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Messages - DeckBuilder

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92
General Discussion / Re: Your hopes and fears about Forged In Flames
« on: February 15, 2014, 02:42:25 AM »
I always prefer dwarves to elves. Getting to play one and smite stupid elves will be huge fun. Yeah I know my favorite Mage is a wood elf....but Grizzly's are just cool so I overlook that. But once I get a functional dwarf then all bets are off.

First Beastmaster then Wizard, now the Dwarf. Go on, Silver, just admit it. It's the beards, isn't it...? :)

I want a dragon.
Not a super giant awe inspiring Smaug like dragon. I don't think we could handle the awesome.
But a dragon. Preferably one that breathes fire but I'll settle for acid breathing black dragons too.

In Clix, do you like to base your team around a high-point "tent pole"?
Is there a name among Clix players for that type of team preference?

In Magic, there are 3 archetype players:

Johnny - for him the clever show-off combo/manoeuvre is all that matters, even if inefficient or situational
Among regular posters here, Imaginator fits this achetype best (he even tried Gate to Hell + Goblin Builder)

Spike - he's ultra-competitive, all about efficiency, doesn't care about style, he will exploit the best cards
I'm a Spike but not proud of it, sadly no game is perfectly balanced so that all strategies are equally viable

And then there's...

Timmy! - he's the one who who wants the biggest threat in play, "everybody, just look at the size of mine!"
If we're honest, all customisable game players have an Inner Timmy cos it's fun controlling the Biggest Bad

If you draw a triangle with Style, Efficiency and Awe at the 3 vertices, most players can map where they are


As for the thread subject, if final looks anything like what we last saw, most of the hopes listed above will be fulfilled and most of the fears will be allayed. However, this is a really good topic - I only wish it had appeared earlier. I advise somebody to post a similar titled thread which grows in the intervening X months between Forged In Fire and their next set. It's a shame they don't crowd-source more, leverage their best free asset, their perceptive fans (I brought this up after Shad0w's "promos are a beta test" comment). But they really do listen to their fans and care (and the amount of design feedback they give playtesters is frankly awesome). However, I sometimes think they need what may be obvious to regular players spelt out to them. Because if you're designing, playing with new cards ALL the time, you're not actually the playing game as is (I know I'm more disconnected from the meta, almost all my games are not normal). So please have some sympathy if a few of these points have not been captured (I really tried, with long essays). I can't say more due to a Non-Disclosure clause. But unless they shoot themselves in the foot at the last minute, while I don't agree with one of the mages focused on, this next set should make most fans extremely happy. I'm pretty plain-speaking, never afraid to criticise AW, but the next set should be the best so far.

93
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 04:56:25 PM »
I usually add 2 decoy's in every book in place of a seeking dispel because I use them to blank nullify spells more often than not, and its cheaper unless you're a Wizard of course, BUT I was unaware that you still get the 2 mana back from doing this. Awesome bit of info that I'm SURE my friends will argue over until I show them.

Er no. Cancel is NOT destroyed sadly. See my first post in this thread on it.
They are still good though for exactly what the reasons you've given, Sylex.

94
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 04:53:23 PM »
Decoy is even better when Fellela casts it for you.. because you gain 2 mana when its revealed instead of it being a 2 mana refund from casting it.  (assuming Fellela has been paying for herself and been worth her own cost and happily alive.)

Nice!

I think the meta has moved away from Unavoidable attacks (beyond Surging Wave) so I may give these flying familiars another go.

What I like about Felella is she can be safe 2 behind buffing as free actions.
For Huginn to be useful (and he can win Jelly Pit Teleport Wars for you), he has to be frontline...
Also Felella can buff herself with Bull Endurance and Regrowth which is why I was attracted to her
But she's so slooow and not an animal for Ring or Lair so she's a fragile focal strategy price really

I remember an early experimental game when I tried "Beastmaster Control" (yes, it's funny looking back on it).
I played her, Warlock advanced and Fireshaper Flameblast turned her to crisp; never gave her a second chance.
Same with Sosruko, barbecued the poor thing. back to your hole, I never gave him a second glance afterwards
What can I say, I'm a love 'em and leave 'em kinda guy. :)

Decoy, eh? Underrated.
Works best against opponents who study your mana available. Or who over-think what that enchantment is.
Er... that sounds like me.

95
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 04:36:15 PM »
Yep.
The game has so many good mechanics all melded together and that's what makes it survive these mistakes
Much of it is just resource management, investing in assets expecting good return over an antiipated lifetime
I find those mechanics in many Eurogames, though none of them chromed up so flavoursome like Mage Wars

But what makes it so special to me is the hidden enchantment mechanic

More triggered enchants would be great
I've never actually pulled off the "I Reverse Attack your Reverse Attack" coup but assume it's rules legal
Nobody plays them anyway because of the silly Unavoidable nerf
But even persistent enchants timed at the right moment can be great
"I reveal Cobra Reflexes in Avoid attack step, Oh, I guess I better reveal my Falcon Precision then"
It's never happened because they priced Cobra Reflexes too high but it's what could be possible...

I grudgingly understand why they went for "soft control"
By soft control, it's all these mandatory enchantments (I understand avoid double Nullify but the rest?)
The reality is the game has to be accessible to everyone and encouraging control can strangle a game
Denial and thwarting (cancel, rebound, redirect, return to book etc) is not fun when it gets too strong
And fun has to be the most important criteria for playing MW - this is not $1 million Pro Tour Magic here

But nothing, I mean nothing, beats the look of surprise when you reveal an unexpected enchantment
Surprise!

I use Enchanter's Ring in almost all my builds, even Warlock (for buffs and curse transfusion)
It's probably the best ring because of its versatility (Arcane is best School/Mage limited ring)

I wish they explored Traps more, created more Buffs and more Traps that target zones
Enchantments are only as good as the possibilities it may be and neglecting Traps is such a waste
Again, they made it mandatory when there was absolutely no need - it is a banked range 0 effect

An example of enchantments being only as good as the other possibilities:
If he enchants a conjuration with channeling, you can bet it's a Harmonize
(I've used this assumption to distract him into attacking a Forge with Decoy when he should have gone for me)

DvN is great but it had so few enchantments when it's such an enchanting mechanic
Magic players will understand when I say it's Suspend and Morph and Aura all in one!



Forcemaster is a really challenging build these days
The enchantments route is great fun against Living builds
Mongoose Agility is key to get past all the Charmed guards

I'm trying to salvage Mind Control and the best I could up with is...

You obviously have a Battle Forge (= turn 1 FM action generator) and within 2 of it with LOS
Aggro mage is with his Bear Strength Grizzly (wisely no other buffs) or something similar Elite
You are with them, probably all in the same zone, all cuddling up in a friendly bear hug
In Final QC gaining Initiative next turn, you cast Mind Control on the Elite
In Planning, you choose Nullify and Block (just in case, you plan to buffed Galvitar attack him)
In Deployment, your Forge grants you Healing Wand (essential for FM) to go with Galvitar
Before first action, reveal Mind Control for 8, QC remove Stun for 4 and attack him for 9 dice +1P
Assuming all your prior Force Holds have deprived him of Dispels, he's now in trouble

Naah, it's just too convoluted...
You can do similar just with Force Holds, your innate Force Pull (bypass Nullify) and your buffed Galvitar attacks

Can anybody defend having 1 Mind Control over 3 Force Hold?

96
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 02:33:20 PM »
Correction: it's good if you are facing

(a) Lord of Fire + Bear Strength + Vampirism + Mongoose Agility

or

(b) Grizzly + Beat Strength + Vampirism + Mongoose Agility + Regrowth


But that's called silly overcommitment play by your opponent facing a control mage.
And have no illusions that the FM is an aggro-control mage.

You wouldn't do that against a Wizard with his 1 Purge Magic, would you?
So are you going to do that against a Forcemaster with 2-4 Force Holds?

So how much over-commitment would you make? Not much
In which case those rare overbuffed Elites that make it worthwhile will never happen against good players

Mind Control is a highly situational, sometimes a waste of 5% of your budget
It had to be a high risk, high reward card
But that ruling meant they had to nerf it (somebody said it was too good to reveal in Ready...)

The games hidden enchant mechanic is frankly, enchanting.
It's what elevates it from Magic, a suspend mechanic to time for maximum benefit
Mandatory enchants remove player choice: if it's so good, just make it more expensive!

If someone asked me to pick a card which shows Mage Wars at it's subtlest, it's Decoy.
Why couldn't more cards leverage this incredibly tricksy mechanic of setting up traps more?

Despite these self-inflicted wounds, it's still an awesome game, a testament to being BGG's #24.
Don't forget to vote, folks. Raise its visibility and you'ill get more local opponents to enjoy it more.

(Btw, Forge In Fire, after a lot of heated debate, has ended up frickin' awesome!
And I'm not one to sugar-coat things... No siree)

97
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 02:15:27 PM »
If X = creature's level

Opponent pays:

X spell points (assume in-school)
1 full action (assume no spawnpoint investment)
~4X mana (roughly, some like Raptor Vine considerably less)

You pay:

Mind Control
6 spell points
1 quick actions
3X mana (because I now have to pay X more mana!)

Mordok's Obelisk
4 spell points
1 quick action
8 mana

And also positioning: range 1 from his big threat

In addition, the Mind Control will be useless against
Necromancer
Earth Wizard (Golems + Jellies)
Air Wizard (Spirits + Jellies + Clouds)

Now I agree that Obelisk and Orb is good in Forcemaster period
(Therefore a good FM build should have a chance against Necro Swarm)

But there's a threshold of acceptability and Mind Control has crossed that line

You know what I would rather do?

Spend those 6 SPs on 3 more Force Holds

Force Hold (affects nonliving too, just not Jelly)
2 spells points
1 quick action and a reveal that denies a tactical move like Stumble to cancel an attack
3 mana (Force Ring) + 2 upkeep (Psi-Orb) to remove that buffed Elite from game unless he Dispels

The maths don't stack up, Zuberi.
Mind Control was borderline playable, its value was for mind games

Now, it's far below Temple of Light which I find is a tolerable 2SP toolbox investment against dominant Nonliving

Mind Control used to be "Mind Games"
There is nothing clever in winning a Teleport War to watch him devoured by Jellies

The concept of mandatory reveals is taking decision away from players (you could call it dumbing down, I won't)

Decoy is one of the few cards in the game that aspires to raise the game to another level

98
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 01:18:20 PM »
Playing a decoy on top of a nullify is just like seeking Dispel.

Not quite...

My opponent has 2 hidden enchants on him and I want to Dissolve his Teleport Wand
Seeking Dispel will only give me a 50% chance to hit Nullify unless I read his play order
Decoy will trigger that Nullify (but not the one that Transfuses onto him from his Jelly!)
If I am wrong and there was no Nullify (maybe Block and Retaliate?), I bank a surprise.

Seeking Dispel is good to disrupt non-mandatory combos (like a Transfusion instant burst of banked actions)
It's marginally cheaper with Arcane Ring (not to be sniffed at) but otherwise its use is more niche than Decoy
Seeking Dispel has its role but that is mainly against those control-combo match-ups which use timed reveals
Even if it hits your key 1 copy (e.g. it hits that Force Crush), Transfusion moves it to fizzle your Seeking Dispel
I've found one of its main uses is to remove an annoying predictable hidden Agony telegraphed on your Hydra
You really need to be able to read a game very well (or play against a telegrapher) to use Seeking Dispel well

The best I've ever hit with it was Divine Intervention (it was telegraphed)
I outwardly acted nonchalant which infuriated my distraught friend - he should know I'm a wind-up merchant

Quite often just running 1SP enchants that debuff (or buffs if testing a Nullify on self) is best to trigger Nullify
Decoy is great at 1SP and you just want your mana back if wrong (or lull opponent into thinking you have less)

That latter use of Decoy is crucial when you play against any opponent who knows the cost of all the spells
Sometimes you tap out to zero mana and the opponent gleefully tries to Dissolve your Dragonscale or Lash
Only for you to reveal a long ago Nullify-ferreting Decoy still on him to fund a Nullify trap you predicted and set
Then the next time you play that opponent, he becomes wary and looks at every hidden enchant like a Decoy
Tthat's when it gets fun, when the game rises to encompass bluff and out-thinking from Planning to Final QC
When you can hold off Retaliate until really buffed or it will kill the attacker as its existence fills him with doubt

I'd love more cards like Decoy: full information games are dull (guess who wanted Wizard's Training secret).
It's why I won't QC until Final QC if no benefit earlier (like reveal before roll dice), just to keep them guessing.
It's only a Crystal or a Flower cast in Final QC but why give them that extra information? Make them paranoid!

I feel so sad over what happened to Mind Control, wrong ruling leading to an errata that makes it unplayable
Just the knowledge that I used to run Mind Control in FM used to add so much paranoia on hidden enchants.
Before the ruling, I could reveal before last action if within 1, Obelisk in Final QC and bye bye over-buffed Elite
It costs 6 SPs, a gamble with so much Psychic Immune, you jump through hoops and a ruling caused a nerf.

It's why I always run at least 1 Nullify in all my books, even the most aggro, because all my opponents know it
So they look at every hidden enchant with suspicion (especially if you decline reveals for other mana spends)
"Well, he didn't reveal Bear Strength before Roll Dice so it could be a Nullify..." Maybe I had better things to do

I seem to have wandered off topic again....
But this intuitive game is so deep, despite attempts to destroy its subtleties (yet not nerf the 1 glaring brutality)
<Sigh>

99
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 09:50:29 AM »
Zuberi? He seems to be the rules expert on this forum!
:)

100
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 09:42:19 AM »
You can't reveal decoy to get your mana back

You don't need to reveal it, do you? Decoy was destroyed while in play. So you get 2 mana. Isn't this the point of Decoy?

It doesn't give you 2 mana if it was cancelled, ie. castng a Decoy on a Nullify which is the other 1SP route that costs you 2 or 0 mana.

101
Strategy and Tactics / Re: Funniest way to get rid of Nullify
« on: February 11, 2014, 09:36:20 AM »
Nice move!
What is this card you say ... "Purify"?
After Wand of Healing, it has a use?

I personally like Shift Enchantment my own Nullify from a Slow who is collecting Transfusion fodder.
Cost 1 quick, 1 mana, 1 SP (whoever you are).
If you succed, you now have soft control (Nullify 1+1 with 2 rings)
If not, you still have your Tranfusion combo growing.

Multiple Marked For Death for Nullify removal is my choice in aggro books.
As you just want one to stick and you can't afford the action tempo loss.

But yes, Purify is the only 0 cost incant out there (I think) so it would be the cheapest.

102
Alternative Play / Re: An idea for Tournaments.
« on: February 07, 2014, 09:05:04 AM »
I agree with your approach, Silverclaw, though have no tourney experience in MW anyway

I would go as far as to say...
You must play 3 mages which do not share training in any schools

Assuming it is 3 rounds, I see no need for pre-registered books as nobody knows what their opponent will play
Registering books is a faff and this sounds like almost helping players learn newe mage styles etc

The main decision you have to make is
(a) time limit (I think players new to the game will need 90 minutes to possibly win with some mage builds)
(b) tie-breaker or do you go with draw results (my preference with, say damage on opponent as tie-breaker)
I am assuming it will be swiss draw rounds

Good luck and tell us how it went!




103
The Druid and Meditation Amulet

Ok, the Procrastination Amulet (as I call it whenever an opponent brings it out) is very relevant to any Druid build. This is because, if it is not good enough for the Druid, with her Spawnpoints and her vine range spells, then it is just not good enough, what I call Fool's Gold.

We can all see the Necromancer was designed for 2 basic builds, predominantly zombies or predominantly skeletons, and for each of them, you have 3 tempos based on spawnpoints: 0 (e.g. my fave Brute Squad, Altar corner), 1 (usually Libro) or 2. Yes, Battleforge can be another option and there are rogue builds.

I suspect the Druid was designed similarly here but it is less obvious. You have defensive and aggressive. And then you have choice of Vine Tree or Vine Tree + Samara Pyramid Mana if the match-up is good (e.g. Wizard Mana Denial) or other spell action sources (Felella or 6SP on a Forge).

Now I suspect a defensive build plays Vine Snappers and lots of Attack Flowers (as well as usual vines) because it plays slow land grab, terraforming the arena. In such a long game strategy, where you've built a surfeit of spell actions you can't even use (why did you up-front invest in them in the first place?), I can understand why Meditation Amulet could be useful for the Druid.

However, I contend at least 50% of books you meet will be "Go For The Throat" aggro builds. Because that is how you beat slow burners like Druid or Necromancer who outpace you if you dare play Mid Range. Against those builds, any investment in economic infrastructure is at risk and even if you use the Druid's incredible resilience to repel them, it's too late, they have literally Scorched Earth and your game plan is in tatters. However, if an opponent is so foolish as to leave you alone while you stationary Meditate, I can see how it outproduces the opponent to win you the game. But more fool him/her for not attacking the moment he sees you set up your Alternate Spell Actions + Meditation Amulet infrastructure.

Can Meditation Amulet be good for an aggressive strategy? One argument is that you get the $3 right now up front, not $1 every day. If cashflow is the issue, why invest in it? That $3 can only be spent on the next Deployment by a Spawnpoint, by which time you would have had $2 via alternative means ($4 for a Flower)! So if urgency is the issue, that $3 can only be spent on your post-Meditate QC. I don't buy the cashflow argument because that leads to No Mana Augmenter aggro builds, creating Actions that destroy your opponent's Economy.

This game is actually a business game in disguise (sorry to destroy the illusion). You have an Income, you Invest in many Assets, plan a Return On Investment to derive an anticipated Lifetime Value. Your opponent tries to reduce that Lifetime, make your Investment unwise, or at least less productive than his own Investment (everything is relative in Life; "you don't need to outrun the tiger, just your companion"). I was going to write a follow-up to Resources that described the levers in this business game and how to optimise your Business Model. But with me getting more personal satisfaction helping to develop the game, that will have to be on a back-burner (maybe if they wanted a series of "heavy" S&T articles to appeal to snob intellectual gamers but I don't think deconstructing a game is good; in my experience, tearing down the curtain may bring short-term enlightenment but rarely brings long-term happiness).

Now in business, there is a calculation known as Net Present Value, the depreciation of Revenue over time due to a Discount Rate which is, in an over-simplified nutshell: "what could I earn if I invested differently?".

In Life, everything has an Opportunity Cost with Time, Money and Expertise as our basic Resources. This is no different in games, in fact it is starkly highlighted in games which simplify the complex decision-making we have to make all the time in Life.

I'm currently arguing a certain Novice spell is "meh" therefore its inclusion in the next set has Opportunity Cost on the limited cards in the set. Because players will not include it because its weak effect, even for 1 SP, is an Opportunity Cost on a 120 budget. This Opportunity Cost becomes even more obvious with a Highlander decision ("there can only be one"). For example currently the game has 3 excellent Cloaks in Elemental, Shadows and Suppression. A new Cloak in a new set will have to be just as good otherwise it is a waste of space. The same goes for Amulets because Moonglow is so good. However any Helmet with a minor benefit will be used by Forge builds. That is a stark example of Opportunity Cost and Market Gap Analysis.

And with the Procrastination Amulet, you have to think about the Opportunity Cost.

Option 1
Meditation Amulet (-4) / Meditate (+3)
Every turn you Meditate, you then gain 3
The equation is simple:
Action Investment = 1 QC + X Full Actions
Mana Revenue = 3X - 4
You are literally a sitting target but you have QC and Spawnpoint to develop your game

Option 2
This Druid build opens Leaf Ring, Vine Tree
Turn 2, Tree spawns a Raptor Vine, Mana Flower, Harmonize Tree
Instead of Meditating, I develop my game exactly as above and plant 4 Flowers turns 2-5
Now I have a +4 mana per turn Revenue Stream with no action cost
I Invested -4 x 4 and my Revenue increased by 1 each turn
Action Investment = 3 QC + 1 move/quick spell action (for 4 Mana Flowers, Ring is a given)
Mana Revenue = -16 + 1 + 2 + 3 + 4 x Length of Game less first 5 turns = 4 x (Length -5) - 10
Of course my Assets may be destroyed
But that is an Opportunity Cost for the opponent who invested in an Asset and Time to do so

I just don't get how Meditation Amulet can be good for the more aggressive Druid build.
And this is a more aggressive Druid build as it assumes the opponent wisely won't give me time!
And if he nevertheless does, well I'm going to disrupt his plans by being the quicker tempo player.

This build is about Druid positioning herself. With initiative, you spawn a Raptor at vine range. First action Druid moves 1 to 2 behind new Raptor and casts Bear Strength on it. Raptor gets attacked then you QC Rouse the Beast and its Bear Strength Vampiric attack hopefully regains some health back (unless of course against a Nonliving build, with only Lifetree to help you). You can't apply mobile pressure like that while meditating.

Deathlock or Wizard Tower Fireball comes out and the Druid needs to move, position herself to Acid Ball the conjuration while sending 2 Raptors against it to "one round it" as a mana sink. The opponent's mage moves to behind his guarding Knight of Westlock? The Druid needs to move to cast Surging Wave on the guard to let the Raptors attack.

In short, as a naturally aggressive player (except when I'm playing with my food as a Wizard), the sacrifice of mobility is just too much for such meagre benefit which you can simulate in mana production in a far less action intensive and sustainable way.

I am very inexperienced playing the Druid (but I've beaten her a few times). So I am perfectly happy to be told that this Druid spell works and this doesn't. But Meditation Amulet is a Resource Exchanger and I can analyse mechanics like that pretty well with my Eurogamer background. I cannot see how Meditation Amulet can ever be better than "what you could have done instead" as long as you can plan your Mana Supply. In a way, it is a "I can't be bothered to plan my mana 2 turns ahead" piece really, it reduces game choice as you opt for a brute force mono strategy of spawning plants and vine spells, a strategy that a good opponent should spot, predict and counter.

If your opponent allows you to win the Mana Game by leaving you alone while you Meditate cross-legged under your Tree, that's more a reflection on your opponent's understanding of the game's heuristics than the strength of the Meditation Amulet.

Kich, ACG, Zuberi, such respected posters, - I just don't get it!
Maybe this is like sIKE's anecdotal evidence on Piercing and this is a reflection on your opposition?
Because, from hard card analysis, it's not as bad as Gate To Hell (what could be?) but it's not good.

Sorry guys, I'm with Aylin, gw and Wildhorn on this one.

(I'm more surprised nobody has questioned Sunfire Amulet in the build - for Barkskin, Treebond etc)

104
Mages / Re: So I'm thinking I should put some undead in with my Warlock.
« on: February 02, 2014, 04:41:36 AM »
Oops, taken the wrong way (I'd forgotten you had wisely given up on those 2 Portals so sorry)

I CAN see advantages in playing Skeleton Knight and Archer if you often play against Zombies
So go try it out, it's better than the Hellion (how can they cost it the same as Dark Pact Slayer?)
But it will make you realise the Nonliving route of the 10 Channel Necromancer is much stronger

I'm impressed you do so well against the Necromancer
Your top tier Clix training reveals your tactical acumen

105
Alternative Play / Re: Mage Wars Delayed Cantrip Variant
« on: February 02, 2014, 04:28:04 AM »
I think the way they tried to win and the way you would have done it Deckbuilder might be two of if not THE two dominating strategies in this format.

I completely agree, Imaginator.
This version of "Mage Wars on Steroids" demonstrates the 2 polarised strategies.

Glad to try it out but I have to respectfully disagree about the Warlock Necromancer build. I generally win against Necromancers with my Warlock. Mage Bane, Chains of Agony, Agony, and Enfeeble work just fine on the mage itself. Cheetah Speed + Mongoose Agility means I'll avoid their attackers a lot of the time. Put enough Fireballs/Flame Blasts in your book with an Elemental Wand(and hey a Force Hammer) and you get a speedy little range fighter who can destroy Constructs easily and get around the board where you need to be. The "Run n Gun Warlock" works fairly well in my experience so far though I'm drooling over Forged in Fire obviously. Take down the Necromancers Cloak of Shadows and he's wide open. Not enough Necromancers put enough offense from the Mages stand point in my view so far. They rely on their minions which are damaged by Fire Walls, Fire Traps, and avoided otherwise.

Play Fire Wizard, my friend, play Fire Wizard if you want to play a ranged fire guerilla
No need for Buffs or Curses that can be Purged in 1 QC, just Teleport Wand if needed
Watch as any swarm freezes to Suppression Orb/Cloak then self-destructs to Obelisk
Turn the screw with Siphon, Wardstones on your Transfused stack of negative enchants
Laugh as your 6 Armour + Belt bounces most attacks, critical spikes absorbed by Shield
Your Tower changing spell to burn plants, slam Intercept, corrode armour, push away foes
Front line Devouring Jellies reconstructing as they clean the arena of corporeal creatures
Fire Wizard is all you need to unleash the inner pyromaniac within you...

Actually don't try Wizard, my friend, try all the others first, you'll get more out of the game
"Once you've had Wiz, you no never go back": a taste of honey is worse than none at all

Playing Warlock Guerrila over Fire Wizard is like playing Golem Charge Warlord over Earth Wizard
It IS more fun playing the non-Wizard - but the efficiency geek in me can't help notice it is suboptimal
Because the mage card buys no relevant ability, Wiz is 1 more Channel for 4-6 less Life, I'll take that
Then we come to the spell point bonanza that is Arcane (Water Wizard may even fill all 80 book slots)
It has all been discussed ad nauseam, most recently in relative new player Sylex's damning appraisal

I so envy the unadulterated joy you get from the game, Silverclaw, your enthusiastic posts
Makes me feel so jaded and cynical: so don't listen to me, just continue to have great fun!

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