Mage Wars > Strategy and Tactics

How to effectively use the Force Master?

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HERO:
I'm still pretty new to the game, but I would consider myself a pretty good, well-rounded gamer who's had his share of competitive TCGs, minis and board games.

After picking up nearly everything for Mage Wars (don't have Druid vs. Necro yet), I wanted to play the Force Master because I think she looks the coolest.  Sadly, after doing some in-depth research and class analysis, I'm a little confused of her purpose.

It seems that all the other classes in the game can function better than she does.  When you compare her spell repertoire with respect to point cost, it seems that she's very unfocused and cost ineffective.  Take the Wizard for example, a lot of the staple spells that people find essential are in the Arcane tree.  It's no surprise why people consider the Water Mage to be extremely strong, capable of multiple styles of play and openers, access to cheap and plentiful Dispel/Dissolve/Teleport/Mage Wand, all while having access to any creature in the game for 1-2x.

The other classes also feature pretty decent abilities, but the main thing to take away from those classes is that they can take creatures.  Creatures in their own school costs base, those outside costs 2x, and very rarely do they need to dabble in their weakest tree to take the 3x penalty.  Why is it that the Force Master is the only class in the game that pays triple for all creature spells outside of the Mind school?  It doesn't help that mind creatures are a complete flop with all things considered.  Creature actions dictate the pace of the game a lot, and having a class with limited openers and predictable gameplay is just a little lackluster.  I don't think the concept of solo play works very well in a game where multiple actions result in more dice rolled, and more dice equates to more damage while multiple creatures means more survivability.

If her purpose is to play control, I don't think she does a very good job at it.  If it's about doing solo damage, I don't see it either (especially with the Bim-Shalla nerf).  It's certainly not about supplying creatures, because she's pretty bad about that.  A spell-slinger mage doesn't work either because you're going to run out of cards, and they have finite use/application.  Aside from a few Grizzly teleport tricks, what is her actual win condition?  What can she do that a Water Mage, or a good Priest, or good Beastmaster, can't do better?

Wildhorn:
With an obelisk down, she can mind control your big creature and not pay the upkeep cost, instantly killing it.

HERO:

--- Quote from: Wildhorn on November 20, 2013, 08:47:30 AM ---With an obelisk down, she can mind control your big creature and not pay the upkeep cost, instantly killing it.

--- End quote ---

Yes, I realize this.  But is that all she has to offer?  Like I said, a class should be able to offer something more right?

Qube:
She is a combat machine.  Force field is the best defense there is.  Galvitar is the best weapon.  Her basic mage abilities are both very useful.  Add to that her tool box of spells like mind control, charm, force crush... and I'm not too sure I see the problem.  My usual opponent says he will just concede if I bring another FM to the table. :(

HERO:

--- Quote from: Qube on November 20, 2013, 01:14:11 PM ---She is a combat machine.  Force field is the best defense there is.  Galvitar is the best weapon.  Her basic mage abilities are both very useful.  Add to that her tool box of spells like mind control, charm, force crush... and I'm not too sure I see the problem.  My usual opponent says he will just concede if I bring another FM to the table. :(

--- End quote ---

The problem here is that she's one person, with limited actions, with highly cost ineffective creatures, with bad matchups.  She has absolutely nothing to deal with Iron Golems for example, and if you fought against a Water Mage, I just can't see her making any progress.  If you manage to lock her down, it doesn't matter how much mana you spent on her to get her into fighting position, she's still just as susceptible to other mage's spells.  If you know something about Magic, she's basically a Voltron caster, but with no hexproof.

If your opponent concedes if you bring FM to the table, I suggest you guide him here and take a look at some Wizard/BM/Priest builds.  Having limited actions while being susceptible to disables and other mage actions is just pretty terrible.

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