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Messages - zot

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706
Spells / Re: How essential is teleport?
« on: May 07, 2014, 06:30:42 PM »
There will be many matches where you dont use a teleport at all.

But there will be situations where  its an auto loss not having it.
Thats why its mandatory.

Getting seperated from your creatures (enemy teleport) and tanglevined in a kill zone and you just need that teleport desperately.

To sum it up - Teleport is essential to have in spellbook, but its not essential to use it every game.

There will be many matches where you dont use a teleport at all.

But there will be situations where  its an auto loss not having it.
Thats why its mandatory.

Getting seperated from your creatures (enemy teleport) and tanglevined in a kill zone and you just need that teleport desperately.

To sum it up - Teleport is essential to have in spellbook, but its not essential to use it every game.


I would think if you are in an autoloss situation, perhaps you could have made different choices during play earlier to have avoided or diminished the threat. But sometimes you do get into a bad matchup and a teleport only delays the inevitable.

707
Spells / Re: How essential is teleport?
« on: May 07, 2014, 06:27:23 PM »
I was a very strong supporter of a couple teleports in every spellbook for a long time. But, now I'm thinking there might be builds that dont need at least two copies. Lets say, if you're a solo mage with a lot of defensive equips+enchants it doesnt hurt to get teleported that much (especially not if you have 6 armor and a veterans belt from DvN expansion). Still, teleport is useful to get out of tanglevine quickly and to keep chasing your opponent if he tries to teleport out of range of your attacks.
What I have in mind is something like my Blasting Banker build. It relies on many defensive stuff on your mage to survive long enough for building up 30-40 mana and banking actions via hidden enchants. It works perfectly and in the majority of games I dont even have to use teleport.
I guess most builds that rely on heavily equipping/enchanting the mage arent that vulnurable to teleport. I'm wondering when the Octgn meta or the meta meta in this forum will evolve to those builds ... ;)


Excellent! Thank you.

I agree, and I have not had a lot of time for several months to get on octgn or perhaps you would have seen some from me.


708
Spells / Re: How essential is teleport?
« on: May 07, 2014, 06:23:25 PM »
Errata "Epic" to Teleport... Problem solved. Because seriously... That spell is epic. Low mana cost to move whatever creature you want to pretty much anywhere in the arena (depending of where you stand).

By the same way it would reduce the power of Wizard because most of its Slow creature would be put back inline because right now, Slow is not really a draw back when you can put the creature where you want anyway.



Completely disagree.

709
Spells / Re: How essential is teleport?
« on: May 07, 2014, 06:05:01 PM »
Congratulations, and welcome to Mage Wars!  It remains my favourite board game after nearly six months now, which is a personal lifetime record for me. ; )

No, it is most definitely *not* correct that a spellbook without at least two teleports will not be able to compete.  Teleport isn't good enough by itself to make that claim valid.  However.  Not including two teleports is (almost) always a sub-optimal decision, and many players argue that not including three is sub-optimal.  (I'm not one of the three minimum crowd though.)

Let me try an analogy: if you play a (Straywood) Beastmaster, you almost always want a lot of animals in your book.  Since you're putting a lot of animals in your book, you are almost always going to want to include a Ring of Beasts.  Will you automatically lose most games if you don't include that Ring?  No, of course not.  But the ring is so good in that combination, that you need to have a very good reason *not* to include it in your spellbook.

Teleport is like that, but with every spellbook; if you don't include at least two, you need to have a good reason not to.  Here are two good reasons for you to use: 1) I don't have enough copies of the spell to use, and I don't like constantly switching out cards from other books.  2) My local meta is different from most other ones, in that they don't play enough cards that would make Teleport truly useful enough to justify the 8-spellbook-point cost (for everyone but Wizard) of including two of them.

Go ahead and create books with only one (or even 0!) Teleport, it's not going to break your game.  If you ever *can* though, try to include at least two.  Teleport really is useful enough to justify that, in most books.


Without having read further up the thread for this, I will perhaps be going against the stream of comments. I do not think you have to have any teleports in your book. It really depends on what you are trying to accomplish with your chosen mage whether to include any. Is teleport a useful spell - sure it is. Is it required to have one, or more - no it is not. I would go further and say that while you can get away without them depending on your local players styles, it still holds that beyond your local group you can also skip them. You do need to be wary of things like strangle vine, and plan accordingly. But teleport is a utility spell, and has random applicability.  You also need to be aware your opponent could be playing it, and might play one on you or himself etc.

I expect I will get jumped on for the above. I believe I am a decent player, and I rarely include teleport in any of my books - including my tournement viable builds. My local play groups includes some very strong players.

So be aware there are varied opinions on this, and you just need to form your own.



710
General Discussion / Re: Mage Wars Mondays - Episode 1
« on: May 07, 2014, 05:36:04 PM »
Wizard.

   I did not look at any cards or stats. I always play a wizard as a class when I play d&d, so it was not a consideration to play anything else. And to me a mage is a wizard. The names are synonomous to me.

711
Strategy and Tactics / Re: Gate to Hell rush
« on: November 10, 2013, 09:38:00 PM »
i absolutely have to comment on your id. on apple i am tim.is.awesome, or some permutation of that. how did you come up with your id?

712
General Discussion / Re: Mage Wars is #2
« on: November 10, 2013, 09:35:12 PM »
cosmic encounters is an awesome game. it is one of the 3 component parts that spawned magic the gathering, and thus mage wars. cosmic encounters, along with d&d and baseball trading cards = mtg.

713
Strategy and Tactics / Re: Gate to Hell rush
« on: November 10, 2013, 09:04:10 PM »
i think this may be an interesting way to combat the druid. all that lovely kindling....

714
   Hey Dijirati,

Matt is running a tourney here in Indy on 10.26 at Saltire. There is a thread in the events link off the main forum page. Maybe you can make it up and we can try to rematch?

715
Events / Re: Mage Wars Tournment - Gamequest, October 12
« on: October 15, 2013, 02:05:20 AM »
thanks for hosting a great event. things ran very smoothly i felt. i think the 1.5 hours was a decent round limit. it was really good that there were many participants too. an excellent opportunity for everyone to face different players than their local group. allows for surprise situations as mentioned with the timely banish.

looking forward to the event on the 26th. see you there...

716
Spellbook Design and Construction / Re: Forcemaster first build
« on: October 05, 2013, 10:00:05 AM »
The FM is my second favorite mage behind a wizard. You idea of a melee fighter with some push/bashing opponents into/through walls, and some creature control is a good way to go. I would offer a few suggestions. I would think you can save some spell points by removing some duplicate defense rings. Perhaps you think those stack for effect? You can only wear 2 rings, and cannot have 2 items with the same name on any object at the same time. Or you want to have backups in case one gets destroyed in some way.

One thing about the FM, is that you will likely have a surplus of mama during many games because you are spending your action using a melee swing instead of casting something. In your case you do have several mana intensive spells. Even still, you can can likely remove one psi orb too. Those 2 removals will net you 4 points(six if you remove another defense ring). Since you have the thought spores in there, you may consider taking those free points and putting in some mana crystal or mana flowers. That will boost your channel to help cover spells cast by the creatures. Note that opponents love to kill things that generate mana on their own, like spawnpoints and creatures, so be wary of putting a harmonize spell on them and put it on yourself instead if you put that into the book.

Happy hunting...


717
Events / Re: Mage Wars Tournment - Gamequest, October 12
« on: October 01, 2013, 09:12:42 PM »
   Hey this is great. What time? Is it going to be single elimination? What are the round time limits?

718
League / Tournament Play / Re: NE Indiana Players
« on: October 01, 2013, 09:07:40 PM »
   And for those of us not on  fb, what are the details?

719
thanks man! appreciate it. took another week to finally come out of it completely. i look forward to a rematch too. i am here in indy, maybe we can schedule that rematch sometime. i too wish we could have played it out.

720
League / Tournament Play / Re: NE Indiana Players
« on: September 25, 2013, 07:11:43 AM »
   When things get decided, post the time/location and I will work on seeing who I can bring. My weekends are not so free. But 10/12 does look good for me.

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