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Messages - MrSaucy

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1
Spellbook Design and Construction / Re: My Siren Book
« on: November 25, 2016, 02:07:30 PM »
I'm thinking of removing Meditation Amulet and Harmonize  (too slow) as well as Crab and Crocodile. This frees up 11 points.

9 points
1x Gravikor
1x Leather Boots
1x Leather Gloves
1x Crumble
2x Swell

I'm considering adding attack spells from different schools so I can target flyers as well as plant Creatures.

2
Spellbook Design and Construction / Re: My Siren Book
« on: November 24, 2016, 07:54:32 PM »
Thanks die sharing your book. Your strategie sounds solid, but I wonder of you really need / ever summon all big creatures? Crab, crocodile, Leviathan and water elemental seems a lot.

What do you do against flyers. I only see harpooners as an answer. Could be hard against lots of birdies or angels. You should consider gravikor?! Sorry if I miss something.

I really only have Crab and Crocodile since they cost between 12 and 22. I actually haven't been impressed with them so far so I may consider removing them. Flyers might be an issue so Gravikor seems solid. My Trident does have ranged but all my attack spells target non-flyers now that I think about it. Kraken could make quick work of squishy flyers but he's too expensive. Maybe I need another Knockdown, another Harpooner, and some attack spells that CAN target flying creatures.

3
Spellbook Design and Construction / Re: My Siren Book
« on: November 24, 2016, 01:33:23 PM »
When sharing a deck its always very helpful if you post your main strategy(ies) and your opening. Could you post them?

After 15 siren games with this deck you probably have more experience with her than most people. You should be the one giving tips. ;)

How did it go? What was your weakness?

My opening is a little slow but it goes:
1) Ring of Oceans Depths, Naiya
2) Naiya moves and casts Echo of the Depths, mage casts Harmonize on Echo and moves into same zone as Naiya
3) Mage casts Shallow Sea in center, Naiya casts Ring of Tides, both move into the central square with Shallow Sea

From here Naiya summons my equipment. After that I tend to use her mainly for casting enchantments but it depends. The idea behind having your mage in the center is so you can cast Sirens Call and use your Trident as much as possible. Don't forget that Sirens Call can be used on your own creatures.

It's very important to try to get Shallow Sea in the opponents center. Bed of Urchins works really well in Shallow Sea areas but I wouldn't use it in a zone without one. Coral Barrier serves two functions. Firstly, it blocks of the side flanks, forcing enemies down the center of the board. Secondly, it's pretty much an auto cast once you get a Harpooner out since the synergy is too good to ignore.

I've included Meditation Amulet so that when you can't attack with your Trident you can gain mana, but always use the Trident if you can.

No matter who I'm playing against the Tidecallers rarely seem to be a bad thing to summon, but try to summon them when you don't have the initiative.

This Spellbook is a little slow, but if you're rushed you and Naiya can cast Surging Wave to buy you some time.

4
Spellbook Design and Construction / My Siren Book
« on: November 24, 2016, 01:52:15 AM »
After around 15 or so games here is the Siren spellbook I have "settled" on. Interested to hear feedback.

Conjurations: 14 points
3x Shallow Sea
2x Bed of Urchins
2x Coral Barrier
1x Whirlpool (still haven't actually played it but it seems strong)

Equipment: 12 points
1x Ring of the Ocean Depths
1x Ring of Tides
1x Echo of the Depths
1x Shoalsdeep Trident
1x Leviathan Scale Armor
1x Meditation Amulet
1x Eagleclaw Boots

Creatures: 41 points
4x Shoalsdeep Tidecallers
1x Naiya
2x Merren Harpooner
2x Deptonne Berserker
1x Colossal Crab
1x Shoalsdeep Crocodile
1x Sherean Leviathan
1x Water Elemental

Enchantments: 29 points
2x Hydrothermal Vent
2x Rust
2x Drown
3x Lullaby
1x Song of Love
1x Ballad of Courage
1x Healing Charm
1x Harmonize
1x Nullify
1x Block
1x Bear Strength
1x Regrowth
1x Akiros Favor
1x Brace Yourself

Incantations: 19 points
3x Dissolve
1x Minor Heal
1x Seeking Dispel
3x Dispel
1x Knockdown
1x Rouse the Beast
1x Battle Fury

Attacks: 5 points
2x Acid Ball
3x Surging Wave

5
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 24, 2016, 01:39:32 AM »
Sooo just won another game. Did 20 damage in one round. Siren has some ridiculous combos.

6
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 23, 2016, 02:12:07 AM »
Okay correction: it says Drown gets a suffocation marker. That definitely makes it not as good. Still great for enemies with 8 or less health since you are taking away at least 25% of their health. But I'm not putting in 4 anymore.

7
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 23, 2016, 02:07:24 AM »

I think you are overdoing Drown? As i understand it the Suffocate markers goes away when people dispel it. So that would require a lot of mana for most of the time not much.

I thought Suffocate was a condition marker. The spell and codex say nothing about removing them when they are dispelled (in which case I feel like the spell would be nearly useless.)

8
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 23, 2016, 02:04:02 AM »
I'm starting to win with Siren. The Spellbook wasn't the problem. She really is just hard to play. It sounds like common sense but you really need to control the center and use her built in abilities and equipment as much as possible. Her Trident, tidecallers, harpooners, and Siren Call can be combined to push enemies from trap to trap amazingly well. Coral Barrier is good for forcing the opponent through choke points.

9
General Discussion / Re: Siren preset deck too many spell points?
« on: November 23, 2016, 02:00:08 AM »
Having more success. You really have to control the center squares and use her abilities as much as possible. I think I was being too passive with her. Some tips:
1) Use walls to seal off side flanks to force enemies down the middle, where you lay your traps
2) Use Naiya as a battleforge at the start and then she works great for casting enchantments later
3) Use songs whenever possible
4) Drown works great on Creatures with 8 health or less, don't use it on anything higher
5) Save the initiative for being more aggressive
6) Harpooners and Tidecallers are your bread and butter Creatures

Still no real success with Shoalsdeep Crocodile or Colossal Crab but I think it might just be the fact that they paint a target on them the moment they are summoned.

10
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 22, 2016, 02:47:07 PM »
ב"ה
Is there any point to having Rust as Siren when you have Acid Ball? I know Rust is cheaper but it can just be dispelled
The main thing is that there are effects that remove conditions, just as there are effects that dispel enchantments. Against a priestess, corrodes are almost always only temporary, and many other mages use wand of healing and cure.
A secondary issue is that while acid resistance curently exist only in promos, generally an acid ball have a chance of reducing armor by only one, and tough -2 that anvil thrones got (and paladins could get through aura) that could combine with the belt that gives though -2 might also reduce the effect of an acid ball.

Those are some good points. It makes sense to have both Rust and Acid Ball. I think 4 Acid Ball might be overkill and I'll go 2 Rust and 2 Acid Ball.

11
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 22, 2016, 01:11:37 PM »
Thanks for clearing that up. I will definitely be using Ring of Tides now since it works with the trident. Now what about equipment? If it doesn't say Hydro but has the water symbol does her Ring of the Oceans Depths let you pay less mana?

Is there any point to having Rust as Siren when you have Acid Ball? I know Rust is cheaper but it can just be dispelled

12
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 22, 2016, 03:13:09 AM »
I think the water symbol on her staff is hydro. Hydro and acid belong to water school, just as wind and lighting belong to Air school.

I didn't think so. Acid Ball has the water symbol but only has the Acid subtype. Surging Wave has the water symbol and specifies that it has the Hydro subtype. Unless Acid Ball has a printing mistake I am lead to believe that an attack isn't Hydro unless explicitly stated. This is just like the case where the wizards lightning ring doesn't affect wind spells and his wind ring doesn't affect lightning spells. Both subtypes belong to the Air school but are exclusive.

13
Mages / Re: Siren Still Hasn't Beaten Paladin
« on: November 21, 2016, 01:18:13 PM »
It might help us to see what sort of a book you've built for her and how you're planning to win the game

Conjurations: 11
4 Shallow Sea
2 Bed of Urchins
1 Whirlpool

Equipment: 11
1 Ring of the Oceans Depths
1 Echo of the Depths
1 Shoalsdeep Trident
1 Leviathan Scale Armor
1 Meditation Amulet
1 Eagleclaw Boots

Creatures: 40
4 Shoalsdeep Tidecallers
1 Naiya
2 Merren Harpooner
2 Deptonne Berserker
1 Colossal Crab
1 Shoalsdeep Crocodile
1 Kraken
1 Sherean Leviathan

Enchantments: 30
2 Hydrothermal Vents
4 Drown
4 Lullaby
1 Song of Love
1 Healing Charm
1 Harmonize
1 Nullify
1 Block
1 Bear Strength
1 Regrowth
1 Akiros Favor
1 Brace Yourself

Incantations: 20
4 Dissolve
1 Minor Heal
1 Seeking Dispel
3 Dispel
1 Knockdown
1 Rouse the Beast
1 Battle Fury

Attacks: 8
4 Acid Ball
4 Surging Wave

I'm assuming Ring of Tides doesn't help her Trident full action attack since the attack is water and not specifically Hydro. If it does affect her Trident I would be playing it.


14
Mages / Siren Still Hasn't Beaten Paladin
« on: November 20, 2016, 07:35:57 PM »
I've played 5 games with Siren vs Paladin (as both mages). The Siren has lost every single game by a mile. She just seems very weak.

Sure, she can set up traps, but by the time she sets them up they only delay her troubles.

Her equipment is underwhelming. One of her rings is only useful for half of the rounds in the game while the other ring doesn't get a cost reduction from all water spells, only hydro and aquatic. Her ability to sustain psychic spells hasn't proven to be as helpful as I had hoped. She practically requires a Meditation Amulet since she seems to be constantly starved for mana.

I have been very disappointed with most of her creatures (save for Naiya, who is excellent). The sharks aren't strong enough. The pirates aren't strong enough. None of her level 1 or 2 creatures are worth casting because the most they can do is buy you time - The Siren appears to have a lot of ways to delay threats but few ways to actually deal with them, which is frustrating. The creatures she has that actually ARE effective are extremely expensive... which really makes me wonder why she only has channeling of 9. And then there is grapple, which honestly isn't that good. Even though its a condition marker it isn't hard to escape, and by the time my creatures do have something grappled they are half dead because I have few ways of keeping them alive.

As far as incantations go she has... well she really only has dissolve. And the only good water attack spell she has that you can cast regularly is surging wave.

What am I missing here? She comes off as a mage who is spread to thin with not enough focus on one thing.

15
General Discussion / Re: MW Battlegrounds What We Know So Far
« on: May 11, 2015, 07:32:06 PM »


So it isn't a soldier? That is a shame.

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