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Messages - Kytan

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Spellbook Design and Construction / Re: Beastmistress Openings
« on: March 31, 2013, 05:30:35 AM »
I also haven't tried a fellella opening but I've stopped running her because people know how powerful unchecked enchanting is, so they are prepared for it.  You will win a few games with this strategy but people typically learn after one game and make it a priority to kill her.  I always run a knockdown specifically for familiar killing (incapacitated removes flying and defenses). For me personally I think its too much risk for that big of an investment, but then again I'm a very cautious player in every game except first person shooters and paintball. That being said from what I've read here the fellella opening seems to have allot of potential and ill have to try it.
In other news, jet stream + wall of thorns in a swarm deck is AMAZING! I think it's one of the strongest parts of a beastmasters spell book. The damage it causes, the bad positioning it can put opposing mages in, the charges with lvl 1's it sets up. I just love it. IMO one of the closest things to a mtg style combo there is in mw.

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General Discussion / Re: Spreading the Love (Spellbook Previews)
« on: March 26, 2013, 03:42:21 AM »
Loving the looks of these!!! Especially the blue one that looks necro themed. I'm gunna need a set.

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Spells / Re: Quicksand - Not Really That Great
« on: March 23, 2013, 05:44:41 PM »
I think quicksand is an incredibly versatile spell. You can pin down a creature, cause it to waste it's actions or maybe destroy the creature.  Now depending on which goal you want to achieve dictates how you use the spell.  If you want to restrain a creature or cause it to waste actions, you cast it on a creature before it activates and just let quicksand run its course. Worst case the creature loses one turn escaping, best case it's destroyed.  Now if your aiming to destroy the creature you need to cast quicksand after the target has activated and then stun/taunt the creature the next turn, that way the creature has only 2 chances to escape starting at a 10+. Not a guaranteed kill but the odds are in your favor.  Now there are spells that do all of these things better but none do all of these, it's versatility vs effectiveness.  Personally I think the destroy is just the icing on the cake and unless you have other spells or abilities.

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Rules Discussion / Re: Circle of lightning + Circle of Fire
« on: March 17, 2013, 03:39:06 AM »
You can only have one damage barrier at a time pg 31 " each object may only have one damage barrier at a time. A new damage barrier cannot be placed on a creature that already has one in place."  Wish I could have multiples, would make my warlock almost invisible until they got removed.

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Strategy and Tactics / Re: Tempo: an in depth look,
« on: March 17, 2013, 02:27:02 AM »
Two things I would like to mention. One great topic and writing I've been making a warlord deck that leans heavily on keeping tempo advantage longer against slower and/or control decks and gaining and keeping tempo advantage against aggressive builds.  It uses cards like RtB, battle fury, and charge so I can't wait to hear your thoughts on them, keep it up.

I'd also like to point out that healing high armor creatures/Mage is much more efficient than attack and damage spells.  This only applies to high lvl high armor targets but if your opponent fireballs ur 3 armor  creature and you minor heal your 3 armor creature, on average you will break even or heal 1 damage but will have spent 3 less mana.  I guess it just depends on the target you are healing. Choose wisely and you can gain tempo and mana advantage.

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Spells / Re: Spells you would like to see
« on: March 15, 2013, 08:43:35 AM »
• a priestess familiar, maybe like an archangel that can cast holy incantations and attack spells
• some sucide cards like +3 melee but take 3 damage - a blood crazed demon that gains blood thirsty +2 and takes 2 maybe 3 damage
• a creature who's action marker doesn't flip unless you pay mana during your upkeep
• possibly an enchantment that gives an extra quickcast when you reveal it, or maybe a permanent extra quickcast but has a high upkeep cost
• creature that gains life after it destroys another living creature, kinda like it's eating the fallen creature
• goblin or Orc bezerker that has a high attack but little life and no armor and can't gain armor
• a diseased creature that can give rot to anything that attacks it
• a mobile spawn point for the warlord, a siege tower perhaps, can either move 1 or summon a solider.  to make up for no Mage specific familiar
• a moat, hinders movement but doesn't block LoS, non-Mage creatures crossing the moat have a chance to drown while crossing on like a 10+ add one to the die roll for each point of armor, slow creatures cannot cross.
• a net/web that acts like a wall for flying creatures and to cross must lose flying until next activation
• suppression zone, enchant zone, creatures cannot fly or use ranged attacks inside zone
• chest piece that gives +3 armor and tough -2
• enchants that give -1 against specific elements and curses that give +1 vs certain elements
• nature attack spells, plants/trees/bugs attack to deal damage
• swarm of bees, incorporeal, full action zone attack, cannot guard
• tranqualizer dart, attack spell that deals some minor dmage but stuns on a 3-10 and on an 11+ sleep, war spell most likely
• a trap that deals some damage and restrains for a few turns
• a javelin that gives a one use ranged attack, maybe an equip that can be used in either hand and is destroyed after use or a creature that comes into play with a javelin token that can be used once
• grappling/ climbing equip that takes both hands, glove, and boot spots but give melee +1 or 2, double strike, and climbing possibly some armor

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General Discussion / Re: Beastmaster and Wizard
« on: March 09, 2013, 09:37:06 PM »
As a frequent beastmaster I can give you some tips on what has offen killed me, swarming with a bunch of little creatures is very vulnerable to AOE, damage barriers, and good armor.  The key is efficiently dealing with all the easy to kill creatures and well placed zone attacks can takeout multiple guys at once and damage barriers are just murder. One thing not to do is try to solo a swarm because you will be at a severe action disadvantage, like you have figured out, a few mid sized creatures to support your Mage goes along way.  The new expansion has a few great cards for dealing with this especially whirling strike and the other sweeping creatures and weapons.  Just be prepared for the long game because the more time drags on the more the beastmasters early rushing advantage wears off.  But don't expect the beastmaster to run out of creatures, this has never happened to me yet in all the games I've played.  Things like mordoks obelisk, suppression orb, and idol of pestalince can easily spell death to a swarm especially if combined with the hydra.

Beastmasters can also rush aided by a big creature, much like a warlock + Adramelech, so be ready for that too.  This advice is seeded everywhere throughout the forums and other people explain it much better than I do.  Everything has a counter in this game and it is all fairly balanced, this game is very well designed in that way.

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I haven't played against a forcemaster yet, and I've been torn between two potential strategies. One is just a bird and bobcat swarm or biggish creatures that force the forcemaster to stop/control/attack them as a sort of mana and action denial strategy.  Leaning to the swarm but wanted to know if anyone had and opinion.

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Spells / Re: Spells you would like to see
« on: February 28, 2013, 06:38:48 PM »
I'm a big beastmaster player so all the creatures I want to see I thought up in terms of animals
•An animal with a ranged attack like a spitting cobra
•a porcupine with a damage barrier
•maybe some variety of  spiders that poison incapacitate cause weak
•lvl one dogs that get stronger the more of the same type you have out in the same zone so they work more like a pack rather than just following the leader.
• a cat or something with reach that hunts birds just for flavor.
•or some big lion that gains a bonus against other animals or maybe just an animal hunter.

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Great write up! Very well thought out, i really like the diversity and counters you have built into the deck, it's sorta how I have my beastmaster build set up but after reading ur write up there's a few things I'm going to have to tweak and really think about. Thanks much!

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Spells / Re: Pentagram
« on: February 05, 2013, 12:05:56 AM »
I don't like pentagram either, it's not terribly effient like other people have said, and the fact that most warlock builds aren't creature heavy, not enought to justify the 14mana action and points in spell book construction.  Also there just isn't that many dark creatures out there that I want to play, the hellions, a dark pact slayer or 2, a lord of fire and that's bout it (would love the vampire if she could be my blood reaper).  I just think that for the 14mana I would rather play a hellion rather than my spawn point and have to wait 5-9turns for my pentagram to breakeven and play one of the 5 creatures I have in my deck.

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Strategy and Tactics / Re: Playing Keep Away
« on: January 29, 2013, 02:28:39 AM »
Quote from: "wtcannonjr" post=6767
In some situations I have found that initiative can be used to put distance between your enemies. If you get the last action in one turn and with initiative you get the first action in the next turn your mage can effectively move 3 zones (Hindered action - move 1 to an 'open' zone + First action of new turn - move 2 more zones) while the creatures engaging you will only be able to pursue 2 zones without incantations.

If you can retreat 'behind' your own creatures then these will help you to disengage by hindering the opponents pursuing creatures.

This is also a good combination of actions if your mage needs to save mana for casting an expensive spell.


I like that method! I personally like moving and then summon a wall to block or have a teleportation trap in the zone I'm moving into.  Although being a beastmaster I usually just make my opponent wade through several creatures,that way he can advance but it will cost him and hopefully I'll get the better end of the deal.  Teleport is just too easy and obivous  :P

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Strategy and Tactics / Re: Beast Master Tips
« on: January 28, 2013, 10:24:30 PM »
I guess it depends on ur play style if ur aggressive use the lair spam like the previous posters have said, or If ur more like me and prefer a slower more methodical; I usually focus on a war of attrition with my beastmaster focusing on the wolf pack and pet timber wolves to wear down opposing forces efficiently. Like shadow said timber wolves are one of the most efficient creature out there.  Ring of beasts and quick casting lvl 1s also helps here, and the totems that buff animals like tooth and nail and Rajans furry are nice too since they are a  one time cost bonuses that just make it harder to deal with the constant onslaught of creatures. Also I use jet stream for fliers and to push mages through wall of thorns.

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