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Messages - Archwizard07

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1
Spells / Good uses of Mindcontrol / Charm
« on: July 24, 2014, 10:53:32 AM »
So I really favor the idea of a heavy control forcemaster or potentially future siren, and wanted to find out if anyone had any good examples/stories of using mindcontrol or charm or even control/manipulation books to good effect?

2
Spellbook Design and Construction / Re: Johktari girl's best friends
« on: July 23, 2014, 08:23:49 AM »
I have been contemplating a similar spellbook but with a greater focus on utilizing teleport trap and pit trap to help limit my opponents ability to close with me.


3
Strategy and Tactics / Re: Goblin Swarm?
« on: July 23, 2014, 08:11:48 AM »
Have you thought about a flying goblin engineer to help get outposts across the arena quickly and provide them some small amount of staying power to help spread your swarm?

Or flying/teleporting goblin (exploders?) for kamikaze airborne assaults into a fortified enemy position

Just some quick random thoughts.

4
I really like this idea, you've inspired me to try a very resilient priest build that outlasts and mitigates all the opponent's strengths.

I love the idea of building around concepts like this or characters. I think it ties back into my RP roots. Hence really looking forward to a Paladin Mage.

5
Rules Discussion / Wildfire Imp & Teleport
« on: June 26, 2014, 08:23:28 AM »
So in reviewing the Wildfire Imp's teleport ability, am I correct in believing that it is without range or LoS limitations?

He can effectively teleport to any space in the arena if there is a burn marker?

6
Strategy and Tactics / Re: How do YOU stop the early rush?
« on: June 25, 2014, 05:35:41 AM »
I have been a fan of walls as a form of battlefield control since the beginning, which makes me very excited for the new dwarf who can add armor or reconstruct walls!!

Most of my spell books involve a spawn point on T1 and then preperation for an extended wall on T2 or 3.

This usually gives me an extra turn or two for getting my mana and spells in order.

7
Strategy and Tactics / Re: How do YOU stop the early rush?
« on: June 19, 2014, 12:04:31 PM »
All great stuff! Also while we all know there is a way to counter any strategy I appreciate that this didn't devolve into that!


8
Strategy and Tactics / How do YOU stop the early rush?
« on: June 18, 2014, 10:12:06 PM »
So I know that it is currently the fashion to play an early aggro style spellbook and rush the opposing mage as soon as possible, but that's not my style.

I prefer 4-5 rounds to really let my master plan unfold, which means I frequently need to find a reasonable way to hold off the early rush.

My favorite moves for rushing mages are

1) Walls - often expensive and sometimes quickly beaten down, but they can also buy me a round or two
2) Blocks - cheap, disenchantable, and side stepped by unavoidable attacks, but again they can buy a round

Even using my preferred methods, many games I am racing the "life clock" to get my game plan in motion and survive the initial onslaught, but hey, that's my style.

So how do you other spell slingers slow/halt the early rush?

9
General Discussion / Re: Flavor over Function?
« on: June 13, 2014, 04:05:24 PM »
I'm glad to see that some of you get what I'm talking about!!

Beastmaster all canine book - I called it pound puppies....get it? (Terrible I know, but it was fun to play)

Forcemaster mind control/charm focus....again tons of fun, to play.


10
General Discussion / Flavor over Function?
« on: June 13, 2014, 01:35:11 PM »
Now I like to win, I always try to win. That being said, I do like to create theme based spellbooks and will occasionally favor making something fun thematically over a high win percentage.

Anyone else like this? Got any examples of fun themed books?

Force Master's that don't solo rush but sit back and play the manipulation game?
Warlocks that roll heavy with curses have a favored Blood Reaper?
Etc.

11
Strategy and Tactics / Re: My thought on Seedling Pods
« on: June 11, 2014, 08:07:09 AM »
I've played a couple of games now as the druid and unless I am missing something terribly (which is likely) I find the seedling pods to be a great addition to an already versatile mage.

Using Tatatree speeds up the process of getting 3 mana on them and typically I am doing so much more to get the opponent's attention that they ignore the pods until they are popping with death!!

I've also used them to great effect as bait....either my opponent has to come within range to attack them, placing themselves in an ideal zone for me to bring the pain or let them just build and build!!

12
Strategy and Tactics / Re: Spells you never leave home without?
« on: June 06, 2014, 03:57:21 PM »
Winter - Why the wave?

13
Strategy and Tactics / Spells you never leave home without?
« on: June 06, 2014, 03:45:37 PM »
Ok so other than the obligatory teleport/dispel are there any other spells that you include almost regardless of the mage you play?

For me there are two

- Poison gas cloud - the ability to hinder and deal direct poison damage to those who just want to sit is a great combo for me.

- Walls - the type depends on the mage but I love controlling the layout of the battlefield with walls and if a mage wants to expend actions tearing them down? All the better.

I include both in nearly any spellbook, what spells are cantrips for you?

14
Rules Discussion / Re: Couple of rules questions.
« on: June 06, 2014, 08:35:49 AM »
Good feedback and discussion all, that's why I love this game!

While the rules are pretty clear there are still lots of intricacies that make everytime you play a chance to learn something new!!

thanks again all!!

15
Rules Discussion / Re: Couple of rules questions.
« on: June 05, 2014, 10:54:39 AM »
Well now I'm confused....

Any further thoughts?

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