Arcane Wonders Forum

Mage Wars => Mages => Topic started by: Sausageman on February 22, 2013, 06:45:15 AM

Title: Druid Speculation
Post by: Sausageman on February 22, 2013, 06:45:15 AM
I've been giving a bunch of thought to what schools the Druid will have training in, or won't have.
I'm reasonably certain she'll have Nature magic in some capacity, but given that water magic hasn't seen any love yet, I kinda feel she'll have some of that too.  But then I think earth magic might be applicable too, and we know there's a meteor strike card that WASN'T in the Forcemaster vs Warlord expansion, so maybe that's right too.

So, in short, anyone got any ideas what the Druid might have?
Title: Re: Druid Speculation
Post by: Preacher on February 22, 2013, 07:03:20 AM
Quote from: "Sausageman" post=7799
I've been giving a bunch of thought to what schools the Druid will have training in, or won't have.
I'm reasonably certain she'll have Nature magic in some capacity, but given that water magic hasn't seen any love yet, I kinda feel she'll have some of that too.  But then I think earth magic might be applicable too, and we know there's a meteor strike card that WASN'T in the Forcemaster vs Warlord expansion, so maybe that's right too.

So, in short, anyone got any ideas what the Druid might have?


I'd bet on a pattern similar to that of the Wizard (Nature + one elemental school) or perhaps Nature, Water and Earth with Fire and Dark as triple cost.

*only* Nature + Water feels a bit wonky to me, might as well have Mermaid vs Necro then  B)
Title: Re: Druid Speculation
Post by: baronzaltor on February 22, 2013, 05:02:08 PM
My bet would be nature/holy, or nature/earth. or even just nature with different abilities than the BM.  Remember the BM only has 1 school trained, as does the Priestess and Forcemaster... so theres no guarentee that it will be two.
Also, nature seems to get triple cost vs fire.  So will be interesting to see if that carries over.  

My only wish for the Druid is two very simple words: "Animate Conjuration"  Would love to turn mana flowers, the great tree of life, a lair and a renewing spring into an army of ent monsters.
Title: Re: Druid Speculation
Post by: Gewar on February 23, 2013, 02:38:28 AM
Nature is for sure.
It is possible to mix it with non-fire element and Air and Earth seams better for me than Water (I know plants drink water etc. but Water school probably would be connected with deep-ocean spells, which is not so thematic).
Other possibility is there will be somethink like Nature + Holly Incantations. Giving one Mage two Major schools seams overpowered.

I like wise but dangerous when angry archetype of Druid. With calling storms and making trees attack. I also like archetype of druid that lives in small human community rather than hating all things that have two legs.

What I would NOT like to see is Druid-shapeshifter. Running around in bear form takes away all that wise-priest-of-nature theme for me.

PS
my avatar :P Trust me, I am specialist :P
Title: Re: Druid Speculation
Post by: Paleblue on February 26, 2013, 04:15:10 PM
My thoughts are that Necro will use dark and water (I think it was mentioned somewhere that he would use frost attacks?). Therefore I doubt that Druid will too, but I could see him using nearly any of the other minor schools.
Title: Re: Druid Speculation
Post by: Aylin on February 26, 2013, 11:58:27 PM
Quote from: "Paleblue" post=8151
My thoughts are that Necro will use dark and water (I think it was mentioned somewhere that he would use frost attacks?). Therefore I doubt that Druid will too, but I could see him using nearly any of the other minor schools.


I kinda think it would be Lightning.
Title: Re: Druid Speculation
Post by: Skytale on February 27, 2013, 12:32:23 AM
I wouldn't be surprised to see the Druid get training in Nature and Fire. For one thing, it opens up the possibility for a nature mage that is the furthest from what is already available. Also, has anyone here ever played an early-edition AD&D druid? They got access to a lot of fire spells: produce flame, flame blade, fire trap, wall of fire...

Alternatively, they could get Nature and Holy. So far, there haven't been any mages with training in two "primary" schools, but I wonder if that pattern is going to be kept up. For one thing, I've heard that one of the upcoming mages is "paladin" and that sure sounds like a Holy / War mage, doesn't it?
Title: Re: Druid Speculation
Post by: Shad0w on February 27, 2013, 11:21:33 AM
I would put in my input but I may have an unfair advantage. :P
Title: Re: Druid Speculation
Post by: Gewar on February 27, 2013, 11:38:37 AM
Quote from: "Shad0w" post=8207
I would put in my input but I may have an unfair advantage. :P


I have the Druid in my avatar - there couldn't be bigger adventage. So feel free to put your input here  :whistle:
Title: Re: Druid Speculation
Post by: Teclis on February 27, 2013, 11:45:33 AM
I think Nature + Earth would be the best for a druid. He could modify zones to help his plans, like Sacred Ground. For healing, gaining specific traits, etc. Or summon some walking trees...
Title: Re: Druid Speculation
Post by: Snotwalker on February 27, 2013, 02:36:54 PM
I'm surprised no one is proposing a Druid Mage who is trained in all 4 elements (earth, fire, water, air), and NOT trained at all in Nature.

I know, I know, I know... a Druid who isn't trained in Nature?  Are you daft?

But think about it for a sec.  We already have the Beastmaster who's our Nature-Boy... (that was actually going to be his official name, until they settled on Beastmaster)...  And we could certainly see a whole pack of new elemental creatures fighting on the side of the Druid in the new expansion.  So yes, we'll finally get some decent water spells/creatures, as well as filling out the other 3 elements.

Of course, this could also sound like a possible future Elementalist, but I wouldn't be surprised if the Druid is our first Elemental-Based Mage.... with a Mage innate ability that ties it all together in a Druid-ish sort of way.  (having a flash back to SpaceBalls...  "Funny, she doesn't look Druish..."
Title: Re: Druid Speculation
Post by: Sausageman on March 04, 2013, 07:07:18 AM
Quote from: "Snotwalker" post=8226
I'm surprised no one is proposing a Druid Mage who is trained in all 4 elements (earth, fire, water, air), and NOT trained at all in Nature.

For me, this will DEFINITELY be an 'Elementalist'.  I'll be amazed if the Druid doesn't have some level of training in Nature spells of some description.

Your reasoning for why the Druid won't have Nature trained also implies that the Necromancer wouldn't necessarily have Dark trained, and I can't see that happening at all.

My only problem with Nature + Earth magic being trained is purely from a card distribution point of view, rather than a thematic one - Water magic would remain the ONLY spell school to not have been fleshed out (unless the Necromancer would weirdly have Water trained), and Earth magic would have seen some love in the frist two expansions...  I'm extremely sceptical of this happening.

Of course, this assumes that each expansion will always bring out a mage that is heavily supported by the cards in expansion.  I guess it's entirely conceivable to have an even spread of cards in future expansions, and yet have specialist mages that require cards from previous sets, using only a handful from the expansion they're in.  And for the record, I don't have a problem with this - I suspect the percentage of folks that would buy an expansion for this game but do NOT own the core set is incredibly limited...
Title: Re: Druid Speculation
Post by: Skytale on March 04, 2013, 12:23:44 PM
Quote from: "Sausageman" post=8591
Quote from: "Snotwalker" post=8226
I'm surprised no one is proposing a Druid Mage who is trained in all 4 elements (earth, fire, water, air), and NOT trained at all in Nature.

For me, this will DEFINITELY be an 'Elementalist'.

My only problem with Nature + Earth magic being trained is purely from a card distribution point of view, rather than a thematic one - Water magic would remain the ONLY spell school to not have been fleshed out (unless the Necromancer would weirdly have Water trained)


I saw an old list of future mages that included "illusionist", "paladin", and "sorcerer". I wonder if the sorcerer is an elementalist-type.

I strongly suspect that the Necromancer will have a theme that includes ice magic, and he will be trained in Dark and Water. Maybe we'll finally get to use that "defrost" ability on all the fire spells! This isn't to say that the druid isn't also trained in Water.

But the more I think about it, I could easily see the Druid getting trained only in Nature, but with a plant focus replacing the animal focus of the Beastmaster.
Title: Re: Druid Speculation
Post by: Sausageman on March 05, 2013, 07:40:50 AM
Quote from: "Skytale" post=8608
I saw an old list of future mages that included "illusionist", "paladin", and "sorcerer". I wonder if the sorcerer is an elementalist-type.

You just reminded me, I keep meaning to trawl through the forum and piece together all snippets like these.  I've read so many things like this, having them all in one place would be awesome.
Paladin, btw, will almost certainly be Holy and War - and if memory serves, he has a complete set of armour equipment that, if he gets it all out, makes him a complete sh*t kicker...  :)

Quote from: "Skytale" post=8608
But the more I think about it, I could easily see the Druid getting trained only in Nature, but with a plant focus replacing the animal focus of the Beastmaster.

Ooo, will we see a +2 Mana Flower...
Title: Re: Druid Speculation
Post by: Koz on March 05, 2013, 09:24:15 AM
I've got my money on Druid being Nature + Air and the Necro being Dark + Water.  It has already been mentioned that the Necro will use Frost spells (finally some use for Defrost!) and Frost certainly sounds Water based.  

I highly doubt they would do two mages in the same set based off the same school (Water) so that's why I'm going with Air.  I chose Air instead of Earth due to a the fact that in things like D&D a Druid trended more towards spells like Call Lightning and Wind Rush and the like, plus when you look at the promo card Galidor, it is a Nature/Air spell and I'm thinking that it is something that will be in the Druid/Necro expansion.

I'm sticking to my gut here, but I guess we'll see ;)
Title: Re: Druid Speculation
Post by: Sausageman on March 06, 2013, 06:08:24 AM
Just saw this from Thessial:
"Thanks Sausageman! The current plan for Water is Druid Vs Necromancer. However this is part of a large internal debate we're having so I am not willing to put a guarantee on that yet. We definitely want it out there as soon as possible though. If it takes us longer than August, I will be surprised."
Sounds to me like it's likely that neither Druid nor Necromancer has Water trained, but that the cards are likely to feature in their expansion...
Title: Re: Druid Speculation
Post by: Koz on March 06, 2013, 09:09:05 AM
Quote from: "Sausageman" post=8731
Just saw this from Thessial:
"Thanks Sausageman! The current plan for Water is Druid Vs Necromancer. However this is part of a large internal debate we're having so I am not willing to put a guarantee on that yet. We definitely want it out there as soon as possible though. If it takes us longer than August, I will be surprised."
Sounds to me like it's likely that neither Druid nor Necromancer has Water trained, but that the cards are likely to feature in their expansion...


Not sure that makes sense though.  Perhaps they are still making changes to the Mages and they are considering removing/changing schools for one or both of them?  I don't know, I just know the Necro is supposed to have frost spells, and what other school would frost be except Water?
Title: Re: Druid Speculation
Post by: Hey_Daralon on March 06, 2013, 12:53:56 PM
I would have no problem with the Necromancer just being Dark and having access to frost attacks, like just as part of his starter deck. Then, you can always take his spellbook apart and choose any other element. My guess is that most of his starter deck is Dark, but they left a few spellpoints over for him to load up on another element, they needed to give Water some exposure, so they threw in a few Water-type spells. Then outside of the deck is a bunch of copies, so you could make a Water-type Wizard if you wanted to. It's just that I've never heard of a Dark+Water Necromancer, I'm not saying it couldn't exist, but I'd rather choose which secondary element to give him, even if I'd being paying more spellpoints.

Or maybe it's the Druid that's Nature and Water-type and they had a few Water spells left over that are more like "Ice-type" and so they gave them to the NM to show some contrast.
Title: Re: Druid Speculation
Post by: Sausageman on March 07, 2013, 06:07:23 AM
Quote from: "Hey_Daralon" post=8754
I would have no problem with the Necromancer just being Dark and having access to frost attacks, like just as part of his starter deck. Then, you can always take his spellbook apart and choose any other element. My guess is that most of his starter deck is Dark, but they left a few spellpoints over for him to load up on another element, they needed to give Water some exposure, so they threw in a few Water-type spells.

This would definitely be my preference.
Title: Re: Druid Speculation
Post by: baronzaltor on March 07, 2013, 08:52:53 PM
Its also possible that Frost attacks will be Dark spells in a "chill of death" kind of flavoring rather than a "water attack" flavoring.

If:

Necromancer will have frost
Necro/Druid will not have water
Necromancer will have dark

Then, it can stand to reason that Frost attacks could be covered in Dark school even though conventional wisdom would be that its water.
Title: Re: Druid Speculation
Post by: sIKE on March 07, 2013, 09:30:36 PM
It could also be an "or" as in Dark or Water.....
Title: Re: Druid Speculation
Post by: Preacher on March 08, 2013, 03:36:22 AM
Quote from: "sIKE" post=8820
It could also be an "or" as in Dark or Water.....


Or some of them there double ones, water AND dark... wark if you will or perhaps dater.

(toomuchcoffee.com)

 :)
Title: Re: Druid Speculation
Post by: Hix on March 10, 2013, 11:48:00 AM
druid sounds like nature+ holy and war costs triple.  That is if they follow dnd style druids. nature almost a given, holy because heals, war bad because druids cannot use metal gear.
Title: Necromancer and Druid Thoughts/Speculation
Post by: reddawn on March 10, 2013, 06:54:07 PM
Being a fan of the Dark and Nature schools, I'm eager to see the Necromancer and Druid.  The Warlock fuels the aggressive side of the Dark school, being Dark/Fire with aggro-y demons, so I imagine that the Necromancer will be focused on more on a controlling kind of gameplay, being Dark with ice spells with tenacious zombies and dead stuff.

Some basic things I think the Necromancer might have:

Spawnpoint: maybe some kind of Tomb that gets bonus channeling when creatures die.

Equipment: a staff that buffs undead seems obvious, or some armor that allows you to move damage from the necromancer onto your undead minions

Conjurations: something cool could be a conjuration that uses a Phylactery theme, where the Necromancer loses some life when the conjuration enters play, but gains a good bonus like extra channeling or more damage or something.  Or maybe the phylactery thing could give him extra life for an upkeep cost.

Enchantments: More curses, like one that turns a creature undead.  Then another enchantment that would be similar to Mind Control except it would allow the Necro to take control of undead creatures.  Call it Command Undead  ;)

Attacks: Water spells with a freezing focus have been hinted at in other parts of the forums.  Maybe have them deal less damage but have high effect rolls to freeze or whatever.  Lots of damage upfront doesn't seem to fit a Necromancer--he'd probably rather just render his enemies useless and let his zombies eat them.


Druid:

Spawnpoint: Something interesting could be a spawnpoint that rewards you with extra channeling for having more and more nature conjurations, kinda like temples for the Priestess but more generally.  It would give off a feel that the arena was being invaded by a forest, which is a neat theme.

Equipment: Not sure on this one...Druids don't strike me as really having a desire for equipment.  Maybe only one or two, since artifacts run counter to plants and nature in general.  Not really sure what they'd do...probably a ring for nature spells, maybe a cloak or armor of thorns for a damage barrier?

Conjurations: Give her some conjurations that can attack stuff in or near its zone, like aggressive plants.  She could spend mana to allow them to move, that'd be interesting.  Or maybe walls that can attack units that are near enough to them.

Attacks:  Vines that push or pull, blasts of harsh sunlight, lots of poison effects.  I'd like to see an aggressive Druid that tries to dominate the arena through gradually taking command of zones.


Well those are my expectations...anyone else?
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Paleblue on March 10, 2013, 07:31:42 PM
The Necro might have undead only  / specific enchantments. For example various gruesome grafts that give armor or other benefits. I think the whole cause undeath then some type of command undead is a great idea!
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: dexmark on March 11, 2013, 01:05:16 AM
~~~~~~~~Wish list: Necromancer:~~~~~~~~

Abilities: Raise Dead: Once per round, if a living non-mage creature dies the mage may use as a quick spell to raise the creature into the following where the target died:

Skeletal Sentry (7 mana)
or Wraith (11 mana)

and Ghostform: As a quick spell for 2 mana the mage may move through walls without taking damage

Creatures:

1. Need more copies for the Skeletal Sentry in the expansion or a veteran version (with some armor)
2. Zombies with Disease type of conditions (Like Rot or reduce armor)
4. Ghouls would be nice too
5. Spiders
6) Undead Horsemen

Incantation:

1) Fear - Subject runs (roll directions)
2) Terror - Subject freezes (Incapacitated)

Attack Spells:

1) Chill spells
2) Sub-Zero Zone attack (damage and reduces armor effect)


~~~~~DRUID~~~~~~~~

Abilities: Nature's blessings: Once per round, the Druid as a Quick spell may get the trait of one of the following animals/Plants for 5 mana until the start of the next round.

- Bear +2 Melee
- Rhino + 2 Defense
- Snake +2 Piercing
- Lizard +2 Regen
- Tree of Life +1 Regen to all friendly creatures in the same zone

Creatures:

- Treant
- Elven Archers
- Wolverine
- River Fairies

Conjuration:

- Tanglevine
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Sausageman on March 11, 2013, 07:30:55 AM
I'm wondering if the Necromancer will have a 'power enchantment' (like the Priestesses Divine Intervention, or the Forcemasters, err, Forcefield is it?) that costs 10 to reveal and turns them 'Nonliving'...  Into a Liche perhaps.
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Hypocrisy on March 11, 2013, 12:55:31 PM
I really would appreciate a spell which allows the Necromancer to revive the top creature card from the enemy's discard pile and bring it back to the arena with the "finitive life" trait and a little bit lower stats for a small upkeep cost.  ;)
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: reddawn on March 11, 2013, 12:56:10 PM
I see you use the Englishman's spelling of lich :P.

I agree though, I would definitely like to see the lich theme in some manner or another when the Necromancer comes.  I don't think any game has really done a good job with the balance or theme of a Lich well; understandably though, it's kind of hard since infinite life runs counter to balancing a game.  

I have faith that if AW does choose to go with that theme, they'll succeed.  Their team is quite good with perfecting the exact feel of a theme, yet making sure it's impeccably balanced.
Title: Re: Druid Speculation
Post by: Maljeer on March 11, 2013, 11:01:38 PM
The big thing to consider is; what will the Druid conceptually be?
 There is no guarantee it will be the stereotypical robed man with a long white beard down to his knees and a long wooden staff.
They may go in a totally different direction. Take the Warlock for example. If you asked me to picture what the warlock would be without seeing this game, I would not have pictured the lash of hellfire heavily armored battle mage image the game shows. I would have pictured a demon masked dark robed figure with a sacrificial dagger for example or someone similar to Ming the Merciless from Flash Gordon.
So that being said, the druid may be the full on elementalist or some other unthought-of of direction that we aren’t considering.

So if the Druid is going to be the traditional robed bearded old man standing in a stone circle then I picture they will be primarily Nature with a secondary choice of one of the four elements.
I think the Dark school will be forbidden for them.  
I think they will be more spell based in their special abilities since the Beast master is all about the minion summoning. I think the Druid will be about non creature spells and may even be a more solo mage like the Force master.

But if they do go nontraditional and the Druid was the elementalist of the game. My only concern about a dedicated elemental mage is that the elemental spells are primarily attack based. I would hope the new expansion comes out with more elemental creatures and non attack based elemental spells to help make the schools better rounded.

I am really excited to see which way they take this mage.
Title: Re: Druid Speculation
Post by: Hey_Daralon on March 12, 2013, 03:09:24 AM
Quote from: "Maljeer" post=8996
I would hope the new expansion comes out with more elemental creatures and non attack based elemental spells to help make the schools better rounded.


True that. It feels like the Major schools have way more cards and options than the Minor elemental schools. Though, I imagine that it has a lot to do with balancing at this point (like the Wizard just having way more options than everyone else). Hopefully in the future, after a decent number of mages have been playtested and there are plenty of spells from every school, this will become a non-issue.
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Sausageman on March 13, 2013, 04:27:00 AM
Quote from: "reddawn" post=8975
I see you use the Englishman's spelling of lich :P.

That's good, I am English :)

I also strongly suspect we'll see a 'go through yours or your opponents 'graveyard' and bring a living creature back out' card. It'll come back Nonliving and maybe have an armour tweak.

Either way, I'm excited by this, always loved the Necromancer.
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Preacher on March 13, 2013, 04:33:16 AM
Quote from: "Sausageman" post=9029
Quote from: "reddawn" post=8975
I see you use the Englishman's spelling of lich :P.

That's good, I am English :)

I also strongly suspect we'll see a 'go through yours or your opponents 'graveyard' and bring a living creature back out' card. It'll come back Nonliving and maybe have an armour tweak.

Either way, I'm excited by this, always loved the Necromancer.


Yep, a great opportunity to bring in some more cool, thematic and logical mechanics. I could see a 'corpse bomb' type of enchantment as well that sits on a creature and costs to activate when that creature dies, detonating the body and doing AOE of some sort.

Some version of undead toughness or something would be cool too, an armour buff or something as you say... perhaps even a whole new set of enchantments for non-living creatures.

*drool*
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Sausageman on March 13, 2013, 04:37:47 AM
I'll put money on the spawn point being a graveyard too.
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Preacher on March 13, 2013, 04:47:08 AM
Quote from: "Sausageman" post=9033
I'll put money on the spawn point being a graveyard too.


That'd be quite a safe bet in my opinion  B)  that or Tomb maybe.

I wonder if we'll see more complex cards like a Life Bank (Phylactery from memory?) or a powerful enchantment with some upkeep that makes you Incorporeal.

Forcemaster and Warlord is cool but thematically I'm looking forward to the next expansion even more!
Title: Re: Druid Speculation
Post by: Klaxas on March 17, 2013, 05:08:34 PM
lots of interesting speculation here! I love reading it.  I wish I knew more than I did, us playtesters don't have a whole lot of information yet (at least I don't!) and what I do know i cant share but i love reading this stuff.  and who knows it might give us designers/playtesters some ideas!
Title: Re: Druid Speculation
Post by: paradox22 on March 19, 2013, 12:57:57 AM
In the pic I saw of the Druid, she was wearing plants (think poison ivy from batman).  I'm pretty sure she'll have nature with an emphasis on plants.   Not sure about her secondary school...although holy or, like the wizard, 'chose an elemental' school could work.
Title: Re: Druid Speculation
Post by: baronzaltor on March 19, 2013, 02:02:33 AM
Quote from: "paradox22" post=9328
In the pic I saw of the Druid, she was wearing plants (think poison ivy from batman).  I'm pretty sure she'll have nature with an emphasis on plants.   Not sure about her secondary school...although holy or, like the wizard, 'chose an elemental' school could work.


Im still willing to bet that either the Necromancer or the Druid will only have 1 school trained.
Looking at the first 6 mages:

1 School:
Priestess- Holy+none (can remove conditions, gain life with holy spells.  high channel/low health)
Beastmaster- Nature+none (can make pet, quick cast creature, Battle Skill.  low channel/high health)
Force Master- Mind+none (force pull, built in deflection.  high channel/low health)

2 Schools:
Warlord- Earth+War (Vet Tokens, Battle Orders, Battle Skill.  low channel/high health)
Warlock- Fire+Dark  (curse weaving, make reaper, Battle Skill.  low channel/high health)
Wizard- Arcane+Wildcard Element  (Voltaric Shield, Arcane Zap.  high channel/low health)

So, its pretty even split throughout.   Seems like for every mage with 2 schools, theres one with just 1.

Other fun things to note-
-All mages with low channel/high health have Battle Skill, and can improve a minion(s) (Pet, Reaper, Veteran+Orders).  

-Wizard is the only mage who not only gets to choose his secondary, but also has no triple cost "opposite" Making him the most flexible in terms of spellbook cost control.

-Beastmaster Is trained in nature, and pays triple for Fire.  BUT, Warlock/Wizard trained in Fire doesn't pay triple for nature.  Whereas Dark and Holy are triple for each other in both cases of Warlock and Priestess.  
Warlord pays triple for Arcane while trained in War/Earth, Wizard who is trained in Arcane does not pay triple for War spells.   So it seems that the "opposite" spell cost penalty is bound to the mage archetype, not the spell schools arbitrarily.  So Druid may not share Beastmasters 3x Fire cost, and Necromancer may not share Warlords 3x Holy cost.

-Mages whose archetype starts with "W" have 2 trained schools.
Title: Re: Druid Speculation
Post by: Drealin on March 21, 2013, 01:27:37 AM
Quote from: "baronzaltor" post=9333
-Mages whose archetype starts with "W" have 2 trained schools.

Lol, I didn't notice that before!
Of course neither Druid nor Necromancer begin with "W", so that trend may not continue, wish I knew for sure...
Title: Re: Druid Speculation
Post by: baronzaltor on March 21, 2013, 01:50:25 AM
Quote from: "Drealin" post=9455
Quote from: "baronzaltor" post=9333
Quote from: "paradox22" post=9328
-Mages whose archetype starts with "W" have 2 trained schools.

Lol, I didn't notice that before!
Of course neither Druid nor Necromancer begin with "W", so that trend may not continue, wish I knew for sure...


Druid vs Wecromancer
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: jonatep on March 23, 2013, 06:35:56 AM
what I think the necro should have are spell to kill creature, the warlord is a dark aggro, the necro should be a dark control.
Spell like:
destroy a non mage creature for high mana
destroy a non mage, non flying creature
destroy a non mage, living creature
etc

I think of a druid with a ramp deck with cards like mana flowers and so and a new type with a key word like:
mana source: when you play a mana source, attach it to your mage (face up) as long as it is attach, it's consider as an anchantment.
All of them will have: during the upkeep, destroy NAME_OF_SPELL, add X mana to your mana supply.
And the druid can have big 20 mana cost guy.
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: jonmaior on March 25, 2013, 10:47:06 AM
Necromancer:

I think some sort of zombie that infects on a succesful bite attack.  Infected creature would get an infect token that does 2 damage, and then one additional infect token each turn.  then, when it dies it comes back as a zombie creature with the infect trait.

Druid:

Big legendary treant type creature with hydro immunity.  Rivers for wall conjurations.  Treant is healed when it crosses river, or gaind regenerate 3 when adjacent to a river.
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: metadust on March 27, 2013, 04:05:01 PM
Necromancer: Corpse Markers
Whenever a monster is killer they leave behind a corpse (max of 1 per zone) allowing the Necromancer to manipulate said corpse with:

During upkeep, the opposing mage may pay mana to remove corpses from the field (as if they were status effects) so the necromancer doesn't have a constantly growing advantage in terms of field control.

Raise Dead: Summon creature like normal, but have the option to spawn them in place of a corpse (the corpse is "consumed" by this.)

Corpse Explosion: Detonate a corpse causing X damage to everyone in the zone, and inflicts Rot.

Death's Embrace: Target single creature in zone with corpse, creature is crippled. (presumably the corpse grabs them.)

Typical stuff but I'd just really enjoy the corpse mechanic in general, also the ability to bring it into play when you incorporate any corpse abilities into your spellbook (slight tactical disadvantage, as not being a necromancer you tip your hand slightly when you have to keep track of corpses.)

Also to aid in corpse making, the necromancer has spells that allow for ranged sacrifices, so they can set up where corpses can be, at some kind of benefit to themselves. (Sacrifice weak creatures, get mana/health/whatever in return. Some creatures return to your spellbook on sacrifice rather being discarded.)

Necromancer: Spirits & Souls
Being a necromancer isn't just about moving dead bodies around and the like, it also has a lot to do with spirits. If the corpse mechanic would be too cumbersome clogging up the board with bodies, spirits/souls could be collected from the fallen and allow for abilities to be turned out with them. Such as spectral summons can be cast cheaper using souls for mana, even creature that require souls to be summoned in addition to mana. Not to mention the possibility of equipment that is fueled by souls (Robes of the damned only protect you on rounds where 1 soul upkeep is paid.)

Seems like mages going forward should have a sort of specific reason to play them, we don't have an infinite array of magic schools. When they overlap hopefully they can be unique enough to never have "Well X dark mage is pretty much the best, any kind of mechanics existing on same schooled mages don't make up for their lack of power."
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Paleblue on April 03, 2013, 05:41:22 PM
Bunch of new information in the latest newsletter. States that Druid uses nature and dabbles in water (isn't clear if she simply has the spells in her book or its actually something shes trained in) whereas the Necro its implied that he uses Dark.

Also has an overview of there play styles with some nifty art, really looking forward to it !!
Title: Re: Necromancer and Druid Thoughts/Speculation
Post by: Locusshifter on April 09, 2013, 03:21:26 PM
I'm VERY excited abou the Necro; I have been since I saw the picture of him so many moths ago.

I think that he will use a combination of conjurations and enchantments that only affect living creatures. I can see him making zones painful, embuing those that enter with negative status effects, damage and more. I also would think there will be conjurations and enchantments that boost non-living, more specifically undead; though I wonder if there will be some that are just non-living allowing him the chance to use other non undead non-living creatures to his advantage.

I'd also like to see an enchantment that grants you control of a creature that dies.
Title: Re: Druid Speculation
Post by: Fentum on April 25, 2013, 06:30:10 AM
How about Druid gets Nature plus CHOICE of one element?

High channel / low health.

Buff plants. ARE there any actual 'plants'?

Possibly shape shift for extra melee dice but quickspells only whilst shapeshifted (no full turn spells). Ok that's bit wacko.

And regards the 'W', we could go

Woad vs Necromancer

or

Dwuid vs Necromancer (as per Elmer Fudd) in which case his familiar would be a Wabbit. Obviously.
Title: Re: Druid Speculation
Post by: Lightseed on April 25, 2013, 12:24:25 PM
Some people have realy big imaginations :D i like it. Keep on going crazy guyz ^^ this is fun.
I want to play that necromancer first, he is what i want in a game like this . To bring back pesky creatures from the dead, if he does not have this then he is not a true necromancer.
The druid MUST have SHAPESHIFTING magic, not only on him but on hes creatures aswell, he must be able to evolve one of his creatures into a greater level and stronger creature.
Title: Re: Druid Speculation
Post by: Hey_Daralon on April 25, 2013, 02:12:10 PM
Quote from: "Fentum" post=11725
Dwuid vs Necromancer

 B)

Well, here's what we do know about the Druid:
The first Druid will be female
Trained in Nature with a focus on plants, rather than animals
Might also be trained in Water, which is used to heal, grow her plants, and attack enemies
Does not use traditional spawnpoints, but her plants can spontaneously grow quickly across the arena
Basic strategy is steady growth, starting out rather weak, but getting stronger as time goes on

Looks like a pretty interesting design and a good match for the Necromancer.
Title: Re: Druid Speculation
Post by: cbalian on June 12, 2013, 01:15:30 PM
I love the idea of the Druid folks have been putting out, very exciting stuff.  I'm a huge Druid fan in other games I play like EverQuest etc.

My very 1st instinct/thought would be a nature/cleric so nature + holy for schools of magic.

I can see how any of the other elemental schools of magic could make sense though too, for example the EQ Druid is focused on ice + fire.   There are so many directions you could take with "choosing one element, similar to the wizard".  So instead of Arcane + 1 element of choice, it would be Nature + 1 element of choice etc.  And of course a triple penalty for dark magic and maybe even war spells.

I think there is just too much tied to nature for a Druid to not be nature at least, so I think as cool as the "all elements" idea sounds I can see a future expansion opportunity for that.  ie in the future there should be an "Elementalist" who is trained in ALL elements but nothing else (which has it's obv pros/cons restrictions).

IF it ends up being nature + holy since those are two major schools there has to be a significant penalty, there are so many good combos I can think of if I had access to both those in my book for base spell book cost.  So maybe a restriction to not being able to wear certain armor or things to make the Druid rely on its spells more.

Oh and of course a Druid needs plant based stuff so a major Treant creature for a big guy and seedlings or something for the little swarm strategies.

A mass dissolve or something of that nature might be very powerful as well.
Title: Re: Druid Speculation
Post by: nitrodavid on June 12, 2013, 06:48:32 PM
hey plants could have the trait of "hydroponic" where water attacks heal the number rolled on the attack dice. "photosynthesis" could do the same with light attacks.

to incouporate mana flower (plant) all plants can get this effect by default "hydro imunity" imply no other effects from water attacks. but plants can't be light immune because now light dies burn damage.
Title: Re: Druid Speculation
Post by: Dragonsoul101 on June 22, 2013, 09:47:31 PM
I believe hydro immunity would be unfair I.e if you give a plant too much water it also dies. However a druid is very intune with nature like a shaman is so they natuarally should be able to call spirit beasts to battle as beastmaster calls flesh and blood ones. Also that is where I believe a shape change could occur in the aura or form of the druid. The mechanic would use the spirit beasts in a sort as the druid would take on many of the beasts. So say she calls on the spirit of a wolf and then merges with it she would then in fact be a "werewolf"

Durids are trully more adept with plants so naturally she should have power over the the ability to make them grow w/ or w/o water. To me a water trained druid is nothing better than a gardener with a super good green thumb lol.

So to sum it up. The druid should have the ability to manipulate plant life without the use of water as well as use spirit animals to alter her "form".

I don't know if this makes much sense, but to me a druid is a shaman with the ability to manipulate plants instead of beasts and use the spirits to alter her form
Title: Re: Druid Speculation
Post by: Sailor Vulcan on June 27, 2013, 10:39:06 PM
http://en.wikipedia.org/wiki/Druid

It says in the wikipedia article that there is next to nothing known about Druids except that they were part of the priestly class in different parts of Europe. The article also implies an association with nature. While Wikipedia might not be the most reliable source about specific facts, getting general background info about something can sometimes be okay.

Anways, Druid vs Necromancer sounds like "Light versus Darkness" AND "Life versus Death". It seems most likely to me that the Druid will either

1.) have both Nature and Holy training but everything out of school costing triple, or
2.) the Druid might have the choice to be schooled in either Nature OR Holy. But since we already have the Priest and Priestess having another Holy only mage seems like a bad idea at the moment...
3.) the Druid will be a nature only mage. She will have somewhat of a religious background but not be of the holy school, since she finds spirituality out in nature instead of inside a man-made place of worship like a church or temple as is normally expected of the priest class in RPGs.

And also, why would the necromancer have water when he's fighting against a Plant-user? If anything he should have Earth, since that's where the bodies are buried, and that way he can uproot plants as well as bodies. I think it more likely that the expansion will have Earth support for both mages without them actually being trained in it. The Druid is trying to put things in the ground, while the Necromancer is trying to take things out of the ground. Also, maybe some water support, but again, not having the Druid trained in water makes more sense, since there are plants that exist which need very little water to survive. While they still need water, so does all life, so I don't see why she should have particular training in water. I can see her getting training in Holy because Holy has a light theme going and plants need light for photosynthesis, but Water? Definitely not, especially since I don't see that doing very much against a Necromancer using Dark and possibly Earth as well.

Druid used splash!
Necromancer's graves are muddy! Undead creature spells are now easier to cast!

Of course, maybe instead of just being a plant version of the beast master, she should have training  in ground after all to set her apart rather than just receiving ground support. But if she does receive ground training, then the Necromancer will have to receive ground training also, because it just wouldn't make sense otherwise.
Title: Re: Druid Speculation
Post by: Texan85 on June 28, 2013, 06:31:15 PM
http://en.wikipedia.org/wiki/Druid

It says in the wikipedia article that there is next to nothing known about Druids except that they were part of the priestly class in different parts of Europe. The article also implies an association with nature. While Wikipedia might not be the most reliable source about specific facts, getting general background info about something can sometimes be okay.

Anways, Druid vs Necromancer sounds like "Light versus Darkness" AND "Life versus Death". It seems most likely to me that the Druid will either

1.) have both Nature and Holy training but everything out of school costing triple, or
2.) the Druid might have the choice to be schooled in either Nature OR Holy. But since we already have the Priest and Priestess having another Holy only mage seems like a bad idea at the moment...
3.) the Druid will be a nature only mage. She will have somewhat of a religious background but not be of the holy school, since she finds spirituality out in nature instead of inside a man-made place of worship like a church or temple as is normally expected of the priest class in RPGs.

And also, why would the necromancer have water when he's fighting against a Plant-user? If anything he should have Earth, since that's where the bodies are buried, and that way he can uproot plants as well as bodies. I think it more likely that the expansion will have Earth support for both mages without them actually being trained in it. The Druid is trying to put things in the ground, while the Necromancer is trying to take things out of the ground. Also, maybe some water support, but again, not having the Druid trained in water makes more sense, since there are plants that exist which need very little water to survive. While they still need water, so does all life, so I don't see why she should have particular training in water. I can see her getting training in Holy because Holy has a light theme going and plants need light for photosynthesis, but Water? Definitely not, especially since I don't see that doing very much against a Necromancer using Dark and possibly Earth as well.

Druid used splash!
Necromancer's graves are muddy! Undead creature spells are now easier to cast!

Of course, maybe instead of just being a plant version of the beast master, she should have training  in ground after all to set her apart rather than just receiving ground support. But if she does receive ground training, then the Necromancer will have to receive ground training also, because it just wouldn't make sense otherwise.

Didn't they say Druid is nature + water and Necro is just Dark.
Title: Re: Druid Speculation
Post by: nitrodavid on June 28, 2013, 07:14:14 PM
I believe hydro immunity would be unfair I.e if you give a plant too much water it also dies.

Mana Flower (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/mana-flower-core)
Mohktari, Great Tree of Life (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/mohktari-great-tree-of-life-core)
Tanglevine (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/tanglevine-core)
Wall of Thorns (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/wall-of-thorns-core)

currently these are all plant objects currently in the game, and they all have Hydro immunity so i would assume most plants would have Hydro immunity.
Title: Re: Druid Speculation
Post by: Texan85 on June 28, 2013, 08:53:48 PM
But thematically, Druid is more of a profession/class/way of life, and plant would be like a race. So like an Elf Druid would not, but some sort of plant species Druid would.
Title: Re: Druid Speculation
Post by: Dragonsoul101 on June 29, 2013, 08:32:37 PM
I believe hydro immunity would be unfair I.e if you give a plant too much water it also dies.

Mana Flower (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/mana-flower-core)
Mohktari, Great Tree of Life (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/mohktari-great-tree-of-life-core)
Tanglevine (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/tanglevine-core)
Wall of Thorns (Core) (http://www.cardgamedb.com/index.php/magewars/mage-wars-card-spoilers/_/wall-of-thorns-core)

currently these are all plant objects currently in the game, and they all have Hydro immunity so i would assume most plants would have Hydro immunity.

See I don't yet own the game so I didn't know that yet lol. Learn some new every day :)