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Messages - Aylin

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31
League / Tournament Play / Re: Possible new way for Tie Breakers
« on: May 26, 2014, 04:22:47 PM »
Remember that the goal of MW is to kill the other mage. Why would the tie breaker of choice not favor aggressive play?

To me, it's almost like you're saying that THE way to play Mage Wars is by being aggressive and other ways are "wrong". That can also turn some people off of the game.

Not that I have a better idea for tie breakers though.

32
Bleed + Deathlock will be very effective. Force Crush is another 2 damage per round, and will keep him away from your conjuration. Use an Intercept creature to defend it against ranged attacks.

And in ANY books, 3-4 Dispels, 3-4 Dissolves, 2-4 Teleports. There is no excuse to not take at least that.

33
@sIKE

Rot is a Poison effect, so it isn't useful in this discussion.

34
You'll want 3-4 Dissolve and 3-4 Acid Balls depending on your mage. 3 Acid Balls should reduce a 6 armour creature down to 1 (negating the Veteran's Belt). As soon as any Wands of Healing come out you need to Dissolve them quickly.

Direct Damage is also an option; Force Crush, Magebane, Burn Tokens, and Bleed Tokens are all effective against a Necromancer (possibly include Deathlock to prevent the Necromancer healing). You don't actually need to inflict damage to cause Bleed tokens for example, the d12 just needs to roll high enough...

Force Push/Teleporting him out of range of the Battle Forge and then restraining him is also an option for dealing with it, though it can be hard to pull off.

35
General Discussion / Re: Tales of a Miserable Mage
« on: May 23, 2014, 06:16:11 PM »
I don't run Tarok in my Druid build at present, but I do run Kralathor, Steelclaw Grizzly, and Galador. You don't need Tarok, but you do need some creatures that aren't weak to fire. Galador is perhaps the creature that covers the most bases for the Druid. He helps with Flyers, Incorporeal objects, Iron Golems...

Yeah, Galador is definitely the important one to include. If nothing else, Lightning Stag should go in.

36
General Discussion / Re: Tales of a Miserable Mage
« on: May 23, 2014, 01:37:45 PM »
It's good that you're not getting discouraged. The Druid is a very tricky mage to get down and Force Masters take a lot of getting use to in order to defend against. What was your tree that you bonded to? A Vine Tree can put out enough Vine Markers to slow a Force Master down sometimes. Also liberal use of Tangle Vine and Surging Wave can cause them fits.


I did have the Vine Tree (tree bonded) out the first game against the Beast Master.  He flew over the vine markers with Makunda.  The second game he had an elemental wand with hurl boulder, so I didn't have time to set up.  I moved in to dissolve the wand and he double struck me with his weapon, and followed up with another hurl boulder spell.

One of the major things I consistently forget to do is use guards.  I could have saved my mage a lot of grief simply by using guards.

Dispel (on the Eagle Wings) would have also helped a lot in that first game.

Tarok and Galador also should have places in most Druid books (my opinion), either of those would have helped with the flying kitty.

37
No; non-Nature spells besides the standard auto-includes are useful but not required for every Druid strategy.

Raptor Vine, Vine Tree, Druid's Leaf Ring, Tanglevine, Acid Ball, Surging Wave, Bloodspine Wall, Tarok, Galador, and Thornlasher make a good base.

Dragonscale Hauberk, Renewing Rain, Tarok, Galador, Acid Ball, ...

I still have 2x Power Strike in my Druid book.

38
General Discussion / Re: Tales of a Miserable Mage
« on: May 23, 2014, 09:07:09 AM »
@Aylin: 20 rounds means probably that both mage were turtling or attacking creatures instead of mages. Because 20 rounds means you have an average output damage under 2 per round while it should be around 3-4.

Wildhorn, not everyone plays hyper-aggressive all of the time. One person playing a Control book well will drag a game out as well.

39
General Discussion / Re: FIF: Anvil Throne Crossbowman Preview
« on: May 22, 2014, 07:55:32 PM »
I dont like that these dwarfs have less durability than elven archers
each level 3
11mana vs 12
1 armor each
8hp versus 9hp
lightning+1 versus none
ranged attach 3/2pierce versus 4/1

Elves are just better than dwarves. ;)

40
General Discussion / Re: Tales of a Miserable Mage
« on: May 22, 2014, 03:21:23 PM »
A game last between 7 rounds (an experienced player destroying a new player) and 13 rounds (epic fight between players of equal skills). This means a game will last around 10 rounds (players of equal skills but one will make a mistake that cost him the game).
The only exception to that is if a Necromancer successfully set up an Altar of Skulls, then the game will most likely last 8 + opponent hp rounds (long and most likely boring game).

Plan according to that. The action (stuff bashing other stuff) usually happens on round 3 or 4. If you are still in your "setup" by then, you already lost.

I've played several 15-20 round games. I've also played several 4-6 round games. Giving a range of 7-13 seems a little off to me.

41
I REALLY hope we're getting a level 2 demon with a Flame attack now.

Demon Swarm sounds...fun.

42
Spellbook Design and Construction / Re: Built to Last Forcemaster
« on: May 14, 2014, 01:02:46 AM »
Only 1 Forcefield? Seems a tad light.

43
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 14, 2014, 12:26:53 AM »
Ludwig will mby see play with this.

Deploy in range and Rouse beast him.

Expensive sure... but u do 3 x 3 dice damage and leave a big threat on the board.

Ludwig LOVES the Armory too...
You guys really think there's reason to be excited for him? If it wasnt so easy to just agony him and forget about it I'd be happier.  I haven't used him for a long time because he's overcosted for his hp and armor, and I so rarely found him a solid answer to anything.  His triplestrike is shut down pretty heavily by armor (or agony as stated) and his zone attack can be achieved for less mana (albeit less effeciently potentially).

Not saying he's bad or anything, he just never makes the cut when I adjust/streamline.

The main problem I ever had with Ludwig was getting him into the right position with a 1-1 full action attack. Garrison Post helps with the position aspect, and armor is mitigated by the Armory (which is awesome anyway).

Agony will still be an effective counter against Ludwig, but the possibility of a "surprise" 3-dice 1 pierce triplestrike or zone attack at range 1 might be worth putting him in. With Rouse you should be able to get off at least one shot before Agony sets in (and you can Dispel it afterwards if needed).

44
Hellfire Trap is a decent method of accessing a Fire attack outside of the Fire school.

45
General Discussion / Re: FIF: Garrison Post "Preview"
« on: May 13, 2014, 09:25:00 PM »
Ludwig will mby see play with this.

Deploy in range and Rouse beast him.

Expensive sure... but u do 3 x 3 dice damage and leave a big threat on the board.

Ludwig LOVES the Armory too...

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