November 23, 2017, 04:08:43 PM

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Topics - Guru of Mana

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1
Mage Wars Academy / Academy Druid
« on: November 12, 2017, 01:20:16 PM »
I was thinking about several things that could or should be included with the upcoming* academy druid, (according to the commonly assumed timeline)*:

-According to the information I have collected on this forum, it seems that the Samara tree is in need of a buff. There are two main differences in playstyles between samara tree and the more popular vine tree, is that the vine tree can spawn only plant units that are vines, whereas the seedling pods can spawn any plant unit, and that the samara tree takes a much longer time to become setup for spawning units. Decreasing this down time, such as with tataree, diminishes what makes this spawnpoint unique. Therefore, it would be better to increase the other advantage of the samara tree, being a greater array of spawning options. The academy druid should reflect this: academy occurs in one zone, so that a plant unit without vine will not be as significantly negatively impacted. Including non-vine plant units that are useful to the druid should create the necessary buff for the samara tree.

-The majority of players use vine tree as their treebond, and the rest usually use samara tree. Etherian and Mohktari are rarely used. One way of fixing this is to add swarms to druids, which can be both weaker plant(vine?) units, (level 1), or insect swarms, (as the hornets seen on the cover art for Druid vs Necromancer). Considering how both these would be more numerous than before, it would support mainly the Etherian. Adding mobile creatures, such as ents lesser than togorah, who have low(1) or no regeneration, would greatly benefit both samara and mohktari.

-The current druid likes to spread across the board with her vines to provide better casting flexibility. Seeing how academy has only one zone, that concept will not be very transferable. It would mainly be another resource to exploit, somewhat like burn conditions to the female warlock. Another idea would be to create cards that would increase in strength according to the amount of vine markers, similar to the card Bolt of V'Tar. When used in arena, it would allow the player to decide which zones would be strategically valuable to invest in, and would place value to the academy play late game due to stacking in one zone, (balance made for academy by increasing costs for lower level mages?).
-----Instead, or in addition to it, it could use a similar yet different idea developed by myself and my some of my peers on this forum: root markers. These do not hinder, but cannot be targeted. They may be able to be used more than once, (twice/indefinite?).

Please, reply and provide feedback!

2
Mages / Academy Druid
« on: November 10, 2017, 04:58:25 PM »
I was thinking about several things that could or should be included with the upcoming* academy druid, (according to the commonly assumed timeline)*:

-According to the information I have collected on this forum, it seems that the Samara tree is in need of a buff. There are two main differences in playstyles between samara tree and the more popular vine tree, is that the vine tree can spawn only plant units that are vines, whereas the seedling pods can spawn any plant unit, and that the samara tree takes a much longer time to become setup for spawning units. Decreasing this down time, such as with tataree, diminishes what makes this spawnpoint unique. Therefore, it would be better to increase the other advantage of the samara tree, being a greater array of spawning options. The academy druid should reflect this: academy occurs in one zone, so that a plant unit without vine will not be as significantly negatively impacted. Including non-vine plant units that are useful to the druid should create the necessary buff for the samara tree.

-The majority of players use vine tree as their treebond, and the rest usually use samara tree. Etherian and Mohktari are rarely used. One way of fixing this is to add swarms to druids, which can be both weaker plant(vine?) units, (level 1), or insect swarms, (as the hornets seen on the cover art for Druid vs Necromancer). Considering how both these would be more numerous than before, it would support mainly the Etherian. Adding mobile creatures, such as ents lesser than togorah, who have low(1) or no regeneration, would greatly benefit both samara and mohktari.

-The current druid likes to spread across the board with her vines to provide better casting flexibility. Seeing how academy has only one zone, that concept will not be very transferable. It would mainly be another resource to exploit, somewhat like burn conditions to the female warlock. Another idea would be to create cards that would increase in strength according to the amount of vine markers, similar to the card Bolt of V'Tar. When used in arena, it would allow the player to decide which zones would be strategically valuable to invest in, and would place value to the academy play late game due to stacking in one zone, (balance made for academy by increasing costs for lower level mages?).
-----Instead, or in addition to it, it could use a similar yet different idea developed by myself and my some of my peers on this forum: root markers. These do not hinder, but cannot be targeted. They may be able to be used more than once, (twice/indefinite?).

Please, reply and provide feedback!

3
Player Feedback and Suggestions / Academy Druid
« on: November 10, 2017, 04:58:08 PM »
I was thinking about several things that could or should be included with the upcoming* academy druid, (according to the commonly assumed timeline)*:

-According to the information I have collected on this forum, it seems that the Samara tree is in need of a buff. There are two main differences in playstyles between samara tree and the more popular vine tree, is that the vine tree can spawn only plant units that are vines, whereas the seedling pods can spawn any plant unit, and that the samara tree takes a much longer time to become setup for spawning units. Decreasing this down time, such as with tataree, diminishes what makes this spawnpoint unique. Therefore, it would be better to increase the other advantage of the samara tree, being a greater array of spawning options. The academy druid should reflect this: academy occurs in one zone, so that a plant unit without vine will not be as significantly negatively impacted. Including non-vine plant units that are useful to the druid should create the necessary buff for the samara tree.

-The majority of players use vine tree as their treebond, and the rest usually use samara tree. Etherian and Mohktari are rarely used. One way of fixing this is to add swarms to druids, which can be both weaker plant(vine?) units, (level 1), or insect swarms, (as the hornets seen on the cover art for Druid vs Necromancer). Considering how both these would be more numerous than before, it would support mainly the Etherian. Adding mobile creatures, such as ents lesser than togorah, who have low(1) or no regeneration, would greatly benefit both samara and mohktari.

-The current druid likes to spread across the board with her vines to provide better casting flexibility. Seeing how academy has only one zone, that concept will not be very transferable. It would mainly be another resource to exploit, somewhat like burn conditions to the female warlock. Another idea would be to create cards that would increase in strength according to the amount of vine markers, similar to the card Bolt of V'Tar. When used in arena, it would allow the player to decide which zones would be strategically valuable to invest in, and would place value to the academy play late game due to stacking in one zone, (balance made for academy by increasing costs for lower level mages?).
-----Instead, or in addition to it, it could use a similar yet different idea developed by myself and my some of my peers on this forum: root markers. These do not hinder, but cannot be targeted. They may be able to be used more than once, (twice/indefinite?).

Please, reply and provide feedback!

4
Strategy and Tactics / Hidden uses: Elusive trait...
« on: November 09, 2016, 05:57:34 PM »
Hello everyone!

I will once in a while be posting these unique views and unknown strategies for you to use and try!

Lumbering: Creature is always hindered
Elusive: immune to hinder. Can ignore guards when attacking.

Imagine an acrobatic zombie!

Also benefits fast and direct charging attacks.

5
Spells / Darkfenne Hydra
« on: October 27, 2016, 04:03:55 PM »
Hello!
Isn't the OP with all its dice and a cheetah speed?
9 dice is strong, and 4 additional counter-dice is very strong against swarm builds.

6
Mages / Alternate Wizard Expansion...
« on: October 26, 2016, 10:28:59 PM »
Hello Everyone!

What do YOU think that the next wizard should be like?
Alternate Druid vs Al. Wizard
[Wood chopper wars. Relate to leaf cutter wars].
The leaf cutter wars was a sortilege vs straywood, when the wizard did experiments, that led to the creation of the darkfenne.
Wood chopper wars: wychwood vs sortilege?

I think that she should have an ability that punishes the opponent for casting too many spells, (Synergy with gate to Voltari).

7
Mages / Alternate Druid expansion
« on: October 23, 2016, 03:36:41 PM »
My ideas for the new Druid:
The new Druid will have the vine ability and decomposition.
Decomposition: whenever a corporeal creature or living conjuration dies where a vine marker is, place mana on the mage equal to the level of that object. This mana can only be used for casting fungus or plant, creatures or conjurations.

One new spawn points:
Fairy circle: non-zone exclusive, non-unique or epic, spawn point. Once per round, whenever a corporeal creature or living conjuration dies, you may cast a fungus, creature or conjuration into that zone. Channeling 1.


1/ A high level flower vine conjuration that can attack up to two zones away.
2/ A fungal mushroom creature that has an electrical ethereal attack.
3/ A fungal lichen that does a ranged attack in its zone that can only deal out daze and weak.
4/ A fungal glowing mushroom that lifelinks with living creatures and conjurations across the board.
5/ A cluster of giant Jupiter fly traps that can grapple and bleed.
6/ Two plant conjurations whose sole purpose is to be a one time trap: one melee and one ranged.
A: shoots thorns for bleeds and some damage with high piercing.
B: causes a sweeping or double strike unavoidable attack that can daze.
7/ An enchantment: Tree stability.
Target creature cannot be pushed or slammed, and gains the vigil trait.

What do you think?

8
Strategy and Tactics / Druid Economy...
« on: October 23, 2016, 09:18:21 AM »
Hello everyone!
Here is my opener for Druid.
I have not tried it yet, however.

Round 1 = (Vine tree + Harmonize).
Round 2 = (Samara tree + Harmonize) one zone away.
Round 3 = Meditation Amulet + meditate + spawn.

Treebond according to situation, vines and spawns to slow down opponent.
Mana flowers, Fellela and the butterfly can be used to extend your build.

9
Strategy and Tactics / Best for Build and Rush...
« on: October 18, 2016, 03:57:34 PM »
Which mage is...
Better for rushing?
Better for building up economy?
Better for buffing oneself?
Please reply with your thoughts below!

10
General Discussion / Necromantic mana horde...
« on: October 17, 2016, 04:16:44 PM »
Hello Everyone!
Here is an opener for Necromancer:
R1- Graveyard + Facedown Harmonize
R2- Libro Mortous + Facedown Harmonize + Faceup Harmonize
R3- Dual Death rings + Spawn
R4- Meditation Amulet + Meditate + Spawn

Facedown-Faceup Harmonizing is to be able to reap the benefits that round while being able to pay for it, by choosing order of channeling process.

Spawn is to defend against pressure. Preferably Deathfang or dual Skeletal minions.

This effectively does the equivalent of more than doubling my channeling over my opponent (21ch).
While providing a weak-moderate defense.

Post what you think, its weaknesses and strengths, etc.

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