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Player Feedback and Suggestions / Re: A few suggestions
« on: January 31, 2014, 04:15:03 AM »
I was referring to the spell used the other direction.
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I actually prefer the johktari abilities over the straywood for the most part. Being fast is amazing and wounded prey can be awesome damage boost. The place she slips in my opinion is with the ranged bonus. To start with, it doesn't synergize with her fast trait since all bows require a full action to use. It also doesn't improve attack spells. Plus, your opponent is most likely going to try to keep most of his threat in your face as few builds are primarily ranged.
A bow with a quick attack would help her more than anything else.
Yeah, I'd be into some sort of Nature themed attack. Maybe something like:
(X+1) Spirit Animal Strike (Quick)(0-2) Creature & Creature or Conjuration (Nature 1)
X dice, Ethereal
Choose target living non-Mage creature you control and a target. X is your creature's quick melee attack damage.
I don't know quite enough about costing to know whether there should be an effect or a bonus vs. Nonliving or something, but just throwing ideas out there.
Good points Drac. I love that we're both just arguing a million different angles why the Johkarti is terrible.
For my the Beastmaster question is one about goals. The Straywood clearly excels at swarms, and is probably the best aggressive Mage in the game. However, swarms have many ready counters, which leads to a meta decision to play fewer larger creatures. Once the swarm strategy is out, the animal quickcast ability isn't as great, and Wonded Prey can be more meaningful for damage output than the Pet bonuses. Unless, of course, everyone is playing Nonliving creatures, in which case Wounded Prey is a blank.
Personally, I've started making all my non-swarm Nature based decks with the Druid. She just seems way better than the Johkarti, given a broader range of spells, a nice Spawnpoint, and sort-of 10 channeling. Bows are so awkward and mana intensive, I don't miss them at all.
How do you handle [mwcard=MW1E35] Reverse Magic[/mwcard] and [mwcard=MW1E34] Reverse Attack[/mwcard] in this build?
I don't think I've ever chosen more than 20 points of attack spells as a J. Beastmaster.
2x Hurl Boulder (8 points)
4x Acid Ball (8 points)
2x Surging Wave (4 points)
I find that more than required in most cases.
Hmm, how about another conjuration instead that breaks only some of the nonliving issues? (Of course, the values are adjustable for balance purposes, it's the concept I'm shooting for here.)
Acidic Infusion
Conjuration, Epic, Zone Exclusive
Cost 7 Armour 2 Life 8
All Creatures lose and cannot gain Poison Immunity. Bleed loses the condition "Bleed can only affect living non-plant creatures".
But what is the thematic justification? Note that you are making the following creatures vulnerable to poison:
- Iron Golems and Earth Elementals (maybe a little plausible, but still not much)
- incorporeal creatures (no way. ever.)
I think he's saying you need to be rolling quite a few more dice than armour. Probably at least 2 dice per point of armour, although I'll defer to any local mathematicians with a better idea. The idea being that you need to be reliably rolling as much normal damage as the target's armour value for piercing to become efficient