in based on which schools, and their number of passive abilities and stat layouts.

Also, the Wizard introduces the concept of choosing one of his two schools which is interesting.   having somethign that gets to choose Light or Dark for a good or evil version would be cool, etc.

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