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Messages - Stormmaster

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31
General Discussion / Re: DVN Preview #5 - The Druid
« on: September 12, 2013, 10:23:43 PM »
Didn't it say that Devour permanently removes the 'corporeal' creature so that they don't go to a discard pile (and thus can't be resurrected or raised from dead/zombiefied)?

32
General Discussion / Re: Druid vs Necro Spoilers
« on: September 12, 2013, 10:20:55 PM »
This is actually a bit of both. It's quite a strong "special marker", but it's also because of the Druid's themes. She's a guardian of nature, her trees are part of her.

Would be cool if she could bond to another tree.  Only 1 tree for life, you want to make sure that tree doesn't die.

33
Rules Discussion / Re: Removing Bleed Condition
« on: September 12, 2013, 01:05:48 PM »
So that works the same way for heals and regen?  So if you cast a small heal and roll 5 points of heal and you have 3 bleed conditions you can remove all bleed conditions and heal 2 points of damage?

I must have totally read that bleed condition wrong.  I thought it said each time you heal you can remove A condition, so we were only removing ONE condition each time we healed.  This makes Bleed MUCH easier to deal with and get rid of.  Cool.

Thanks for the clarification.

34
General Discussion / Re: Druid vs Necro Spoilers
« on: September 12, 2013, 09:56:18 AM »
Yea, with this wording I was still able to summon a Kralethor in Bryan's deployment zone. It works out very well. Just wait till you can try it.

Do you like the Druid or the Necromancer better?  Or you like them both but for different reasons?

35
General Discussion / Re: DVN Preview #5 - The Druid
« on: September 12, 2013, 09:55:26 AM »
There is lots of ways you could take a "Nature Mage".  You don't have to go plants, you could go animals and augment with plants.  Since she is trained in Nature and lvl 1 Water, this is the first kind of water mage we've seen and there is some good cards in water school that can add some variety.  And I am not sure how many other non plant stuff she gets but that raptor animal looks cool, and there are other cool animals she can control.  I kind of almost think of her as a Beastlord with plant abilities too.  That can provide a lot of flexible fun "different" builds for her.

Having fire and war be triple can be worked around.  Everything else is just double like it is for most of the other mages.

What I am leary of is the counter vs counter type system.  Like almost designing some of the Druid abilities to counter some of the Necromancer abilities (ie innate life, and life bond ignores finite life etc).  Don't get me wrong that is a cool mechanic.  And conversely to actually ever "kill" a necromancer creature and remove it from game you need to "devour" it?  So if the Necro plays any other mage that isn't using devour will the Necro be OP and hard to deal with that horde of zombies that won't go down?  I'm afraid of the necro resurrecting my angels or vampires or hydras or something big and turning zombie angels or hydras on me!

Regardless looking to try them both out.  I still can't decide which I like better.  The Necro seems to have cooler "toys" more unique but the Druid feels more solid (long term end game wise).

36
Rules Discussion / Re: Removing Bleed Condition
« on: September 12, 2013, 08:36:27 AM »
I think you have to "heal" to remove a bleed condition.  I'm not sure regen counts as a heal, so I don't think it would remove the bleed condition.

As far as the damage v regen timing in upkeep phase I think you get to select the timing of the effects?  Or is that dependant on who has inititive gets to decide timing?

37
Rules Discussion / Re: DvN ruels questions
« on: September 12, 2013, 08:34:20 AM »
Ya I had edited my question.

I see the vines can spread without Line of Sight.
But to cast from the vine you need Line of Sight to the vine.

Thanks.

Just trying to make sure I fully understand all the rules so as soon as I get the game I can jump right in and play right away!  Very much looking forward to it.  Preorders done.

38
Strategy and Tactics / Re: It's all about spell points!
« on: September 12, 2013, 07:38:15 AM »
And now we have a Mage with 1st level Water spells as a trained class with the Druid for those that like those dissolves they only take up 1 point. : )

39
Thanks so much!

40
Rules Discussion / Re: DvN ruels questions
« on: September 12, 2013, 07:30:51 AM »
Can vines spread under walls?  I see that you still need LoS to cast a spell in the vine's zone so if the vine is behind a wall you can't cast a vine spell in that zone, even if you are adjacent to it, but can you put a vine in there or do you need LOS to spread the vine to the adjacent zone?

41
General Discussion / Re: DVN Preview #5 - The Druid
« on: September 12, 2013, 07:27:21 AM »
I like that Lifebond works both ways, and gets around ignores the finite life trait.  That is cool!  :)

42
General Discussion / Re: Druid vs Necro Spoilers
« on: September 11, 2013, 09:21:25 PM »
Druid looks pretty cool.

43
Rules Discussion / Re: DvN ruels questions
« on: September 11, 2013, 09:17:53 PM »
For the Druid since it says on her card she can place a vine marker "in a zone" does that mean ANY zone regardless of range or line of sight?  I'm assuming since it doesn't specify you can extend your reach and target any zone in the arena and since the vines are coming from underground presumably they could go past walls and don't have a range?  Am I reading that correctly?

I am a noob at this but I think if you click the little pic below it will make it bigger so you can read what I am asking about.


44
Strategy and Tactics / Re: It's all about spell points!
« on: September 11, 2013, 10:56:32 AM »
I know this isn't the Wizard Strategy thread (I should make one or look one up), but one of my favorite ones (especially when guarding the gate or a wizard tower) is 2 Gorgon Archers + Hydra/Gargoyle/etc for defense.
By the time something actually gets in range to do damage to your gate or tower it is so plugged full of holes from arrows and so weak from the archers putting out 2-4 weak counters per round that it hits like a little kitten.  Also a great way to take down a Grizzly or Golem or those 'big guys', they aren't so bad with a pile of weak conditions on.

45
Strategy and Tactics / Re: It's all about spell points!
« on: September 11, 2013, 10:20:25 AM »
Charmyna's games are recorded on his twitch feeds on OCTGN.  In fact I just watched one where he played gate on turn 1.  I think since the gate can get 3 mana per turn that is a nice boon and it pays off faster than some of the other spawnpoints, plus mana aside it gives you an extra action per turn.  Use gate to summon a creature instead of wasting your full cast when you can use that for something else like an attack.

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