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Messages - RomeoXero

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136
General Discussion / Re: Octgn Tomorrow!
« on: November 21, 2017, 02:50:32 PM »
 sadly your several days behind sailor. That event came and went

137
Events / Re: Mace 2017: Operation Homefront. November 10- 12th.
« on: November 14, 2017, 12:00:18 PM »
Banana stickers are attaboys in general and coshade being the current one in charge of the fabled fanny pack of banana storing, he gets to decide who gets them and why.  They are all purpose "thanks for being awesomes" as far as im concerned. Adding a different sticker or token for different things can clog up the interface and just be confusing. Dispense your stickers with wild abandon coshade!

138
Events / Re: Mace 2017: Operation Homefront. November 10- 12th.
« on: November 13, 2017, 06:46:35 PM »
All i will say is that druids are awesome and warlords... Well druids are awesome! Lol!

139
Strategy and Tactics / Who do you suck against?
« on: November 09, 2017, 05:30:40 PM »
I was listening to Tuesdays with puddnhead recently and he quipped "sorry buddy i know how to fight force masters". This got me thinking. I know puddn plays a lot of forcemaster and as a result he's probably got a pretty good bead on how to shut one down. So it got me wondering, what mages AREN'T you so ready to take down.
For me its wizards and forcemasters. I'm not so hot against them regardless of what book I'm playing. How about you? What mage pops up in the other corner and make you groan? For whatever reason. I'm interested to see what comes up

140
Spellbook Design and Construction / Re: Lost a Bet Druid
« on: November 03, 2017, 01:15:58 PM »
Use a stranglevine instead. Yove got 3 tanglevines so the enemy will most likely be low on teleports by then. You can pull one of your million leathers out to make room for it. Work's very well to screw up a round of planning cuz its coming  off the tree

141
Spellbook Design and Construction / Re: Lost a Bet Druid
« on: October 30, 2017, 03:21:40 PM »
Keep the swells. They are for battleforge and unavoidable cheap attack bursts. Also keep hydrothermal vent. The swells actually have a decent chance of pushing someone into the zone and that's just value right there.

142
Rules Discussion / Re: Water Elemental + Charge + BattleFury
« on: October 27, 2017, 02:07:08 PM »
Yeah it is. It doesn't have psycic immunity so it can be mind controlled or ballad of courage can be used.

143
Spells / Re: favorite spell
« on: October 06, 2017, 06:12:00 PM »
Proof boys and girls. We nerd hard out here in CT.

144
Spells / Re: favorite spell
« on: October 06, 2017, 03:52:17 PM »
I tried to fight it guys, i racked my brain to find another option, but my favorite card is... Glancing blow! Its in literally all of my books and a pivotal part of a few of them. Im a huge fan of the mechanic and the effect. It keeps finding space in strategies and its always a pain to deal with.

2nd choice. Mana flower. Great art nice and useful and my buddy loves it  (and this game) so much he literally got a mana flower tattooed on his arm. A big one!

145
Spells / Re: favorite spell
« on: October 05, 2017, 11:23:08 AM »
Really Zot? I woulda figured renewing spring would have at least placed for you. Lol

146
Strategy and Tactics / Re: End game - infinite resources
« on: October 02, 2017, 03:54:59 PM »
Its very difficult to leverage life gain into an auto win situatiom like that. Although if it does get to that point and you didn't pack a dissolve or crumble or explode for that eventuality, then yes it would conceivably be possible that you have lost.
There are many ways to counter that though, from finite life to dissolving the amulet, to doing steady damage each round and making the one life per turn not such an advantage. I dont think its overpowered though as you could be I  just as much trouble if it were an elemental wand that you couldnt rid yourself of. Or a mage wand with a reusablr teleport or dispel or heal. Basically if you let the opponent keep important things line a sunfire amulet, you had better have had some plan as to how to counteract it.

147
Spells / Card of the ( requests edition!)
« on: October 01, 2017, 02:29:57 PM »
Alright guys and gals and non binaries of all sorts, it's time for another episode of Card of the indeterminate time frame!
I actually haf a player contact me and ask specifically about a couple cards for this segment, so address any hate mail yo dr mambo! Lol!

So owing to the fact that this article is for cards we don't see often or find particular uses for, i wss asked to turn the lens on 2 cards, one core, one slightly less core. Earthquake and Skeelax, Taunting imp.
... Im not gonna lie guy's, these cards are wildly underwhelming on the surface. But i figured id dive a little deeper and see what i came up with. So let's start with earth quake shall we? Wow this one was tough.
So it's lvl 2 earth, 9 mana full action, pick one or two zones (1st being in range) then any corporeal conjurations In or between those zones take a 4 die unavoidable attack. Also any corporeal, non flying, non unmovable creatures get a 5 up slam effect die roll.  The fact is that the best mage for this spell the warlord, probably doesnt want to play it because hes got stuff built in many zones. Hes also likely got a swarm of critters that he doesnt want to get slammed. He also suffers from a distinct lack of flying creatures that get around the slams.  Perhaps an iron golem wouldn't mind much but most other creatures In war and earth aren't any of those qualifiers. So im trying to figure out why one would want to spend a full round action, a full rounds channelling, and probably 4 sp on something so... underwhelming.

I did manage to come up with a couple ideas though. A druid could use an earthquake I  relative safety considering most all plants are rooted and therefore unmovable. A beastmaster or holy mage using fliers could also do a similar tactic, leaving the angels or the falcons in the air to continue the assault unslammed. A warlords zone with a formation in it or where everyone is on guard is a decent target for this spell, possibly slamming away the guards in the zone.  there's also some intresting interaction with elephant grass as EQ doesn't specify non terrain conjurations for the attack. As far as using it to destroy anything though its really only going to be good against something you've softened up already. 4 dice maxes at 8 damage and most of the conjurations you want to destroy arent going to die from one quake. Almost all spawn points won't care about it at all and since most if those are zone exclusive even a 2 zone quake will only have 2 conjurations to target (barring a wizards tower, or mohktari ot some other such non zone exclusive.) I suppose the ideal situation for an earth quake is if you're targeting a zone where there is a zone exclusive and several non exclusives in it. Perhaps a place with a mana crystal, a mohktari, a couple tanglevines, a corrosive orchid, a nightshade lotus, and maybe some vine markers in it than you might just get some decent mileage out of it! In reality though it seems to me to be a bit underpowered and over costed for what it does. So unless you're running a book full of flying, incorporeal, unmovable dudes, there's probably better ways to use those 4 sp.
I am not saying the card is without merit, as stated before it can put a hurt on zones witg lots of non ZE conjurations, and the potential to slam an entire gaggle of enemies seems like a win win. Keep in mind though that it affects all the creatures in those zones, not just enemy ones. Huugin can cast this though. And only one zone needs to be within range and LOS so if the enemy is turtling behind some walls witg his forge trying ti build up power, this is one way to get to him from outside the fortress so to speak.
Its not completely without merit, and i have covered a few unique ways to use it to some effect, but i find cards like these need to be book built around and i just dont think there's enough function here to want to try to force it. Hmm. Food for thought on this one.

Ok now Skeelax is another strange fellow. I look at him and i see his stats are kinda low all around don it made me wonder what's worth the 11 mana investment to get this little dude out? He's got 1 ar 9 li. Flame - 2, 11 mana lvl 3. A 1X 6+ defence, and a2 die attack with a5+ taunt on it. At first i thought that this was very usable, because one coukd force movement through walls or into traps, but Skeelax much like Sosruko, only affects enemies with his taunt if they are in the zone.  So the 2 dice arent really going to help. But there eas one interesting use for him i thought up. He has flame minus 2 and if hes in a zone with a burn condition in it he gains regenerate 2, even if its his own burn.  So one could potentially taunt an enemy witg skeelax and make that enemy waste an attack possibly defending against it. Then one could push the enemy through a wall of fire. Next round skeelax can walk through the wall, only take a3 die flame attack, if he gets burned he will just regenerate the damage from the attack away, possibly even losing the burn. I know its dicey to send your own guy through such a wall, but yo be honest Skeelax doesn't have that many uses. With a gator toughness he can be decently long lived but the defence is only 1X so you can't really rely I  this little guy sticking around for very long.  An Adramalech warlock stands a better chance of making use of him due to fireweaving. At 11 mana lvl 3 you could have a zombie brute, so without needing to use his defence or taunt you're not actually gaining much by having this little guy. He can come from  a pentagram so that's a plus, but without extra investment from the mage wich brings his mana total way up, he's a bit too weak to put I  the frontline and serves no purpose at all in three back line.
Sorry mambo, i tried like hell for this little dude, but short of using him in extremely rare situations, like forcing the release of a grappled creature or something, he's just not shiney in any particular way.

Any thoughts or comments or disagreements? Any ways to use these apparent clunkers that i, in my extremely limited and situational wisdom, haven't seen? Please let us know! Got any cards you want me to put under the microscope or free time an boredom? Let me know! Anyway folks thanks for reading and i hope to catch you soon on the next episode of Card of the (?)!

148
Rules Discussion / Re: siren call
« on: October 01, 2017, 10:26:54 AM »
If its 2 zones away yes. If its one zone away and has elusive yes.

149
Spells / Re: Mind's eye card
« on: September 27, 2017, 09:54:09 AM »
 minds eye is in the Lost Grimoire expansion. A full list of available promis can be found In the Octgn spellbook builder. Dunno of any other place to find all of them.

150
Strategy and Tactics / Re: Anvil Throne Moves
« on: September 26, 2017, 09:47:17 AM »
I hate to be a wet blanket for ya brother, but Barracks is Epic. You cannot rebuild it because you can only have one copy in the book at any time. Might need to rethink that part of the plan

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