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Messages - Guru of Mana

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16
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).

17
Mages / Re: Alternate Druid expansion
« on: October 25, 2016, 05:45:27 PM »
On your BTW, I was intending to make the fungal trait its own thing, like the vine trait.
And some more ideas:
Redwood: high armor, high health, low regen(1). Channeling 1.
Whenever you have initiative, you may spawn a plant or fungal creature or conjuration(fungus can be symbiotic, communistic, or parasitic to trees.)
All plant or fungal object in a zone with a root marker gain lifelink 1 to this conjuration.

This fits the strategy of building up using trees and such.
It is also supportive!

18
Mages / Re: Alternate Druid expansion
« on: October 25, 2016, 05:22:40 PM »
Thank you very much for your input! :D

Also:
1/ I really like the idea of a slightly evil druid!
2/ If the two Druids use different mechanics, a.k.a one with trees and one with vines, would it not make their cards more difficult to use for each other? Maybe the alternate druid would use roots (that protrude from the ground?).

Reply:
1/The druids need some kind of ranged-2 unit, and an army of ever-vigilant ents is tempting.
2/ A Giant Mushroom that releases spores, a critical unavoidable zone attack with chances of stun-type conditions.
3/ I am thinking a sweeping attack, (airborne spores), that doesn't damage but hinders. Un-rooted. Incorporeal, (It is a layer of vegetation), and maybe it can deal stagger first and in lucky circumstances rot and stagger. Title: Darkfenne lichen.
4/ A: I was thinking of a bypassing regen enhancer while giving more value to the fungus.
B: Darkfenne mushroom, which releases spores that are toxic. Idol of pestilence and Deathlock in a single zone!
5/ A: It might have uproot. Not sure.
B: Two attacks;
lunging snatch with grapple and reach, with doublestrike(multiple mouths.)
Corrosive secretions with lots of corrode and triplestrike. Maybe rot?
6/ Yer right. Melee=trap enchantment, uses marker, Ranged=new druid's burst of thorns equivalent.
7/ Maybe so.

Additional:
In correlation, I think you have the right idea. A slightly evil druid that uses root markers, trees(+vigilant ents), and mushrooms.
Root markers to be the vine druid equivalent.
A group of vigilant ents can deal out some serious damage. Maybe OP without limiters.
I think that across-the-board spawning with mushrooms might be interesting. Especially deathshroom.

19
Strategy and Tactics / Re: Swarmmaster (3 creatures per round)
« on: October 23, 2016, 03:45:12 PM »
Try using wall of thorns and elephant grass in swarms.
Try to get double ring of beasts too.
Last but not least, use area effect support to maximize efficiency.

I hope I was helpful!

20
Strategy and Tactics / Re: Druid Economy...
« on: October 23, 2016, 03:41:40 PM »
Battle forge is expensive for Druid, and mana flowers stick out of the corner.
Battle forge is against the spellbook style, which is spawn, spawn, and spawn some more.
Harmonize is cheaper both ways and compacts well.

21
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?

22
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.

23
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!

24
General Discussion / Re: Arcane Duels - Paladin vs Siren Review
« on: October 18, 2016, 03:43:23 PM »
Would Harmonizing Crusade Banner be practical?

25
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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