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Messages - littlenog

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1
Rules Discussion / Re: Siren House Rule Playtesting
« on: February 09, 2020, 11:08:45 PM »
Moving her from 9 to 10 base channel should fix the mana issues and having 20 starting mana is a big deal for some mages.  Not sure about Siren till I look at some book builds.

For now I'm going to test with her being trained in lvl 1 Curses.

I do find the fact that most every song will eventually fade which is an issue over longer sets.  Where every other enchantment HAVE to be dispelled or they won't go away unless they are flip > destroy type.

For right now I'm going to leave it at lvl 1 Curse training and playtest that. 

As for her spawn point.  None of them are cheap they are all investments.  An hers actually moves with her like Necromaners Tome.  Being expensive is why it is hard to dissolve it I do not want to lower the price or change it at all.

2
Rules Discussion / Re: Siren House Rule Playtesting
« on: February 09, 2020, 05:15:51 PM »
UPDATE 1.1

Training ALL Water / Pirates / Songs / lvl 1 Curses
Training in Curses which seems fitting.  Too many of her songs are just outright ignored.

So after looking over curses I think that lvl 2 Curses are not quite what I was going for with Siren edit.

So I am going to downgrade this to lvl 1 Curses for in school.

Ghoul Touch, Enfeeble, and some of the other lvl 2 Curses are not what I was intending.

All of the lvl 1 Curses I like though.

3
General Discussion / Re: Pillar of Righteous Flame - Discussion
« on: February 05, 2020, 08:05:10 PM »
I would say just remove the daze change from Pillar.

4
Rules Discussion / Siren House Rule Playtesting
« on: February 04, 2020, 01:51:18 AM »
So I've been mulling over the idea of doing some House Rule changes to some of the mages and a few of the underused or Never used spells. I'm going to start with Siren 1st since of all the mages I feel she might be the 2nd only to the Orc Warlord as far as needing an uplift.

Siren Rules AS THEY ARE.

120 Spellbook Points
30 Health (That is tied with the Druid for lowest health)
0 Armor
9 Channel

Training ALL Water / Pirates / Songs

Siren's Call: As a psychic song quick spell, the Siren may pay 1 mana to place her Siren's Call marker on target non-Mage creature within 2 zones.  During its action phase that creature must move at least 1 zone closer to the Siren, if possible, and may not attack her.  Return the marker at the End of their Action Phase.  Friendly aquatic creatures also gain Melee +2. (This works fine not suggesting any changes here.)

Fermata: The Siren may extend an expiring song she controls by paying mana equal to is Level and placing a Fermata marker on it.  The Siren my only have two songs affected by Fermata markers at a time, and each song my only be extended a maximum of up to 2 rounds.

Amphibious: The Siren gains Regenerate 1 while in zones with an aquatic terrain attached.

That is her entire Kit.

Sooo now the changes I'm going to be playtesting. 

120 Spellbook Points
30 Health

1 Armor (I'm giving the Siren 1 Armor)

10 Channel (see below)
- So I like the idea of giving all mages 10 Channel base I think this is a good idea so understand this change is done for all channel 9 mages. <Save the Druid>

Training ALL Water / Pirates / Songs / lvl 1 Curses
Training in Curses which seems fitting.  Too many of her songs are just outright ignored.

Siren's Call: No Changes
Fermata: No Changes

Amphibious: The Siren heals 1 damage at beginning of upkeep while in zones with an aquatic terrain attached.  (This could easily be during upkeep for right now I'm trying beginning of upkeep.)

OKAY the biggest change.  One of her primary features costs her anywhere from 4 to 6 Spellbook points depending on how you build the book. 

Shallow Sea, I am wanting to changes this to an upkeep action much like the Druid and his vine tokens but keeping the Mana Cost.  Minus any outside effects like the Ring of the Ocean's Depths which is usable more than once per turn anyways so it works well here.

Rising Tide: During the Deployment Phase, you may deploy a Shallow Sea within 0-1 zones of Siren and within LoS.  You may not have more than 6 Shallow Seas in play at a time.  Shallow Seas that are destroyed return to your Spellbook.

1. This means your action economy should improve as you now place the Shallow Seas during deployment.
2. You saves 4 to 6 SBP by not having to include Shallow Seas as Spells.
3. Shallow Seas are not spells they are like Vine Tokens so if they get destroyed you can just replace them. (I'll have to work on the wording for this.)

This is the initial outline if anyone playtests it let me know what you think.

5
Spellbook Design and Construction / Re: Garden Priestess <WIP>
« on: May 01, 2019, 01:40:30 PM »
They are there to improve the damage the vine pulls do upping it to 5 dice a snatch vs 3.  Unicorn's regenerate an have decent armor but I guess a bad roll could hurt them.

6
Spellbook Design and Construction / Garden Priestess <WIP>
« on: April 22, 2019, 10:54:05 AM »
Idea is simple. 

A bunch of self regen creatures.
The Plant position and the Unicorns charge.
Plants are also a cheap summon.

[spellbook]
[spellbookheader]
[spellbookname]Priestess[/spellbookname]
[mage]A Priestess Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
[mwcard=MW1Q03]1 x Crown of Protection[/mwcard]
[mwcard=MW1Q27]1 x Dawnbreaker Ring[/mwcard]
[mwcard=awl7]1 x Leather Belt[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=pvs_equipment7]2 x Radiant Breastplate[/mwcard]
[mwcard=MWAPRQ03]2 x Resplendent Bow[/mwcard]
[mwcard=MWSTX1CKQ01]1 x Sunfire Amulet[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=DNW01]2 x Bloodspine Wall[/mwcard]
[mwcard=pvs_conjurations2]3 x Consecrated Ground[/mwcard]
[mwcard=MW1J08]1 x Hand of Bim-Shalla[/mwcard]
[mwcard=FWJ06]3 x Mangler Caltrops[/mwcard]
[mwcard=pvs_conjurations7]1 x Pillar of Righteous Flame[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=pvs_creatures4]1 x Cassiel, Shield of Bim-Shalla[/mwcard]
[mwcard=pvs_creatures10]1 x Dorseus, Stallion of Westlock[/mwcard]
[mwcard=MWSTX1CKC06]2 x Guardian Angel[/mwcard]
[mwcard=MW1C20]2 x Highland Unicorn[/mwcard]
[mwcard=DNC21]4 x Thornlasher[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E01]2 x Bear Strength[/mwcard]
[mwcard=pvs_enchantments5]2 x Eye for an Eye[/mwcard]
[mwcard=MW1E21]1 x Hawkeye[/mwcard]
[mwcard=pvs_enchantments9]1 x Life Link[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E37]2 x Sacred Ground[/mwcard]
[mwcard=MWAPRE08]2 x Second Chance[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]2 x Dissolve[/mwcard]
[mwcard=MW1I14]2 x Heal[/mwcard]
[mwcard=MW1I17]3 x Minor Heal[/mwcard]
[mwcard=MW1I22]2 x Resurrection[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[spellclass]Attack[/spellclass]
[mwcard=pvs_attacks1]3 x Luminous Blast[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

7
Spellbook Design and Construction / Re: The Creepy Crawly Forest Druid
« on: April 17, 2018, 06:54:16 AM »
[spellbook]
[spellbookheader]
[spellbookname]Druid[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by http://www.spellbookbuilder.com[/mage]
[/spellbookheader]
[spells]
[spellclass]Equipment[/spellclass]
-Equipment I kept it light an simple since you have no Forge so no point in TON's of equipment.
-Both leather can be put on in the same turn for easy armor and along with Chitin / Rhino Hide / Barkskin your looking at 8 Armor so basically only Crit Damage.
[mwcard=lg1]2 x Chitin Armor[/mwcard]
[mwcard=DNQ04]1 x Druid's Leaf Ring[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=MW1Q16]1 x Leather Gloves[/mwcard]
[mwcard=DNQ08]1 x Vinewhip Staff[/mwcard]
[spellclass]Conjuration[/spellclass]
-Added Blessing and Great Tree (Great Tree to help you creatures without regeneration also an amazing Treebond with 3 Armor and 12 life)
[mwcard=DNJ02]2 x Corrosive Orchid[/mwcard]
[mwcard=MW1J13]2 x Mana Flower[/mwcard]
[mwcard=lg27]1 x Meredia's Blessing[/mwcard]
[mwcard=MW1J15]1 x Mohktari, Great Tree of Life[/mwcard]
[mwcard=MWBG1J04]1 x Raincloud[/mwcard]
[mwcard=DNJ10]2 x Stranglevine[/mwcard]
[mwcard=MW1J22]6 x Tanglevine[/mwcard]
[mwcard=DNJ12]1 x Vine Tree[/mwcard]
[mwcard=MW1W04]2 x Wall of Thorns[/mwcard]
[spellclass]Creature[/spellclass]
-Took out the Undead and the Stonegaze
-Added Tegu and Mana Worms cause Falcon's eat worms right?  =) 
-These low cost creature will also help if they can actually get the mana drain off once or twice.  5 mana for 1 armor / 6 health is actually hard to 1 shot on even 4 dice.
-You can also feed hurt ones to Kralathor for Growth tokens along with the Asp if they cannot weaken.
[mwcard=MWA01C04]2 x Darkfenne Asp[/mwcard]
[mwcard=MW1C12]2 x Emerald Tegu[/mwcard]
[mwcard=MWSTX1CKC09]2 x Giant Wolf Spider[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=MWA01C07]3 x Mana Worm[/mwcard]
[mwcard=awl18]1 x Straywood Scout[/mwcard]
[mwcard=DNC17]1 x Tataree[/mwcard]
[mwcard=DNC21]4 x Thornlasher[/mwcard]
[mwcard=MW1C37]2 x Thunderift Falcon[/mwcard]
[spellclass]Enchantment[/spellclass]
-I like the choices here Force Crush could be 2 Force Hold's maybe.  Also if you staying with Force Crush get an Arcane Ward.  Make them pay to remove it. 
-I did not work in an Arcane Ward but most likely would drop a regrowth.  Also gives more deception to your decoy most people won't test the dispel mana of force crush to find out it is not a decoy.
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E01]2 x Bear Strength[/mwcard]
[mwcard=MW1E10]1 x Decoy[/mwcard]
[mwcard=MWSTX1CKE02]1 x Divine Might[/mwcard]
[mwcard=FWE03]1 x Falcon Precision[/mwcard]
[mwcard=FWE04]1 x Force Crush[/mwcard]
[mwcard=MWA01E07]2 x Gator Toughness[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]2 x Rust[/mwcard]
[spellclass]Incantation[/spellclass]
No changes needed IMO
[mwcard=DNI02]6 x Burst of Thorns[/mwcard]
[mwcard=MW1I06]2 x Dispel[/mwcard]
[mwcard=MW1I07]2 x Dissolve[/mwcard]
[mwcard=MW1I17]2 x Minor Heal[/mwcard]
[mwcard=MW1I24]1 x Seeking Dispel[/mwcard]
[spellclass]Attack[/spellclass]
You needed some Acid Balls and since i took out Waterfall Cloak Geyser is a good choice.
[mwcard=DNA01]3 x Acid Ball[/mwcard]
[mwcard=MW1A08]2 x Geyser[/mwcard]
[mwcard=MWSTX1CKA01]3 x Surging Wave[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]

I like the idea the trick I think will be keeping your spiders alive and getting out damage for big targets.
Rust and Acid ball will help with higher armor creatures and you still have access to corrosive orchids.

8
Haven't been in the forums recently.

I see what the book is trying to do, but it is mana HEAVY and action heavy.  You need some kind of action relief to get any thing done.

Hit me up on Discord I'll look this over at work today and see what ideas I have for it.  I like the minimalist approach.  I'm trying it a lot in my new books to.

9
For the SBP cost they are very efficient.

No one pays more than 2 SBP for them.  You could in run them with a Fellella build where it does not cost you the action. 

As far as purge I don't see why someone would be more prone to purge because of this than any other enchantment stacking.

10
I think you could really get some value out of a Decoy in this book.

Most people are not willing to test arcane ward vs decoy.

11
Strategy and Tactics / Re: New to the holy school of magic
« on: January 31, 2018, 06:50:27 AM »
What mage are you trying to play?

12
I just got into work I'll do my thoughts on this deck today though.  I have also thought about an Iron Golem based build.

A Anvil Throne Warlord Spellbook
built by http://www.spellbookbuilder.com

Total cost: 118 pts

--- Equipment ---
2 Champion's Gauntlets 1 Champion's Gauntlet (If they get removed whatever else they were protecting is also gone in that same turn you have 0 nullifies)
1 Dancing Scimitar  I do not personally like the sbp cost or upkeep on this for a low channel warlord, but it does work.  I would cut it if you take an alternate defense item.
1 Eagleclaw Boots Your a warlord I would stick with the Steadfast Boots
1 Elemental Wand I think a 2nd wand isn't a horrible idea
2 Harshforge Plate
1 Helm of Command
1 Mage Wand  Chances are good you will be wanting to toss a boulder vs teleport / dispel / dissolve save the sbp here and get an in class defense item IMO.
1 Regrowth Belt I am much more partial to Wychwood Ironvine for the +1 armor you do not need to have damage to need a reason to put it on. It also costs 1 mana less to equip.
1 Steadfast Boots
1 Tempered Faulds
1 Veteran's Belt A rust or some corrodes ends this item fairly quick.  Not enough armor to really get benefit from it.
-add-
1 Spiked Buckler
1 Commander's Cape
1 Ring of Defense

Seems you have a lot of expensive items.  This is good and bad because your trying to get out 3 to 4 Iron Golems with no additional mana generation built into your spellbook.

By Count we are now at 112 SBP (I think it is off by 2 SBP I may have missed a spell)

--- Conjuration ---
1 Ballista
1 Battle Forge
1 Pillar of Righteous Flame
2 Tanglevine
2 Wall of Earth
-add-
1 Mana Flower The 1 point of Channel will really help you.
1 Akiro's Hammer You have 2 Zone Exclusive items this I think would really help you against conjurations and maybe draw your opponent to you.

Gravikor might also be on the menu but try the book an see what works first.

By Count we are now at 117 SBP

--- Creature ---
4 Harshforge Construct 2 Harshforge Construct (I've never played with them, but you need a few more hitters on the team IMO.)
2 Harshforge Knights (While not Psychic immune they work almost as well with 4 dice of ouch)
4 Iron Golem

By Count we are now at 117 SBP

--- Enchantment ---
1 Akiro's Favor
2 Arcane Ward (I am not sure what you are protecting with the wards)
1 Armor Ward
2 Chant of Rage
1 Hawkeye
2 Retaliate

You really need 1 nullify I feel, but lets see how it works out.  You will not win a dispel war even with a mage wand.

By Count we are now at 117 SBP

--- Incantation ---
1 Battle Fury
1 Charge
(Either Charge or Battle Fury will be on your Helm I've done charge in the past and it works pretty well)
2 Disarm
2 Dissolve
2 Focused Strike
1 Force Push
3 Lesser Teleport
2 Minor Heal
2 Piercing Strike I would add 1
2 Power Strike There is almost ALWAY a better action than +2 Melee.  I take this on my Orc Warlord to help ensure kills.  Each of your guys has 6 dice or 4 dice base.  Armor Pen is of more concern normally.
1 Remove Curse
1 Teleport
2 Dispels

By Count we are now at 120 SBP

--- Attack ---
2 Hurl Boulder
2 Hurl Rock (6 Dice with Hawkeye is not bad for 3 mana after Rune on Wand)
2 Stalagmite
1 Surging Wave

Here is where I would drop the Scimitar and pick up 1 Acid Ball and 2 Hurl Rock

13
Strategy and Tactics / Re: Best Animal to make the Straywood's Pet?
« on: January 30, 2018, 08:09:03 AM »
Anything that gives the Wolverine more life is good for the Wolverine. I'm finding some real success with joined strength on a pet Wolverine.

Yes, heals cost me my rage tokens. No, why would I need to heal it?

Joined Strength is damage transfer not healing it shouldn't remove rage tokens to my knowledge.

14
Spells / Re: favorite conjuration
« on: January 29, 2018, 03:11:55 AM »
Mana Flower or Mana Crystal they find a way into almost every deck I make.

15
Spells / Re: favorite creature
« on: January 27, 2018, 09:10:16 PM »
Guardian Angel

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