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Messages - dark_dar

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1
Alternative Play / Re: MW modue 1.12.2.0 has been released
« on: May 14, 2015, 09:49:27 AM »
Where is "here"?  ;)
The "here" word is actually a link leading to the page with all details  ;)

2
Very interesting book indeed. As Beastmaster is one of my favorite mages, I think I might steal some ideas from here :-)

3
Yes, atm there is no way to make your mage fly. This would be too powerful. I usually start with double move and casting Battle Forge, as I want to save mana and get into my opponent's face as soon as possible.
I might think about getting rid of one Dissolve, your point is good - my games don't usually last that long to cast more than 2 Dissolves too.
I kinda don't want to post my book yet, as I tweak it after every game, I'll post it as soon I finish with the tuning.

4
Spellbook Design and Construction / Re: Seedling Pod Druid
« on: June 16, 2014, 10:57:27 AM »
I'm not a big fan of a druid, but I've tried him several times. Per my view, your book lack couple of things. This is just my personal opinion based on the games I've had.
1) For a person that relies on a strategy with growing a lot of plants and luring enemies into your "Garden of Death" your mage is too defenseless. You have only Barkskin and Rhino Hide to save you from attacks. What will you do if you get teleported into 2-3 big hitters, like Steelclaw? Do you rely on Nullifies and Blocks for this case?
2) You don't have what I call "A Big Threat". Let's say you start growing your plants, you'll need about 3-5 turns to set it all up. During this time another mage can summon several of his creatures, some of then might even be ranged. As soon as he does it, there is no point for him to run into your zone and attack, he will just shoot from the distance, as your walls don't block LoS. "A Big Threat" is something that makes him want to move to your part of the table or react to it.
Example can be:
- Steelclaw with several enchantments running to your mage
- Grimson Deadeye shooting at you every turn
- Idol of Pestilence of Altar of Sculls
- Wizards tower with some dangerous spell attached.
All of the mentioned make the enemy mage react and try to deal with them as soon as possible, thus making your set up easier.
3) Warlock is going to be a big pain for you. Fire just literally kills druid's garden.

5
I actually have a very similar Forcemaster deck with some minor differences. I never posted it here, as I'm still polishing it, but I might do it soon.
Here are some of my points:
1) Why do you need Eagle Wings? Your Thoughtspores are flying anyways, and this enchantment doesn't work on Mages.
2) I don't think that you need 2 Forcefields. They are too costy and I don't think that the enemy mage will have time and resources to dispel it.
3) I'd add a Regrowth enchantment, as your belt might get dissolved and you may want to have an alternative.
4) Squeezing in couple more Dissolves might help too, as you want to have enemy mage naked from any kind of armor. Doublestrike attack works great when you hit people without defense.
5) Hand of Bim Shala looks great, but I never actually had a chanse to use it - not enough actions to cast it. During several first turns you probably want to cast Battle Forge, one or two Thoughtspores, some enchantments and run towards the enemy. In my games the confrontation usually started at turn 3-4, depending on the enemy's strategy and the games ended quick. You want to gave your full action available for attack and your quick action for pull, dissolve, dispel or anything like that.
Or maybe I'm just bad with Forcemaster :-)

6
Spellbook Design and Construction / Re: Angelic Preistess Build
« on: May 19, 2014, 09:00:07 AM »
So you have the following mana boosters:
- Cleric and Temple of Asura
- Battleforge and Mana Crystal
- Harmonize either Temple or Forge, probably Temple.
- Moonglow Amulet

I think this may be too much points spent on this, as you won't be able to have to cast all of them, unless you are against a similar build that tries to take it's time to build up as much as possible. It'll take about 4-5 turns to cast all these things, while your opponent can rush you with couple of biggies.

I would also switch Renewing Spring to 2-3 more Minor Heals/healing enchantements. They are cheap, heal for more dice and don't require creature to lose action that could be used for attack/guard.

And do you think you will have enough mana to Ressurect slain angels? Or is it for Gray Angels?

7
If your plan is to summon big creatures than for go lair and just cast the creature round 1 or 2, Lair is really only good if you are planning on building a swarm deck and then if that is the case build a Necromancer since they do swarm so much better

Thank you, barriecritzer. After thinking about the deck more I decided that I won't try use swarm strategy in this deck (even though I still wanna try animal swarm with my beastmaster).
So I think that I'll drop the lair and couple of creatures and add some attacks/dispels.

8
Hello everyone,

I've just recently changed my beastmaster deck and haven't tried it in real fight yet, but I think the idea should be pretty clear - summon someone big (Grizzly or Cervere) and support it with enchantments, while saving mana for another summon.
I see that this book lacks any attack spells, but that's one of the points - beastmaster should be a man and smash his opponent in the face instead of throwing fireballs like a coward wizard  ;D
I'm also thinking about dropping (harmonized) lair, as I won't be able to summons someone big in the very beginning of the game. But it can really save me ton of actions in case I'm playing against someone who wants to rush into my corner, like warlock or forcemaster.
Any feedback is appreciated.
[spellbook]
[spellbookheader]
[spellbookname]beast master[/spellbookname]
[mage]Beastmaster[/mage]
[/spellbookheader]
[spells]
[spellclass]Conjuration[/spellclass]
[mwcard=mw1j13]1 x  Mana Flower[/mwcard]
[mwcard=mw1j10]1 x  Lair[/mwcard]
[mwcard=mw1j15]1 x  Mohktari, Great Tree of Life[/mwcard]
[mwcard=MWSTX1CKJ01]1 x  Enchanter's Wardstone[/mwcard] - to protect my ecnhantments
[mwcard=mw1j03]1 x  Tooth & Nail[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC16]3 x  Spitting Raptor[/mwcard] - great against zombies and can help me with enemy mage armor.
[mwcard=mw1c07]1 x  Cervere, The Forest Shadow[/mwcard] - no one seems to play her, but fast and elusive can deliver a lot of surpise damage.
[mwcard=MWSTX1CKC03]1 x  Galador, Protector of Straywood[/mwcard] - main force against golems and knights.
[mwcard=MWSTX1CKC02]2 x  Dire Wolf[/mwcard] - good damage and bleed is pretty nice too.
[mwcard=mw1c34]1 x  Steelclaw Grizzly[/mwcard]
[mwcard=mw1c37]3 x  Thunderift Falcon[/mwcard] - to make use of my ability)
[spellclass]Enchantment[/spellclass]
[mwcard=FWE08]1 x  Mind Shield[/mwcard]
[mwcard=mw1e32]2 x  Regrowth[/mwcard]
[mwcard=mw1e28]2 x  Mongoose Agility[/mwcard]
[mwcard=mw1e27]1 x  Marked for Death[/mwcard]
[mwcard=mw1e40]1 x  Vampirism[/mwcard]
[mwcard=mw1e20]1 x  Harmonize[/mwcard]
[mwcard=MWSTX1CKE04]1 x  Enchantment Transfusion[/mwcard]
[mwcard=mw1e29]2 x  Nullify[/mwcard]
[mwcard=mw1e03]2 x  Bull Endurance[/mwcard]
[mwcard=FWE03]1 x  Falcon Precision[/mwcard]
[mwcard=mw1e01]4 x  Bear Strength[/mwcard]
[mwcard=mw1e13]3 x  Eagle Wings[/mwcard]
[mwcard=mw1e05]2 x  Cheetah Speed[/mwcard]
[mwcard=mw1e36]3 x  Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=mw1q30]1 x  Staff of Beasts[/mwcard]
[mwcard=DNQ07]1 x  Veteran's Belt[/mwcard]
[mwcard=mw1q25]1 x  Ring of Beasts[/mwcard]
[mwcard=mw1q09]1 x  Enchanter's Ring[/mwcard]
[mwcard=mw1q07]1 x  Elemental Cloak[/mwcard]
[mwcard=mw1q11]1 x  Gauntlets of Strength[/mwcard]
[mwcard=MWSTX1CKQ06]1 x  Eagleclaw Boots[/mwcard]
[mwcard=mw1q15]1 x  Leather Boots[/mwcard]
[mwcard=mw1q02]2 x  Bearskin[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=mw1i23]1 x  Rouse the Beast[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=mw1i17]1 x  Minor Heal[/mwcard]
[mwcard=mw1i07]3 x  Dissolve[/mwcard]
[mwcard=mw1i06]2 x  Dispel[/mwcard]
[mwcard=mw1i03]1 x  Call of the Wild[/mwcard]
[mwcard=mw1i24]1 x  Seeking Dispel[/mwcard]
[mwcard=mw1i28]2 x  Teleport[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

9
You just need to kill necro before he overwhelms you with zombie horde  ::) I might need to think about Kralathor, but it's so hard to squeeze him into my spellbook... I don't even have place for any attack spells.

10
First of all, sorry for posting in such an old post, but I've recently played this matchup as a beastmaster and this was pretty fun. It was also tough, but as we both aren't too good with the game, we made several mistakes and mine were just not that serious I guess  :P
Necromancer started with dropping ring that gives his discounts and his evil book while I rushed to NC and put down a lair in FC. Next turn necromancer build 2 walls around his corner and started summoning small zombies using his book - he wanted to feed the Shagot Zara with them later (I'm almost sure that I'm spelling this wrong  :)). I harmonized my lair and summoned a falcon, while running further to his corner.
Then I started to summon wolves and broke though the wall, while necromancer built Idol of Pestilence, and summoned Malakoda together with Shagot Zara. So basically I was receiving 3 damage per turn just for standing near this guys. I focused down the Malacoda while attacking necro with my beastmaster, and when I finished it, he responded with Poison Cloud.
At this time his Shagot Zara had around 4 counters, but his mage was pretty hurt by my pet wolf with vampiric and bear strength. Wolf also got flying later in order to save it from massive zombies attacks. In the last round I teleported my mage from the danger zone and managed to finished mage with my flying wolf.
The matchup is definitely hard for beastmaster, as zombies are very hard to kill and Deathlock can destroy all your plans to save your creatures. I'm not sure what to do with fed Shagot Zara either, I just managed to kill necro fast enough, because his defenses were not strong enough. What benefits beastmaster is the fact that all zombies are bloodthirsty, so they can't guard if they feel any wounded creatures around.

11
Strategy and Tactics / Re: My thought on Seedling Pods
« on: May 02, 2014, 07:51:55 AM »
I haven't created my Druid book yet, but I think that Seedling Pots can be great for building "a great forest of death", which I plan to do.
I don't really care if opponent attacks them - as people mentioned above, he's giving me more time to react and to do other things. I don't know how will it all work, though, as my favorite game style is rush-and-kill and I really afraid that Druid will be too easy to kill before her garden comes to life.

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