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Messages - rant

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16
General Discussion / Re: Forcemaster Academy Spoilers!
« on: June 05, 2017, 07:15:54 PM »
I really want to try the Mummy out in Arena.

Being able to summon a creature and have it come in guarding sounds pretty good.
And you should be able to hit it with something small if you want to activate it and go offensive with it.

You are then hitting that something small with 5 dice. Ouch.  Still have to wait for the next round to do anything.

Counterstrikes are always optional. If you have one of your little creatures attack Tjusut, it will remove the guard even if they don't do any damage. Then you just choose not to counterstrike.
 
Alternatively, you could use your own Chant of Rage to force your opponent to attack the guarding Tjusut.

And there are lots of other ways to do it too. Not that hard to get him moving.

Good to know counterstrike is optional.  That said, you still lose an action to just get him started. Seems kind of punishing to the dark school. 

17
General Discussion / Re: Forcemaster Academy Spoilers!
« on: June 05, 2017, 06:02:34 PM »
I really want to try the Mummy out in Arena.

Being able to summon a creature and have it come in guarding sounds pretty good.
And you should be able to hit it with something small if you want to activate it and go offensive with it.

You are then hitting that something small with 5 dice. Ouch.  Still have to wait for the next round to do anything.

18
General Discussion / Re: Forcemaster Academy Spoilers!
« on: June 05, 2017, 04:59:14 PM »
I love Galvanize. Not that Holy needs anything at all right now but this cards just golden.
Awesome cards!
Personally, I think the big demon will not be good in arena as you can ignore him. Granted there are ways to counter that, but still.
BTW, these are all precorded no? You all have exactly the same shirts and jackets on every video.

Agreed.  In academy, with no zones, the mummy will be good.  In arena though, he's easily countered. 11 mana is pretty steep for a LEVEL 3 2 armor 10 life nonliving actionless creature.  For 1 more sbp you could have a wolf without restrictions.

19
Events / Re: Gen Con Arena Tournament Roll Call
« on: June 01, 2017, 09:51:10 PM »
Welcome rant! Remember the Lady Jimillia is also in the tournament, she's says to you "like wise." 😆

My sincerest apologies. I did not mean to exclude anyone in my path of destruction. 

Can't wait to meet everyone

20
Events / Re: Gen Con Arena Tournament Roll Call
« on: June 01, 2017, 05:04:52 PM »
I'm in the for the Tournament.  Better get your practice in boys.

21
Events / Re: ADMW Winter Special - OCTGN Tournament
« on: June 01, 2017, 11:07:55 AM »
Any judges for Powlich - Keejchen on sunday at 7 pm central Europe time? If not, what about friday around the same time?
So you won?

Powlich did win. It was a super interesting match. Both powlich and parkdeck entered with fully fledged books. I encourage all to watch it when it is posted.

Powlich vs keechen should also be a very good match. Looking forward to it.

22
Events / Re: Gen Con Practice session.
« on: May 29, 2017, 12:36:14 PM »
Will spectators need to purchase event tickets to spectate the practice sessions and tournament?

Sorry if this is a silly question. I haven't been to gencon before.

23
General Discussion / Re: a little clarification
« on: May 27, 2017, 01:07:50 PM »
This has been answered several times. The spellbook builder was designed by a third party who is no longer wotking with arcane wonders. It won't be updated until another developer is found, and they may have to build a new one from scratch.

Thanks for the answer.

That's pretty good news.  It's always easier to fix a problem when you know where to start.  I guess it's just a matter of time.




24
General Discussion / a little clarification
« on: May 27, 2017, 01:21:03 AM »
Can the community get a full disclosure for why new cards can't be added to the website spell book builder.  It's getting increasingly harder to critique books posted to the forum.

25
Spellbook Design and Construction / Re: Total WARlock
« on: May 18, 2017, 07:06:46 PM »
lots of anti fire tech out there.  I wanted my larger attack spells to be useful for most situations.
Anti fire tech is out there, but it wouden't be as much of a problem if you had ways to remove it.

Removing it is another action .... Boulders can be thrown unsupported.

26
Spellbook Design and Construction / Re: Total WARlock
« on: May 18, 2017, 07:35:41 AM »
lots of anti fire tech out there.  I wanted my larger attack spells to be useful for most situations.

27
Spellbook Design and Construction / Re: Total WARlock
« on: May 18, 2017, 07:11:00 AM »
[spellbook]
[spellbookheader]
[spellbookname]Total WARlock[/spellbookname]
[mage]A Warlock Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[mwcard=DNA01]2 x Acid Ball[/mwcard]
[mwcard=MWSTX1CKA01]2 x Surging Wave[/mwcard]
[mwcard=MWAWLA01]2 x Firestream[/mwcard]
[mwcard=MW1A06]2 x Flameblast[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MW1J08]1 x Hand of Bim-Shalla[/mwcard]
[mwcard=MW1J12]1 x Mana Crystal[/mwcard]
[mwcard=DNW02]2 x Wall of Bones[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC04]1 x Grey Wraith[/mwcard]
[mwcard=DNC22]1 x Zombie Brute[/mwcard]
[mwcard=MWSTX2FFC02]1 x Blood Demon[/mwcard]
[mwcard=MW1C03]1 x Dark Pact Slayer[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=DNE02]1 x Rise Again[/mwcard]
[mwcard=MW1E08]1 x Death Link[/mwcard]
[mwcard=MW1E24]1 x Magebane[/mwcard]
[mwcard=MW1E04]1 x Chains of Agony[/mwcard]
[mwcard=MWAWLE01]1 x Theft of Life[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MW1E27]1 x Marked for Death[/mwcard]
[mwcard=MW1E31]1 x Poisoned Blood[/mwcard]
[mwcard=MW1E14]1 x Enfeeble[/mwcard]
[mwcard=PSE03]1 x Chant of Rage[/mwcard]
[mwcard=LG01E04]1 x Demonic Bloodlust[/mwcard]
[mwcard=MWAWLE03]1 x Demonic Link[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MW1E36]1 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE04]1 x Brace Yourself[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=MW1Q28]1 x Ring of Curses[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[mwcard=LG01Q06]1 x Vorpal Blade[/mwcard]
[mwcard=MW1Q18]1 x Mage Staff[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=MWAWLQ03]1 x Demonhide Mask[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[mwcard=MW1Q06]1 x Dragonscale Hauberk[/mwcard]
[mwcard=MW1Q23]1 x Regrowth Belt[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=FWQ01]1 x Dancing Scimitar[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I15]1 x Knockdown[/mwcard]
[mwcard=MW1I23]1 x Rouse the Beast[/mwcard]
[mwcard=MWSTX2FFI05]1 x Ignite[/mwcard]
[mwcard=MWAWLI03]1 x Siphon Life[/mwcard]
[mwcard=MW1I08]1 x Drain Life[/mwcard]
[mwcard=FWI12]2 x Minor Heal[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=FWI11]2 x Dispel[/mwcard]
[mwcard=PSI03]1 x Lesser Teleport[/mwcard]
[mwcard=MW1I28]1 x Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]


Here is an update to this book.  It feels much more lean and mean to play.

Vet belt doesn't seem justified here are you have 4 armor with no multiples. 1 dissolve and you are very low.
Brace is nice, but it goes away.

Vet belt and regrowth were dropped for regrowth belt.  It works well for the warlock having regen as a deployable.

Enchanters ring only works when casting a spell on a friendly creature. It seems only about 5 of your enchantments would qualify for the discount unless I am missing something.

 I did have 7 but now at 6.  I think you were missing demonic link and demonic bloodlust.  Those 6 enchantments I have now get played almost every game.

Also, I dropped sealed demon because I felt it left me unnecessarily vulnerable waiting for him to become ready.  Added Blood demon to assist with flyers instead.


28
I would like to hear more sounds. I know nothing of programming so I'm not sure this is possible.  I just think it would be cool if when casting an enchantment it had a specific sound. Same for Creature, conjurations, etc.  I feel like that would enhance what is going on with the audio cues.

and the salenia arena

and designated areas for equipment.

29
Website Support and Feedback / Re: Spellbook Builder
« on: April 16, 2017, 08:14:43 PM »
I am actually working with the players who update OCTGN to attempt to make it better, as well as fixing the sbb on our website. Improvements are coming and they are high on my priority list.

We are increasing our effort on MW at the moment, and you should see even more improvements (that I haven't mentioned) in the near future.

Good that we have grga's excellent SBB by now because the "official" SBB is probably as dead as dead can be.

Another quarter of a year has gone by and I have no idea anymore what "high on my priority list" and "in the near future" mean.
It's all relative, I guess.
On a universal timescale, the extinction of the dinosaurs was not that long ago either so I guess if the official SBB is done before the start of the 22nd century that would still qualify as "in the near future" ... I guess :(

I'm trying to visualise what it means "increasing our effort on MW at the moment" but my mind draws a blank.
Although, considering they did ... nothing ... before.
If they now do twice as much, thus ... twice nothing ... that would qualify as "increasing our effort".
That argument would probably hold in court.

Not a yota of progress has been made on this issue for about three years now.
You can't just keep saying we're "working on it" and expect to still be taken seriously.
By now, I have as much faith in this official MW project as I have in Project Trump. Zero.

Bro, keep the politics to the political threads.  Other than that, you make a valid point.  Fortunately, we do have other options and the game doesn't require a sbb to play.

30
Spellbook Design and Construction / Re: Total WARlock
« on: March 02, 2017, 07:49:46 PM »
The book has several issues imho.

You claim this to be a "fast" book but your opening isn't fast at all and you seem to lean on "slow" cards like Hand of Bim Shalla, Sunfire Amulet, Minor Heal etc
As a general rule of thumb, with an aggressive book it's more important to deal a lot of damage quickly to your opponent, rather than heal yourself and your creatures.

Hand of Bimshalla doesn't come out very often but is a very versatile card.
If it "doesn't come out very often" it shouldn't be in the book at that sbp cost.
If you're paying triple sbp's for a card it should be a card you use every game.

Sunfire Amulet is really a waste of sbp's and mana imo.
It's a "long game" card and even then I would probably not touch it.
If your game is supposed to be short, you're not getting any real value out of it.
You'd do much better using in-school cards to reduce your damage every round. Dark excels at it.
Having a lot of life doesn't win the game, keeping the damage you take every round close to zero is much more essential.

Enchanter's Ring : same argument.
You have 7 enchantments to cast on yourself but the ring itself already costs 2 mana and 2 sbp's, so the max you'd get out of it if you play them all 7 before the game is over is 5 mana. Yes, you can cast curses on yourself as well and then Transfuse them but that takes actions and rounds and the aim is to win quickly ...

As pointed out earlier, poisoned blood is only cast when I am finishing the game.  No need for a second.
If you're only planning to play this at the end of the game you don't need it anymore.
You'd be better of playing a Flameblast instead.
Poisoned Bloods are excellent early & midgame cards to prevent passive healing and regenerating and to force your opponent to do something about it.
An early Poisoned Blood with an Arcane Ward on it can be a real headache ;)

Hurl Boulder :
You spend 8 sbp's on two copies of these and you completely bypass Fireball ?? ( which you can have at 2sbp's a piece )

Not a single Dissolve, Crumble or Critical Strike and just 1 Acid Ball and 1 Vorpal Blade.
That's a lot of pressure on the Elemental Wand.
Armor is going to be a problem.

This is definitely an over quick build.  Somewhere between round 8-10.  Sometimes round 7.
Now that is most unlikely

Using your opening
r1 move one and cast mana crystal in starting zone, cast battleforge
r2 deploy enchanters ring, cast enchanters ring, enchant with nullify
r3 deploy sunfire amulet, cast mheggedden, enchant mheggeden with demonic link

Mhegedden cannot be activated before round 6
At the start of R4 you're still without creature support, without armor and without weapons.
How do you win in R7 ?

Well ok, round 2.

We'll there's a lot here to cover, and your criticisms are valid. I'll do my best to quell some of your concerns.  First, I would like to point out, this book is tested, and the following uses come from actually games.  So, not a lot of theory crafting going on.

Before I dive in, I want to start with a question:

How many cards do you play in an average match?

More than likely, not your entire book.  Probably closer to a third of your cards.

The way that I constructed this book has a few principles based after the above question. 

1) I don't need a large spell book to win matches
2) If I don't need a large spell book, that gives me more room for out of school spells.
3) The out school spells must be absolutely needed for the build to succeed against all opponents

I wanted to build this book to have the best answer for the common problems that I ran into.  I also wanted it to be a heavy hitter and fast.  Which it is (and I'll get to it down below). But for now, I want to try to explain why I chose the cards in questions.

HoB is a versatile card that does everything that I want my build to do. This build wants all three of the options that HoB provides. Passive healing, extra armor, extra dice.  For 3 sbp's, it's not book breaking.  It doesn't always need to be played, but I'm glad I have it.  That's 5 mana that can go a long way.

The sunfire amulet is there to slow down the life loss hemorrhaging.  I play both sealed demon and dark pact and it's a total 10 life lose.  The amulet is there to help with this weakness.  I hear ya, I don't like the sbp cost either. It's an expensive piece, but at least I can cast it from my battleforge. It has it's pros and cons. But in the end it works.

Enchanters ring is there to help me conserve mana. This book plays both enchanters ring and ring of curses. Both give me a reduction in mana cost on almost all of my enchantments (chant of rage). Both can be cast from the battleforge for a reduction. Not having to use my actions to get discounts on my enchantments is pretty nice.  I have two cards specifically that benefit from this two ring strategy.  Demonic link and and demonic bloodlust. link I get for 2 mana, and lust for 3. Both are great cards and get played most games.

I don't play poisoned blood early because it's to easily dealt with then.  I'd rather give my opponent a few problems to deal with before casting it.  Make it a harder choice for them on what to do. I use it as a nail.

2 hurl boulders, yeah, I'm sorry.  I have an irrational fear that I'm going to be one die short of winning a match.  Again, I'm very sorry.

Going up against high armor hasn't really been an issue. Rust, acid ball, vorpal blade and dark pact with bloodlust (8 dice piecing 3) seem to be enough.  I do wish I had a critical strike. It was previously in this book, and I'm open to suggestions on how to get it back in. I currently have 17 enchantments.  That feels like the right number for what this book attempts to accomplish. I should point out that it's also the section that gets the most revisions.

Ok, I'm sorry again.  This time for my rounds 1, 2,and 3 explanation. It was suppose to go like this:


r1 move one and cast mana crystal in starting zone, cast battleforge
r2 deploy enchanters ring, cast ZOMBIE BRUTE, enchant mage with nullify
r3 deploy sunfire amulet, cast mheggedden, enchant mheggeden with demonic link


So I do have at least some creature by turn 3.  I'm sorry for the confusion and I understand why that would be a major flaw.Brute makes for a great early guard for while you wait for sealed demon.
You're right that I won't be able to use sealed demon until turn six.  That's OK! Turn six is also when I cast and rouse dark pact. So by turn six I have 18 active dice against living damaged creatures. Not too shabby.  By the start of turn 7, it could be 30 dice if my mage joins in and boulders.  This is my ideal situation, but it doesn't always happen.  Against a rushing or aggressive mage, this plan doesn't work. I normally go brute and dark pact against the rush and let the battleforge armor me up.

I hope this better explains the choices that I made for this design.  A small book that packs a lot of punch. Thanks to all those that made it this far.


cntrl c, cntrl v saved this post.  Thanks for the tip

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