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Author Topic: Druid vs Necro Spoilers  (Read 648945 times)

Wildhorn

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Re: Druid vs Necro Spoilers
« Reply #525 on: October 30, 2013, 11:04:11 AM »
Do we know what the Obscuring trait does yet?

For what I have been told is that the source of something targeting you has to be within a range of 1 (so either in same zone or adjacent).

lettucemode

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Re: Druid vs Necro Spoilers
« Reply #526 on: October 30, 2013, 11:27:31 AM »
Pictures!


Same cost as Idol of Pestilence and Deathlock, but takes 8-ish turns before its effects activate. Seems pretty useful and cool.


Very cool cloak. The combination of Light -2 and Obscured is very thematic. Is Obscured good enough that this would replace Elemental Cloak in books? Less defense against burns and stuns if the opponent is close to you, but then again, it forces them to move close to you to hit you with anything.
« Last Edit: October 30, 2013, 11:37:50 AM by lettucemode »

aquestrion

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Re: Druid vs Necro Spoilers
« Reply #527 on: October 30, 2013, 11:51:51 AM »
Omg if obscured really let's you (and equipment and enchants bound to you) not be targeted from more than 1 range. Why wouldn't you sit behind a wall of guards and shoot a thunderbolt on a stick? Def good thing only 2 mages can use this. Combine this with warlocks helm and armour and he is a bamf.

I'm very glad that for once the wizard can't tech this in, but I think that this will make warlock and necro a lil op.

I'm really mad about the dragon though, I really wanted a skeleton dragon so I could blow it up and make it into a poster.

sIKE

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Re: Druid vs Necro Spoilers
« Reply #528 on: October 30, 2013, 12:26:18 PM »
I'm really mad about the dragon though, I really wanted a skeleton dragon so I could blow it up and make it into a poster.
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sIKE

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Re: Druid vs Necro Spoilers
« Reply #529 on: October 30, 2013, 12:27:59 PM »
Do we know what the Obscuring trait does yet?
Obscured - can't be targeted from more than one zone away. Equipment and enchantments on the wearer gain the trait too
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Moonglow

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Re: Druid vs Necro Spoilers
« Reply #530 on: October 30, 2013, 12:32:49 PM »
Being able to obscure a familiar or other conjuration / creatures that are currently slightly too fragile might be an interesting dynamic if it's provided.   Cloud of darkness or something..

HomelessJoe

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Re: Druid vs Necro Spoilers
« Reply #531 on: October 30, 2013, 12:49:04 PM »
Being able to obscure a familiar or other conjuration / creatures that are currently slightly too fragile might be an interesting dynamic if it's provided.   Cloud of darkness or something..

An interesting mechanic that will surely change the meta for dark mages. I highly doubt they would introduce a new rule just for this cloak. My guess is we will see an enchantment or incantation with obscure. My immediate thought was, 'ok so if i can cloak my zombies, lumbering just got drastically reduced as a disadvantage'. Obscured brutes, yes please.

The cloak is an auto include in any of my dark books. Far surpasses elemental cloak imo. I will have such an upper hand on the wand battle, among tons of other long range strategy's. It essentially totally nullify's sniper/wizard tower strategy. I mean come on, elemental cloak, pssshhh. I might as well rip this card up right now haha. The -2 light is a really nice addition for theme.

Anybody saying this makes dark mages too op, you bite your tongue!!!! This simply gives dark mages a much deserved boost. There is a reason why you don't see too many warlock's taking down tournaments. Thanks designers for putting us back in the game!!!!

DeckBuilder

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Re: Druid vs Necro Spoilers
« Reply #532 on: October 30, 2013, 01:44:42 PM »
Cloak of Shadows has nice synergy with Lumbering (as mentioned by Joe) and makes Teleport assassination harder (as mentioned by Wildhorn). However, before we get too excited, it is just a piece of equipment. Range 1 is where you remove equipment already. It has little benefit against Beastmaster or Druid (who has vine range). Probably best for a curse/fireball Warlock (fire will be great) and Necromancer with lumbering guard escort (seems so wrong). Still, it's great they have given Dark Mages a nice thematic alternative to Elemental Cloak (same spell points though) that is so highly playable. Choice is good!

Even more thematic is the Altar of Skulls. I love the idea of living clerics creating their own doom piling the skulls. Even when triggered and they have at most 4 rounds to live without help, the acolytes can reconstruct Altar 2 life each turn when damaged. Now that's a suicide cult! It's a shame it's another "rely on opponent's build" spell (does it really matter whose corporeal skull is added?) so great against Swarms, less so against Few Big. Still, global 3 poison damage (with Idol) whilst you're immune and have mostly nonliving is potentially awesome. Flavoursome? Most definitely! Will it be played alot? Jury's out here...
« Last Edit: October 30, 2013, 01:50:30 PM by DeckBuilder »
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ringkichard

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Re: Druid vs Necro Spoilers
« Reply #533 on: October 30, 2013, 01:45:14 PM »
That's funny, my impression was that Curse Warlock was #2 behind Earth Wizard, in part because of its favorable matchup against attrition builds.
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Koz

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Re: Druid vs Necro Spoilers
« Reply #534 on: October 30, 2013, 02:00:25 PM »
I'm not sure the Obscuring trait is going to be all that game changing.  It's decent, to be sure, but if it works like people are saying (can only be targeted from 0-1 range), then it's only going to be so effective.  In the games I've played, most combat takes place at the 0-1 range anyway.  Sure, there are situations and builds where that trait will help, I'm not arguing that, but A LOT of action in this game takes place at the 0-1 range. 

Particularly I don't see this doing much for a standard Warlock build since they will be in melee range most of the game.  It will probably be better in ranged-fire Warlock or Necro since they aren't really a toe-to-toe mage.  I could see him sitting way back with this thing on just churning out the waves of undead.  Not being able to target the Necro without going through the army of zombies and skeletons could be some pretty decent protection.

The best use for this would be when you are keeping Gorgon Archers and Deadeye snipers and that kind of stuff outside of that 0-1 range.  That hurt those strategies pretty badly, for sure.  It could also help you keep out of range of Ballista's and Wizard Towers, although the opposing mage will probably just turtle near them forcing you closer. 

Overall, it's decent and I like it and plan on messing around with some build ideas with it, but I'm not sure it's going to be replacing those Elemental cloaks anytime soon.   
« Last Edit: October 30, 2013, 02:02:21 PM by Koz »

HomelessJoe

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Re: Druid vs Necro Spoilers
« Reply #535 on: October 30, 2013, 02:02:52 PM »

Still, global 3 poison damage (with Idol) whilst you're immune and have mostly nonliving is potentially awesome. Flavoursome? Most definitely! Will it be played alot? Jury's out here...

Though situational (obviously wouldn't work very well against a golemn book) I was planning to also include many poisonous gas clouds. Despite being wind, they are well worth it imo. Of course this is dependent on the attack spells of Necro as well as any further conjurations/ equipment. I still think based on pictures that the Necro's staff is going to have some type of poison cloud to it. With these mixed with Wraiths (or the equivalent poison enducing creature) I think this is going to be a very formidable build. The Necro is going to be the king of direct upkeep damage!
Thinking about the staff in relation to the new cloak shown, instead of poison, it could just be be an area effect obscure. The gas billowing out of the staff is black after all. The picture i'm thinking about specifically show the Necromancer with his staff raised high above the heads of his oncoming horde. So obscure could be more likely. Whatever the case, i'm excited to see.

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Re: Druid vs Necro Spoilers
« Reply #536 on: October 30, 2013, 02:23:29 PM »
Obscure sure seems like it could be the answer to the Wizard tower so I'm pretty excited about it! Just hoping there is an enchantment that has it too.

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Re: Druid vs Necro Spoilers
« Reply #537 on: October 30, 2013, 08:34:53 PM »

Looks like the Unstable Zombie has been adjusted slightly. Now it only has 5 health.

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Re: Druid vs Necro Spoilers
« Reply #538 on: October 30, 2013, 08:42:24 PM »
Unfortunately, an old picture was posted. This is the accurate Unstable Zombie.

jacksmack

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Re: Druid vs Necro Spoilers
« Reply #539 on: October 31, 2013, 05:17:09 AM »
I hope 5 HP is enough to make it viable - surely 4 HP on it would be riddicilous. to me 6 seemed about right - but i ofc havent play tested it.