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Messages - Phillus

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31
General Discussion / How to win vs attack spells?
« on: June 01, 2015, 10:49:54 PM »
How do I win vs people who cast attack spells such as hurl boulder or fireball each turn?

32
Spellbook Design and Construction / Re: Charlotte area Necromancer
« on: May 30, 2015, 06:26:41 PM »
What do you use for Eternal Servants?

33
General Discussion / Re: Necromancer Collectors Set
« on: May 30, 2015, 01:27:46 PM »
Is this something you read somewhere or are you just making this up ?
Made it up. Im a fan of Necromancer so I want something like this so I could buy it.

34
General Discussion / Necromancer Collectors Set
« on: May 30, 2015, 11:50:00 AM »
In the Necromancer Collectors Set there would be.
  • Zombie Alternate Art for much of the mage wars creatures Zombie Dire Wolf, Zombie Falcon, Zombie Hydra, ETC.
  • Necromancer Alternate Art
  • 100 Necromancer Card Sleves
  • Mage Wars Necromancer bumper sticker
  • Mage Wars Necromancer Figurine for use instead of the Card
  • Mage Wars Libro Motuos Plush
  • Possible Sardonyx Plush and Wearable Necromancer Robe

35
Player Feedback and Suggestions / Re: How to nerf wizard.
« on: May 27, 2015, 11:00:11 PM »
I would hate for the game to devolve into each Mage having identical abilities, but called different things. I like the fact that there are many nature school enchantments where there is no arcane (or other) equivalent, for example. That is one of the things that make the Beastmaster special, having his own flavor. I feel that you may not be suggesting that all Mages should be equal this way, however. If you are not also, for example, advocating arcane school enchantments equivalent to the nature-school enchantments, then I would have to question why.

The Wizard does not need any hate... he already starts with disadvantages compared with many other Mages... tied (I believe) for the lowest starting life total, for example. The option on training is no real benefit the way I look at it. I think of the Wizard as four different Mages depending on his selection of element... just as the Warlord has War and Earth, and the Warlocks have Fire and Dark... it's all the same to me.

His shield can nice to have at some times... but it's not what a lot of people seem to think it's cracked up to be. The one thing that the Wizard has that seems truly primo is the arcane zap ability... but then, isn't that roughly as beneficial as the +1 melee Battle Training that some Mages have, or the Forcemaster's force pull, or the female warlock's affinity for burns, etc.?

Clearly you do not believe that the Wizard is on par with most other Mages already; I do. How do you determine who has the correct opinion? Wizards don't win every tournament, for example. (I haven't heard of them winning very many compared with some other Mages, to be honest.) If they did, then I might be inclined to think that something might need to be done.

Just because they can be a pain to go up against sometimes (especially if you are not ready for them) doesn't make them overpowered. Yes, they can dispel the heck out of enchantments, and nullify your spells... but what good does that do for them when, for one example, the Forcemaster steals their armor and slices them to pieces with Galvitar that they can't dissolve enough times to make it go away forever?

Consider Wizards a challenge... one of many. Necromancers provide their own form of pain if you are not prepared to meet them, as do Priests, Beastmasters, etc., etc. Prepare and play well, and you generally will win against those who do not prepare or play as well... regardless of which Mage you choose to use, and which Mage your opponent chooses.
Dark Wizards Version of heal is Vampiric Embrace. Beastmaster has Mana flower compared to Mana Crystal. Water Wizard has dissolve Fire wizard has explode. These things have different schools yet are called do something similar and something different. Sort of like the mass amount of +2 armor chest pieces. These are meant to have the same gold but different mana costs and effects. Yes you are right that wizards are on par with most other mages. I should change the title to more class alternatives that fit their feel of play.
Fire Mages Blow things up and Dark Mages Take your life as their own.

36
Player Feedback and Suggestions / How to nerf wizard.
« on: May 26, 2015, 11:29:43 PM »
By buffing all other mages. Giving some of them their own version of teleport like divine intervention. Their own nullify. Or even their own Mana Crystal like Mana flower. Something like Cursed Relic Dark level 1 5 mana 8 life + 1 channeling upon destruction gives rot to all living creatures in this zone.

37
I read Sacrifical Altar and 3x Bog Queen and I knew it was Ichthellid before getting to read the entire list.

38
General Discussion / Re: Dominate the Arena: Man's Best Friend!
« on: May 26, 2015, 10:31:58 PM »
Work with druid vine markers?

39
If you summon a creature during deployment phase onto a teleport trap would it trigger?

Also can you cast Treebond on Togorath?

40
General Discussion / Re: Poison Gas cloud Necromancer
« on: May 24, 2015, 03:20:13 PM »
Any reason to put 4 gasclouds?

41
Player Feedback and Suggestions / Ichthellid Suggestions
« on: May 23, 2015, 07:51:34 PM »
I feel like Ichthellids need more love.
How about...
Ichthellid Queen 5 Mana Undead Insect
Psychic Immune Climbing
Mutate Ichthellid- You cannot cast this creature directly. You must cast this creature on an existing Ichthellid mutating it adding the Ichthellid back to your spellbook.
As this queen's quick action you may 1 mana to add an egg token to an Ichthellid Creature may target itself.
Ability Inject Larva Deal 2 damage and remove egg token on queen to add a Larva token on creature
Attack 2 Dice 5+ for stuck
 
Host 3 Mana Living
3 Life Cannot Move Cannot attack
 
Impregnate Incantation 3 Mana Adds a larva token to target living creature.

Twins 6 Mana Mutate Ichthellid.
Psychic Immune Climbing
7 Life Fast 3 Dice 2 Armor When this creature is summoned put another copy from your spellbook into it's zone.

Spitter 5 Mana Mutate Ichthellid.
Psychic Immune Climbing
10 Life 2 Armor
Attack 1:3 Attack dice 1 Piercing 1 Range 7+ Corrode 11-12 2 Corrode
Attack 2 4 Attack 1 Piercing

42
Player Feedback and Suggestions / Enchantment Spawnpoint
« on: May 21, 2015, 11:20:07 PM »
Spawnpoint that uses enchantments instead of Equipment or Creatures.
Sorta like an Enchantment Battleforge

43
General Discussion / Re: Poison Gas cloud Necromancer
« on: May 21, 2015, 07:59:43 PM »

Also, you can make [mwcard=MW1C08]Darkfenne Bat[/mwcard] with [mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] a very efficient delivery boy (bat) with lot of curses thx to the flying and LoS to prisoned mage.


Can't you cast the enchantment directly?

44
General Discussion / Re: Poison Gas cloud Necromancer
« on: May 21, 2015, 05:19:45 PM »
[mwcard=MW1E38]Teleport Trap[/mwcard] can teleport your prey into a corner with walls, because it doesnt need LoS. Then you will not believe how effective can [mwcard=DNC04]Grey Wraith[/mwcard] be, when they maitain order (lower attack dice) of your enemy mage and making it difficuilt to move away from this prison.

I must say, that better prison mage is wizard but necromancer will also do :)
I had faced warlord and got 6 weaks on him with my Grey Wraith but since it's nonspell attacks he pummeled me down with Hurl Boulders.

45
General Discussion / Poison Gas cloud Necromancer
« on: May 20, 2015, 11:54:43 PM »
Any tips and strategies on using Poison Gas Cloud on Necromancer?

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