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Messages - Donovan

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76
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?

77
Spells / Re: Card Updates with the Arena (4th Editon) Release
« on: August 25, 2016, 08:42:19 AM »
Is it also possible to have a document showing the differences between 2.0 and 3.0?

People in non-english speaking countries would like to update their localized version as well.

78
Strategy and Tactics / Re: Earth Elemental
« on: August 25, 2016, 05:35:40 AM »
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

Enviado desde mi Aquaris E4.5 mediante Tapatalk

Hahahahaha. I have actually considered that too.

79
Strategy and Tactics / Re: Earth Elemental
« on: August 24, 2016, 04:18:57 PM »
I would suggest maybe opening with a Barracks and Garrison post so you can at least start spitting out creatures.

Typo?


???

You said you don't like Barracks openings and then suggest to open with a Barracks?

80
Strategy and Tactics / Re: Earth Elemental
« on: August 24, 2016, 03:33:19 PM »
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.

Stumble / Fumble don't work, because the EE is unmovable.

Quicksand will cost you 10 mana and therefore a complete turn. If you decide to kill the EE, I think the strategy should be to do that in less than 2 turns with less than 20 mana. Otherwise the other mage gains on you.

Also, the EE has a nasty Daze/Stun.

Of course I understand the global concepts brought forward in this thread (ignoring, flying, guarding, take hits, ranged attacks), but I have not seen a post showing how to kill the EE in 2 turns with 20 mana invested at max.

I would suggest maybe opening with a Barracks and Garrison post so you can at least start spitting out creatures.

Typo?

I'll see if I can post my book.

I find the iron golem much better. 6 dice, only 13 mana, psychic immunity, also unmovable.

An Iron Golem in average needs 6 attacks to take down an Earth Elemental.
An Earth Elemental in average does 3.5 critical dmg per attack and therefore in average needs 4 attacks to take down the Iron Golem, during which the Iron Golem is Dazed after 2 of these.

-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.

Psychic Immunity only for non-lvinging conjurations, not for Elementals?

Quote
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).

81
Strategy and Tactics / Re: Earth Elemental
« on: August 24, 2016, 09:06:56 AM »
The problem is, all these ideas work somehow, but you will need more turns to get rid of 1 Earth Elemental than the opponent spawns them.

Also, your small creatures are faster destroyed than the opponent Earth Elemental, so you already lost fire power, while the opponent still has his 7 dice.

I think the Warlord suffers more from this than other mages, because:

- The Warlord pays 3x for Arcane spells, which would be good to buff himself or diminish the power of the Earth Elemental.
- The Warlord relies on conjurations, which are a sitting duck for the Earth Elemental.
- The Warlord typically has not a lot of flying creatures and typically doesn't have a lot of enchantment to cause flying.

I think the only option really is to have 4 Earth Elementals in your own deck, although the Warlord can only spawn his first Earth Elemental in round 2 and the 2nd in round 4. And the Warlord is kind of forced to pass in the first round when he has the initiative, because when he plays conjurations, he cannot spawn his 1st Earth Elemental until round 4 and his conjurations (and mana) are likely gone.

Personally I think the Earth Elemental should be Epic or at least Unique.

82
Strategy and Tactics / Re: Earth Elemental
« on: August 23, 2016, 07:34:21 PM »
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 :D

*edited to fix Grogon

So the question here is: An Earth Elemental has 35 life. So to win the race you need to:

a) kill it in 2 rounds (round 2 and 3)
b) save some mana while doing that

How can I do 18 dmg per round in 2 rounds while still maintaining b)?

If I ignore them, he'll soon have 3 and 4 (yes that is an enormous amount of spell points, but he did that).

And ignoring 4 of them is impossible.

If I hurl 5 average boulders at him (35 dmg), I spent 40 mana and 3 turns on a creature that cost 20 mana.
If I ignore him, there will be 2 by round 3, 3 by round 5 and 4 by round 7. You hardly ignore 2 of them and 3 or 4 is impossible.

My problem is that ignoring leads to a wipe out of my Warlord conjurations. And not ignoring them cost more mana and more rounds than the other mage needs to re-stock.

Other creatures with high dmg output are often Epic or Legendary - the Earth Elemental is not.

So imagine you just played:

ROUND 1
-----------
WARLORD
6 mana - Deflection Bracers
12 mana - Barracks

WIZARD
20 mana - Earth Elemental

ROUND 2
-----------
WIZARD: moves Earth Elemental towards you 1 zone
WARLORD: ???
WIZARD: passes

ROUND 3
-----------
WARLORD: ???
WIZARD: moves Earth Elemental towards you 1 zone
WARLORD: ???
WIZARD: 20 mana - 2nd Earth Elemental

I don't see how to get out of this in a winning position?

The only way out I see is to put 4 of them in my own Warlord spellbook?

83
Strategy and Tactics / Earth Elemental
« on: August 23, 2016, 04:41:52 PM »
I was playing against an Air Wizard.

To my surprise he pulls out an [mwcard=FWC02]Earth Elemental[/mwcard] in the first turn. I was a Warlord, so I had armour and an outpost prepared.

How to deal with that?

While trying to create damage, 2 turns later he plays a second one.

I started to move around, but lost full actions because of that. I felt it took the Wizard 2 turns to spawn one, but it would take me longer to get rid of one.

Then comes a third and a fourth...

Ignoring them is OK as long as there is just one, but when there are 3 or 4... each rolling 7 dice and having 35 life...

Obviously when you know this, you can design a spell book to counter it. But how to react with an all round book for a Warlord with War and Earth spells? Remember that Arcane spells cost 3x for him. Of course I could do the same trick myself, but where is the fun in that? Additionally the Wizard can pull out one in he first turn - the Warlord cannot.

84
Spells / Re: Sardonyx- Ever used?
« on: August 19, 2016, 03:59:09 PM »
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

Shoot! Forgot Aboutaleb that!

85
Spells / Re: Sardonyx- Ever used?
« on: August 19, 2016, 11:47:38 AM »
Title says it all, awesome card but losing two life everything round seems too impractical when combined with the huge cost.

I'd say if a mage can spend 24 mana on a card, something might perhaps already be very wrong in the game. This means the other mage has done at least 2 main and 2 quick actions more than you before you bring this card.

If you can spend that much Mana and (Life - Damage) of the mages is about equal, you can surely do a spectacular finish with that card. You just have to deal more than 2 dmg to the other mage each round + dmg you took yourself.

First spreading rot in the zone attack. Then sweep through a few creatures with 5 dice - including the other mage of course. And then finish off the other mage in 3-4 turns.

Perhaps some Eagle Wings... Or Bear Strength... Or Lion Savagery for the fleeing mage... =;-)

86
Rules Discussion / Re: Nullify and Mage Wand
« on: August 19, 2016, 11:26:27 AM »
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 tip: Keep the PDF with the rules open on a tablet and search for spellbound for example.

87
Mage Wars Academy / Re: Differences Academy vs Arena
« on: August 19, 2016, 05:16:25 AM »
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.

Sent from my iPhone using Tapatalk

Not entirely. Academy says:

Quote
Doublestrike
This attack may make a second attack against the same target. The additional attack occurs before the Counterstrike Step of the attack.

So the attacker stays the same. There is just no explicit "additional strikes" step like in Arena. But the cards say that the additional "attacks" (strikes) must happen before the counterstrike step. So no change to Arena there.

For me that is just adding to the confusion caused by using "attack" as a synonym for 2 different concepts.

Mage Wars uses:

When somebody attacks during his action:
- Attack action (Arena): "All of these Steps are part of one attack action. A creature may use one attack action to make multiple attacks"
- Attack (Arena & Academy): "If a creature is the defender of a melee attack, and it has a quick action melee attack with the Counterstrike trait, it may use that attack against the attacker during the Counterstrike Step of the attack."

A strike within the attack/attack action:
- Attack (Arena & Academy): "Some creatures have a Defense attribute, which represents an ability to avoid an attack."
- Strike (Arena / carefully replaced by Attack in Academy): "Once the first strike is finished, you get to make these additional strikes."

So everywhere you read "Attack", you have to decode from the context: Is the whole thing meant (all strikes) or is a single strike meant?

This could have been avoided by consequently using the "an attack can contain strikes" terminology.

But instead this continues in Academy by saying Double strike executes a second attack after the first attack and still call the entire thing an attack as well "it may use that attack against the attacker during the Counterstrike Step of the attack". Obviously this does not make things clearer for defenses for example where "attacks" are avoided.

This could have been so easy if the rules had stuck to "Attack" containing "Strikes" terminology. Then you could have said: "All strikes of an attack are executed one after another" and "Defenses can only prevent the first strike of the first attack".

But I guess it is too late now. Too many cards out there.

88
Mage Wars Academy / Re: Differences Academy vs Arena
« on: August 19, 2016, 04:38:14 AM »
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 supplement
Increasing 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.

Thx for pointing that out.

89
Mage Wars Academy / Re: Differences Academy vs Arena
« on: August 18, 2016, 04:47:42 PM »
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.

Attack has 2 different meanings in Mage Wars: Attack as the action causing 1 or more Strikes and Attack as a single Strike within an Attack.

So to be precise (using "Attack containing Strikes" terminology), I believe the following is correct:

In Arena Melee +X works for every first strike of every attack the creature makes.
In Academy Melee +X only works for the first strike of the very first attack of a creature each round.

90
Strategy and Tactics / Re: Burst damage problems
« on: August 18, 2016, 02:49:33 PM »
After a couple of games in Academy core I feel the only winning strategy might be to leave the creatures of the opponent alone and just hit the mage as frequently and as hard as you can.

This seems to favor builds where just 1 or 2 creatures are being created, subsequently buffed with melee +X, and then they hit the mage and the game ends soon.

To counter that, you'd have to be very defensive, which leaves you with no time to become offensive. You can only delay your demise.

It feels as if the game is over too soon.

So you end up with 2 similar builds fighting eachother: 2-3 buffed creatures hitting the other mage.

Does somebody have a build that does not do that and still has a chance?

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