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Topics - BrainJuggler

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1
Spellbook Design and Construction / New Wizards?
« on: August 16, 2016, 12:14:18 PM »
Has anyone been playing Wizard lately? I thought there would be a lot of discussion with all the changes. I've been running a creature-heavy Voltari build, wondering about the near-creatureless high armor banker builds and if they survived the errata. If you stock up on lightning spells, focus more in-book, then towers should be almost as effective, no?

2
Strategy and Tactics / opening
« on: May 11, 2016, 11:11:21 AM »
Greetings Mage World! I just got into this game and I could use a hand. I'm playing a standard zone-heavy wizard book. My opening is:
1: QC gate on B1, cast crystal on B2
2: QC crystal on A1, move to B1, cast crystal on C1
3: summon gorgon, usually 3 from the gate, 13 from mage, leaving ~4 left for leather/enchants

At this point I want to get a wizards tower down on B2 but my opponents have had no trouble getting creatures inside the gorgon's range within a turn or so. On turn 4 I could either get out a hydra/gargoyle to defend her, or a teleport wand to keep them out. Neither option has been particularly successful. Should I get a pikewall down first? Should I skip the turn 2 crystals? Should I drop the gate and change all the creatures (arcane  creatures are kinda weak [I used to run whirling spirits but they're kinda the wrong philosophy])?

[spellbook]
[spellbookheader]
[spellbookname]ArcLight[/spellbookname]
[mage]A Wizard (Air) Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MW1A02]1 x Chain Lightning[/mwcard]
[mwcard=MW1A13]1 x Thunderbolt[/mwcard]
[mwcard=MW1A07]3 x Lightning Bolt[/mwcard]
[mwcard=MWA01A04]2 x Piercing Thunderstrike[/mwcard]
[mwcard=FWA01]1 x Arc Lightning[/mwcard]
[mwcard=MW1A09]1 x Jet Stream[/mwcard]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MWSTX1CKJ02]2 x Wizard's Tower[/mwcard]
[mwcard=MW1J16]1 x Mordok's Obelisk[/mwcard]
[mwcard=MW1J21]1 x Suppression Orb[/mwcard]
[mwcard=MW1J07]1 x Gate to Voltari[/mwcard]
[mwcard=MW1J12]3 x Mana Crystal[/mwcard]
[mwcard=MWSTX2FFW01]1 x Wall of Earth[/mwcard]
[mwcard=FWW01]1 x Wall of Pikes[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=MW1C09]1 x Darkfenne Hydra[/mwcard]
[mwcard=MW1C18]2 x Gorgon Archer[/mwcard]
[mwcard=MWSTX1CKC08]2 x Gargoyle Sentry[/mwcard]
[mwcard=DNC03]1 x Devouring Jelly[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E23]2 x Jinx[/mwcard]
[mwcard=MWA01E09]1 x Hoodwink[/mwcard]
[mwcard=MW1E15]1 x Essence Drain[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MW1E35]1 x Reverse Magic[/mwcard]
[mwcard=MW1E29]4 x Nullify[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q19]2 x Mage Wand[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MW1Q17]1 x Lightning Ring[/mwcard]
[mwcard=MW1Q01]1 x Arcane Ring[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MWPROMO33]1 x Storm Drake Hide[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=FWI16]2 x Dissolve[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[mwcard=MW1I28]4 x Teleport[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I06]4 x Dispel[/mwcard]
[mwcard=FWI13]2 x Seeking Dispel[/mwcard]
[mwcard=MW1I21]1 x Purge Magic[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

3
Spellbook Design and Construction / elemental attack disparity
« on: April 28, 2016, 09:35:26 AM »
Greetings all! I just started playing this game, my favorite mage is the Wizard, but when I started making spellbooks and choosing an element I noticed something. Fire, air, and earth all have similar attack spells, in fact their level 2s are the same except:

Earth: hurl boulder, 7 dmg, 8+ slam
Fire: fireball, 6 dmg, 4+ burn
Air: lightning bolt, 5 dmg, 6+ daze/stun, ethereal

Fire gives up 1 damage for burns and air gives up 2 damage for ethereal and daze/stun. This pattern repeats itself with hurl rock/flameblast/arc lightning, and most of their other attack spells, in general.

Fire giving up 1 damage for a burn is fine, but it looks like air comes out way behind in this deal. 50% daze/stun is nice, but they only last one turn. Earth's slam has a lower chance to hit, but the effects last 2 turns (slam -> daze). So air's only advantage is ethereal. Is that really worth -1 damage? There aren't *that* many incorporeal targets and wizard comes with arcane zap already.

Am I missing something or is air just a bad choice for wizards?

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