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Messages - baronzaltor

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556
Rules Discussion / Re: Do Multiple Battle Fury's stack?
« on: January 18, 2013, 04:49:45 PM »
Not 100% sure, Ive wondered the same thing.

557
Spellbook Design and Construction / Re: Post your best Warlock build
« on: January 17, 2013, 09:04:01 PM »
Quote from: "theduke850" post=6458
I've got a question for all the Warlock players here.  How often do you guys use the Blood Reaper ability? the loss of life is obviously bad, but do you find the bloodthirsty +2 useful or a bit of a wildcard? and in particular, I never hear anyone talking about the second part of this ability:

"The first time each round that [the Blood Reaper] attacks and damages a Living creature, the Warlock may heal 2 damage."  

On the surface it appears great, but in practice is it not as great as it appears?

At best it could be the equal of a Regrowth Belt, but not a target for Dissolve.  This seems to be the real strength of the Bloodreaper and almost worth the loss of life.  

what are your preferred targets for this?  I'm thinking that Dark Pact Slayer is a good one... it's level isn't too high (only costing 4 life) and it is strong enough to stick around to get use from the healing.

Do you like getting it out early? or wait until mid/late game when you can get the full use of healing?


I use Blood Reaper pretty often, though almost exclusively on Dark Pact Slayers.  At current theres only 3 options: Firebrand Imp, Flaming Hellion, and Dark Pact Slayer.  Everything else is either legendary or not a demon.  Its kinda fun to put on a Hellion because his ranged attacks heal you, but Pact Slayer's 2 pierce gets a lot of mileage out of the extra damage.
 Blood Thirsty 2 turns him into a solid 6 damage +2 pierce monster, and if he starts to take damage i use vampiric strike+battle fury to push that to 3 pierce and lay 2 attacks that both heal him back up.  I also like to use Hand's of Bim Shalla for heals and offense.  Toss in a Bear Strength and his high attack and high piercing make him one of the best units you can muster up.  

the 2 life heal from the reaper is nice, especially in decks where I run a Pestilence Idol to melt swarms and low health familiars (Pest Idol also makes sure everyone on the board is damaged, so that you get the boost and can attack any target you choose).  

My current Deck Puts a Reap-Slayer and a Necropian Vampiress out on turns 2 and 3 and goes right to work with with supporting them.  Its gotten the best results out of Warlock for me, but if I was a Beastmaster I could be doing basically the same thing with a pet and a spellbook that is tons cheaper since all the buffs would be trained, and Id have a Familiar to help cast them for me.

To me the Reaper is honestly good at any point in the game for me.  I like him best early so that I can trade my 6 health for high damage and early pressure which hopefully delays the opponents strategy a bit.  And I like him as sort of a coffin nail in a situation where my remaining forces are just starting to turn the tide of a battle to push them over and start healing me as we seal things.

558
Strategy and Tactics / Re: Not-so-obvious synergies
« on: January 17, 2013, 10:46:04 AM »
Quote from: "paradox22" post=6440
Great stuff Baronzaltor!


Pretty sure I just spoiler'ed the crap out of the next deck Im bringing... but figured knowledge is power so might as well toss out some of the weird junk we think of when messing with this game.

559
Rules Discussion / Re: Is the mage a creature?
« on: January 17, 2013, 10:40:27 AM »
Mage is a creature.  But, some spells do specifically say "Target Non-Mage Creature" such as Eagle Wings and Turn To Stone thus in those cases you can't target the mage.  Everything else is fair game.

560
Strategy and Tactics / Re: Harassing the Mana Crystal - Why?
« on: January 17, 2013, 12:21:39 AM »
Sometimes attacking the opponents mana crystal isnt about it being the most strategically sound or efficient plan...sometimes its just about the warm feeling you get when breaking their stuff.

And yeah The Hammer is going to make most Conjurations pretty short term.  At least its Warlord only, the new Ballistas that everyone can spec into decks will be a bit of a hassle as well.   When the expansion comes out Im probably  going to use Moonglow Amulet and Harmonize for my main channel sources (even though its a little more mana each)  because of the new ways to attack conjurations.  At least if its enchantments and equipment the mage will have to commit quick actions and burn up dispels and dissolves to knock them off of me... the new siege instruments do it without the cost of mana nor actions (other than the action and mana to place it obviously)

561
Strategy and Tactics / Re: Not-so-obvious synergies
« on: January 17, 2013, 12:11:37 AM »
thats my bad, for whatever reason I thought you could hop those.

562
Rules Discussion / Guard Question
« on: January 16, 2013, 02:23:25 PM »
Weird question, but can the mage himself take the Guard action?

The idea behind guard is obviously to perserve the mage via the more expendable creatures, but sometimes Id rather take the hit to perserve a key conjuration or keep a creature in the game.  I remember guard being listed as an action creatures can take (and the  mage is a creature), but wasnt sure if it was an action open to the mage.

563
Strategy and Tactics / Re: Not-so-obvious synergies
« on: January 16, 2013, 02:01:55 PM »
Quote from: "theduke850" post=6422
I'm playing around with the idea of casting Death Link on Necropian Vampiress in my Warlock build. She might be able to heal the damage I put on her, I also support her with Bear Strength.


You can also run Shift Enchantment, then pass the Deathlink to a near dead creature from your vampiress to snuff them out for a few extra damage, and curse weave the Deathlink back to your hand when it dies and start over.

Vampiress has quickly become one of my favorite go-to creatures.  HoneyBunny (as Ive nicknamed her) can jump walls and gas clouds, swat fliers and is also a teriffic guard because if shes got a buff from Bear Strength or Bim Shalla, she will likely heal the damage she took from the attack when she counterstrikes. When buffed and Battle Fury'ed Ive had her fully heal herself from near death in one swoop and carve up big chunks of health.  I cant wait for a card to come out to give her Bloodthirsty trait, as Ive always hated that I cant make her my Blood Reaper.

Also on the topic of Shift Enchantment, you can make a suprise rush with one Cheetah Speed shifted accross multiple units by having one run 2 spaces, attack, shift the speed to another guy then have him run in and attack then quick action to pull it to a third creature and have him rush and attack, or double/tripple dip a Bear Strength by shifting the strength accross a few creatures.  Its much cheaper than casting and revealing the enchantment for each creature and the oppnent doest see it as a ton of buffs to prepare for.

As previously mentioned the Charging Unicorn is not only good for a Beastmaster deck but is an outstanding non-legendary candidate for your pet token which makes it crazy hard to kill.

Another combo thats fun is a flying Gorgon Archer, or giving flight to the new lightening throwing reindeer from the organized play promos.

Pestillance Idol/Malacoda and Whirling Spirits work well together.  The spirits are non living so they dont take damage from the Idol, and are incoporeal so they are hard to kill.  And when they attack they have a secondary function of pushing/dazing (fun on guard with counter attacks) to keep zones clear or hockey shove other units against the wall for yet more damage, or to push targets right on top of Malcodas sqaure.

I was tinkering with combining Resurrection and Sacrificial Altar but not sure how I feel about Resurrection. (sacrifice a creature somewhere else on the board to pump the melee/pierce of a creature, then rez him to my position in the frey... kind of an expensive way to quick buff and teleport someone at the same time.)

564
Spellbook Design and Construction / Re: Post your best Warlock build
« on: January 14, 2013, 04:51:39 PM »
I wanted to tinker with Sacrificial Alter as a cornerstone on a deck, but really all it does is give a use to creatures who already spent their turn or were dazed/stunned/tangled and are about to die.  If there was a way to pour out more creatures like a beastmaster can on his quick actions or some other way to buff little guys a sac-swarm might be possible, but right now its just kinda meh.

565
Strategy and Tactics / Re: Walls of FUNnel
« on: January 14, 2013, 01:05:49 PM »
I dont think itd be worth the cost/hassle personally.

If you dont use wall of stone, the opponent can just take the damage and walk through the thorns or fire to get out of harms way and mostly ignore the trap.  (thorns does solid damage to a mage, but still better than being locked in a bowling alley of doom)
If you DO use wall of stone, its too expensive to extend (somewhere around 16 mana for two wall units) and do much else which gives plenty of opportunity to escape before you can setup hazards or creatures.

Teleport also essentially nullifies the trap, even if tangled/crippled.

If you do set up the trap he can use his own wall accross the open side to block your LOS while he tunnels out the side or gets buffed up and prepared to break through the obsticle course.

Also, Flying creatures and Climbers can just hop the walls and/or around the hazards and cause a lot of trouble for you.

So, while the concept itself can still be done, and would be fun to tinker with,  its pretty costly to lock down with enough counters that you would have to suppliment it with a lot of contingency options and even a full on "phase 2" plan after it runs its course.

566
Spellbook Design and Construction / Re: Post your best Warlock build
« on: January 14, 2013, 12:08:02 PM »
My better Warlok runs have been around having an early game blood reaper Dark Pact Slayer and/or a Necropian Vampiress with a few hands of Bim Shalla at their back.

The Vampiress is good for its selective flight ability, and the fact that with a bear strength or a few Bim-Sha's she can reliably hit for 8-10 dice and heal off chunks of health at a time (especially with battle fury),  for a higher damage focus the Reaping Pact Slayer has 2 piercing and 6 dice while blood thirsty, add in some bimshalla/bear strength there and he has strong cutting power, sometimes id suppliment him with vampiric strike to let him try to spike heal on his own attacks to keep him in the game longer.

I also like Drain Life because its direct damage, it heals, and its an incantaion, not an attack so you can use it while dazed without a fail chance so your damage never lets up and it cant be dodged.  (I also like to use Explode if Im dazed to not lose any damage output that round.)
 
That said, I dont feel that the Warlock makes that deck better than any other archtype.  I think he's kinda "meh" in a lot of ways.  His main specialty is curses and slow trickle damage debuffs that arent worth the cost and time investment to set up in my opinion.   By the time Ive inflicted ghoul rot, magebane, moloch torment and a pestilence idol for 5-7 or so damage a beastmasters pet souped up grizzly bear can have ripped 20 some odd health off of me, and most of those things can be pretty casually purged.  Id rather just throw fireballs than worry about most of the damage debuffs.  (though enfeeble and poison blood are pretty invaluable)
Im torn because I like the flavor Warlock more than the Warlock himself.  I enjoy useing the demons and drain life and skeletons and fire and stuff, but i really find myself just immitating more succesful builds that other archtypes honestly do a little more efficently.

I wish Warlock had a way to access more mana at personal cost in a "sell your soul" kind of way to fit his flavor, since his lair is sorta meh and he doesnt have a familiar to help him out.

567
Spells / Toughness/Secondary Effect Resist
« on: January 14, 2013, 11:07:10 AM »
Is there any chance that the upcomming expansion happens to include some cards to more easily access the "Toughness" ability?  (enchantment, equipment... I'll take it in whatever form)

Right now only one card can get it that I can think of and its pretty beastmaster specific and not very straightforward.  With Daze/Stun being a secondary feature of so many lightning attack and holy attack spells I get tired of chain Dazes and Stuns pretty quick. (especially since lightning and holy essentially accounts for half the mage archtypes, Warlock fire spamming is worth noting here too, though its a little less of a irritation than daze/stun to me.)  I also read mention that the Warlord is bringing yet a new type of Knockdown/Daze-ish effect with his earth spells in the expansion, so some extra secondary resistance would be pretty handy.

568
Spells / Re: Top ten Defense and counter spells
« on: January 14, 2013, 10:51:42 AM »
A guarding Whirling Spirit is too much fun, defensivly speaking.  Incorporeal toughness with a 4 die counter attack that can push the attacker out of the square (and occasionally daze them), or into a wall for 3 more damage.

569
Strategy and Tactics / Re: Equipment vs Equipment destruction balance
« on: January 14, 2013, 10:23:12 AM »
Id like to see anti-equipment cards other than just dissolve/explode, rather Id like to see cards actually made for combating an equip focused deck other than just stripping it down one equip at a time.

I think cards/abilities that would be interesting would be things that dealt X direct damage based on the number of equip items the person is wearing, or an equipment version of Steal Enchantment (snatching an opponents wand or stun hammers would be fun), something to give equipment upkeep costs, or things along that line.

Also, this would be a fun anti equip creature:
http://en.wikipedia.org/wiki/Rust_monster

570
Rules Discussion / Re: priestss mage wand& Divine Reward
« on: January 13, 2013, 02:24:39 AM »
Quote from: "Archwizard07" post=6248
Hmmm, I would think from a purely intuitive point of view that a wand with a spell bound to it casts the spell, but then that goes back to a previous question of when using an item with magical properties, who is acutally causing the magic?

Example: Staff of the Beasts, are the effects a spell stored in the staff or a spell cast by the beastmaster through the staff?

If I were DMing this, I would say no dice for the priestess as the wand has the spell stored in it and she is just activating the wand.

Does anyone have any clearly worded rules that answer this?


For the wand to cast the spell it would have to function like lairs/spawnpoints/familiars do.  If the wand had its own channeling stat and its own mana supply to cast from then it would be the caster, however unlike those instances it has none of those things the mage is still casting it off his own resources, location and person.. the wand just effectively increases your prepared spells and gives you the benefit of not discarding the spell after casting.

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