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Messages - Obsidian Soul

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151
Spells / Re: Gray Angel vs Crusader Griffin
« on: November 10, 2016, 10:16:27 AM »
The Guardian Angels are very good at keeping things alive.  They can always be disabled but, when they are supported by the Priestess, they have great synergy.  I do not think that I have ever had a game end before turn 9 with the Priestess since the Guardian Angels came out.

152
Spells / Re: Gray Angel vs Crusader Griffin
« on: November 09, 2016, 07:59:18 PM »
The best way is to position guards with Intercept in the same area.  Of course, one reason to have four is to make it so that you have replacements.  In general, howver, it is the teleport murder that is the major problem (Royal Archer shoots Beastmaster, Beastmaster teleport Royal Archer into pack of Dire Wolves, Dire Wolves eat Royal Archer), though there are now spells with Anchor.

 Of course, the best murder squad is Brogan Bloodstone supported by two Knights of Westlock and two Guardian Angels.  When that hits the field, it is pretty much game over, as 14 dice of damage, which can stop two attacks per turn, is hunting down everything on the field.

153
General Discussion / Re: Maximum number of dice for one attack?
« on: November 09, 2016, 03:31:22 PM »
I think that it is more useful to consider more general situations than to consider specific situations.  I also think that it is probably more useful to think about it using more generic creatures.  So, let us examine a Knight of the Red Helm charging the strongest enemy creature (5 dice).  Add Ballad of Courage (+2 Charge), Bear Strength (+2 Melee), Charge (1 action; +1 Charge), Knights Courage (+2 Melee and +1 Piecing against the strongest creature), Hand of Bim-Shalla (+1 Melee), Lion Savagery (+2 Charge and +1 Piercing), Power Strike (1 action, +2 Melee), Temple of Meraveran (+1 Melee), and Vengeful Aura (+1 Melee and +2 Piercing).  The combination allows for 19 dice (38 maximum damage) with +4 Piercing.

154
Spells / Re: Gray Angel vs Crusader Griffin
« on: November 09, 2016, 01:28:40 AM »
Ah, I understand.  I have found that I need a deep roster for maximum flexibility (though I will admit that I have not been getting much use out of the Royal Archers lately).  Now, with the Siren vs Paladin set, I may end up changing my book, as the diversity of new creatures may be better at creating the flexibility that I desire.  The Knight of the Red Helm, for example, seems to be quite promising.

155
Spells / Re: Gray Angel vs Crusader Griffin
« on: November 08, 2016, 05:49:10 PM »
I play every turn.  Casting creatures is part of playing.  Priestesses cannot count on a spawnpoints because the Temple of Asyra is just too fragile.  I have found that it is destroyed around turn 4 in most of my games.  I generally avoid playing with most spawnpoints in most of my decks because they are often destroyed before they give a positive return on mana or actions.  Even with Harmonize, it takes 7 turns to get a positive return on your mana, and you have spent two actions to save one action every 7 turns.

156
Spells / Re: Gray Angel vs Crusader Griffin
« on: November 08, 2016, 03:27:54 PM »
I generally bring out a Guardian Angel and Mana Crystal turn 1, a Guardian Angel and Mana Crystal turn 2, and a Moonglow Amulet and a Harmonize turn 3.  After that, I pop out Knight of Westlock or Royal Archer every even turn and use the odd turns for attack spells or healing spells.  I generally take 20 points of damage by turn 7, but I can generally be back up to full life by turn 9.  By turn 11, I generally win (around 3/4 of the time), though I have problems dealing with Straywood Beastmaster (Warlords and Warlocks tend to die by turn 9, Druids and Necromancer tend to die at turn 11, while Forcemasters and Wizards tend to die by turn 13).  Of course, I have only played around 500 games, so it could just be lack of experience.

157
Spells / Re: Gray Angel vs Crusader Griffin
« on: November 08, 2016, 10:58:19 AM »
I have generally been adverse to depending on angels (except for Guardian Angels) in my Priestess book.  My strategy generally involves using four Guardian Angels,  four Knights of Westlock, four Royal Archers, and one Brojan Bloodstone. 

158
General Discussion / Re: opening FiF
« on: March 15, 2015, 04:49:17 PM »
The female warlock is actually a little weaker than the male warlock because she has to be more strategic in her choices.  A male warlock can summon a bodyguard before going out to deal damage through melee.  The female warlock needs to be more judicious and barbecue her foes from a distance.

159
I have never really seen the point of the Water Wizard.  You get all water spells, but there is nothing above level 1, so a Druid would work just as well.  And, as a nature mage, she is capable of summoning very large creatures (animal or plant) and casting a metric ton of enchantments.  I honestly think that a Druid could beat a Water Wizard without much difficulty.

160
Spellbook Design and Construction / Re: How to Druid?
« on: February 13, 2015, 12:47:00 PM »
I agree, which is why I have learned to not use my spawnpoint unless it is defended or the opposing mage already on the defensive.  The Druid's Tree is actually more important than other spawnpoints though, because her very life is impacted by its existence.  Of course, it is very tempting to use the Druid's Tree, but it is necessary to be strategic as well as tactical.
 

161
Spellbook Design and Construction / Re: The Highly Calibrated Wizard
« on: February 12, 2015, 01:55:39 PM »
I would suggest replacing the Iron Golems with Dissolving Jellies.  Dissolving Jellies are immune to acid, dealing acid damage, are uncontainable, are resilient and are capable of reconstructing themselves, which make them all around superior to an Iron Golem.  If you want crowd control, replace Grimson with two Medusa Archers.  If you want to hit hard, replace the Steelclaw Grizzly with a couple of Blue Gremlins with Lion Savagery. 

162
Spellbook Design and Construction / Re: How to Druid?
« on: February 12, 2015, 01:41:42 PM »
You are playing with a more polite crowd than I am if you are able to keep your tree alive longer than the third turn.  Our group tends to turn the spawnpoints into rubble by the third turn, so I have learned to avoid depending on it early game.  Since Druids do not have an easy interceptor (Gargoyles or Guardian Angels are six spell points each), I just wait to cast my tree until I need to additional life recovery.  Otherwise, it will just be turned into kindling before I get my mana out of it.

163
Spellbook Design and Construction / Re: How to Druid?
« on: February 11, 2015, 08:04:32 PM »
My druid builds tend to revolve around endurance and attrition.  Remember that you need to have Mongoose Agility to allow you to selectively kill enemy creatures but, if you build her right, she can take incredible amounts of damage.  I have been swarmed by two Orc Butchers, two Minotaurs, two Dwarven Panzergarde and a fully equipped Orc Warlord and managed to keep them off for an hour.  Druids really need to mix animals and plants though, as the plants do not have any durability.

164
Spellbook Design and Construction / Re: Vamplock
« on: February 11, 2015, 07:58:58 PM »
I really do not see how this build would deal with a Beastmaster, a Priestess, a Necromancer or a Wizard because of the swarming.  I also do not see how it helps against a Druid (who can melt your equipment off of your flesh), a Forcemaster (who can mind control your creatures) or a Wizard (who can deal massive spell damage).  I do not even see how it works against another Warlock because, after they get rid of your Armor, they will just barbecue you.  Please tell us how it works out for you because it is a counterintuitive build. 

165
Strategy and Tactics / Re: how does your druid stop adramelech
« on: February 07, 2015, 01:17:32 PM »
Well, one things is to have a couple of Steelclaw Grizzlies as guards (since you are a nature mage) and just smack him down.  He will not sweep if he is going against 10 dice of retaliation, especially if you have softened him up with an Acid Ball or two.  Another strategy is the equip the Vinewhip Staff (or Mage Staff), a Bear Strength, a Lion's Savagery and go toe-to-toe with the demon.  You can have higher armor (~Armor 9) and more regeneration (~4 health per turn) than the demon does and, best of all, you can turn around and beat down the warlock afterwards :)

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