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Messages - BrainJuggler

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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
Mages / Re: Is the arena wizard still OP?
« on: June 12, 2016, 09:46:28 AM »
Adding fuel to this fire.

Wizards have one glaring weakness no one has mentioned yet: they have the worst creatures in the game. This fact counters the argument about their spellbooks being too flexible. How many good, solid, universally useful creatures does Arcane have? Gargoyles and Gorgons are about it. Jellies and Hydras are ok but the slow trait is particularly crippling. The Elemental creatures are no better: fire elemental, earth elemental, and iron golem are more of the same - huge guys with slow. Whirling Spirit is interesting but I'm not convinced. Every other school has a pool of at least a dozen good creatures and Arcane can't hold a candle to the likes of Steelclaw Grizzly, Zombie Brute, Panzerguard, and any of the other top tier critters.

So its true that wizards don't pay triple for anything and a lot of the 'core spells' are in school, but they pay double for any creature besides GnG. This will not settle the argument, but I never believed their spellbooks were OP.

3
Strategy and Tactics / Re: opening
« on: May 13, 2016, 08:42:29 AM »
Thanks for the advice! I agree, the book is solid, maybe needs some tweaks but nothing major. I will try blue gremlins. The hydra is out, watergate used them but 1-2 armor completely shuts him down so I think jelly is superior and I may add more. The card I keep taking in and out is whirling spirit. At 12 mana its easy to cast, the push is incredible, and if my opponent doesn't have ethereal attacks he usually just ignores it. But the +1 upkeep hurts and it can't come from the gate. Thoughts?

I have 2 new openings in mind:

slow:
1: gate, harmonize
2: double crystal
3: gorgon

fast:
1: gate, harmonize
2: gorgon (if gate has 4), or jelly/whirler

Harmonizing a wizards tower is fascinating but makes it a huge target. If my opponent gets down a turn 2 Adramalech/grizzly/angel/etc then it would be nigh impossible to fend off.

4
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]

5
Spellbook Design and Construction / Re: elemental attack disparity
« on: April 29, 2016, 08:58:41 AM »
Earth's slam has a lower chance to hit, but the effects last 2 turns (slam -> daze). So air's only advantage is ethereal.

Slam turns into a daze when the creature flips its action marker (when it activates). At the end of the same activation the daze is gone.
I would not count the effect to last 2 turns.

Ah! That's huge! It means stun is better which kinda balances out this whole argument. Thank you!

6
Spellbook Design and Construction / Re: elemental attack disparity
« on: April 28, 2016, 01:24:21 PM »
I have indeed seen the Staff of Storms, I'm also looking at [mwcard=MW1C40]Whirling Spirit[/mwcard], which is especially interesting because arcane creatures are kinda weak. Maybe air could be on par with enough of these extra perks.
I don't see how [mwcard=MWBG1Q01]Gale Force Ring[/mwcard] helps; it doesn't increase damage, none of the lightning spells push, and wizards already have easy access to teleport and force push with wands and Huginn. It looks a lot like future considerations on AW's part ("We'll add more wind spells soon!").

7
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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