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Messages - Stormmaster

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General Discussion / Re: Druid vs Necro Spoilers
« on: September 16, 2013, 11:44:47 AM »
Wow this looks awesome.  ;D

Even if it does get torched or weed whacked before it can spawn anything at the very least for only 3 mana it could eat an attack from a creature, that would otherwise be at you or one of your creatures.

Cantrip will help with the spellbook points (even though this is lvl 1).

I presume rules printed on the card override other rules correct?

So even though normally a vine card (which this is) can usually cast vine spells (which this could cast) can "normally" cast those spells in any zone with a Vine Marker this one can't destroy vine markers to extend it's reach because it specifies otherwise on the card itself?  Makes sense since the pod is rooted to the ground so it would spawn from that and not elsewhere, just wanted to clarify since Vine Marker rules contridict the rules for this vine spell.  (Which is totally fine IMO, again just asking).

General Discussion / Re: Druid vs Necro Spoilers
« on: September 15, 2013, 10:31:28 PM »
Well we haven't seen all the cards yet so maybe my comment of "why can't I remove burn counters and put out fires with a water spell that has extinguish on it" is a bit premature.

So there is either another option - or - the Druid and the plant horde is so powerful that it was designed in that way for a balance issue so you can burn down the forest. 

I do put the Renewing Spring card in EVERY spell book I make regardless of what Mage I am playing and the spring can remove burn conditions from water immune mobs so I guess that is one way.  Although difficult since 'most' I'm guessing will be rooted and might not be able to go to the spring to heal/cure themselves.

Regardless it doesn't sour me or turn me off the the Druid.  LOVE the theme of it.  So far (from what I've seen) I'm leaning towards favoring the Druid over the Necro but we shall see.  The both have some fun stuff!  Can't wait.

General Discussion / Re: Druid vs Necro Spoilers
« on: September 15, 2013, 02:41:14 PM »
hmm good point, sorry didn't think of that.

You would think if hydro immune a water spell would just not do damage but give the extinguish benefit.

Water should just wash over it and put out the fire.

So umm ya vulnerable to fire and immune to water that can help it put out the fire.  That is a bad combo.

Custom Cards / Re: Giant Decoy
« on: September 14, 2013, 06:01:28 PM »
I think the fact it can be reused (cantrip) is enough to make it useful.

My concern would be having to mark how many times you used it.  After the 1st couple times I would need some kind of marker or something to remember.

General Discussion / Re: Druid vs Necro Spoilers
« on: September 14, 2013, 05:58:01 PM »
Good thing Druid is trained in Water school magic to put out those fires!  ;)

Rules Discussion / Re: Vampiric? Dmg caused vs Dmg received
« on: September 14, 2013, 04:06:38 PM »
Thanks!  I think we were playing it based on the dice rolled.  Like if she rolled 4 damage she would heal 2.  I see that was wrong.  Would be 4-armor=X/2. 

I will treat Voltaric Shield like armor than as well.

Got it.  Thanks so much!

Rules Discussion / Vampiric? Dmg caused vs Dmg received
« on: September 14, 2013, 02:16:51 PM »
When determining the heal amount gained after a successful Vampiric attack is there any difference between the Damage Dealt vs the Damage Received?  Basically I'm asking if the enemy loses NO life do you gain life?  Or do you only gain life based on the amount of life you took?

The rule book says "When this attack "causes damage" to a Living creature, the attacker heals up to half the "damaged caused" (round up).

So what is damage caused?  Is it damage from the attack regardless if it is absorbed by armor or negated by effects or is the damage caused to the enemy (ie wound counters placed or damage taken by mage).

Q1. Does armor that "absorbs" damage still count as damage or is it only damage that is actually done to the enemy that counts for how much you heal?  Like if you do damage but inflict NO damage counters or damage to the mage at all (they lose no life) do you still get to heal?

Q1. Example.  Necro Vamp attacks rolls 3 regular damage, enemy has 3 armor so the enemy loses no life at all, does the Necro Vamp heal 4 or heal 0 since she didn't inflict any damage on the enemy.

Q2. When something says you "cancel up to X amount of damage" when you "cancel" damage does that treat it as if it was canceled and doesn't exist or does it treat it as absorbed.  I am not sure what cancel meant exactly.

Q2. Example.  Necro Vamp attacks rolls 3 regular damage against enemy Wizard with Voltaric Shield active.  Voltaric Shield "cancels up to 3 points of damage".  Since the Necro Vamp didn't get through the shield does Necro Vamp heal 4 or 0 since she didn't inflict any damage on the Wizard.

Based on the above that would answer this question.

Bonus Question:

Necro Vamp deals 5 regular damage (no crits) to an enemy with 3 armor so she only take 2 points of life (inflicts 2 would counters) on enemy.  Does Necro Vamp heal 3 or 1?

Hold space to drag board, just like in photoshop.

space!  ha ok, I tried shift control right click left click hold drag all kinds of stuff, I'm sure there is a whole ton of commands I don't know.  This helps thanks!

I added you as a friend Darth.  Cheers to new friends!  :D

Darth 2 things for actually seeing things on the card.  You probably saw this but I'm not sure if your reading the card is about the traits or the condition markers on it.  You might have noticed this but just in case...
1.  Hover mouse over any card it puts a HUGE copy of it to view on the left so you can read card traits/details
2.  Use your mouse wheel (in middle) scroll it forward and it makes the whole card huge (including conditions on it) so you can even read the tiny details on the markers.  Like if you forget how much does it cost to remove Weak or what the condition actually does.  It's all on there (just like the board game) just tiny.

It won't mess you up either because after you look just scroll mouse wheel back and you get full screen again so you can see the whole board etc.

I do have a question though.  I swear I saw it somewhere, but what is it to drag the board around?  I can make it bigger or smaller to fill screen but if I want to move it left right up down some what is that?  I tried click drag shift etc etc.  I'm sure it is easy I just didn't see the command for it.

As far as playing itself I misplayed like crazy!  :o  I was so focused on "did I hit that right" ctrl down ctrl right click dragging etc.  that I was paying attention to that and kept thinking crap I wish I would have ...  Trying to remember to put mana on my Gate to Voltari every time they cast a spell, also kept forgetting to regen.  If it put mana on my gate auto when they cast a spell would be cool.  I can kind of see why regen might be manual since everything is free form it might not realize what is actually in a zone.  But I have to remember in real life so it's all good.

One thing that would be really awesome is dice/damage.  I like how it tells you X regular X crit damage would be cool if it did the math for you, subtracted your armor, factors for your Voltaic Shield and just told you how much damage to put on you, or better yet just adjusted your life or put damage counters on the creatures.  BUT it does make it feel more "real" if you have to put condition tokens and damage markers on stuff like the board version.

All in all pretty cool.  I only have 1 friend that plays in real life so will be cool to meet some peeps online to play with.  I've actually never lost a game yet playing the board game version, I can however see losing a LOT of games online lol  :-[

I have just played my 1st Online game of Mage Wars!  ;D

Was definitely slow at 1st while I was learning the interface but I think I got it for the most part and ready to play. 
Can't wait to meet you all online on OCTGN.  If you want to play let me know!  I'm still a little slow though  :o but I actually picked it up faster than I thought. 

I was all intimidated but it wasn't so bad.  Helps having someone nice and patient explain stuff.  Was also cool after he left it keeps the client open so I was about to click and play and explore different features etc.

My name on OCTGN --> Stormmaster

Strategy and Tactics / Re: The fabled Watergate Wizard
« on: September 13, 2013, 11:54:39 PM »
yay played my 1st online Mage Wars game.  Someone was nice enough (and patient enough) to sit and explain everything, let me test, and play through.  Wasn't as bad as I thought.  A tad intimidating at first but not bad after a few plays.

General Discussion / Re: Druid vs Necro Spoilers
« on: September 13, 2013, 08:20:55 PM »
Are Seedling Pods plant creatures?

1 armor and 8 life seems kind of low for a spawnpoint.

I do like cantrip stuff though!  Saves spell book points.

Strategy and Tactics / Re: The fabled Watergate Wizard
« on: September 13, 2013, 10:52:41 AM »
Honestly, this has been an issue for me too.  I have kind of an "interfaceophobia" ;) 

Yeah- I am glad I am not the only one-

This makes me feel better- Imight give it a shot.

(I will only beable to play late nights though (10ish-I feel old saying thats late!) .....Or I would have to drop out every time my kid needed something.

You guys make me laugh.  Sounds like we need an interfaceophobia support group!  :P  I suppose if we just each get a sponsor, they show us how to play a game, we can sponsor others and spread the word of OCTGN. 

Pay it forward!  8)

Strategy and Tactics / Re: The fabled Watergate Wizard
« on: September 13, 2013, 10:11:51 AM »
I did download and install the OCTGN client and card packs.  I should really try that sometime.  Getting a real game in with my mentor wold be kind of cool, even if the Dark Destroyer destroys me.  That is a valuable lesson.

Honestly it is the interface thing that has been holding me back, but I guess you have to play a game or two to figure it out.  I just hate to hold people up or be that "slow" one  :o

Strategy and Tactics / Re: The fabled Watergate Wizard
« on: September 13, 2013, 07:54:01 AM »
Looks like an awesome build.  As I mentioned Wizard is my favorite Mage since there is so much versatility and options and different ways you can play it.  I have done Earth Wizard, which is OK but my main is an Air Wizard.  I've actually never tried a Water Wizard so I will give one a shot.  LOTS of control here with all those dispells and dissolves.  Will be interesting with Acid Ball and some other Water spells coming out too.

My only tough sell for me is giving up my beloved Gorgons.  I just love those things!  There is something to be said for just killing stuff vs weakening it, but it's especially fun when there are 4+ weak counters on enemy mage or their favored champion, and I'm like sure go ahead and hit me.  Plus the Gorgon's do a fair amount of damage.  I do see the risk of the teleport wars though.  I kind of don't mind if they focus on my Gorgon (they aren't focusing on me).  And since she is weak in same zone as opponent sometimes I give her flying so she can still shoot in the same zone as her target.  Flying Gorgon's can be fun.  That with her regen ability I just am not sure not having at least 1 (I usually run 2 Gorgons + 1 Basilisk to cripple/weak).

I was going to try the earth wizard with some hydras and a spike trap and port them in and hydra them off.  So I presume if you had 2 hydras and a wizard tower and either a tanglevine or spike trap would it be a good idea to TP mage in there and jump them? 

I realize the Wizard Tower is situational for what spell to use based on need.  But out of curiousity what is your top 1 or 2 picks for what you put on your Wizard Tower?

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