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Messages - cbalian

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16
Now if only a future mage was Dark/Holy.  That would make for some nice set ups.  Angels, Demons, Vampires etc all together.

17
The Ultra Pro sleeves rock.  Even makes the cards easier to get in and out of spell book slots and fit really nicely not just around the card but in the spell books.

I'm not into the color coded thing (I really like the artwork and don't want to mar or distort it in any way).  So all my cards are in clear sleeves which work awesome for me.

I am pretty careful when I play and would never have like Cheetos fingers on my cards but its still nice to know if something spills or anything happens the cards are all safe and protected.

18
Rules Discussion / Re: Rule on friendly vs all creatures?
« on: July 28, 2013, 06:38:56 AM »
Thanks.  I figured that was the case, just wanted to double check.

Beastmaster vs Beastmaster game was a success and I won!   :)

That new bow pretty is pretty awesome.  5 dice of damage +1 piecing + bleed is pretty sweet for not having to spend any mana (after you summon the bow).

19
That looks like a FUN deck!  :D

20
Rules Discussion / Rule on friendly vs all creatures?
« on: July 27, 2013, 08:28:22 AM »
My friend and I are going to play a Beastmaster vs Beastmaster game this weekend.  I was putting together my spellbook and if the card says "All" creatures does that mean All creatures (including my opponents creatures)? 
As opposed to I have other cards that specify "Friendly" creatures. I assume by friendly it just means MY creatures.

For example:

Tooth & Nail
All animal creatures melee attacks gain the Piecing +1 trait

If I cast that does it give his animals piecing too since it says all animals not just friendly animals?

Mohktari, Great Tree of Life
All friendly Living creatures in Mohtrari's zone gain the Regenerate 2 trait

If I cast that it would only allow MY living creatures to regenerate but not his.

21
Strategy and Tactics / Re: Push Wars - Wizard vs Forcemaster
« on: July 27, 2013, 06:18:28 AM »
Oh yes I forgot about traps!  I know the the caltrops don't do much damage but saying I could actually pull off a push/pull strategy a caltrops on each side of the wall could be used over and over.

Does a teleport trap need line of sight or 'if I need it' can it teleport something on the other side of a LOS blocked wall?

I guess the other traps are good damage to mana ratio like the fire or spike one but not as much of a fan as the one time use ones, but I do run them occassionally and pushing stuff into traps, especially through a wall into a trap seems good.

22
General Discussion / Re: Life span for mage wars
« on: July 26, 2013, 08:58:00 PM »
Seems like a future mages post!

I would imagine like any money making venture or company as long as customers are paying, buying expansion sets and other new content they will keep putting it out.

I would imagine AW sales and marketing force are looking not just for future expansion/content releases but also diversifying in selected areas of growth opportunities.

Increasing and maintaining player fan base must rank extremely high though.  Like was mentioned you don't want so many traits, conditions, effects the game gets confusing while still adding diversity of content. 

The best way to do that is the different mages or combinations of major classes.  Like I would LOVE a holy/dark mage or elemental mage or things which have already been discussed.  I'm definitely looking forward to the Druid/Necromancer expansion no matter what traits/mage abilities or cards are in it almost.  I still play EverQuest after 13 years and I've always been a Druid so anything Druidly in any other games I play always interests me.  And Necros are cool too!

23
Strategy and Tactics / Push Wars - Wizard vs Forcemaster
« on: July 26, 2013, 06:54:40 PM »
OPTIONS:  WOULD YOU RATHER
OPTION A: Wizard Tower Jet Stream 4 + Huginn Force Push 6 = 10 mana per push/pull
OPTION B: 2 Thoughtspores w 2 Force Push 6x2 = 12 mana per push/pull
OPTION C: 2 Thoughtspores w 2 Jet Streams 4x2 = 8 mana per push pull
OPTION D: 1 Thoughtspore w Force Push 6 + 1 Thoughtspore w Jet Stream 4 = 10 mana per push/pull


I'm still pretty new to the game so up until now I've never really made much use of walls.  They intrigue me and I want to but hadn't really fit them in yet.  All the talk in the other threads about using Wall of Thorns and pushing mobs through it for damage though kind of has me wanting to try out that tactic.

In those posts they mention the Wizard pretty exclusively, Wizard Tower conjuration + Huginn Familiar doing the bulk of the pushing grunt work mainly with Jet Stream.

However here is my question...what about Forcemaster set up doing the pushing? 
Is the Wizard better set up to push mobs through walls or could the Forcemaster be a viable alternative option?

I haven't played EITHER deck so here are my considerations and comparisons I'm mulling over:

Spells:
* Jet Stream vs Force Push
** PUSH - Jet Stream has a 'chance' to push 4+ roll, Force Push is guaranteed
** Direction - Jet Stream has to be in an opposit direction, Force Push you can choose * this is important in a later question about set up and use
** Damage - Jet Stream does 2 additional dice of damage more than Force Push
** Mana - ?? Am I reading correctly if I'm pushing someone through a wall with passage attacks -
Jet Stream would cost 4 mana and
Force Push would cost 6? 
Since Jet Stream doesn't say it costs extra to push through a wall does that mean it is Free (or no extra) to do so?

Familiars/Conjurations:

Thoughtspore 0 armor 7 life No defense - Flying *spellbind* lvl 1-2 Attack OR Incantation spells
Huginn            0 armor 5 life inf defense 6+ - Flying no spellbind lvl 1-2 Incantation spells only
Wizard Tower 3 armor 7 life No defense - non Flying * spellbind * Attack spells only

Thoughtspore could cast Jet Stream OR Force Push (and flies - so the line of sight of the wall wouldn't be an issue it could see over the wall so Thoughtspore could push OR PULL something towards it if on other side of wall)

Huginn could cast Force push but can't cast Jet Stream (same flying benefits as noted above, except that Jet Stream can't pull anything through a wall just push it through)

Wizard Tower could cast Jet Stream but not Force Push (doesn't fly, so would have line of sight issues, can't 'pull' anything through a wall - also doesn't move, doesn't fly so kind of situational and things have to line up, where as Thoughtspore and Huginn both fly so could move around (if needed to adjust and no LOS issues).

SPELLBINDING - Thoughtspore and Wizard Tower both have Spellbinding so can keep casting the same spell over and over (thus saving having to use up a bunch of copies of the same spell)  Wizard tower can change spell, thoughtspore once bound can't switch spells.  Huginn - non spell bind so spell gets used up each cast and must be replaced.


So now that the considerations are in place, the tactical question of 'which is better'?

Would it be better to have 2 Thoughtspores push/pulling mobs through a wall, force push or jet streaming
OR
Would it be better to have 1 Wizard Tower Jet Streaming and Huginn Force Pushing

I am kind of liking the Thoughtspore pushing idea because 2 Thoughtspores with at least 1 having force push I think would be good because they wouldn't even need to be in or around the mob they are pushing through the wall, they could be 2 spaces away and do it and their location wouldn't matter (thus making them somewhat safer, not 100% but a bit better off)

But the Wizard Tower and Huginn are probably more difficult to kill than a thoughtspore.
Mana wise to set up is negligable 2 thoughtspores cost you 16 mana * Wizard Tower + Huginn costs you 18
mana

With 2 Force Pushes and 2 Thoughtspores you are much more likely to be able to make a wall push attack work, you lose out on 2 extra dice of damage from Jet Stream

2 Thoughtspores 'seem' like they would be more vesatile since they can move and the Wizard Tower can't, and they can fly so don't have LOS issues like Wizard tower

-- Other considerations:
If I used the wizard I would probably toss in a Whirling Spirit (or 2) which have a 50% chance to push for Free and do 4 dice.  Having 1 Whirling Spirit on each side of a Wall of Thorns seems like a possible route also and would save me some mana.  Since the push on Whirling Spirit doesn't mention extra mana to push through a wall I assume it is mana free to do so?

Poison Gas Cloud might be good with the Wizard too, a Cloud on each side of the wall to do extra damage and 'hinder' them from running 2 spaces away - out of range of my push/streams

Stonegaze Basilisk might be good with the Wizard too, ranged attacking from 2 spaces away and crippling opponents on either side of wall might come in handy since they would be restrained.

If I used the forcemaster instead I "might" toss in a Force Bash in the mix.  Would cost 11 mana so more costly but 'incapacitating' 2 creatures while pushing 1 of them through a wall seems kind of fun.  The more incapacitated stuff the better IMO, less likely to be able to fight back to mess up my pong match.

I'm a HUGE fan of Gorgon Archer + Stonegaze Basilisk combo (that has won me several games) so kind of leaning towards the wizard for that additional option

But I can see some fun options with the Forcemaster and think flying spellbind mage wands are always fun (plus you can have multiple out).  I usually use Thoughtspores to just fly around and put everything to sleep as soon as it is summoned so the opponent can't do much while I kill the mage, but having a more active roll for little spore buddies seems like a fun way to go too.

- as usual I rambled a bit here, sorry.  That is why I moved the main question to the top (it was actually 3/4 of the way down if it seems out of context it is a little).  :P

24
Strategy and Tactics / Re: the Art of Mage Wars: Lesson 1
« on: July 25, 2013, 07:50:26 AM »
I absolutely concur with that advice:  Focus on the Enemy!  #1

I could spend all day long and all my resources on killing creatures, but at the end of the day that won't get me a win (well I suppose if they absolutely ran out of creatures, but who wants to play that long, even though I love the game no point to drag it out).  Like was said know your threats, know your enemy, FOCUS on your enemy.  The goal is to kill the mage not kill his/her creatures.  Especially true of BIG nasty creatures, lets say an Iron Golem.  That thing is a beast yep, but it gets 1 attack or 1 defense, does it hurt?  yep  but I either ignore them or TP them out of the way or keep them otherwise occupied.  If I spent resources actually killing an iron golem with that much armor and life I could have nearly half way killed the enemy mage.  So killing the golem isn't cost effective turn wise.

I LOVE it when  my opponent focuses on my creatures, have at them.  I love them but they are expendable resources in my eyes.  Like you said giving them a threat to deal with is usually a great way to go.  Nec Vamp is awesome for that since she can heal herself, I also found Gorgon Archers seem to draw a lot of attention, and while they are weakening the opponent and maybe absorbing some hits she is regenning, so again have at her she is great target practice.  By the time you kill her I'm up 3-4 turns doing other plans and creatures that you then need to deal with.

If you put more pressure on the enemy mage then they have to REACT to YOU.  If they are spending resources DEFENDING themselves they are NOT spending resources ATTACKING YOU.  So keep the pressure on, and when it lets up or they kill a creature, put some more pressure on...the whole time they aren't killing you because too busy trying to stay alive and defend themselves.  Going at the game like that puts a LOT less pressure on YOU because they are too busy to hurt you.  While applying that strategy I've have several games without taking any damage or maybe a couple of points if they get a lucky shot in.  Unless I'm the forcemaster I usually let my creatures and familiairs do my work or casting spells for me and I stay out of harms way.  I'd rather have them fight my creatures then fight me.

25
Custom Cards / Re: The Magician: a very different mage
« on: July 25, 2013, 07:36:22 AM »
That is how I build too.  Put in what I want, prune at the end, if needed.  There are those few 'expensive' cards I put in like you said, especially if it works as a means to the end theme I am working on.

Not to take the discussion too off topic from the very cool Magician idea, that was part of my point about this mage.  Put in whatever you want without having to regard the cost.  Where as with any other mage you can put stuff in, like you mentioned, but I feel it constricts you a bit.

I guess basically I am saying (to varying degrees) all of the mages kind of 'lead' you towards certain cards, strats etc.  BUT that does get me thinking now of if say I really like Gorgon Archer + Basilisk combo (it has won me several games) but if I don't want to do the Wizard (who I do like but like the Priest better) I should try to add something out of the ordinary to my cool priest book and kind of mix it up.  That is the beauty of this Magician dude, it can really mix things up to unexpected combos.  *lol that was my effort to tie this all in together so as to not derail the thread, it really is Magician related still  :)

26
Custom Cards / Re: The Magician: a very different mage
« on: July 24, 2013, 08:31:26 PM »
I do agree there are SO MANY fun combos, but no matter which mage I pick I feel somewhat constrained and limited by spell book points to go too far outside of my school(s) of training (esp for lvl 3-4 cards) that I rarely put them in.  What does that do?  It does just like you said makes people build "semi" predictable spell books relying heavily on their school with dabbling in the other schools (mainly for utility).

I can't tell you how many times I played a Preist but wished I could add a Gorgon Archer in my deck.  Can I?  SURE, but is it worth the spell book points when I can have TWO holy creatures for the price of ONE good other creature?  Debatable.

The thing with a "anything goes" type of thing is it reminds me of a 5 color deck in Magic the Gathering.  You play against that and you have no idea what is coming at you.

The temptation I'd have with this is to just toss a pile of all my favorite cards from each school, which wouldn't necessarily have any cohesive theme to it.  But you could thematically build too.

With no concern for paying double spell book points outside your school I would mind toss stuff like Gorgon Archer, Basilisk, a unicorn, couple angels, adremalich, I am a familiar junky (so 1 of each non class spec familiar) toss some spells in I wouldn't otherwise use, it would also lower the cost for decking yourself out in equip, enchants, etc you could really beef yourself up.

Anyways I'm kind of rambling, but it sounds cool!

27
Custom Cards / Re: The Magician: a very different mage
« on: July 23, 2013, 07:38:35 AM »
I like the concept.

What does this mean exactly?
Training: the Magician is trained in the first copy only of each spell in his spell book.

Does that mean 1 copy of each spell costs 1X, so if you had 2 copies of a spell the 2nd would cost 2X?

The reason I like it so much is because I'd LOVE to play a HOLY/DARK mage.  I keep wanting to do like an Angels and Demons theme deck or something like that.  Possibilities are endless with someone that only pays 1X for ANY spell in the game.  You can do a lot of serious deck building with those points.

The lack of ANY abilities even something basic seems a bit of a turn off, but not enough so I wouldn't at least try this mage out.  Seems a Magician should have something little,
"Pull a Rabbit out of the Hat" ability
Once per turn as a quick action you can summon a 0 armor 2 life rabbit token 'pest' creature.

I joke about this last ability lol  :P  Just had to throw that in for thematic addition to a true Magician.

28
General Discussion / Re: Index and Organized Spell Document
« on: July 22, 2013, 12:57:15 PM »
Sounds like a great idea Wiz-Pig!  :D

Since this has been 2 months they may have.  It wouldn't take two months to say yes or no, even if they were debating it.  Probably busy with the errata and testing and upcoming expansion and other stuff and it just fell through the cracks.

I'd maybe ask cust svc again just to follow up one last time though, that might bring it back up.  It should only take a week or so to say yes or no to being able to share a PDF you created.  I would like to see it and use it.

And yes Dropbox is a great way to go for large files.

As far as organizing/splitting it up, in pdf you can put index, table of contents on it so it is easy to navigate find things.  I'd love it for hard copy offline purposes.  I put my cards in 3 x 3 clear vinyl binder pages, so the 9 cards per page definitely seems to make sense as you mentioned. 

29
Strategy and Tactics / Re: Starving the opponent.
« on: July 22, 2013, 08:03:14 AM »
I think Red is disagreeing with my post about active vs passive healing.

Red correct me if I'm wrong you are in favor of active healing I'm on the passive healing side of the fence?  And I just am interested in the conversation from a learning perspective so I can understand.

Perhaps my disinterest in active healing (meaning casting a direct heal spell) has been because I have crappy rolls so I could spend that mana and get VERY little benefit from it, sometimes it works sometimes it doesn't.

I'm no math wizard I am sure someone has the statistics, but with an equal chance per dice of getting a 0, 1, or 2 lets average that to 1 per dice so a minor heal gets you 5 point heal and major gets 8.  Give or take, I've landed a crappy heal for 2 and good heals of 10, anyways going with 5-8 heal.

So now we've casted that heal, it lands and you think cool, I just saved my creature.  But unless it is a heavily armored creature and your opponent has nothing else around you really only bought that creature 1-2 turns.  Which can be valuable in the right situation I agree.

However lets say it is a big creature of say 15 life, you just healed 5 life.  What's to say that creature isn't just going to die?  Now you spent mana on a heal and you are still out the creature.  Maybe my main point is that summoning a creature vs healing a creature still puts more pressure on your opponent.  A wounded creature + a fresh beast seems better than a single half life creature, you will just have to heal again to keep alive.

Do you want to spend 8 mana to heal 8 points or spend 15 mana to get a new creature?  When I "think" unless I'm wrong you will have to summon that other creature anyways, so it seems more expensive but really you saved yourself the mana from the heal (that you didn't cast) so can get more creatures out faster.

That is the mana cost of it.  Spell book cost, (unless I am a preist) that heal is going to cost me 2-4 spell book points when for 3 spell book points I could add another decent creature.  I guess I'm saying push comes to shove I'd rather add another creature to my book than a heal. 

But again that might be me, and my bad rolling might be making me think a heal spell isn't as good as a new creature.  For me the new creature comes into play FULL HEALTH, a heal is only going to heal partial health maybe so I like my guarantee'd full health creature over trusting the luck of the dice.

Oh and on passive healing I do agree there are methods to get rid of them.  Fortunately those are rarely needed and only come out at the end game when most methods to remove them have been exhausted.  Like I keep a regrowth belt in the book but rarely ever put it on, but if I have its been late in the game so it does its job.  I guess against an agressive forcemaster though that certainly isn't going to save me against 10 dice of dmg per round (but I try to avoid those situations with armor and defenses so I don't get into the situation of needing direct healing). 

The only passive healing I do pull out early is Vamparism, it is just too tempting to swing at a creature or mage and heal up from swinging.  As good as a heal spell and you can use it over and over.  I'd toss an extra vamp in my deck over an extra heal any day.

30
General Discussion / Re: The Eratta.
« on: July 19, 2013, 09:14:02 PM »
Awesome!  Thanks!  I sleeve all my cards so that is a workable solution.  Although I would prefer to simply purchase a card pack with replacements, but this will do for now.  I don't want to rely on my memory to remember the change nor do I want to mark up existing cards, that is kind of low budget and tacky looking.

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