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Messages - Sirscott13

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16
Mages / Re: Paladin and Siren speculation
« on: September 17, 2014, 04:43:34 PM »
I just want the Siren to introduce some better level one water spells for my druid

17
Try using a defensive tactic. Take a corner, put up your snipers and tower. Build a wall around them. Now stand guard with iron golems, Your taunting orc of enemy hatred, and your fully equipped dwarf dangerous at short distances.

play around with creature buffs, but keep them in the corner. Guarding Golems, and Taunting combined with constant sniper coverage will destroy any frontal assault. Keep the big guys coming (Earth elemental, Golems, Sir Cozian, Talos [if you don't think you can deploy him don't bother trying] and spend some spell book points on other legendaries and incorporeal creatures.

The enemy will not stand a frontal assault. And when you have a DEVASTATING army of pure power (don't waste time on grunts and weaklings).... you. march. muhahaha

18
Strategy and Tactics / Re: Sardonyx: How to use?
« on: September 17, 2014, 04:34:32 PM »
Lord of Flame using 14 attack die piercing 8? even Talos wouldn't stand a chance

19
Strategy and Tactics / Re: How best to deal with Talos?
« on: September 17, 2014, 03:32:30 PM »
Use devouring jellys, constantly healing and eating all his armour

20
Strategy and Tactics / Re: wall-in opponent turn1?
« on: September 17, 2014, 03:25:06 PM »
Wouldn't it be obvious to just build your own tower and ranged unit

21
True but as long as you stay fast and run away your cloak of shadow can protect you. Plus the trea will lose 4-6(IoP) life per round killing it fast. And his epic reconstruction spell can repair damage from a distance

22
Mages / Re: Who's the hardest Mage to get right?
« on: September 17, 2014, 03:16:44 PM »
Woops played it a little wrong then, but usually I get out there and hurl acid balls because I get bored.

23
Mages / Re: Who's the hardest Mage to get right?
« on: September 17, 2014, 10:35:59 AM »
I love the Druid. Here is my basic strategy with her.

First get out that Vine tree and tree bond it in your corner. Next get out some blood spine walls to protect yourself.
Then get out some mana flowers and Tartaree to put mana on your tree. (also harmonize tree)
Get your Vine-whip staff and meditation amulet

After this stay in your corner with your tree and deploy the 3 vine markers for 2 mana each turn. Then keep the conjuration flowers with attacks and other vine creatures popping up from your vine markers many zones away from you. Use blood spine walls and use your meditation amulet every full action.

There should be no shortage of mana for you. Channeling of 10 plus a couple mana flowers to 12, using meditation amulet every round now were at 15 channeling. Your tree has channeling of 2 now plus your tartaree mana drops.
This gives you a base of 18 mana a turn minus 2 for deploying 3 vines (you can counter this with moon glow amulet and harmonize). Your tree will deploy all your creatures and conjurations, you can add more during your quick cast if needed, but here is the next strategy to use with the Druid.

I cannot tell you how cool her burst thorns incantation is. If you are deploying 3 vines a turn the range on that attack is incredible. Plus it offers a good chance to cause bleed conditions. This just helps keep all your vines dangerous to the enemy mage. use this during her quick casts via mage wand.

OR- you can use her quick cast to cause her vine markers to burst and give creatures the stuck condition. Great when all your creatures are rooted. This is done with vine whip staff.

OR- you can use renewing rain to heal your creatures and remove burns (handy when fighting warlock but why would you use Druid vs Warlock?) again mage wand works great here.

As for some creature tactics. Raptor Vines can be uprooted which is nice to chase enemies down and get a vampiric bite. Vine snatchers are great when behind bloodspine walls because you have a great chance to pull them through it giving them an additional attack and possibly bleed conditions. Your conjurations can attack too which is good because you basically get two actions per action phase here plus putting creatures to sleep or dissolving your opponents armor is awesome. Lastly use your level six Ent of Destruction. He is costly to move around, but I prefer to keep him in my corner because of his Intercept ability.

Basically to wrap it up. The druid has one of the greatest span points (no not that stupid samara tree) because it can also cast conjurations and it can use the vine markers to get ranged spawning. Get up a good channeling through the strategies I listed and deploy vines and creatures everywhere!

I wouldn't call it swarm strategy because most of the creatures are rooted (Great for fighting force master) but rather its a strategy of board domination. Your druid (when equipped with bark skin) can basically heal 4 damage every turn thanks to Life Bond +2. Mana conservation and constant deployment. Your mage will be safe and secure while your opponent will be forced to trudge through your jungle of death...


24
Alter of Skulls works better for the necromancer because he can defend one conjuration better than two, and if he keeps Mort with the alter, you can heal it and Life Bond +2 means the Necromancer gets to heal up to two damage while the opponent cannot heal and gets damaged 2 damage (3 with IoP). One of my favorite Necromancer strategies.

His Lifebond is better than the Druids, because Mort can reconstruct (heal) even in finite life conditions.

25
Strategy and Tactics / Re: Sardonyx: How to use?
« on: September 17, 2014, 10:06:21 AM »
Correct me if I am wrong but he doesn't disappear when you want him to. Basically you just lose life so long as he lives. You cannot forcefully choose to kill him by direct means which means its risky to bring him out. It is a commitment creature. But my best guess on how to use him is to counter other legendary creatures.

Lets say you're fighting the Priestess and she sends a maxed out lightning angel towards you. Bring out Sardonyx and run away to set up the sacrificial alter so that you can get rid of him as soon as your opponents creatures is destroyed.

I think he was created to counter Talos. But I suppose a sun fire amulet combined with bull endurance,and mage wand drain souls, you could play sardonyx more aggressively. I might throw a Mort with him to keep them both reconstructing.

26
Strategy and Tactics / Necro healing during finite life through the Alter
« on: September 17, 2014, 09:27:37 AM »
First post so go easy on me.

I am in love with the Necromancer, but I do not play him swarm style, You psych your opponent into believing you are about to go swarm but end up setting up a small fortress, and then going solo to defeat your opponent.

Something that always appealed to me when playing the Necromancer was his way of getting Life Bond on the alter of skulls when finite life was activated. Keep a Mort with his Reconstruct 2 trait for all skeletal objects in his zone and you can essentially heal the Necromancer 2 damage every turn while the opponent cannot heal and is constantly being damages 2 (3 if you drop an Idol of Pestilence)

My Idea to do this was to put an alter of skulls in a corner and keep an on guard Mort combined with an eternal skeletal archer and your cleric in the corner and then throw up a wall of bones boxing them in. Your cleric will feed your alter of skulls while Mort kept your walls from coming down and your archer could handle any flyers while being healed by Mort. Now the opponent may find a way to get through to the alter, but if you play your cards right and put up good defenses like teleport traps, poison gas clouds, hell fire traps, caltrops, and maybe Malacunda as a moat to your wall of bones corner, then your opponent is going to have a hard time bringing down the alter of skulls.

 Once you have that set up, you can go totally solo Nec with your cloak of shadows, deathshroud staff, demon hide armor with some other form of armor combined with veteran belt, cheetah speed, and a defense or two (I also highly recommend an elemental wand with acid ball to take care of any tanks). You do this and you are a big threat. Your opponent will be trying to get through to your Alter while you go after his force. The Nec makes a difficult opponent to kill when he can take almost all blows, heal 2 damage a turn, has poison immunity, and give constant Rot conditions that he can make extra painful.

While your opponent might eventually take out your alter (provided you play smart and keep it defended and throw up more walls when they go down) you will have devastated his health and his army leading to a ruthless victory. 

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