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Messages - farkas1

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76
Spells / Re: Introduction to Potions!!!
« on: August 11, 2018, 08:26:17 AM »
Hey Dave.   The wording is a little strange and without a potion description in the manual about having one or more slots to potions basically means you can have unlimited as of right now.    So you are stuck with that exact named potion of that until it expires from final dissipate.  You can then replace with the same named potion once the first one is destroyed.  From my understanding this was meant so you could not continually have the same potion getting replinished and having unlimited dissipates.  Especially since there is no potion slot that is what makes since in the rulings.   

I don’t see this as a problem in current format and like others mention I think it offers more strategies for solo builds and making them more viable again is exciting.

Some things were either overlooked or just skipped attention from designers in these expansions. IMO swarms have been one of those concepts. 

77
General Discussion / Re: Gen Con Academy pre releases
« on: August 09, 2018, 11:37:42 PM »
Yep Keejchen swarms gain life and gain additional strikes with this combo.  There is a way to get killer bee swarms up to 9 dice critical.  I’m gonna let the forums figure out what other cards can combo to make additional strikes up to 9.  I think they can get up to 10 but need to clarify if that is possible.  10 die critical attacks is possible now!   :o

78
Spells / Re: Introduction to Potions!!!
« on: August 09, 2018, 09:27:24 AM »
No rules as of right now about potions.  There was a lot of discussion on this topic in play test forums.  Nothing came up from designers.  If more potions are released in the future I assume it is likely going to have a potion description in the errata rules. 

79
Spells / Introduction to Potions!!!
« on: August 08, 2018, 01:57:49 PM »
Potions Introduction

New equipment being released in academy Druid!!!  Now these offer a lot to arena for little cost.  All costing 1 SBP from the Nature school they could be and should be considered in a variety of books in and outside of the nature school. Especially if you are running a battle forge which allows you to put them on your mage for a free action. 

Lets take a closer look at them. 

Cleansing Potion, 1 mana. 

Has 3 charge tokens and allows this ability:  you may once per round remove one.  If you do remove a poison condition from a friendly creature in this zone by paying its removal cost.  Cleansing Potion cannot be replaced.
If there are no more charge tokens on Cleansing Potion, destroy it.

Things to highlight.  Once potions are on you, your mage may activate the potion when you have priority as a free action.   That is awesome so for three rounds you have an option of getting rid of condition without using an action saving you much needed time.
 Secondly you can remove it from yourself or a friendly creature in your zone.  You can you use this defensively or offensively just know your mage has to be in the same zone to trigger it to help out your other creatures.  You can keep those weaks and rots off keeping your guys alive longer and hitting just as hard to deal out more damage.
Rots and Weaks are the conditions that would appear most.  Each having a removal cost of 2.  Again high value for cost. Taints are 3 and Cripples are 4. 

Corrosive Concoction, 4 mana

Has 3 charge tokens and allows this ability:  you may once per round remove one when you damage an enemy with a non-spell attack.  If you do place a corrode condition on that creature.   Corrosive Concoction cannot be replaced.  If there are no more charge tokens on Corrosive Concoction, destroy it.

Things to highlight.  4 mana for 3 corrodes!  Great cost again comparing it to acidball or rust.  Basically allowing you to get out 1 more corrode for free. 
Secondly, combo this with ranged weapons you could do direct damage to zombies, or prepping your target to take down even easier.  Joktari or any mage who wants to use ranged weapons will want to have this in your book. 

Rage Tonic, 2 mana

Has 3 charge tokens and allows this ability:  you may once per round remove one.  If you do target a friendly living creature in your zone.  It gains +1 Melee until end of the round.  Rage Tonic cannot be replaced. If there are no more charge tokens on Rage Tonic, destroy it.

Things to highlight, Again I stress free actions.  Especially combo it off a battleforge. 
Your mage wants to kill a threat or you want to send out another friendly creature to do your deed.  As long as the friendly creature starts in your mage zone you can send it out to kill things.  Lesser teleport, cast cheetah speed and hit things two zones away.  As a free action you can position things and use it at the right moment.  As a Bloodwave warlord combo this up with strategist helm and commands and get more dice out for free actions!  Maybe allowing your goblins to kill something and become that vet you always knew they would become!

Conclusion:

Potions are great ways of bumping up options of dealing out damage and or removing them pesky poison conditions.  I believe they work great for solo or buddy mages who run the battleforge.  Also support wise for your troops if running smaller less efficient threats, they will be a nice addition.  Nature mages should have them handy at all times but I could see them widely used in out of school more aggressive books as well.  They offer alot of options and could allow players to swing the game.  lastly they do not take up an equipment slot.  Now you cannot replace with the same named potion but a player could have one of each to start to combo them fairly effectively.  +1melee and +1 corrode sounds fun!

80
Events / Re: ADMW Open 2 - An Open Online Mage Wars Tournament
« on: August 07, 2018, 08:37:48 PM »
Yea puddnhead and coshade reached out.  I’m back in!!! I look forward to some more tourny matches!!!

81
General Discussion / Re: Gen Con Academy pre releases
« on: August 06, 2018, 10:54:13 PM »
Yea I have made my case about swarms  on other channels.  I do believe they are OP.  Some of the wording in the current format contributes to that.  Swarms bave been and always will be immune to all conditions.  It is part of the text inside the  Druid academy rules.   They also cannot be targeted by enchantments or incantations unless it has swarm trait in the target line.   

I believe they should have the rules text: swarms cannot gain innate life. 


I do see the list of ways to counter the killer bees and that is great but when we can start to have the chance to have 9 dice critical,  it just shouts OP.   I’m a nature school lover and I just want to have balance in Mage wars.  This card is far from balanced . 

82
General Discussion / Re: Gen Con Academy pre releases
« on: August 05, 2018, 01:22:11 PM »
Frost Attack spells are water or air. The creatures are both. 

83
Ok yea I don’t see them being OP.  Some are maybe more stronger then others.  And most are limited by unique, once per turn ect.   I think if we are to look at them on an individual basis maybe some would be either epic spells or a mana cost to make the action more fair.  Some however are sometimes situational and either don’t make a big enough difference. 


As of right now I think conjurations can be taken oiut if they are a big enough threat.  Not really an issue




I’m up for changes but I do feel we need to be very selective.  And tackle the biggest issues first.  Like goblin builder.  ;)

I feel too and I will post about this more in another post but I do see some concerns of how this we effect the community.  Will it be divisive or will it bring more people in to the community.   I think maybe having tourneys and or unofficial rulings is cool for those things.  For newer players I could see some issues.   

84
Events / Re: OCTGN DOMINATION Summer 18 Tourney
« on: July 02, 2018, 04:51:48 PM »
Played my  first game last night with Keejchen.  Good battle my Joktari vs his Paladin.   I was out creatureed I did not summon a lair and opted to do The Fellela route.  He had a temple out, Casseliel , and a late game battleforge.  I was out actioned for the majority of game and I new only route was to try and punish his pally.  He won by claiming v orbs.  Good game and I think he recorded it.

  Good luck to Keejchen and rest of group.  My first domination match in long time and it was pretty fun.  I will definitely play it more often And I hope we could work on some rules for some team domination tourny matches because I think they would be epic!!!

85
Alternative Play / Re: introducing Academy mages into Arena play?!?!
« on: June 25, 2018, 09:55:06 AM »
hey Steack.

Yea so the original post I developed a system based on strength of ability and used life almost as a cost for abilities.  So the original arena abilities and life totals were key to get a feel for how much life the abilities cost for each mage.


I have a couple of reasons I wanted to make changes from the first draft.  The first and foremost is I think the Graduated academy mages should feel different from the original arena counterparts. 

Secondly IMO and the feedback from others the first iterations with the arena ability, they had too much synergy with the acadmey abilities.

From here on out i will try and get these play tested and let you know what I find out.  I also agree if we could get these on OCTGN for playtesting it would be sweet.  With some coordination with Shark and some of the other Arcane Duels peeps I think we can make it happen. 

If you have playtested these please come back and give feedback.  Also I’m sure there maybe need to reword some abilities or tweak them if they appear too strong or weak.  I think for the most part they are fairly balanced.  But again who knows someone may break one or two of these mages.  So let’s get some games in!!!! ;D

86
Events / Re: OCTGN DOMINATION Summer 18 Tourney
« on: June 24, 2018, 10:23:46 AM »
+1 Domination tourny, add me please

87
Alternative Play / Re: introducing Academy mages into Arena play?!?!
« on: June 21, 2018, 05:57:36 PM »
Academy mages converted to Arena Mages with new abilities 1.2


Bael Warlock 36 life, channel 9.

Hell Fire Curse:  you may pay 1 mana and place a burn on a creature if they have a curse and no other burns.  Also enemy creatures with curses have a +2 to effect die when rolling for burn conditions.

Sacrifice of Blood

Kelsar Grove Beastmaster 34, 9

Fury of the Beast: nature enchantments targeting Animals cost 1 less, once per round if a friendly animal has a nature enchantment you may pay one mana to give it +1 melee for the round. 

Stir the Beast

Sistarra Wizard 32,10

Extend Magic
Lightning Charge during upkeep you may pay 1 mana your mage has +1 armor until you cast a lightning spell.  your next attack gains +1 melee and +1 range to lightning attack
Weather Influence
once per round cloud, wind and frost spells cost 1 mana less
any freeze conditions on enemy creatures also gain +2 to effect rolls when attacked


Dsjer-Tet Forcemaster 34,10

Power Transfer
Force Barrier you may pay 1 mana in upkeep to get +1 armor for the round and the first time your mage is damaged by a melee attack you may place a stagger on the attacking creature. 

Ivarium Warlord 32, 9 

Battle Orders
Battle Horn  once per round when you summon a lvl 1 soldier you may summon another soldier by paying mana equal to Level +1. 


Asyra Priestess 33, 10

Blessing of Champions

Asrya Blessing:  During upkeep, you may pay 3 mana to heal 2 damage to a friendly creature in arena.  If you do that creature  gains +1 melee for the round. 

Retribution:  non-mage friendly light attacks gain +1 melee and +1 Range


88
Alternative Play / Re: introducing Academy mages into Arena play?!?!
« on: June 18, 2018, 09:44:11 PM »
Hey Obsidian.  Yes I love your idea as well and would like to try it out.

 I would like to think of my method thematically as not academy mages but they graduated from the academy.  So they need to be just as strong as the other arena mages.  I have seen a few comments about the ones I converted to being maybe too strong.  So I will be working on new abilities to add to make them and taking away the transfers ability.  hopefully it will make it feel less OP.

So if we were to make this work, is there any Graduates (Acadmey>Arnea mages) that feel balanced at the current moment?  Any unbalanced? Ect.  Again I just want to make it easy to include these mages into arena, feel competitive, and balanced.  With that being said I know with balancing play testing these mages out a several times will remain key to achieve balance. 

89
Events / Re: Origins 2018
« on: June 16, 2018, 11:25:49 PM »
Congrats Zot!!!

90
Alternative Play / Re: introducing Academy mages into Arena play?!?!
« on: June 16, 2018, 06:25:38 PM »
So that is first draft for conversion of academy mages into arena.   I tried making combos with each mage work with thier academy ability and at least one arena ability counterpart.

  I did add a few new abilities where I thought fit.  I hope you like them and if you think balancing on some of the combos is too OP please let me know. 

Again I tried to balance the power of the abilities with life total.  So many mages may feel or appear more squishy because I stacked the abilities and the synergy of some of these are really good.

I hope people like them and please let me know what you think. 

Also I went the simple route not adding too many new abilities.   I’m still thinking of entirely new abilities for several mages but balancing them I feel is much harder.  But if people feel the synergy is too strong than creating a new ability maybe the right answer to solve those issues. 

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