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Messages - baronzaltor

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526
Spells / Re: Forcemaster vs Warlord First Battle Ever
« on: February 22, 2013, 05:18:30 PM »
The equipments are a little different...
looks like theres 3 of stuff like the lightening armor, 2 of stuff thats mage specific like ring of command or psi orb, and 1 of the forcemaster's weapon.

so, my count is fairly "round about".

527
General Discussion / Re: Who has received their expansion? Thoughts?
« on: February 22, 2013, 05:04:22 PM »
Quote from: "Tacullu64" post=7843
Just got mine today. Everything pretty much closed early on Wednesday and didn't open yesterday. A storm front moved through and dropped 14.2 inches of snow on us. That's pretty much what we normally see in two years.


Im in Kansas City, that storm pretty much just left us and headed your way.

528
Mages / Re: Druid Speculation
« on: February 22, 2013, 05:02:08 PM »
My bet would be nature/holy, or nature/earth. or even just nature with different abilities than the BM.  Remember the BM only has 1 school trained, as does the Priestess and Forcemaster... so theres no guarentee that it will be two.
Also, nature seems to get triple cost vs fire.  So will be interesting to see if that carries over.  

My only wish for the Druid is two very simple words: "Animate Conjuration"  Would love to turn mana flowers, the great tree of life, a lair and a renewing spring into an army of ent monsters.

529
Rules Discussion / Re: Familiars
« on: February 21, 2013, 11:49:38 PM »
So long as the familiar isn't legendary, unique, or epic the same rules apply for as any other creature/spell limitation.

530
Spells / Re: Forcemaster vs Warlord First Battle Ever
« on: February 21, 2013, 08:33:00 PM »
Ive got 4 spores.
looks like the breakdown is:

5-6 of basic level 1s like goblin grunts and wall of pikes are 6, but some incantations like repulse and sniper shot are 5
4 of most level 2-3s (4 goblin builders, even though they are level 1)
2 of level 5 or legendary cards (sectarus, earth elemental, boltstorm, etc)
1 of any epic or cantrip cards

531
General Discussion / Re: Who has received their expansion? Thoughts?
« on: February 21, 2013, 05:46:44 PM »
I pre ordered it from a store nearby.

I liked that one box has almost all the copies of any cards youd need in it... low level basic cards are all in 4-6 quantities, legendary expensive items all come in pairs.. theres no real need to get a second one to stock up on cards.

The only let down I had was that none of the stuff teased in that dicetower kickstarter video was included in it, so no ballista, vorpal sword, gravikar, etc.  There was also no giant killer skunk.

By in large Im pretty happy with it though.

532
General Discussion / Re: Other than fantasy based themes.
« on: February 20, 2013, 04:45:23 PM »
Mage Wars has a specific setting, story and world written that is as much a part of the game as its mechanics.  So, as long as any content is supported by and fits within that setting then its usually ok (in the case of gnomish artificers and fantasy style firearms)

Something as drastically different as sci-fi and post apocalyptic mauraders wouldn't fit that setting at all, but could be interesting as its own game with its own setting that used the Mage Wars system as its "core" and is designed to support mechanics geared towards those settings.

533
Spells / Re: Forcemaster vs Warlord ****SPOILERS****
« on: February 16, 2013, 02:18:22 AM »
Well, the set is out in 2-4 days... so at this point its more of a "heads up" than a spoiler.  Cat is out of the bag by the 20th regardless.

534
Spells / Re: Forcemaster vs Warlord ****SPOILERS****
« on: February 15, 2013, 11:56:45 AM »
Quote from: "Locusshifter" post=7546
Quote from: "Shad0w" post=7538
Quote from: "Locusshifter" post=7537
Quote from: "DarthDadaD20" post=7531
There is just something about Caltrops in general that gives me a warm and fuzzy feeling inside.


That they're not limited to 1 per zone is making me want to try a pile of them in my spell book.


Locus remember that

An object may never have multiple conjurations with the same name attached to it. A zone may never have multiple conjurations with the same name attached to it. :P



No pointy zone of death for you :lol:


GAH! You're too right.


You COULD however caltrop a zone and put a Poison Gas Cloud on it for double pain.  Can pretty much ruin a Lair.

535
Spells / Re: Sectarus clarification
« on: February 13, 2013, 05:40:05 PM »
Im really trying to like Sectarus, but its too gimmicky for my tastes and lacks versatility.  Ive been hoping for a dark familiar..but I still don't see my Warlock running this.

-Its outright dissolvable, limiting its reliability
-MUST spend an action to attack to use the spell, so its not a "free" action..just budget neutral.
-MUST hit with the attack to use the spell.  Defense, Daze, and Block all can waste your preparation
-MUST damage target to use spell.. Armor or just unlucky rolls prevent you from using your familiar
-Can ONLY cast spell on the target of your attack. Can't pressure mage and debuff his creatures at the same time, and meaning Guards can prevent you from casting what you need when you need.
-Does not get its own action marker.
-Can only cast curses, unlike say Fellalia who can cast curses, buffs, blocks, decoys, traps, etc.  This limits the books that have an interest to include it.  Typically I only run a few key counter curses (finite life, enfeeble, agony..things to answer specific situations.  not things to just spam)
-Doesn't let you use the 0-2 range of curses due to the fact that they must be in melee range to cast.
-Fellalia packs etherial damage, Huugin gets to peek under hidden enchantments... this one occupies your main hand slot where you could have equiped a vorpal sword for half the cost and double the pierce or a lash of hellfire for less mana, burn chance, reach and extra damage from a fireshaper ring.

No other familiar is so limited on its spell choices, AND its cast conditions, AND its target choices AND requires an action from the mage himself.  

Its not that its bad or anything... but its too focused for me.   I get that certain cards are made for certain structures, but familiar's should be a bit more open to me... they should be able to support multiple build types for a mage to consider.  This one only appeals to very specific curse-driven, melee combat books.

536
Spells / Re: Forcemaster vs Warlord ****SPOILERS****
« on: February 13, 2013, 05:00:44 PM »
Goblin Familiar is cool in that he is the only familiar not specific to a mage.  Anyone can use him to build and repair conjurations.  Its also handy that he places conjurations to his zone, so you can use him to put stuff in other places on the board or to put up walls.

537
Spells / Re: Forcemaster vs Warlord ****SPOILERS****
« on: February 11, 2013, 07:26:16 PM »
Quote from: "Bodashes911" post=7371
Are there multiple thoughtspores? It's not legendary or epic. Could be awesome to have more than one


Yep.  4 Thoughtspores + 4 Power Strikes= Spend 4 mana for +8 attack dice every turn.

538
Rules Discussion / Re: moloch´s torment
« on: February 11, 2013, 01:36:37 PM »
For it to work that way the card would have to read "Pay X mana to do X damage" instead of Pay 1 to do 1.

539
Rules Discussion / Combat Sequence and Death
« on: February 11, 2013, 11:18:11 AM »
Had something come up and made me wonder..

My beloved Necropian Vampiress was guarding.
The attack was enough damage to kill her.

Does she get removed from the table and the sequence end when she takes her 14th damage?

Or, Does she still get to take her counter attack before leaving the table?

In the case of this specific creature, if her counterattack does enough damage she might actually heal herself enough to not die.

We presumed that she died before the counterattack, but was wondering if guards still get to counter even if they take a fatal amount of damage.

540
Spells / Re: Quicksand
« on: February 10, 2013, 08:54:47 PM »
Quote from: "piousflea" post=7250
Percent chance of escaping quicksand with a Quick action:
0 Sink: 41.7%
1 Sink: 33.3%
2 Sink: 25%
3 Sink: 16.7%

If a creature spends all 4 action phases attempting to escape, its chances are as follows:
Escapes after 1 action: 41.7%
Escapes after 2 action: 19.4%
Escapes after 3 action: 9.7%
Escapes after 4 actions: 4.9%
Sinks and dies: 24.3%

On average, a Quicksand will cause its target to lose 2.43 action phases, with a 24.3% chance to kill it after 4 action phases. That's a pretty good effect for only 2*Level mana.


A priestess can fiddle with those numbers a little bit too for better odds if she is running a Temple of the Dawnbreaker, giving the creature a re-roll every round if they fail the first time.

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