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World and Lore / Re: Air elemental
« on: August 25, 2016, 09:48:57 AM »
Is there a ruling that Elementals have Psychic Immunity - even if the card does not say this?
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The best option is make a wizard book with 4 earth elemental,log in OCTGN and watch how every average player beat the shit of you , meanwhile you could take notes
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I would suggest maybe opening with a Barracks and Garrison post so you can at least start spitting out creatures.
Typo?
The thing isn't that Earth Elemental is -bad- its that you can pay less for better creatures. Iron Golems or Devouring Jellies and so on will get more work done than an Earth Elemental for less mana AND less spell points. So, by comparison EEs are terribly inefficient.
As far as Warlord answers to Earth Elemental-
-Grimson Deadeye sitting on a watchtower can plug 3-4 attacks into it before its even close enough to attack. (4 dice from 3 zones, 5 from 2, 6 from 1)
-Thorg can waste an Earth Elementals turns but taunting it and forcing it to move to his zone (since its a slow creature with no quick attack it will just uselessly lumber around)
Hit it with Quicksand to force the opponent to spend actions to free it or spend his teleports.
-Use Stumble and/or Fumbles to waste its attempts to move or attack while youre creatures burn it down.
Reverse Attack while Grimson or any other hard hitter focuses damage.
EE has no armor, so as long as youre running a few ranged creatures you should be able to burn him down easily before he can do much damage especially if combined with aforementioned tools to hinder its ability to move (quicksand/stumble) to buy extra rounds.
I would suggest maybe opening with a Barracks and Garrison post so you can at least start spitting out creatures.
I find the iron golem much better. 6 dice, only 13 mana, psychic immunity, also unmovable.
-Thorg can waste an Earth Elementals turns but taunting it and forcing it to move to his zone (since its a slow creature with no quick attack it will just uselessly lumber around)Elementals are psychic immune so they ignore the taunt.Quote-Use Stumble and/or Fumbles to waste its attempts to move or attack while youre creatures burn it down.Those spells don't work on unmovable creatures such as EE.
Important: Unless the card says otherwise, all conjurations have the following traits: Nonliving, Psychic Immunity, and Unmovable (you can look these traits up in the Codex).
Earth Elemental is amazing against conjurations. They can secure and zone out areas of the map very effectively. That being said you either ignore it or just throw tons of dice at it. Since it has no armor you can really kill it by focus firing. Don't be afraid if they guard since they have no quick attack counterstrike.
If they keep pulling them out, you should be hitting a timing where you also have tons of mana on the arena for damage.
#hale - Lesser Teleport rocks! I've used it on Grogon and Earth Elemental to some success to far
*edited to fix Grogon
He's undead. Eagle wings, bear strength, and lion savagery do not apply along with a host of other spells that won't work on the big dead dragon
Title says it all, awesome card but losing two life everything round seems too impractical when combined with the huge cost.
Learning the various interactions between the Traits, spell effects, and rules requires time in battle and rereading the rules and spells. We always have an after action review to check how a match went and what questions we had. As you continue playing the interactions become easier to remember and you will have fewer questions. At least that has been my experience with the game.
Another difference is that in academy additional strikes of an attack are made by the attack, not directly by the original source of the attack. At least that's the way I remember it worded in the academy rule book.
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Doublestrike
This attack may make a second attack against the same target. The additional attack occurs before the Counterstrike Step of the attack.
In Arena Melee +X works for every first strike of every attack the creature makes.To be precise You gain bonus for first applicable strike.[mwcard=MW1C17]Goran, Werewolf Pet[/mwcard] using doublestrike on undamaged creature will get Melee bonus from Bloodthirsty on his second strike if he damages creature with first strike.(Bloodthirsty doesn't grant melee+X, but additional dice) Same applies to enchantments revealed between strikes. You can make a sweeping attack and after hitting guard with first strike You can reveal enchantments to get bonuses against enemy mage.Quote from: Rules supplementIncreasing the Attack Dice DURING an Attack Action
Some traits (such as Melee +X) state that “if the attack makes multiple attacks against the same or different
creature, it gains the bonus only for the first attack it makes.” This wording is clarified to say; “if the creature
makes multiple attacks during the same attack action, it gains this bonus only for the first attack it can make
with this bonus.”
If a creature gains a bonus on one attack but then the bonus increases for a subsequent attack, on the next attack
he may receive the additional bonus gained.
Example: A creature has a Sweeping attack and Rage +3, and has 2 Rage tokens on him, so he gains Melee +2.
On his first attack, he gets +2 attack dice. If the target Counterstrikes and damages the attacker, the attacker will
get another Rage token, so he will now be at Melee +3. On the second attack, the creature will get +1 attack die.
11. If you don't have an infinite defense, then your defense only works on the first attack against you each round. So far all of the academy creatures with defenses have infinite ones.
16. Yes, they are ATTACKS and SPELLS.
21. The only difference between Academy and Arena on Melee +X is that it only works on the first attack. You can't choose to hold it for a later attack in either game.