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Messages - Mortuss

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Spellbook Design and Construction / Re: Harry Dresden Wizard
« on: November 13, 2014, 01:58:47 AM »
I think Force Push/Force Bash would represent Forzare better than Jet stream. Which books have you read so far? I think I would build the book differently if I were to take the latest books into account, but don't want to spoil anything.
You could feasibly add some creatures into the mix, Vampiress could be Thomas, Brogan could be Michael, with a bit of a stretch Royal Archer could be Murphy (or maybe she is so small she could be represented by Grimson Deadeye  ;D ), Redclaw as Mouse? Can't think of anything like Bob though.

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General Discussion / Re: AW on DFW Nerd Night
« on: October 24, 2014, 01:46:21 AM »
Soo, the priestess apprentice is kinda reasonably clothed (by fantasy standarts), priestess is much more revealing, angels wear barely anything, is this a common theme in the church of Asyra that the higher "rank" you are, the more naked you become? And does Asyra herself walk around completely naked?  :)
Don't want to start another discussion here, just tongue in cheek observation  ;)
So the dwarf is being thrown away by the orb? At first I thought he is in middle of jumping attack, but I can see it now.

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why dont you guys just play a game on OCTGN and stream it so we can all find out? :)

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Spellbook Design and Construction / Re: Deep Roots, a druid build
« on: October 10, 2014, 04:01:20 AM »
Well, I have Grizzly in case I meet fire wizzard or warlock, in that case instead of doing raptor vines, i go for heavily enchanted grizzly, he is kind of plan B

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Spellbook Design and Construction / Re: Adramelech Face Melter
« on: October 10, 2014, 02:36:19 AM »
Few questions,
1) what do you do when during 2nd round opponent isn't in range for your curse? Do you move twice and cast a curse, or would you put some more ench on yourself?
2) How important are Adramelechs Touch, Akiros Favor and Marked for Death? I was going to suggest something different then MFD, you only expect to be blasting 3 turns max so it adds just 3 dice of dmg, but there isn't really a good alternative is there. Maybe mage bane? Ghoul rot would also work if you skipped some other thing like the Touch or Favor. And hey, it may sell you "I'm just a curse lock" a bit more :)
3) is the main reason for battle forge deploying the fireshaper ring, so you can surprise with the ring and 2 balls on the same turn?

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Spellbook Design and Construction / Re: Deep Roots, a druid build
« on: October 10, 2014, 01:31:05 AM »
Bridge Troll is great, but I don't think its a good fit for druid, when i include non vine creatures in my druid, I prefer someone without weakness to fire. My druid usually has Tarok and Grizzly. I already include lots of pushing and teleporting, so Grizzly seems ideal.

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Spellbook Design and Construction / Re: Lifeblood Priestess
« on: October 09, 2014, 04:43:46 AM »
bull endurance can be dispelled, while healing charm does its job, is in school and gains you life for priestess. Overhealing seems to be a problem only on smaller creatures, where you probably dont bother with buffing them anyway..
Bull endurance would be better on expensive stuff with low life total, like sniper or fellela or something

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Spellbook Design and Construction / Re: Adramelech Face Melter
« on: October 09, 2014, 02:05:28 AM »
I think I'm gonna be a bit of a tool here, but have you thought about playing this out of Wizzard? You would loose one attack dice thx to demonic reward and one life(also ring of curses, death link and torment, but i dont consider them essential to the strategy), but gain channeling, shield, wizzard tower and training in arcane instead of dark, which would require a little tweaking, but basically you would loose some explosive power in favor of more options and survivability..
And yeah, the warlock lady is prettier than the old geezer, so probably stick with her :D

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 07, 2014, 02:07:59 AM »
The reason his model is not good is because it assumes that the opponent mage doesn't spend any mana. Where in a real game this is, in fact, possible, it mean that the other mage has sacrificed board presence to save his mana for what we can only assume is a really big spell that could possibly equal the board presence of everything the other mage played beforehand. Since the board presence is another variable when comparing two mages we have to equal them out by having both mages play cards that have similar board presence, and the only measure we have of that is mana cost since we see the function of smaller cards having less action potential and more expensive ones having more.

That is not what the table says. The table shows how much mana you have available so far to alter the board state, including the mana you have spent to do so. By altering board state, i mean playing a card that either presents a threat to your opponent or negates a threat made by him. That means when I play a creature, it is mana invested in changing the board state, while mana invested in playing the crystal is not, since it is neither a threat nor a solution, it just allows you to play bigger threats later. So, for example, by the end of turn 4, the mage with crystal could have spent up to 46 mana to alter the board state, while the mage without the crystal could have spent up to 50 and that is why he has the advantage.
 
In the long run what mana crystal REALLY does is allow for one player to play cards with larger potential. Although, as we have mentioned, there is a secondary way to get cards out with larger potential which is saving mana turn by turn. This is where the actual value of mana crystal comes into play because it allows for the +1 channeling each turn to get out a creature or other spell with larger potential than before. Even if both players spend the same amount of mana then the player with mana crystal will still come out on top because he will have either played larger potential cards faster than the other would have, or he will have more mana left over.

No, the player with crystal cannot play larger potential cards faster. Lets take the turn 4 as an example again. The player with crystals could have invested up to 46 mana into threats so far, while the player without crystals could have invested 50 mana into threats. I think its obvious that 50 mana can buy bigger threats than 46 mana.

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Strategy and Tactics / Re: On mana crystal effects and efficiency
« on: October 06, 2014, 08:17:59 AM »
So, I'm with Wildhorn and zorro.
The thing is, Mana Crystal doesn't affect the game state in any way (well, it blocks one zone in its exclusivity, but I don't think that is important). It gives you mana, which give you more options, but it doesn't threaten your opponent, nor does it negate any of the threats made by him.
There were many different models presented in the thread, so I'll try to talk a bit about some of them.
In the model where each mage spends 5 mana each turn, mage who cast the crystal indeed has more mana, but you have failed to mention the effect of the 5 mana card, that the other mage cast.

If you look at the crystal on turn by turn basis, assuming both mages spend all of their available mana each turn, mage without crystal gains huge boost in round 1, because he spend his mana on something stronger and more expensive, than the mage with crystal, who in turn gets a small advantage every turn afterwards by having one more mana available and thus having more options.

If one mage casts a mana crystal and the other mage doesn't cast anything and moves forward, thus improving his board position (more zones to target, more space to run away etc) and then spends one mana of the saved mana each turn afterwards, thus simulating the channeling +1, both mages will have spend the same amount of mana by turn 6

The table made by zorro is the best representation IMO, because it doesn't omit anything and is perfect in it's simplicity, it just says how much mana has each mage available to invest into altering the game state by any given turn.

The meat of the argument is this : mana is more valuable in the beginning of the game than in the later phases. If you can get a stronger board position and advantage early, it is likely that your opponent won't be able to pull back, even though he has more mana.
It is as fas723 has written (or at least what I think was his point), if you can use the 5 mana and action to get decisive board advantage, then you are better of without the crystal. If not, then the crystal will give you the advantage in time. 

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yeah, it works as i thought, i've just understood the sentence in the article incorrectly, thx for explaining.
EDIT:Though about it some more and became confused again  :(, if the creature had flame +3, then the cripple would only apply on 5 results instead of 6 right? so the probability of cripple would go down a bit?

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so the article says:
"Chance to cripple the target leaving it stuck in place. Against targets with Flame +x traits the odds of being crippled will not go up, while the odds of being burned will."
Does that mean that if the opponent has a flame +2 creature and i roll 8, there is still cripple? And if i roll 2, there isnt any? If so, then why? I thought the damage type +x affects the effect die based on the type of attack, not on type of condition.

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Spellbook Design and Construction / Re: My first Druid book
« on: April 22, 2014, 08:37:44 AM »
My thoughts from my limited experience with druid :
Don't drop tanglevines, they can be cast by the tree, that is what makes them awesome for Druid. And if your opponent is teleporting out of them, great, they have only 4 of them and they are spending more spell points then you.
Keep the bears, definitely at least one, you need some non plants when you meet fire wizard or warlock (and there will be lots of fiery stuff in the near future  ;) )
I don't think you need Great Tree of Life, most of your creatures have regeneration anyway and event though it will improve it from 1 to 2, it is not worth the cost. If it is there for bears, you could probably use regrowth instead (which you are playing anyway).
Drop some snappers and add more raptor vines. I have only found snappers useful for defending tree, and even then i would prefer more raptor vines. If you are casting all of your raptors most of your games, keep some snappers, otherwise I would drop them all.
You probably don't need so many blocks, but it depends on your meta.
As Arlemus said, leather boots and gloves only shine with battleforge, so either drop them or add the forge.

How often do you find yourself using the bow? It doesn't really work well with plants,  if you are going aggro, there are better ways to get extra attack die (i would even suggest mage staff, just because it is cheaper) and if you want to go the long way, i would rather meditate with my extra actions. But I don't know what your overall plan is.

What to do with the points? Teleports. They are really good in almost any situation. Surging wave and acid ball are great lvl 1 water spells with a lot of utility. Marked for death is probably the best curse if you have creatures out.
I personally also play enchanters ring and more bear strengths and rhino hides for all my raptors to make them really scary, but it also hurts much more when they die to a fireball or something, don't know if it is a really good strategy...

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