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Messages - webcatcher

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Spellbook Design and Construction / Re: Forcemaster + Gorgon Archer
« on: March 12, 2014, 11:58:27 AM »
I think you'd get more mileage out of retaliate, though. It's still 2 build points for a quick attack, but retaliate will let you leverage your bear strength and gauntlets.

General Discussion / Re: FIF: Adramelech's Torment Preview
« on: March 12, 2014, 09:35:53 AM »
I think the mana is worth it since you're not using up an action. The priest is paying one mana for the same effect and he's jumping through hoops.

Spellbook Design and Construction / Re: Forcemaster + Gorgon Archer
« on: March 12, 2014, 06:35:03 AM »
Drop at least 1 mind control.  Add Eagle wings for the Archer. That'll also open up space for your second bear strength.

Player Feedback and Suggestions / Re: Teleport nerf necessary ?
« on: March 11, 2014, 08:55:05 AM »
Oh,  and if you're thinking about starting a thread titled "Wizard nerf necessary?" I'd recommend against it.

Player Feedback and Suggestions / Re: Teleport nerf necessary ?
« on: March 11, 2014, 08:50:15 AM »
Ah,  this again.  Don't worry,  Borg, I'll get you up to speed. Everyone agrees that Teleport is broken, but there's a deep divide in the community about how to deal with it. Some folks want an errata.  Others dislike erratas on principle and will argue passionately that the slow release of counter cards is a superior solution. Unfortunately,  there's some bad feelings over it.

General Questions / Re: Push Direction
« on: March 09, 2014, 10:30:39 AM »
The most common example is the spell Force Push, which allows you to move the target in any direction. Towards, away,  doesn't matter.

Rules Discussion / Re: disolve and nullify
« on: March 08, 2014, 08:03:14 PM »
While we're clarifying, also note that dispel will not be blocked by nullify. I've had opponents use a dispel followed by a dissolve and then been grumpy when the nullify blocked the dissolve. Always read that target line.

General Discussion / Re: Upcoming terrain feature.
« on: March 05, 2014, 12:13:24 PM »
I'm very excited for the Siren's probable upcoming zone enchantment which floods a square. I'm sure the steelclaw grizzly matches up very well against the mudback crocodile - until they're both underwater.

General Discussion / Re: FIF: Conquer Preview
« on: March 05, 2014, 12:11:23 PM »
Great for two reasons:
1) Zone control gives more reasons to play the movement game and avoid turtling.
2) Improves on the steal enchantment/equipment formula by only making you pay double if you're getting something for it and by allowing you to cast something else.

Strategy and Tactics / Re: Poor gorilla
« on: March 04, 2014, 08:24:16 PM »
If rage wasn't negated by healing that would fix the gorilla entirely. It would require a little set-up, but a regenerating gorilla with a fox following him around to tick him off would be great.

Strategy and Tactics / Re: Poor gorilla
« on: March 04, 2014, 04:01:57 PM »
Here's a few ideas I've had today for the gorilla, let me know what you think (especially if you've tried these).
1) Gorilla pet: I know low level pets are usually more efficient, but the gorilla's last few life points are more efficient than his first few, so he benefits more than most from a higher starting life total.

2) Gorilla guard: Normally you use a weak attack to get rid of a guard token, then use a strong attack on a mage. But using a weak attack against the gorilla is just going to make him angry.

Strategy and Tactics / Poor gorilla
« on: March 04, 2014, 07:46:11 AM »
I've been feeling bad for the mountain gorilla lately. He's not a bad creature - with 2 armor and 16 health he's hard to kill, and and the rage ability gives him good damage potential. Climbing is a little weird, but not useless. Unfortunately, for the same number of book points and only 1 more SP you can have a steelclaw grizzly instead. More survivable, rolls more damage dice, great full attack option, the grizzly definitely makes the gorilla look like the poor cousin. So I want to make the gorilla work. Regenaration nerfs the gorilla unnecessarily because he'll lose his rage tokens during the upkeep phase. Vampirism is better, but I suspect that only active healing or no healing is worthwhile for the angry ape. He works best with walls, so maybe in combination with flyers? Has anyone else had success with the gorilla?

I might just make a special "duplicate" token.  Put one token on the spell being copied and an  identical token on the new target. The set would have to include multiple sets of duplicate tokens that were distinguishable (they could just number them).

General Discussion / Re: FIF: Adramelech's Touch Preview
« on: March 03, 2014, 09:06:54 AM »
Fire wizard could get good mileage out of it (reference previous discussions about how a wizard can use everything because they have no opposed school, lots of potential trained schools, and SP to burn).

As a fan of the mind school, I'm not sure I agree with your assessment. Mind has 2 ranged attack spells, and one of them is one of my favorites (force hammer, fantastic at killing conjurations). I'd say mind's weaknesses should be buffs and healing.

I feel like mind school could benefit from some more mind-game (no pun intended) sorts of spells. So maybe they can't remove hostile enchantments, but maybe they have something like this:

Cost: X, where X equals the total cost of the enchantment
Target: Revealed enchantment
Effect: Create a duplicate version of this enchantment. Attach it to a new legal target.

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