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Messages - Crae

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Mages / Re: Necromancer balance
« on: November 18, 2012, 05:18:55 PM »
Those could all be really cool ideas, and I don't mind those options. My question though, is if one Mage is supposed to be more effective against another Mage (like, I dunno, Pokemon or something like that), or if every Mage is supposed to have an effective counter for every Mage.

Sean seems to imply the former, that the Priestess is usually better vs Necromancer, and that each Mage has 1 or more Mage it's strong against and one or more it's weak against. If that's the case, great! And shadow has said that, in tournament play, you don't usually know which Mage your opponent is rolling, which I think is balancing in and of itself.

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Mages / Re: Mages that you would like to see in the game
« on: November 16, 2012, 02:21:03 PM »
Excuse me for the double post, but its been a few days since anyone last posted here.

Another fun Mage would be a take on the classic Tolkien Ranger archetype.

Ranger, trained in nature and war, fire and arcane cost triple. 120 spell book points, 9 channeling, medium health, no armor.

Herbalism: once per round, when the ranger cats a nature incantation or reveals a nature enchantment, the ranger can heal 1 point of damage.
Ancient Knowledge: once per round, the Ranger can dip into his pool of vast and ageless lore to learn the weaknesses of a creature. He can target any 1 non-Mage creature, pay mana equal to its level +1, and gain all of the following benefits against that creature: range +1, pierce +1, and armor +1.

Archer Training: the Ranger gains +1 ranged on all ranged non-spell attacks.

Arcane Arrow: ranger can pay 3 mana to make a full-action ranged attack of 3 dice. Archer training applies to this attack, despite it having a mana cost, but is not automatically counted in.
Melee attack 2

He would have some unique spells as well, like
Hunt Master's Bow: equipment, ~12 mana cost, regular attack full-action at 5 dice range 1-2, or special attack Snapshot quick action at 3 dice range 1-2, or special attack Volley full-action at 3 dice range 1-1 with triplestrike, Ranger only.
Fore Repel: incantation, X mana cost, push each creature in the zone except for the Ranger 1 space. Pay 3 mana for each creature pushed, must pay an additional 3 mana to push a creature through damaging terrain or walls.
Mysterious Ways: enchantment, 2/4 mana cost, mage bind +2, grant target creature the uncontainable feature.
Assassin Vine: conjuration wall, 8 mana cost, 12 life, fire +2, regen 2, does not block line of sight, passage attack, 2 dice attack, effect 4-10 incapacitate (or whatever it is that tangle vine does), 11+ incapacitate and daze, +2 melee vs. incapacitated creatures. Creatures who are incapacitated as a result of attempting (or being forced) to move through the assassin vine wall stay in the zone where they started their move. Creatures incapacitated by the vine can spend a quick action to attempt to escape, success on 9+.

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Spellbook Design and Construction / Re: The Priestess as a MELEE TANK!?!
« on: November 13, 2012, 02:10:18 PM »
I haven't tried this build yet, but its something that I really want to give a shot. I love the temples of bim shalla.

Just out of curiosity, how did you manage to get 4 of those? The only thing I can think to do is buy them off my friends :P

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Mages / Re: Mages that you would like to see in the game
« on: November 13, 2012, 11:31:01 AM »
I know a Druid is already pared with the necromancer, but I think that a good counter to the druid and other nature based mages would be a Defiler.

The Defilier is a Mage who excels at warping and destroying natural creation, and most of his attack spells deal extra damage to living creatures.

Trained in dark magic, with nature spells costing triple, low life, 9 channeling, and regular spellbook, attack, and armor ratings.

Special ability 1: Aura of death. as a quick action, the Defilier can pay 3 mana to place a rot token on any one living creature in the arena. Alternatively, Defiler can spend a full round action to place 1 rot token on any number of living creatures within 2 spaces, must pay 3 mana for each rot token placed in this way.

Special ability 2: Twist creation. Once per round, when an opponent Mage summons a living creature, you may pay mana equal to the spell's casting cost plus the spell's level to Twist that creature. That creature instead comes into play under the Defiler's control, but gains the non-living trait (plus finite life and psychic immunity), -1 life per spell's level, and -1 attack per 2 levels, holy creatures take double the numeric penalties.

A few of his signature spells would be Envenom (low cost, low damage, good range, high rot chance), Pestilence Carrier (high cost, enchantment, place rot on one living creature, at upkeep it spreads to any living creature in range 0-1 of creature), and Temple of Ruination (med-high cost, spawn point, pay med-high mana to give each living creature in range 0-2 finite life trait and 1 rot token).

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Mages / Necromancer balance
« on: November 13, 2012, 12:16:11 AM »
So I want to talk about the (yet to be released) necromancer's balance against other mages. Before I start though, I want to say that I'm starting with a preconceived assumption that the necromancer is mostly based upon summoning non-living creatures. If that's not the case, then I guess this whole post is mostly pointless.

In the Mage Wars base set, all of the mages seem relatively balanced. Some, when played in one of their "intended ways" might be better suited to handle specific mages, but not by much. However, it looks like the upcoming expansion (necromancer and force master I think) may break that synergy.
The necromancer's is going to be summoning all kinds if undead, right? Well nearly all of the Holy mage's spell's are extra powerful agains non-living creatures. This means that straight off the bat, the necromancer is almost guaranteed a disadvantage when playing against the priestess.

If this is the case, what does that mean for tournament play? I have no experience with that so far, but do the opposing players know ahead of time what Mage class their opponent is rolling? If they do, is the necromancer's inherent disadvantage going to make it unplayable in tournaments?

I don't mind that kind of flavor (good beats evil) but shouldn't the necromancer's have a counter? Perhaps many of his spells are good at dealing with those pesky angels or temples? Every other strategy in the game seems to have an equally effective counter, so shouldn't this?

Also, general discussion about the necromancer.

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