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Messages - Arlemus

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166
General Discussion / Re: MageWars Monday - Cerberus
« on: April 28, 2014, 06:08:44 PM »
It's basically impossible to judge this card outside of the context of the expansion it's going to be released in, and even then it might be difficult depending on further expansions.

Soo, for right now, I feel like the only judgement you can really pass on it is that it looks cool.

167
You're probably going to want a wand of healing to stop the inevitable sleep on your minotaur, or just use a slinger and hope to roll a crit or 2 to wake him up.  Maybe 1 more perfect strike to break blocks? 

168
General Discussion / Re: Meditation Amulet
« on: April 25, 2014, 05:23:21 PM »
Only really useful for mages who can cast creatures reliably through spawnpoints and that don't need to move. That is why Necromancer and Druid tend to use it while others do not.

As a Druid player, I can tell you using that amulet is less powerful than not using it.


That's probably the most round about way of calling something bad I've ever seen, lol.

169
General Discussion / Re: Meditation Amulet
« on: April 24, 2014, 11:10:20 PM »
I was honestly just wondering what people thought of it, I didn't mean to come off as a troll, I apologize.

I had no idea it was a "thing."

170
General Discussion / Re: Meditation Amulet
« on: April 24, 2014, 10:06:59 PM »
Seems to be pretty good with the warlord too.

171
General Discussion / Meditation Amulet
« on: April 24, 2014, 09:20:03 PM »
Discuss.  ;)

172
Spellbook Design and Construction / Re: attempt at a druid book
« on: April 24, 2014, 02:14:01 AM »

Don't drop Tataree, Samara Tree, Snappers, and Mohktari's branch, and the seedling pods.  Give them a try, see if they fit your playstyle. 

Mohktari's Branch is decent. The others...not so much.

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Tataree and Samara work very well together (pods only take 2 turns to pop with Tataree),

If you use Tataree on your Seedling Pods, every round you'll spend 2 mana to get 3 mana back in two rounds.

Compare that with Tataree + Vine Tree; every round you just get 2 mana.

One is clearly superior, and it isn't the Samara Tree.

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make sure you use the vine markers to put your pods where you need them, and even if someone attacks them they need at least a 5dice attack to have an expected chance to kill them.  If they're wasting a 5 dice attack on the pods, you should welcome it.

If they have a creature that can take out your Seedling Pods in 1 hit, you're losing out in this exchange. They're spending an action and 0 mana every time they attack one (and 16 mana for a Vampire is probably the most expensive thing they'd summon for this), while you're spending an action and 2 mana every time (with an 8 mana investment at the start). They break even AT MOST after destroying 4 pods (and there are cheaper ways of getting a 5-die attack), and that's only talking about mana + actions. You're also losing your Vine Markers during this as well, which is very painful. I don't know why you'd be happy about that, especially since they have the OPTION to hit your Pods...such as hitting every Pod you place on the field between your mage and their creature.

But in the best case scenario for you, you not losing pods prematurely, you're using your Vine Markers to cast Seedling Pods that will mature two rounds from now IF you're using Tataree (otherwise three). When they do mature, you can't use your Vine Markers to have them cast anything outside of their own zone, meaning your opponent will always know where you can summon a new creature or conjuration. There is no way for you to react with your spawnpoint like you could if you had Vine Tree. On top of that, you're eating your Vine Markers early (before you've built up, which reduces the tactical options your Druid has), and using more spellpoints than a Druid running Vine Tree would.

Now, what's the benefit you get from all of these downsides? Your spawnpoint could can now additionally cast other Trees, Mana Flower, Wall of Thorns, and Togorah. Out of the entire list Wall of Thorns is the only one that sucks to lose. But is it worth having all of those downsides? Hell no.

Summary:

Pro Samara Tree:
Slightly increased list of spells that can be cast.
Costs 1 less mana initially.

Con Samara Tree:
3 turn delay (2 with Tataree) in order to cast anything worthwhile.
Can't make extra Vine tokens.
Significantly reduced tactical options (notably, hindering your ability to respond to new threats or attack weak spots in your opponent's position).
Pods are relatively easy to destroy.
Requires at least three more spellpoints than Vine Tree to run.

The costs aren't worth the benefits here. The only time I would ever run Samara over Vine is if I wanted to deliberately handicap myself for a particular match.

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Also, remember that you can QC Tataree, and he has an infinite 3+ defense.  Sure, someone can kill him, but they're either losing mana on it by the time they get to him with an unavoidable attack or fighting a huge uphill probability battle.

When I was running Tataree I found that it often died to either AoE attacks or Idol of Pestilence without my opponent devoting any resources to it at all. The remainder of the time it died to a creature that was enchanted with Falcon Precision (people have this in their books anyway because of the Forcemaster) as part of a Sweeping Attack, which wouldn't have otherwise hit anything (rather, they would have used the standard single-target attack instead, such as on Adramelech).

If opponents actually had to put thought into killing Tataree I'd run it. But in my experience it's just wasted mana unless I can keep it alive for 7+ rounds.

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Snappers are extremely undercosted; Place them well and you'll see returns, especially if you rouse them (2mana for 5 dice is strong) and put them next to lashers.

They're undercosted, but they cannot move. I cannot stress that enough. For only a little bit more mana you could instead cast the much better Raptor Vine, which not only is Vampiric, but it can also move.

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Moktari's branch does what the healing wand does, except in 1 action.  There's nothing wrong with it, you just pay 2 more mana for the convenience and the fact that you're not even paying for the heal, which is automatically 1 health instead of the expected 2. 

No one uses Wand of Healing for the 2-die heal unless they've got nothing else to do. They use it remove condition markers. The important considerations are the following:
Do I care more about a ring slot or a hand slot?
Do I care more about removing conditions from my tree or from myself and my non-plant creatures?

Generally I find the discount rings are better than anything I could put in a hand. If you don't find them valuable, then switch. But Wand of Healing >>>>> Vinewhip Staff, which is why I made the recommendation that I did.

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Togorah is a situational creature, like many large creatures.  If you don't want to include him, that makes perfect sense.  That doesn't mean he, or any other situational card, is bad. 

Have fun.

Togorah is underpowered and expensive. Not the worst thing to include in a book, but there are better options.

I don't think your comparisons are fair in almost every case because the cards compared do such vastly different things (Trees, creature actions vs spawnpoint actions, healing wand vs vine staff) but to each their own.  All I was trying to say was that while he should take into considering what everyone was saying, he shouldn't just write cards of as bad without trying them for himself.




173
Spellbook Design and Construction / Re: attempt at a druid book
« on: April 23, 2014, 10:25:03 PM »
The layout seems fine to me.

Don't drop Tataree, Samara Tree, Snappers, and Mohktari's branch, and the seedling pods.  Give them a try, see if they fit your playstyle. 

Tataree and Samara work very well together (pods only take 2 turns to pop with Tataree), make sure you use the vine markers to put your pods where you need them, and even if someone attacks them they need at least a 5dice attack to have an expected chance to kill them.  If they're wasting a 5 dice attack on the pods, you should welcome it.  Also, remember that you can QC Tataree, and he has an infinite 3+ defense.  Sure, someone can kill him, but they're either losing mana on it by the time they get to him with an unavoidable attack or fighting a huge uphill probability battle. 

Snappers are extremely undercosted; Place them well and you'll see returns, especially if you rouse them (2mana for 5 dice is strong) and put them next to lashers.

Moktari's branch does what the healing wand does, except in 1 action.  There's nothing wrong with it, you just pay 2 more mana for the convenience and the fact that you're not even paying for the heal, which is automatically 1 health instead of the expected 2. 

Togorah is a situational creature, like many large creatures.  If you don't want to include him, that makes perfect sense.  That doesn't mean he, or any other situational card, is bad. 

Have fun.

174
Spellbook Design and Construction / Re: My first Druid book
« on: April 21, 2014, 08:41:13 PM »

1) If the book is going to switch to JBM he'll have alot more reworking to do.

2) JBM is a bit worse than the Druid. Alot worse actually, IMO. There are a few reasons for this.
A: Wounded prey gives melee +1. Not ranged. Melee. It doesn't synergize with what she's gonna try to do, which is sit back and shoot arrows and attack spells.
B: Wounded prey also only gives its bonus to animal creatures. So, if switching to JBM, the Vine Snappers, Raptor Vines and Kralathor are less useful. But if it's the Druid, the vine ability to spring these creatures up anywhere there is a vine marker is VERY useful.
C: Her archery skill is only for non-spell attacks. So only bows. This is bad because all of the attacks with bows are currently full actions. This means that she cannot move and shoot, which is where she would shine. This makes her inherent fast trait less useful.


I agree with most everything else you said though. Get rid of the bow, hawkeye, add vinewhip staff.

Maybe get rid of one Grizzly, but they're without a doubt one of the best creatures in the game, so perhaps keep both. Up to you. If you drop them, you don't need to much regen. If you keep them, keep the regen to extend their lifespan.

I would definitely keep Veteran's belt though. It's a great card.

Well yeah, he would obviously have to change his book a lot for JBM (especially creature-wise) but honestly there's a lot that needs changing anyway.

Wounded prey is extremely strong though, especially when you combo it with ranged attacked and her amazing dire wolves.  Yes she doesn't roll more ranged dice, but if she sprints into position with her bow then opens up on the target with 5 dice ranged attack, her dire wolves will tear it to shreds all the free melee +1's and bloodthirsty.  If the target isn't a mage those dire wolves are rolling 6 dice with a 50% chance for a bleed, and then if she's positioning correctly she's rolling 5 dice, 1 pierce, and 50% chance for a bleed...!  The potential for damage is staggering, and honestly if you could place her wounded prey on the mage or move and shoot that would be most definitely overpowered. 

But I mean, if you don't like her that's fine, I just think she's impressive  :P

And yeah, the Druid is obviously strong, inherently combo-y, and unique, but I think every mage (especially after DvN) has their strengths.

175
Spellbook Design and Construction / Re: My first Druid book
« on: April 21, 2014, 07:32:48 PM »
Replace the mage with Johktari Beastmaster and I think you'd be on the right path.

I wouldn't recommend doing that.

What type of strategy are you going for with the Druid?

Also, I notice you don't have any teleports. You're probably gonna want a few.

If he's going to focus on ranged aggro (which the book clearly indicates between the excess of stranglevine, offensive creatures, and bow + hawkeye), he's better of playing a mage that naturally rolls more ranged dice and has a more offensive ability (wounded prey).

Direct recommendations help more though, so here:

-Drop the bow, hawkeyes, and 2-3 stranglevines.  Replace with the Vinewhip staff.  Instead of having to recast tanglevine 5 times you can just pay 4 to give things (the other mage) stuck, which really accomplishes the same thing.

-You don't need so much regenerate, especially considering that 3/5 types of creatures you run already have it.  The belt is pretty much useless for the druid since she already has barkskin and regen doesn't stack.

-Drop the leather equips.  They basically aren't worth casting unless you get them off a battleforge, and now that acid ball is out you DEFINITELY don't want to be spending quick actions casting them.

-You probably don't need 3 blocks, and you should trade out magebane and replace it with marked for death, it would fit better I think

-You might want to reconsider veteran's belt.  You have so much armor in the book as is that even if crits get through it's not going to be much, and you can likely regen whatever gets through off between barkskin and soulbond.

-You probably don't need 4 dissolves, unless your meta is really whacky.  In that case acid ball solves most excess equipments people drop anyway

-You should drop the grizzly's.  They cost more than double a raptor vine (with leaf ring) and they have the same quick attack amount of dice.  Grizzly's are solid creatures obviously, but you'll likely struggle to find the mana for 1 grizzly when you could have 2 raptor vines for less.

-Rouse the beast is amazing for Druid, especially if you're going to go aggro-ish (like it seems you want to).  I'd add 2 more.  You're paying 2-3 mana for a 5 dice attack.  Very strong.

-Less Vine Snappers.  This book seems very much on the offensive side, and Snappers are definitely a defensive creature (see- Rooted).

-You probably don't need 3 mana flowers, maybe just 1, 2 max.

Hope that helps more.

176
Spellbook Design and Construction / Re: My first Druid book
« on: April 21, 2014, 03:24:07 PM »
Replace the mage with Johktari Beastmaster and I think you'd be on the right path.

177
Spells / Re: Burst of thorns
« on: April 15, 2014, 04:48:06 PM »
Basically what ACG said.  You should look at it like this:

1) Burst of Thorns rolls MORE dice in proportion to its cost than most attack spells.
2) It's not an attack spell requires your opponent to counter it in a different way (if they even see it coming)
3) It has a 50% chance for a bleed, which means its damage potential is even higher, easily being at a 1:1 damage to mana ratio or higher (better than most attack spells).
4) Free piercing +1.
5) It is a RANGED attack, hence, bypasses guards, which is HUGE.

This spell is simply one of the most powerful relative to its cost.

178
Mages / Re: Priest vs Priestess different but which is more versatile
« on: October 07, 2013, 01:36:40 AM »
I think the Priest fits your preferred playing style the most (denial, fast).  The Priestess requires much more reactionary thinking (in general), ie heal prediction, poison blood prediction, etc.

I'd recommend battleforge priest with early avenger cleric support (guard meat).  Other than that, just make sure you know when to drop what off your forge (staff early) and save 1 mana each turn for burn payment.  Aim to stack burns through Malakai's Fire and use your avenger as a guard.  If  they figure a way past your avenger guard, use it for the 4d 1 pierce.  If they drop a huge threat, well, you're in the holy school.  Include some fireballs, etc, for finishers.

All that said, the priestess is probably easier, but you don't seem like you'd enjoy her as much.  All the info you need is in the above paragraph anyway, so gg.

179
General Discussion / Re: Druid vs Necro Spoilers
« on: September 10, 2013, 11:27:56 PM »


When the egg give us a new creature, that creature will have a token to reproduce another time?

Dark Mage scares me!!!

Ichthellid Larva

A creature with this condition marker has been impregnated with the Ichthellid Larva and is now a host to this dark creature’s spawn. Upon the death of the infected creature, an adult Ichthellid emerges with a voracious need to find another living host.

Yeah, I'm gonna have to make a bunch of clicking noises when I play this card.  It's weird, but it's just gonna happen.  I'm sorry.

180
General Discussion / Re: Druid vs Necro Spoilers
« on: August 30, 2013, 08:16:07 PM »
If anyone missed it, cards from the new set will start to be spoiled THIS WEEKEND (tomorrow or sunday).


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