November 24, 2024, 05:42:13 PM

Author Topic: Thunder/Air Wizard  (Read 5236 times)

GeorgeFalcon

  • Playtester
  • New Mage
  • *
  • Posts: 37
  • Banana Stickers 0
  • It's impossible to channel 1.21 Gigawatts!
    • View Profile
Thunder/Air Wizard
« on: September 09, 2014, 05:21:12 PM »
Conjurations

4x Tangle Vine
1x Wizard Tower
4x Enchanter's Wardstone

Creatures

1x Devouring Jelly
2x Whirling Spirit
1x Blue Gremlin
1x Huginn, Raven Familiar
2x Psylok
1x Gargoyle Sentry

Enchantments

3x Nullify
2x Maim Wings
2x Decoy
2x Teleport Trap
2x Essence Drain
1x Harmonize
2xReverse magic

Incantations

1x Destroy Magic
2x Purge Magic
4x Teleport
3x Seeking Dispel
2x Dissolve
2x Dispel

Attack

1x Force Hammer
2x Arc Lightning
2x Lightning Bolt
1x Hurl Boulder

Equipment

1x Lightning Ring
1x Moonglow Amulet
1x Wind Wyvern Hide
1x Elemental Cloak
1x Dispel Wand
  • Favourite Mage: Sortilege Wizard
Roads for what we're playing we don't need roads.

Maverick

  • Ambassador - Twin Cities MN
  • Playtester
  • Full Mage
  • *
  • Posts: 203
  • Banana Stickers 0
  • I got a fever, and the only cure is Mage Wars!
    • View Profile
Re: Thunder/Air Wizard
« Reply #1 on: September 09, 2014, 05:44:26 PM »
There are some interesting choices in this particular book. I will address them individually.

4 Enchanters Wardstones seem a bit excessive. Particularly as you are running few enchantments with multiple copies of each. I would never go with more than two personally even in an enchantment heavy build simply because of the actions required to put them down.

2 Purge Magics seems extreme especially as you are running a Destroy Magic as well. Purge Magic (or Destroy Magic) are never going to really be cast unless you are confident there is not a Nullify style spell on the enemy mage. You have Decoys which are good for testing that for free. I think it is highly unlikely you will be in a situation you would need two Purge Magics and a Destroy Magic. Maybe use the points for more Creatures?

1 Hurl Boulder just seems like an odd choice. I am nitpicking here but as an Air Wizard you have access to a lot of sweet spells for really cheap. I understand the Force Hammer because of conjurations. However wouldn't you get more utility from say Electrify or maybe the Lightning damage barrier? I know Jet Stream works really nicely with the Wizards tower. Acid Ball as well but that is water school. Hurl boulder though nice is a bit pricey to pay for every turn on the tower, even with the Harmonize.
  • Favourite Mage: Bloodwave Warlord
Easy, guys.. I put my pants on just like the rest of you -- one leg at a time. Except, once my pants are on, I win Mage Wars!

sIKE

  • Playtester
  • Legendary Mage
  • *
  • Posts: 4172
  • Banana Stickers 18
  • Ugh
    • View Profile
Re: Thunder/Air Wizard
« Reply #2 on: September 09, 2014, 06:05:45 PM »
Is the meta your in heavy with Curse type Warlocks? I look at this book and reading between the lines that is my take away.

I see things here that I have never seen before with a Wizard of any flavor: Psylocks? What is there purpose?

You need: a Hawkeye to boost your Arcane Zap, A zone attack spell for zones, a fire based attack spell or two (Druid/Necromancer/General utility).

I do like the focus in the Air school spells though. Let us know how well this book works for you.
  • Favourite Mage: Malakai Priest

GeorgeFalcon

  • Playtester
  • New Mage
  • *
  • Posts: 37
  • Banana Stickers 0
  • It's impossible to channel 1.21 Gigawatts!
    • View Profile
Re: Thunder/Air Wizard
« Reply #3 on: September 09, 2014, 06:17:46 PM »
 The Psylocks are for if i need to deal with annoying zombies. the option to Stun is nice from the school, and i see reason to add fire now thanks for that advice.
  • Favourite Mage: Sortilege Wizard
Roads for what we're playing we don't need roads.

sIKE

  • Playtester
  • Legendary Mage
  • *
  • Posts: 4172
  • Banana Stickers 18
  • Ugh
    • View Profile
Re: Thunder/Air Wizard
« Reply #4 on: September 09, 2014, 06:27:32 PM »
The Psylocks are for if i need to deal with annoying zombies. the option to Stun is nice from the school, and i see reason to add fire now thanks for that advice.
That is what I was afraid of, the [mwcard=FWC12]Psylok[/mwcard] attach is a Psychic attack and all the undead/nonliving are Psychic Immune.
  • Favourite Mage: Malakai Priest

GeorgeFalcon

  • Playtester
  • New Mage
  • *
  • Posts: 37
  • Banana Stickers 0
  • It's impossible to channel 1.21 Gigawatts!
    • View Profile
Re: Thunder/Air Wizard
« Reply #5 on: September 09, 2014, 06:29:47 PM »
 oh thanks i didn't even think about that one. hmm. maybe i should run some Holy magic just in case? well i have some tweaking to do to this before i can play against people...
  • Favourite Mage: Sortilege Wizard
Roads for what we're playing we don't need roads.

GeorgeFalcon

  • Playtester
  • New Mage
  • *
  • Posts: 37
  • Banana Stickers 0
  • It's impossible to channel 1.21 Gigawatts!
    • View Profile
Re: Thunder/Air Wizard
« Reply #6 on: September 11, 2014, 01:49:08 AM »
 A rivision to my previous build

Conjurations

4x Tanglevine
1x Wizard's Tower
1x Mana Crystal
2x Enchanter's Wardstone
1x Gate to Voltari

Creatures

1x Devouring Jelly
1x Screech Harpy
2x Whirling Spirit
1x Huginn, Raven Familliar
2x Moonglow Faerie
2x Gargoyle Sentry

Enchantments

3x Nullify
1x Circle of Lightning
2x Decoy
2x Teleport Trap
1x Hawkeye
1x Harmonize
1x Rust

Attack

1x Thunderbolt
1x Fireball
1x Force Hammer
1x Hurl Boulder
1x Jet Stream
1x Acid Ball
1x Geyser
1x Pillar of Light

Incantations

1x Purge Magic
3x Seeking Dispel
3x Teleport
2x Dispel
1x Dissolve
1x Sniper Shot

Equipment

1x Elemental Wand
1x Lightning Ring
1x Moonglow Amulet
1x Wind Wyvern Hide
1x Elemental Cloak
1x Dawnbreaker Ring
1x Fireshaper Ring
1x Mage Wand
1x Leather Gloves
1x Leather Boots
  • Favourite Mage: Sortilege Wizard
Roads for what we're playing we don't need roads.

BoomFrog

  • Full Mage
  • ***
  • Posts: 222
  • Banana Stickers 0
    • View Profile
Re: Thunder/Air Wizard
« Reply #7 on: September 11, 2014, 02:33:23 PM »
Fire shaper and dawn breaker ring are not legal and don't make sense. Also why do you have two enchanters ward stones when you have so few long term enchantments? I'd add more curses, at least magebane and probably ghoul rot. 


Brace yourself or healing charm could be very good for protecting your moon glow fairies. 

Maverick

  • Ambassador - Twin Cities MN
  • Playtester
  • Full Mage
  • *
  • Posts: 203
  • Banana Stickers 0
  • I got a fever, and the only cure is Mage Wars!
    • View Profile
Re: Thunder/Air Wizard
« Reply #8 on: September 11, 2014, 07:01:18 PM »
Unless there has been errata I am not seeing fire shaper ring and dawnbreaker ring are legal for any mage to use. That being said I also do not see their purpose in this particular build setup. The ring only effects spells cast by your mage. I do not feel it is efficient to swap the ring in just to cast one spell and then swap it out after casting. Though you would get the bonus die the combo is cost prohibitive and action inneficient.
  • Favourite Mage: Bloodwave Warlord
Easy, guys.. I put my pants on just like the rest of you -- one leg at a time. Except, once my pants are on, I win Mage Wars!

GeorgeFalcon

  • Playtester
  • New Mage
  • *
  • Posts: 37
  • Banana Stickers 0
  • It's impossible to channel 1.21 Gigawatts!
    • View Profile
Re: Thunder/Air Wizard
« Reply #9 on: September 11, 2014, 07:08:49 PM »
it is to add dice against creatures. undead for this example. or flame weak creatures or conjurations. for multiple answers
  • Favourite Mage: Sortilege Wizard
Roads for what we're playing we don't need roads.

Maverick

  • Ambassador - Twin Cities MN
  • Playtester
  • Full Mage
  • *
  • Posts: 203
  • Banana Stickers 0
  • I got a fever, and the only cure is Mage Wars!
    • View Profile
Re: Thunder/Air Wizard
« Reply #10 on: September 11, 2014, 07:12:40 PM »
it is to add dice against creatures. undead for this example. or flame weak creatures or conjurations. for multiple answers

Have you looked into the Curse Enchantment Marked for Death? It also adds one dice to attack rolls but is persistent and adds to the attacks of all of your creatures against the target.

Edit: I originally incorrectly posted Death Link. Marked for Death is the spell I meant. I fixed the post.
« Last Edit: September 11, 2014, 07:15:47 PM by Maverick87 »
  • Favourite Mage: Bloodwave Warlord
Easy, guys.. I put my pants on just like the rest of you -- one leg at a time. Except, once my pants are on, I win Mage Wars!

GeorgeFalcon

  • Playtester
  • New Mage
  • *
  • Posts: 37
  • Banana Stickers 0
  • It's impossible to channel 1.21 Gigawatts!
    • View Profile
Re: Thunder/Air Wizard
« Reply #11 on: September 11, 2014, 07:14:33 PM »
 the rings add to Attack spells as well. which is why hawkeye is in the deck
  • Favourite Mage: Sortilege Wizard
Roads for what we're playing we don't need roads.

Maverick

  • Ambassador - Twin Cities MN
  • Playtester
  • Full Mage
  • *
  • Posts: 203
  • Banana Stickers 0
  • I got a fever, and the only cure is Mage Wars!
    • View Profile
Re: Thunder/Air Wizard
« Reply #12 on: September 11, 2014, 07:21:43 PM »
Hawkeye is a great enchantment for your mage if you are planning to go Attack spell heavy. What I am more getting at is the variety of spell types and the 3 rings you have that add to spells are probably not the best idea. Maybe run more lightning spells and just stick to the lightning ring? It would save you mana, spellbook points, and actions to do so. Though lightning is not as specialized as say pillar of light against undead it is still pretty awesome in it's own right. You could still keep utility spells like acid ball with no handicap to the build.
  • Favourite Mage: Bloodwave Warlord
Easy, guys.. I put my pants on just like the rest of you -- one leg at a time. Except, once my pants are on, I win Mage Wars!