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Messages - Puddnhead

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811
Spellbook Design and Construction / Re: Adramelech warlock help needed
« on: February 27, 2015, 08:50:09 AM »
Burn stacking is valid if you can stay alive long enough for them to burn to death.  You'll need to be on guard for those that do have [mwcard=MW1A08]Geyser[/mwcard].  A key [mwcard=MW1E23]Jinx[/mwcard] could spell certain doom for the opponent or you can preempt their geyser with your own [mwcard=MWSTX2FFI01]Combustion[/mwcard] getting some extra damage in there.

Also, if you really want to burn stack you should have [mwcard=MWSTX2FFI05]Ignite[/mwcard] on a Mage Wand.  Ignite something in the enemy's zone (one of your own creatures works as long as it's not fire immune.) and then use your Warlock's burn move to stack it onto the enemy mage.

I also agree with everyone that you need to be ready to deal with at least 2 Dragonscale Hauberks and 2 Elemental Cloaks.  Now, if all you're doing is relying on burns then Ignite will still keep the burns on the enemy without having to deal with the "Flame -2" since it doesn't reduce the burn damage.  Also, if you curse them you can use [mwcard=MWSTX2FFQ01]Adramelech's Torment[/mwcard] to put a burn back on them.  This also works instead of the Mage Wand + Ignite, but it does require a creature to have a curse on it so the Mage Wand + Ignite is more reliable long term.

Just my thoughts.

812
Quote
All the skeletons are soldiers, except for the dog looking one.

My copies of [mwcard=MW1C32]Skeletal Sentry[/mwcard] and indeed the website's, do not list it as a soldier.

Appears to be intentional, but is there any way we can get this guy to be a soldier?  It would make Soldier Necro builds much more exciting and it would also make for the Warlords to have 8 Orc Butchers  ;D.  Okay, maybe it would be too much.

Also, armor stackers might give you some trouble as none of your creatures (Except the Ghoul) come with natural piercing.  I would suggest finding space for another dissolve or a rust at least.  If you can prioritize getting in there and Hammering that Battle Forge you might be okay, but that's dangerous against an aggressive mage.

813
A challenger team has arrived

Etherian Savoir Faire

puddnhead
wiwwt
arxiducs
el_titan

See you in the arena.

814
Spells / Re: Using Adramelech, Lord of Fire
« on: February 19, 2015, 09:50:24 AM »
I completely agree with zorro.
1) Quick attack is stronger (On par with grizzly's full attack in my opinion)
2) Burn chance (an excellent one at that) is worth more than piercing any day
3) Flying is worth at least 2 mana by itself

815
General Discussion / Re: Mage Wars on OCTGN
« on: February 16, 2015, 08:23:50 AM »
Yes, it hasn't worked for a little while, I think.

Also, I had another problem vs. Ray the other night when one of us wouldn't get reset.  We'd channel, but none of our action markers would reset and our spawnpoints wouldn't channel.  Like the game wasn't acknowledging that our stuff was on the board.  It was usually me and easily fixed, but it was annoying.

Where do I officially report these things?


816
General Discussion / Re: Stream on Twitch.tv
« on: February 13, 2015, 08:22:40 AM »
Sure was fun.  Thanks for setting it up.  I look forward to more vicarious learning.

817
Spellbook Design and Construction / Re: How to Druid?
« on: February 09, 2015, 11:31:57 AM »
Hi Diabo!

One of the best tips I've heard for Druid is to choose a tree with which to Treebond as the basis of your spellbook.

The standard control Druid will run Vine Tree to cover the map with hindering vines and then use Thornlashers to pull enemies through Bloodspine Walls into some Mangler Caltrops.

I've seen some successful aggro druids that run Mohktari and a battleforge to get about 8 armor and regenerate 4 life per turn...even one who combined that with Bear strength+Lion Savagery+Cheetah Speed+Guardian Angel.  Those things were a PAIN to deal with.

The three Fs of Druid foibles (weaknesses) are Flying Creatures, Finite Life and Fire.  Remember, you're still a nature mage so you can pack all of those Grizzlies as well.

An important note on Vine tokens is that they hinder Elusive creatures since Elusive only circumvents other creatures.

I'm sure some more experienced mages have much better insights, but I consider these the basics for Druids.

Pick a Tree and maximize it.

818
Oh that I lived in NC!  What a joyous place to be blessed with so many Mage-Warriors!

819
Ray,

I'm sure anyone here would be happy to instruct you in the ways of OCTGN whilst (and at the same time!) being summarily destroyed by your great mage-ly-ness.  If you would prefer to stay in with your wife and child on Tuesday this week I would be happy to fire up some OCTGN and show you the commands.

--Puddnhead

820
Spellbook Design and Construction / Re: The Imp Swarm Archetype
« on: January 29, 2015, 04:32:43 PM »
Actually,  I have yet to cast a hellion.  Either I'm fighting for my life and have no mana or my imps are cleaning up and I'm supporting with spells.  Where would you work it into your game?  Mid?  Late?

Sectarus looks nice, but it's 10 mana and it replaces my melee, right?  So I won't have burns anymore?  I do see the value in doing non-fire damage occasionally.  I'll take a look at it.

Also the original plan was to stay back while my imps do the work.  I think I'm going to shrink the focus a little more and actually go all out on imp spam. This way I won't be very threatened when they die.

What I really want is a familiar to cast incantations for me....that would be amazing.  Curse you again, wizards!

821
Spellbook Design and Construction / Re: The Imp Swarm Archetype
« on: January 29, 2015, 04:05:00 PM »
After the last game I played I can definitely see not completely relying on burns.  The dice, they are a cruel mistress and battleforge is distinctly flame immune...sigh.

Also, good catch on the enchanter's ring.  I keep thinking it applies to all enchantments.  Nope.  I'm starting to think that having something a bit more front-line to run interference for my imps and mage is a good plan.  I'll throw in a couple of scourgers and try them out since that makes a nice turn 2 summon (not enough for a slayer).

I like the trident because it can cripple and has piercing +2 and fireball is for when I just need to do a lot of damage quickly.  In the future, when it becomes legal, the Dragon's Breath promo card might serve me well.

822
Mages / Re: Beastmaster - help me understand him
« on: January 29, 2015, 09:17:30 AM »
Welcome to the Forums!

We'll do our best to get you on the right track.

First, I hate wizards too.  Wizards are cheating all the time with their discounted arcane stuff.  Big beardy cheaters.

You've nailed a couple of archetypes for the beastmaster.  Excellent work!  Here's how to make the most of them.

Type A) Treat little creatures like attack spells...if they get one good hit off they've done their job, two and they've paid for themselves.  Don't bother enchanting them individually, look for some group buffs like Rajan's Fury, Etherian Life Tree and a Call of the Wild.

Type B) This is known as a buddy build in some circles.  I would start off with something smaller than a bear like a Tegu or a Raptor and include a battleforge (I know it costs a lot of spellpoints).  The point here is to make use of your melee +1 trait and some equipment to go toe to toe soon.  Beastmaster can get up to 7 attack dice very easily.  The added flexibility of being able to quick cast a small creature to keep up the pressure is very good, but tertiary in this build.  When your first pet dies, hit them with the Grizzly Train and Tanglevine them in his full attack.

Generally awesome advice I've received: You have to learn what your opponents are capable of.  It's hard and it takes a lot of experience, but being prepared to kill that Mana Siphon with a Force Hammer or Dispel that Essence Drain is extremely important.  You need to know what's going to cripple your strategy and build your book to have an answer.

Hope that helps!

823
Spellbook Design and Construction / Re: The Imp Swarm Archetype
« on: January 29, 2015, 08:56:46 AM »
Here's version 2 given the feedback.

[spellbook]
[spellbookheader]
[spellbookname]Imp Swarm v2[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA01]2 x  Devil's Trident[/mwcard]
[mwcard=mw1a04]3 x  Fireball[/mwcard]
[mwcard=mw1a06]5 x  Flameblast[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=mw1a05]1 x  Firestorm[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j12]1 x  Mana Crystal[/mwcard]
[mwcard=mw1w03]2 x  Wall of Fire[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c15]3 x  Firebrand Imp[/mwcard]
[mwcard=mw1c16]2 x  Flaming Hellion[/mwcard]
[mwcard=MWSTX2FFC11]1 x  Sersiryx, Imp Familiar[/mwcard]
[mwcard=MWSTX2FFC13]4 x  Wildfire Imp[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE01]3 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=FWE02]1 x  Circle of Fire[/mwcard]
[mwcard=mw1e08]1 x  Death Link[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e16]1 x  Force Hold[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ02]1 x  Bloodfire Helmet[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q08]1 x  Elemental Wand[/mwcard]
[mwcard=mw1q10]1 x  Fireshaper Ring[/mwcard]
[mwcard=mw1q14]1 x  Lash of Hellfire[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI03]2 x  Disarm[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=MWSTX2FFI05]2 x  Ignite[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=MWSTX2FFI01]2 x  Combustion[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


I opted to nix Adramelech because I don't see ever casting him.  I also axed the alchemists in favor of  some more curses and a Demonhide Armor vs. swarms or to cancel some corrode.  I also added a ring of enchanting because the book has 21 enchants in it and I see myself casting one almost every round.  I'm very interested in trying the disarms since, more than many mages, I can capitalize on one turn of missing protection.

My main concern is that the imps are very squishy.  If my opponent kills them off I'm in a little trouble.  I know I have hellion backup, but I'm not sure that's enough.  My goal is to be so aggressive that they're in panic mode using their actions to cancel burn tokens and remove curses.  If a threat does appear I can ignite it and Ides of March it with my teleporting imps.

824
Spellbook Design and Construction / Re: The Imp Swarm Archetype
« on: January 29, 2015, 08:30:44 AM »
Thanks for the responses!  The alchemists are there for their triple conditions.  Obviously burn is good, but corrode and Rot are also things that tend to help.  I haven't actually tested the goblins much so I will pay close attention to whether they're useful.

I hear the curses, I should probably add some more, but I figure with the plethora of targets they'd run out eventually and I have enough to keep something on them.

Dissolves is a good thing, I hadn't thought of how dependent on removing the Fire -X I would be.  What is your opinion of Explode?  I'm currently thinking that it's not worth it due to the high cost, but extra fire damage and burn chances is always nice.

Sdougl2, what would you suggest to improve my defense?  I have armor, hide and obscurity.  I also have Vampirism if I need to recoup some damage.  I used it to decent effect against some bleed last time I played.

One issue I see with both Dissolve and Explode is that they're range 0-1.  It's a little bit more tricky, but if you could get away with running Disarm instead you could stay safely 2 zones away and obscured.

--Puddnhead

825
Spellbook Design and Construction / The Imp Swarm Archetype
« on: January 28, 2015, 10:05:08 PM »
Greetings All,

I've been playing a lot with Forged in Fire recently and I'm seeing an Adramelech Warlock archetype emerging.  Here is my stab at the Archetypal Imp Swarm.  Feedback much appreciated.

[spellbook]
[spellbookheader]
[spellbookname]Imp Swarm[/spellbookname]
[mage]Adramelech Warlock[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA01]2 x  Devil's Trident[/mwcard]
[mwcard=mw1a04]3 x  Fireball[/mwcard]
[mwcard=mw1a06]5 x  Flameblast[/mwcard]
[mwcard=FWA02]1 x  Force Hammer[/mwcard]
[mwcard=mw1a09]1 x  Jet Stream[/mwcard]
[mwcard=mw1a05]1 x  Firestorm[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1w03]2 x  Wall of Fire[/mwcard]
[mwcard=mw1j12]1 x  Mana Crystal[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=mw1c15]3 x  Firebrand Imp[/mwcard]
[mwcard=mw1c16]2 x  Flaming Hellion[/mwcard]
[mwcard=MWSTX2FFC06]2 x  Goblin Alchemist[/mwcard]
[mwcard=MWSTX2FFC11]1 x  Sersiryx, Imp Familiar[/mwcard]
[mwcard=MWSTX2FFC13]4 x  Wildfire Imp[/mwcard]
[mwcard=mw1c01]1 x  Adramelech, Lord of Fire[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MWSTX2FFE01]1 x  Adramelech's Touch[/mwcard]
[mwcard=mw1e09]1 x  Agony[/mwcard]
[mwcard=MWSTX2FFE02]1 x  Akiro's Favor[/mwcard]
[mwcard=MWSTX2FFE04]2 x  Brace Yourself[/mwcard]
[mwcard=FWE02]1 x  Circle of Fire[/mwcard]
[mwcard=mw1e08]1 x  Death Link[/mwcard]
[mwcard=mw1e14]1 x  Enfeeble[/mwcard]
[mwcard=mw1e19]1 x  Ghoul Rot[/mwcard]
[mwcard=mw1e21]1 x  Hawkeye[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e29]1 x  Nullify[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e36]1 x  Rhino Hide[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ02]1 x  Bloodfire Helmet[/mwcard]
[mwcard=mw1q06]1 x  Dragonscale Hauberk[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q10]1 x  Fireshaper Ring[/mwcard]
[mwcard=mw1q14]1 x  Lash of Hellfire[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MWSTX2FFI01]2 x  Combustion[/mwcard]
[mwcard=mw1i29]1 x  Vampiric Strike[/mwcard]
[mwcard=mw1i07]2 x  Dissolve[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[mwcard=MWSTX2FFI05]2 x  Ignite[/mwcard]
[mwcard=mw1i15]1 x  Knockdown[/mwcard]
[mwcard=mw1i28]1 x  Teleport[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I toyed around with the Pentagram for a while and I'm not sure I like it as much.  The gist of this deck is to rely on Sersiryx to cast your copious attack spells and a curse or two.  Flameblast is only 4 mana for him and if you give him hawkeye he can get a lot of damage out of it.  Your warlock stays in the background summoning wildfire imps that teleport to the soon-to-be-dead target of Sersyrix's attacks.  If your imp familiar dies you can always fireshaper ring yourself and keep up the blasting while biding time for some hellions to back you up.

Turn 1: Sersyrix, crystal
turn 2: wildfire imp + enchant or equip
from there you shoot things with sersyrix and keep summoning imps until the swarm can teleport in and kill stuff.

Thoughts?  Glaring errors?  How does your Adramelech Warlock square off?

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