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Messages - Arlemus

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16
Strategy and Tactics / Re: The fabled Watergate Wizard
« on: September 12, 2014, 12:16:27 PM »
I just returned for a quick view at this forum and I have to say its kinda amazing that this thread is still active and people still play Watergate and Blasting Banker :D. I hope to have more time to play in the future, but for now I just wanted to say I will return to MW - its too good not to :P.

Well someone has been going around necro-ing the crap out of everything soo....

Good to hear, though.

17
Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 12, 2014, 09:56:26 AM »
With the Etherian Life Tree since it states "All other Living creatures and conjurations gain Innate Life +2" your Grunts get the additional Life +2 also. Seems that it help keep your Grunts alive in same manner it keeps the birdies alive. If playing mean green there is even a reasonable chance that your Grunts become vets...

Oh right, right.  I don't know why I forgot about that, lol. 

Yeah, then I probably wouldn't even take the tree down because it's a very real possibility that Bloodwave would get just as much or more benefit from the extra health than the beastmaster.

18
Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 12, 2014, 01:40:08 AM »
Have you gotten a warlord swarm book to work?  I had a decent one going but it dies to Aviary.  Grunts can't handle birds and Slingers are even slightly worse then birds.  Basically +1 mana cost for +1 hp which isn't worth it.

It depends what you consider swarm.  If you consider swarm a mix of level 1's and 2's (grunts, slingers, butchers, alchemists) then yes I believe I've gotten it to work.  Goblin Alchemist and acid ball made Warlord Swarm viable, imo (as well as other kinds).

In reference to the particular situation you mention, the way I would go about solving that would be in the following steps:

1).  Make Slingers to ranged attack birds
2).  Make Grunts to guard them
3).  Lay down Fortified position to reduce effectiveness of birds

Not necessarily in that order, but you get the idea.  Unless you buff your soldiers with zone/arena wide buffs, you will (should) lose to the beastmaster.  Luckily, +2 armor for a whole zone (for 5 mana with discount) effectively increases the health of your slingers and grunts to 6 and 8 or more (66% of the time).
The grunts get punched by the beast master, the fortified position gets dispelled, and the slingers get ripped apart by the birds. My main opponent is very good at playing Aviary. I think in swarm vs swarm there is going to be one that is just more efficient and the other swarm books just need a back up plan vs Aviary.

@Maverick87: Your right.

@George: Sorry I was short with you. Like maverick said please post more then your naked book list, a 3 turn plan and some general thoughts could help a lot. Personally I make a3 turn plan vs aggressive and a 3 turn plan vs defensive and then I build the book around those plans.

So:

1) If the beastmaster is using his action to attack a 4 health, 2 armor grunt...good.  Even if it's just a normal grunt with no armor, if he kills it, so what? It did it's job.  If he doesn't, massive returns on that 4 mana.  It's basically a win win.

2).  You pay 5 for fortified position (w/ring).  He pays 6 to dispel.  Winning.  (carry enough FP's)

3).  Yeah, the backup plan is probably to fireball his tree.  The Warlord is all about efficiency, you just have to make it work.  Aviary really isn't that great without the tree.  The extra health is what seems to make it very strong.

19
Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 10, 2014, 08:18:37 PM »
I've never really used Goblin Grunts and Goblin Slingers, but I've gotten Orc Butchers and Goblin Alchemists to work well.

I'd say give them both a go; they do pretty well since the release of corrode (like other low level creatures).

20
Strategy and Tactics / Re: wall-in opponent turn1?
« on: September 10, 2014, 05:22:20 PM »
Sounds like a big waste of mana that only works 50% of the time  ???
but 50% of the time, it works every time. That is an anchorman reference btw.

I think in this case working and being effective are 2 different things  :P

21
Strategy and Tactics / Re: wall-in opponent turn1?
« on: September 10, 2014, 04:22:14 PM »
Sounds like a big waste of mana that only works 50% of the time  ???

22
Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 10, 2014, 04:10:29 PM »
Have you gotten a warlord swarm book to work?  I had a decent one going but it dies to Aviary.  Grunts can't handle birds and Slingers are even slightly worse then birds.  Basically +1 mana cost for +1 hp which isn't worth it.

It depends what you consider swarm.  If you consider swarm a mix of level 1's and 2's (grunts, slingers, butchers, alchemists) then yes I believe I've gotten it to work.  Goblin Alchemist and acid ball made Warlord Swarm viable, imo (as well as other kinds).

In reference to the particular situation you mention, the way I would go about solving that would be in the following steps:

1).  Make Slingers to ranged attack birds
2).  Make Grunts to guard them
3).  Lay down Fortified position to reduce effectiveness of birds

Not necessarily in that order, but you get the idea.  Unless you buff your soldiers with zone/arena wide buffs, you will (should) lose to the beastmaster.  Luckily, +2 armor for a whole zone (for 5 mana with discount) effectively increases the health of your slingers and grunts to 6 and 8 or more (66% of the time).



23
Spellbook Design and Construction / Re: Anvil Throne Warlord
« on: September 10, 2014, 10:58:02 AM »
You need something to give more actions. A barracks or a Battleforge. Otherwise you will be overwhelmed by your opponents actions. Did you even test this book before posting it? Goblin grunts are not worth the action to summon without a barracks to do it for you.

Agreed, this book needs a battleforge and better equipment selection (Eisenach's hammer, deflection bracers, eagleclaw boots, etc) or a barracks and better creature selection.

I disagree with grunts not being worth your mage's full actions.  I used to think the same way, but with the Bloodwave you need creatures ASAP and that means getting meat on the board, even if all you can afford is a grunt.  As soon as you get behind creature-wise with barracks strategy you're probably going to lose.  Obviously this book may not end up as barracks strategy, but if he's going to go that route and play it like Bloodwave it's important to understand this, imo.

24
General Discussion / Re: Pre Battle Knowledge
« on: September 09, 2014, 08:38:49 PM »
Not a good idea to know before you go in, IMO.  You'd just end up building a book specific to that matchup and get blown out by others.

25
General Discussion / Re: Lets Level Up Episode10
« on: September 09, 2014, 06:33:44 PM »
At first I was excited to see that the entire episode was dedicated to my favorite mage, but as the episode went on I felt like there wasn't much substance there and it started to drag.  Don't get me wrong though, I still enjoyed the episode; you could talk about the Warlord (especially the green one) all day and I probably wouldn't get bored.  However, some criticisms I had were:

1).  I think the show would really benefit from additional depth.  By this I mean, more in depth explanation of cards, what situations to use them in, what strategies they're best in, how to go about said strategy, etc.  Right now it just feels like you guys are explaining what on the cards, and while it might be worth a quick mention it's not particularly interesting.  I feel like very few board/card games have a good chance to hear strategy, news, etc, directly from the horse's mouth (The "Drive to work" podcast comes to mind) and I think there's some opportunity being wasted here.  Obviously I don't think you should tell people what/how to play, but more guidance would help.

2).  I don't think it's worth mentioning a card is "good" or something to that effect, without actually explaining how it's good.  Obviously you guys (Aaron especially) do explain why many of the cards mentioned in the episode are good, but a feel there's too much "this card is amazing!" without proper logic to back it up.  For example, Aaron mentioned Thorg at the end as being great, but there really wasn't any explanation on that.  Thorg can also be pretty bad in certain situaitons, ie against psychic immune creatures or against lots of piercing, etc.  I understand you guys have time constraints and I feel that but there's really no point in doing a shout out for a card and giving no support to it.

3).  I think a better understanding of the audience would help.  The result of this understanding would be the realization that the majority of the audience are hardcore Mage Wars fans and would likely much prefer depth over quantity (Tie in with 1&2).  Maybe it's just me, but I don't think people who have a passing interest in Mage Wars listen to the podcast, or at least that segment is very few.  With that said, the relatively simple glazing over of cards, to me, doesn't seem appropriate.  Perhaps this issue is too close in subject to #1, alas. 

4).  More attention/discussion of specific cards would definitely peak my interest.  Perhaps decide on 5-10 cards to discuss and flesh them all out completely over an episode, talking about when and how to use them and in what strategies they fit well, etc.  When I heard Aaron start to talk about Gurmash it was awesome, but I still feel like there wasn't enough depth there. 

So, hopefully that all made sense and I didn't come off as that much of a elitist jerk.  I appreciate the time you guys put into the episodes and all I really want is for them reflect what I (and I think the community) wants in a podcast.  Unfortunately that means being critical of the product, but feedback is what made FiF such a great success so I think I'd prefer it that way.

Thanks.

26
List form because I'm lazy and don't want to make a coherent paragraph.

1).  [mwcard=DNQ01] Cloak of Shadows[/mwcard] is amazing and definitely a better counter than extending wall of bones, IMO.  Best dark equip in the game, best or 2nd best equip in the game probably.  Obscured is so, so good.

2).  Was fun watching the double drain soul, though I'm not sure how practical it really is...lol.

Best episode so far, I thought; Will comment more later.  Keep em coming

27
Strategy and Tactics / Re: How best to deal with Talos?
« on: September 06, 2014, 08:08:45 PM »
Agony is the obvious answer I think.  Enfeeble sounds good too.

I don't really think of Talos as a viable route to go as Warlord, honestly.  Seems like more of a favor card, kindof like altar of skulls.  He just takes too much in terms of the mana/time investment I think, hoping to be proven wrong.

28
General Discussion / Re: Forged in Fire Spell List
« on: September 03, 2014, 07:49:33 PM »
Works for me  :P

29
I'll give you my input as a forcemaster. I love to see my opponent start with barracks + construction yard. Then you follow up with an archer tower and maybe one creature? This start will get eaten alive by an aggressive build as put forward by forcemaster (on you turn 2-3 at latest) or warlock beatdown.

You'll need to figure out an efficient start when facing a hyperaggressive rush spellbook as there are many in the meta these days. That is one of the weaknesses of MW at the moment, that there is often very little time to build up with a slower playing mage (like a warlord) before you're getting sliced and diced and burned.

Barracks and construction yard take 1 turn to set up, thats not exactly slow.  If you see someone is sprinting towards you, you can just forego another early outpost and get more creatures (better plan anyway).  Idk how youre getting to the other mage by turn 2 without paying for a push or teleport on yourself and double moving both turns, in which case by the time you get there youre at a severe mana and action disadvantage anyway.  Theres better defensive options now anyway, brace yourself, eagleclaw boots, agony, etc...and just guarding with that extra action advantage.

I mean, sure if that warlord (or any other mage) invests too heavily in their opening theyll have issues, but I dont see a real game breaking problem for mages that use class spawnpoints.  Theyre stronger now after FiF and DvN then they ever were before

30
So far I've only watched the first part.  I like the laid back nature of the videos along with the higher level play (that most review videos and other lack). 

My main issue with match is that the Warlord is playing far too risky.  If you're going to start with barracks + construction yard you should really stay 3 zones away from the opponent at all times because you won't have the mana to properly defend yourself if you don't.  It would've made much more sense for the Warlord player to start battleforge instead of barracks if he was going to move in on the Wizard, not only because the ATW is better with battleforge than barracks, but because it would've allowed you to stack armor, defenses, regen, etc, making yourself a very inefficient target for attack spells (and saving you 11+ points of damage).  If you really want to go double spawnpoint (and still be the first to move in) you should definitely lay down the battelforge first.

That was the only painful thing to watch though, otherwise I'm looking forward to part 2


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