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Messages - jjcrpntr

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Rules Discussion / Re: New player, have 2 questions
« on: July 10, 2013, 03:44:54 PM »
Great thanks guys. That was how I thought things worked but my wife is convinced I was cheating.

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Rules Discussion / New player, have 2 questions
« on: July 10, 2013, 01:50:23 PM »
I'm sure I'll have many more as time goes by.

Right now I have two things I need cleared up for me.

When using a wand, is the mana cost for the spell the cost of the spell+the cost of the wand or just the cost of the spell?

Secondly, if the other player uses a dissolve on me and I have reveal a reverse magic spell do I get to pick a piece of their armor? And if so how much mana does that cost them? Dissolve says X=cost of the piece of armor so does it cost them whatever the cost is of the piece I pick?

So far loving this game but this is something my wife (only person I play against right now) nit picks on so I figured I'd ask here.

Thanks in advance.

3
Mages / Re: Mages that you would like to see in the game
« on: July 08, 2013, 01:59:37 PM »
I don't really think 4ele+nature will need the massive 3x for all other spell cost. mainly because there is currently very little synergy with the elements and nature. for example all elemental cost creatures are non living so they can't use any nature spell abilities. as it is that mage will use nature creatures with nature buffs and just have access to your choice of attack spell element.

 I would guess that all ele cost creatures are non living (unless they have multi cost like lof)

 so this mage can be treated like a stronger wizard (nature is stronger then arcane) so it will need 1 kind if 3x cost but not all other. perhaps dark or war

True, I guess I was just thinking thematically as a geomancer type mage if he was forced to use only elemental type spells it would be unique.

4
Mages / Re: Necromancer balance
« on: July 07, 2013, 08:40:06 AM »
I think a cool thing for a necromancer would be to give him the ability that when a creature dies, he can roll the d12 and if it's like 10+ he reanimates the creature (in the zone with the mage) at 70% health or something.

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Spells / Re: Spells you would like to see
« on: July 07, 2013, 08:10:04 AM »
I've been playing this for only a few days, but I'd love to see more creatures. Something I'd like is elemental Golemns. You could summon a giant Ice Golem that would have high attack, high health but would take 3 dmg every upkeep phase as it's melting.  Or a mud Golem that has decent stats but each round gets a defense token added to it, max of 3 or 4) as it's hardening after being summoned. Once it hits the max it gets the slow trait.  I think things like this could add more strategy to the game. Do you blitz the mud golem before it can reach it's strength, is the ice golem worth it if you don't have the healing ability to keep it up? There are other things you could do with this kind of mechanic that I think could be really fun.

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Mages / Re: Mages that you would like to see in the game
« on: July 07, 2013, 08:06:33 AM »
I just got this game and thus far I love it, then again my wife is terrible so I've won all three games.

I think either the "elementalist" that people have mentioned or a "Geomancer" would be fun. As people have said they would be able to use all the base elements (fire, water, earth, air) and Nature. Anything else would be triple. Would obviously need to add stuff to those elements for enchantments, gear and such.  But it could be a heavy attack/cc based mage (roots, frozen in place and such)

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