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Messages - Super Sorcerer

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136
Spells / Creature Spells
« on: October 13, 2016, 02:16:48 PM »
ב"ה
Some schools have specific types of creatures because of the flavor of the school, and here I would like to examine the types of creatures most school have. I also include a summery of what new creatures could be useful in that school.
While categories of creatures are numerous, I will categorize only 4 specific categories - flying, fast, archers, and intercepting. I am sort of skipping elemental schools, because most of them don't have many creatures.
***For the purpose of this examination, a "good creature" is a creature that is often taken by mages even if it is out of school.***

Mind - Have a flier, but usually forcemasters don't depend too much on mind creatures anyway. Don't have any good creatures. Instead of a dragon, I wish mind school had as a 6th level creature a "Knight of the old republic" :)

Arcane - Have archers, fast creatures, and a flier who can also intercept. Gorgon archer and devouring jelly are good creatures. Overall, have a lot of powerful slow creatures the combine well with having both mage wand and teleport in school for arcane mages.

Nature - I will look at 2 sub categories, animals and plants:
Animals - Have fast and flying creatures, no intercept (since such defensive tactics are not inherent to animals), and archers are limited to range 1 (Galador and spitting raptor). Steelclaw Grizzly is a good creature, and some might say crevere as well (though not nearly as often as most other creatures labeled "good"). With no slow creatures and several fast creatures, animals make up for the short range of it's archer by moving quickly to the enemy. I wonder how slow animal could combine with the game, since after all both tanglevine and stranglevine are nature spells that exist to keep the enemy is the same zone. Perhaps a mighty turtle or a huge snail?
Plants - No flying nor fast, technically have intercept but one that cost a lot and isn't very mobile, it's archer have snatch, which is totally essential to these immobile creatures. No good creatures, and even beastmasters that have these creatures in school almost never take any plant creature other than kralathor. All are hydro immune, flame +2 and not very mobile (the only non-rooted creature here is kralathor). Since there is almost no variety, most druids also take some animals to compensate for the total lack of mobility, lack of armor and the vulnerability to fire. A plant that spit acid to range 2, or a fast plant with a low uproot cost could be interesting options for the druid (though mobility problems are somewhat compensated by having animal in school). Now with lesser teleport out the druid will be countered more easily (with the vinewhip staff becoming far less mighty), so the druid should probably have longer range archers (a plant that spit acid to a range of 2), or at least an incantation that let all plants uproot for until the end of the round.

Holy - Have archers, fliers, intercept, but only now in PvS there is the first fast holy creature. Guardian angel is a good creature. Most holy creature tend to have low health compared to creatures that cost the same in other schools, but they have aegis, high armor or a defense to compensate (which is why Holy Avenger is so awesome for giving +5 life). With so many new holy creatures in PvS and priestess academy, I can't really say anything about a need for a new type of holy creatures.

Dark - I will have 3 sub-categories: Demons, Skeletons and Zombies. No dark creature have intercept, and it should definitely stay that way (otherwise necromancer are going to be way too powerful, now that they have to go out of school for intercept they usually wouldn't bring 4 of these). Thematicaly I can't imagine a dark creature whose main purpose is intercepting.
Demons - Have fliers, archers with range 1 and no fast demon. In some ways, the wildfire imp sort of a fast creature, so it isn't that a big of a problem. If a warlock really want a range 2 archer, then he could take a skeleton archer.
Zombies - Don't have any fliers, archers or fast zombies. Zombies are just extremely durable and deal tons of damage, and their purpose is to fool noobs into believing they outmaneuvered the zombies, just in time to be devastated by "Zombie Frenzy" (as happened to me once when I was a noob). You can't kill them, and you can't outmaneuver them, so your best hope is just killing the enemy mage first (most of them are pests, and those who are not are still bloodthirsty, so they are not the best guards). This game definitely doesn't need any new zombies, but ways to counter zombies (I mean, other than killing the mage, so you could actually have a chance of defeating these creatures). Warlocks sometime use zombie brutes (some of them even 4 zombie brutes).
Skeletons - Don't have fliers, but have archers and fast creatures. The fast creatures don't benefit from the armory, but you just cant have it all. Skeleton knight are good creatures. New skeletons should probably be mixed schools like these pirate skeletons in PvS, more of these would be nice. Perhaps a skeleton soldier with a strong full attack and lesser quick attack would also be a nice strategic addition to the skeletons arsenal.
 
War - No fast, No fliers, have intercept and a lot of archers (including the only range 3 archer in the game). If not flying soldiers, there could at least be some fast ones. I know that with Horn of Gothos the anvil throne could just make all soldiers fast, but that just means that fast soldiers will also close the gap between the warlords a bit. Dwarf Panzergarde is a good creature, and some would say Grimson Deadeye as well (or at least I used one in a priest book).

What do you think about the creatures in different schools?
And which new creature spells do you hope to see in the future?

137
General Discussion / Re: Been out of the game for a couple of years...
« on: October 12, 2016, 05:58:37 PM »
ב"ה
I didn't play with PvS yet, so I have nothing to say about that expansion. The cards from that expansion seen to benefit mostly the holy and war mages, but it is only a guess before I actually try them.
The mages you probably wouldn't see in tournaments are the warlords and the priest. Unlike others, I think the priest main problem is his weakness against Adramelech warlocks (which kind of make his best ability useless), but he is quite decent against other mages. 

Unlike some others, I believe that currently no errata is needed, but giving new good spells to the bad mages and counter against the best mages is enough (even though I absolutely agree that the wizard tower needed that errata, and removing the "spellbind" was a house rule we used long before the official errata came).

138
Mages / Re: Druid
« on: October 12, 2016, 04:32:00 PM »
ב"ה
The druid is probably the mage hardest to rush, since either you focus the mage and leave the tree alone, and just let the mage transfer 2 life to the tree every turn, or you would have to spend about 2 big attack spells against the tree (which are attack spells not directed against the druid).
In my experience with the druid, I had the hardest time when I played against a warlock pentagram book. With so many thing with flaming attacks (the mage, the imps, the hellions and Adramelech), I was just lucky enough that in response to the bleed I got on my opponent she tried to drain life exactly to my reverse magic, which basically killed the warlock with a high roll (exactly when I was sure I was going to lose). Solo warlocks were easier to deal with.
My first turn is usually use the leaf ring + vine tree (so I stay with 19 mana for turn 2).
If my opponent seem to try to rush my, I bring a mana flower from the tree, a 2nd level animal (usually either an emerald tegu or a timber wolf) and a defensive enchantment (usually rhino hide). Turn 3 might possibly include a tanglevine on enemy mage during deployment (to keep him out of range 2 from the tree), and sometimes the vinewhip staff to make shure he stay stuck (astral anchor+arcane ward it usually a good follow up).
If my opponent seem to go for a long game, I have 2 options depending on which druid book I use, either mana flower deployment + samara tree + sunfire amulet (in my double tree book), or mana flower deployment + another mana flower + facedown enchantment on my mage to be used later.

Usually I recommend new players not to play with or against the druid in their first couple of games, since it is sort of an advanced mage.

139
General Discussion / Re: What PvS cards?
« on: October 12, 2016, 03:20:55 PM »
ב"ה
The terrain spells. That is a completely new mechanic that could change the game in interesting ways.

140
General Discussion / Re: Battle Orders
« on: October 10, 2016, 11:22:46 AM »
ב"ה
About PvS, I only saw the cards and planned some strategies with them, But as long as I never played with or against post-PvS warlords, I really can't say much about them. 
About bloodwave warlord being the worst mage, I don't argue with that. Yet I believe that the way to make him better is bringing him new cards and not errata.  I really like the way arcane wonders make warlords a bit better with every expansion coming out, and not trying to make a big move that might turn them overpowered. That greatbow promo is also a sign that they try to close the gap between the warlords a little bit. About trying such errata as "House Rules" in your gaming group, they do sound interesting, but I hope arcane wonders wouldn't errata in the warlords' case.

Now about-
Quote
They give a better ability, with three choices, one of which is almost always worth something in most scenarios. They are worse, because they cost an action to use, and an always useful minor ability is rarely worth an action. Any Warlord that finds himself with spare actions and/or not enough mana for a 'proper' spell on anything like a routine basis should be playing Meditation Amulet - and many of them do. If you have 1 mana, and an amulet, you will almost always meditate over casting a Battle Order, so really they are only used for books that don't plan on this circumstance, but just occasionally end up in it once in a blue moon. I agree changing Battle Orders to a Ready marker 'free action' would then see them being used.
Meditating is a full action and commands are quick actions, how could you even compare between then?
While meditating warlords usually don't move too much, they often bring the Horn of Gothos and use quickcast to give all soldiers in the arena "Fast" or "Armor +1 and Tough -2" for the round, at least in turns that they bring big creatures/equipment from the Barracks/Battleforge (and turns they save mana to bring big things on the next round).
A non-meditating warlord often use his full action to attack or guard, so on the rounds he want to bring big things from spawnpoints (or the rounds he want to save  mana to bring big things in the next round), a battle order might be the best option in many cases.
It is so rare that I spend my full action casting a quick spell while staying in the same zone outside the first 2 rounds and not under the effect of enfeeble, that I just don't understand what made you compare casting battle orders to meditating (almost every time I use my full action to cast a quick spell, I also move my mage as part of that full action).

141
General Discussion / Re: Battle Orders
« on: October 09, 2016, 10:19:32 AM »
ב"ה
So battle orders would be given in upkeep similar to the way voltaric shield is decided during upkeep?
I believe it wouldn't make the warlords overpowered.
Personally, I find battle orders quite useful as they are, especially in turns I bring big creatures and don't have enough mana for any other meaningful quickcast.
While obviously the battle orders that anvil throne warlords got are better, I sometimes get to the conditions that make the bloodwave warlord's battle orders useful.
The horn of gothos with the anvil throne warlord is just awsome, since an entire arena "Quick March!" sort of spoils any attempt to position out of harm from your creatures (for the cases your opponent tries to abuse positioning this turn) and an entire arena "Hold The Line" is good on turns when your opponent is trying to focus on your creatures.

Since currently warlords aren't seen too often in tournaments, I wouldn't say that making them a little stronger would break the game. I wouldn't rush to make it a rule, since perhaps the Balista will be out soon, and it might eventually be "war mage only", which would make warlords significantly more competitive mages.

142
Spells / Re: Galador, Protector of Straywood
« on: October 09, 2016, 12:50:21 AM »
ב"ה
I sometimes put him in beastmasters spellbooks as a counter to ethereal and lightning +x creatures. I usually don't bring him for other uses.

143
ב"ה
I like the Idea of this book  :)
Usually my "attack spells rush" books with non-nature mages include a battleforge and some leather pieces, to make my mage prepared for some kind of a "counter rush" to kill my mage first (which is a contingency that many books include in the meta I play with). In the worst case, you used the action to bring the battle forge and got the action of bringing the elemental wand. In the best case, the opponent rill use 2 action and 10 mana to get closer to you and cast 2 surging waves on the battle forge and destroy it (well, the "best" case is that your opponent both waste a round on it and rolls badly and fail to destroy it, but even if he do destroy it you still got the advantage).

Once Paladin VS siren will be out, this book will definitely find Champion's Gauntlets as a useful tool to protect elemental wands :)

144
General Discussion / Re: Lost Grimoire v1 SPOILERS
« on: October 01, 2016, 06:04:52 PM »
ב"ה
Spells that I hope to see in this Lost Grimoire expansion include-

* Acid Burst (cost 8, quick, range 0-2, attack spell, water 2)
Making a 4 dice ranged attack with: 1-2 corrode, 3-7 2 corrodes, 8+ 3 corrodes.

* Shapechange (cost X, quick, range 0-2, target friendly creature, incantation, nature 1)
Attach up to 3 revealed nature enchantments from your spellbook to the target. X= the sum of the enchantments casting costs plus the sum of the enchantments reveal cost plus the sum of the enchantments levels. If this spell is countered, return the enchantments to your spellbook. 

145
Spellbook Design and Construction / Re: Fireslinger - Adramelech Warlock
« on: September 28, 2016, 11:24:26 AM »
ב"ה
Why do you need 3 seeking dispels?
Even if your opponent use arcane ward on all of his enchantments, 2 seeking dispels and 1 decoy are enough to allow you to use all 3 dispels.
Usually 2 are enough.

But then again, it seems like an excellent rush book, so I don't have a good answer for what would bw a better option. Perhaps a a mage bane and a firestream (which could perhaps be usefull when you are exactly 1 mana short of a flameblast), or another adramelech's touch.

146
General Discussion / Re: Lost grimoire spoilers
« on: September 28, 2016, 12:09:25 AM »
ב"ה
Well, a month or two earlier or latter doesn't change that much. Eventually PvS will be everywhere :)

Now, about "Lost Grimoire", Is it the one about the new wizard and forcemaster, or is it another kind of expansion?

147
Rules Discussion / Afflicted Demon And Poison Immunity
« on: September 25, 2016, 03:10:20 PM »
ב"ה
If an Afflicted demon attacks and damages a living creature with poison immunity (such as a necromancer), obviously the poison immune creature doesn't become weak (since it is a poison condition), but is a weak condition marker still removed from the demon?

148
ב"ה
It say the total is 115 spellbook points.
with the remaining 5 I would add an armory and 2 more garrison posts.
The armory is because I like all board buffs, and the armor bonus is helpful for your low armor build.
The extra garrison posts are because your garrison posts will be targeted as soon as you bring altar of domination (as you only get domination tokens when you have at least 3 outposts), and with 6 life 2 armor flame +2 and close to the enemy they become a likely target.
But you might as well go wild and bring just 1 extra garrison post and 2 extra hurl boulder with these 5 points (or even 1 extra garrison post, 1 extra hurl boulder and 2 extra hurl rock), so you could sort of focus the enemy mage when he is close to death and already lost most armor to your acid balls and dissolves  :)

149
Spellbook Design and Construction / Re: Smallzhao's Frenzy Necromancer
« on: September 25, 2016, 12:54:00 AM »
ב"ה

Quote
At risk of fueling an off-topic discussion
we already went from "how to fight a zombie necromancer" (the answer is "rushing him") to "how to best rush with a beastmaster", so we can't really go more off topic  :)

Quote
I'd like to point out that you can't legally make Redclaw or Cervere or Makunda a pet since it must be non-Legendary. Same would apply to Tarraki or Sosruko, for those in favour of a cheap minor creature pet.
Right you are, I misplayed that one. I will note to myself for future wolf packs.

150
Spellbook Design and Construction / Re: Smallzhao's Frenzy Necromancer
« on: September 24, 2016, 04:46:45 PM »
ב"ה
Quote
I think you play in a very different metagame - a Grizzly (even a pet) is focussed down in 1 round or 2 - they are easy to kill.
You are probably correct about the different metagame.
And if my opponent focus everything to kill my pet grizzly (with 2 acid balls, several melee atacks and probably a rock or boulder), all the better fro the birds. If my mage's 5th turn is acid ball+bird (or bird+basic melee attack if opponent didn't bring armor yet), and my opponent spend his 2 actions for 2 acid balls or rust+acid ball on my grizzly (as well as his creatures attacks), even if my bear is going to be hurled a rock/boulder at next turn's first quickcast all my opponent actually did was giving my birds more time to attack him.
Both times I used this strategy against a zombie necromancer, the necromancer died before the big creature, and the game ended on turn 6 (before I finished attacking with all of my creatures in that turn).

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