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Messages - ACG

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121
At the moment, the function that handles the messages doesn't know what type of creature was responsible for the kill. That would be a great message for a troll kill, though. I might be able to work in information about the attacker, but for now the six filters that I mentioned are the only ones recognized:

Name (of dead creature)
Type (of dead creature)
Subtype (of dead creature)
Trait (of dead creature)
DamageType (of attack)
AttackTrait (of attack)

122
General Questions / Re: Forcemaster questions
« on: March 03, 2015, 11:09:28 AM »
Had a couple questions come up regarding some Forcemaster card interactions that we couldn't firmly resolve via a quick forum/Google search:

1) A Forcemaster has a Forcefield up with 1 or more tokens on it.  The Forcemaster attacks a creature with a damage barrier (e.g. Circle of Lightning). During the damage barrier step, does the barrier's "unavoidable" attack get canceled by removing a Forcefield token?

2) An invisible Invisible Stalker walks into a bar zone with a facedown Teleport Trap. (A) Does the Teleport Trap flip up? (We assumed yes, since an enemy creature entered the zone). (B) Does the invisible Invisible Stalker get teleported away by the trap? (Not sure if the trap "targets" the creature that triggered it or not, and since invisible creatures can't be targeted...)

1) Yes.

2A) Yes. The trap does not target the creature, it just activates when the creature enters the zone.

2B) Yes.

123
Well, this attempt has not been as successful (so far) as I had hoped. This is a little disappointing; I had hoped that OCTGN players, at least, would jump at the chance to contribute something, however small, to the module (or that our fan-fiction writers would jump at the chance to have work read by everybody who uses the module). Lack of community involvement will mean less variety of death messages, so you will tend to see the same ones multiple times, but I suppose that is hardly the end of the world.

I'll keep this thread open for anybody who later decides to contribute to this aspect of the OCTGN module. If there is anything I can do to make the process easier, be sure to let me know.

124
Thanks a bunch for the reply! I was not expecting such a thorough response.

I guess hadn't really considered how weak Necromancer is in melee, so options like adding the guard since zombies are pests seems really intelligent. I'll definitely try and make most of those changes.

Would you recommend still using Malacoda even though he's pretty slow? Additionally, I added the two grey wraiths because in my last game they were my only good answer to Kralthor the Devourer. Is there a better way to deal with that card with so many undead creatures?

I usually include a [mwcard=MW1C16]Flaming Hellion[/mwcard] or two in my necro books to deal with plants. They are in-school, and also give you some much-needed ranged options.

Whether or not to use Malacoda is up to you. Personally, I have never used him, but that is mostly just because he is not really my style; if you can stay in his zone, he would certainly punish enemies that try to attack you, but you have to weigh that against his cost and slowness. If you can make him work, then props to you! I can't give very good advice on how to use him best, though.

125
[spellbook]
[spellbookheader]
[spellbookname]28 Rounds Later[/spellbookname]
[mage]Necromancer[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=mw1a06]2 x  Flameblast[/mwcard]
[mwcard=DNA01]2 x  Acid Ball[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNJ04]1 x  Graveyard[/mwcard]
[mwcard=mw1j19]1 x  Deathlock[/mwcard]
[mwcard=DNJ13]1 x  Ziggurat of Undeath[/mwcard]
[mwcard=mw1j11]1 x  Idol of Pestilence[/mwcard]
[mwcard=DNW02]2 x  Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC12]1 x  Shaggoth-Zora[/mwcard]
[mwcard=DNC19]3 x  Venomous Zombie[/mwcard]
[mwcard=DNC22]3 x  Zombie Brute[/mwcard]
[mwcard=DNC23]2 x  Zombie Crawler[/mwcard]
[mwcard=DNC24]3 x  Zombie Minion[/mwcard]
[mwcard=mw1c23]1 x  Malacoda[/mwcard]
[mwcard=DNC04]2 x  Grey Wraith[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=mw1e32]1 x  Regrowth[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[mwcard=mw1e22]2 x  Hellfire Trap[/mwcard]
[mwcard=mw1e25]1 x  Maim Wings[/mwcard]
[mwcard=mw1e09]2 x  Agony[/mwcard]
[mwcard=mw1e36]2 x  Rhino Hide[/mwcard]
[mwcard=mw1e31]1 x  Poisoned Blood[/mwcard]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=mw1e23]1 x  Jinx[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=DNQ05]1 x  Libro Mortuos[/mwcard]
[mwcard=DNQ10]1 x  Meditation Amulet[/mwcard]
[mwcard=mw1q19]1 x  Mage Wand[/mwcard]
[mwcard=DNQ01]1 x  Cloak of Shadows[/mwcard]
[mwcard=DNQ02]1 x  Death Ring[/mwcard]
[mwcard=mw1q05]1 x  Demonhide Armor[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=DNI06]2 x  Zombie Frenzy[/mwcard]
[mwcard=DNI01]2 x  Animate Dead[/mwcard]
[mwcard=mw1i29]1 x  Vampiric Strike[/mwcard]
[mwcard=mw1i07]1 x  Dissolve[/mwcard]
[mwcard=mw1i08]1 x  Drain Life[/mwcard]
[mwcard=mw1i06]1 x  Dispel[/mwcard]
[mwcard=mw1i24]2 x  Seeking Dispel[/mwcard]
[mwcard=mw1i21]1 x  Purge Magic[/mwcard]
[mwcard=mw1i12]2 x  Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

Experimenting with the Necromancer, but I have very little experience in building spellbooks. Any feedback regarding what you see as strengths or weaknesses would be greatly appreciated!

Additionally, I'm curious as to why Ziggurat of Undeath and Deathshroud Staff aren't included in any zombie spellbooks I've seen on this forum. Why are these cards not being chosen and should I remove Ziggurat?

Thanks a bunch!

Ziggurat of Undeath is unpopular because it is only really useful against swarms, where you can be sure of many kills. Deathshroud Staff requires you do be close to the action, which Necromancers don't like to do, being rather squishy.

Regarding spellbook:

1. Consider dropping either the Libro or the Graveyard to make space for other spells. It is hard to maintain both. Personally, I prefer the book.

2. Drop a grey wraith. You don't need two.

3. If you are going to use Zora, add 1-2 more crawlers as food.

4. Vampiric strike is useless to you. You want to get deathlock out in most games, and if your Mage is forced to resort to melee, it is over anyway.

5. Add some tanglevines/force holds/stumbles to stop your enemy from getting away. Zombies can inflict massive harm, but only if they can actually catch their target (which is frequently easier said than done).

6. Drop one of the Animate Deads. They are marginally useful if you manage to take out a very powerful enemy creature, but this will generally only happen once per game, and your brutes are more than enough firepower anyway.

7. Include a Skeletal Knight (or Mort) as a guard. Malacoda is too slow to keep up with you, and your Zombies certainly can't protect you.

8. Add a Hurl Boulder for finishing the enemy and a Force Hammer against conjurations.

9. Add 1-2 Maim Wings for high-priority flying enemies.

126
Spellbook Design and Construction / Re: Adramelech warlock help needed
« on: March 01, 2015, 04:46:26 PM »
I actually didnt have a rhino hide in the book. Added it! :)

Say I wanna go for an imp swarm. I guess I need the pentagram even though I kinda feel like I'm loosing momentum with it. Tried the imp swarm + pentagram once and I felt it took a little too long. My imps ended up getting picked off one by one. Also i would need to equip the bloodfire helmet to really benefit the most from the imps. On top of that, marked for death. That would make each imp hit for 6 dice (correct me if im wrong :) ). That is a lot of dice for a 5 mana creature but they are one shot kills usually and really need to time their attack correctly.

Would an Etherian life tree be a terrible idea for an imp swarm?

Man my head is spinning :)

Nope. Etherian lifetree is a great idea!

127
Rules Discussion / Re: Dispelling mage bond spells
« on: March 01, 2015, 12:25:57 PM »
You also pay the magebind cost. Magebind means the cost of the spell is greater, not just when casting, but for all effects that compute the cost of the spell.

128
Strategy and Tactics / Re: Fire imp swarm + etherian life tree viable?
« on: February 28, 2015, 04:07:39 PM »
Absolutely! Etherian Lifetree is fantastic for all swarm builds. Swarm away!

129
Spellbook Builder / Re: Bug reports
« on: February 28, 2015, 12:27:04 PM »
In the spell database, Mohktari is missing the Tree subtype and Tanglevine is missing the Vine subtype.

130
Spellbook Design and Construction / Re: Adramelech warlock help needed
« on: February 27, 2015, 01:31:48 PM »
Did not know that.

131
Spells / Re: Cerberus
« on: February 27, 2015, 01:31:00 PM »
Aside from letting him die a slow and painful death and then [mwcard=DNI01]reanimating[/mwcard] him as a zombie, is there an easy / less risky way to make him immune to the Idol/Cloud? 

Just let the zombie happen. It will still take a while for him to die. Sacrificing him sounds like a great play. Regrowth is not a great idea, because as a necromancer you should generally try to drop a Deathlock.

As far as conjurations go, I think the one conjuration that he would go very well with is the [mwcard=DNJ01]Altar of Skulls[/mwcard]. Cerberus has the defensive strength needed to protect it while it powers up.

132
Spellbook Design and Construction / Re: Adramelech warlock help needed
« on: February 27, 2015, 12:02:49 PM »
Between the two warlocks, I would say that the Adramelech Warlock is the 'swarmier' of the two, while the Arraxian crown warlock prefers a more select group of creatures. Two of her abilities (Smoldering Curses and Demonic Reward) benefit from having lots of lower-level creatures making lots of smaller attacks, rather than 1-2 big ones making larger attacks. More attacks means more bonuses from the curses, and smaller creatures benefit more from healing.

I'd take out Adramelech and focus on imp swarms instead, using a Pentagram to relieve yourself of the job of summoning. The nice thing about imp swarm is that Ring of Fire the most common zone attacks used to clear swarms (disclaimer: this is just my personal experience, I don't actually have data to back up this claim), but your imps are immune to it, removing one of the major weaknesses of swarms. Add another Marked for Death, as it will almost certainly be dispelled.

Other have mentioned walls (and Wall of Earth in particular); other ways you can deal with this are with brute force (Force Hammer) or by pre-empting it (wall of fog on a critical border). As long as you have a burn on the enemy, there is no escape from your wildfire imps. Against Flame-Immune creatures (typically other demons), a Dark Pact Slayer or Necropian Vampiress will be effective.

133
Mages / Re: Interim Anvil Forge Warlord
« on: February 27, 2015, 09:00:27 AM »
Try this one.

You'll have to replace some cards (like Standard Bearer), but most of it (and the most important parts of it) does not require FvW.

134
Spellbook Builder / Re: Bug reports
« on: February 26, 2015, 05:26:38 AM »
In the spell database, the casting cost of Mind Control is incorrectly listed as 1 (for searching). It should be 2.

135
Great start! I especially like the last one, though I think it should be changed to "Did somebody forget...", so that it makes sense when read by both players (I'll take care of that). Keep them coming!

Also, I've modified the program that reads the messages so that it can handle messages that don't name the creature or that name the creature multiple times, so feel free to use as many (or as few) {}s as you need.

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