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Messages - nitrodavid

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mathematically spawn points cost you mana-efficency to gain a action-efficency. spawn points take 4.5 to 12 turns mana pay off but gain there action pay off on the next turn.

Strategy and Tactics / Re: Mana Denial: viable strategy?
« on: July 07, 2013, 02:17:49 am »
he is restricted to 1 core set only

Strategy and Tactics / Re: Mana Denial: viable strategy?
« on: July 06, 2013, 05:30:59 am »
i have played with thunderbolt bound to wand and i'm never going to  do it again. the full turn action and the 10 mana is not the best choice.

i will say that mana denial does not work well with "ranged" for my experience. because if you do your job well they wont be able to attack you anyway so you may as well used the superior damage of melee attacks.

your assuming you want to use thunderbolt as a finishing move, that will cost you 10 mana and a full action (not that good as a finishing spell because you want ideally want a quick cast)
you paying 10 mana for 6 dice (+2 for ring+hawkeye) thats 8 damage
or you could have staff of arcanum, which you could attack with battle fury which would do 4*2 dice attack also.

why i would recomend you to not constly cast attack spells because you do need to always have enough mana to cast your drain power.

staff + magewand(battlefury) over magewand+ele wand

Rules Discussion / Re: Goblin Builder
« on: July 06, 2013, 03:45:22 am »
It is meant to save you an action, so that at planning you put it on the creature instead of yourself.

just to clarify to prevent confusion, you can put the conjuration on the builder (in the same manner as a spawn-point) but you don't reveal it during the deployment phase. your builder must use the conjuration during his action phase

Spellbook Design and Construction / Re: Wizard Questions
« on: July 06, 2013, 03:43:16 am »
gorgon archer is one of, if not the best defensive creature mainly due to the "slow" traight not hindering ranged creatures as much as melee.

the Hydra is the 5th best creature in a 1v1 fight i have mentioned the maths before in previous posts (behind Earth ele, Sir Corazin, Lord of fire and Steelclaw). but in a real game he lacks viability because of him being slow and an agony magnet. so yes he can be good but it requires constant help from your mage (through teleport, push etc).

both the archer and the hydra give much better position control then actual game winning damage

if you just look at the arcane cards you see there aren't any big cards to damage your mage, which makes sence because nobody really builds a wizard to be a beat down mage with arcane only. he uses the best thing his schools are good at.

arcane: mana control, position control
air: daze/stun lock spells, push control
fire: superior damage over time
water: N/A (so far, wait till necro/druid expansion)
earth: creatures with best offence/defense stat combo (but also slow)

and you know the biggest fact to prove my statements is that the wizard has no 3x spell cost, so the play-testers of mage wars obviously believe that arcane is inferior (slightly) to dark,holy,nature,war and force to warrant say dark+fire to have holy x3 but arcane+fire to have no x3

Spellbook Design and Construction / Re: Wizard Questions
« on: July 06, 2013, 01:15:33 am »
arcane spells give the most versatility (whats what i meant by flexibility). But when it comes to actually killing the other other mage there is only the arcane creatures, and compared to other schools average at best.

i would say the Angles and Lord of Fire are worth while cards to play in most games, the invisible stalker possibly as well. the wizard will only get stronger when more elemental based creatures are released, imagine his choice of Earth ele, Water ele, Air ele or Fire ele and then the equivalent lvl 3 creature in that school.

an unavoidable attack from an elusive creature or an unavoidable range attack will only be stopped by forcefield

Spellbook Design and Construction / Re: Wizard Questions
« on: July 06, 2013, 12:13:24 am »
you are mistaken rith, nothing cost the wizard triple.

because everything is single or double it dies make him flexible but by the current arcane card pool he is quite weak. arcane has no access to in school buffs or lvl 5+ creatures. so this makes up for him having no triple cost.

Strategy and Tactics / Re: 'Wizard's Castle' Turtling Strategy
« on: July 04, 2013, 10:00:52 pm »
the golems will be able to kite because most wizards bind charge magewand.

if you can remember can you tell me the actions he took each turn to get to that setup.
because it looks like a 50+mana setup implying it would take 4 turns at least. I thought you would surely be able to tele in a the cat (or equivalent lvl 4 creature) in turn 2 to disrupt his tempo.

for other mages teleport any elusive/flying creature. use enchantment to achieve this (lord of fire + mongoose agility)

Strategy and Tactics / Re: Mana Denial: viable strategy?
« on: July 04, 2013, 09:03:29 pm »
assuming the other mage is smart and only has him and a big creature. you will get a drain of
-2 drain, -1 obelisk (100%)
-2 pacify (if creature attacks)
-2 cloak (if creature attacks you)
-1 staff of arcanum
then if you manage to get mana siphon
-2 mans siphon.

 you will be draining 10 mana per turn which is a good number.

now the problem is preventing them from removing essence drain/pacify because that is one of the biggest assets you have. don't attack that creature so he will voluntary let it die.

keeping essence drain/pacify:
1. don't attack/kill that creature
 2. place nullify on it
3. use jinx on other mage when you have chance.
 4. best of all bind "drain power" to Mage wand. use it even if it isn't efficient to you. prevent them from destroying those enchantments.

staff of arcanum is your friend. include the melee + 1 gloves, +2 bear strength. you will be hitting 7 dice against a mage that literately wont have any means of attacking you back. include battle fury for the final kill.
if you feel you can spare the mana bring your bird, the extra incantation (battle fury or power strike) will help you.

in fact you ate in a slightly better position without the expansion because force master directly counters any mana denial strategy (she prefers no creatures after all)

Rules Discussion / Re: Goblin Builder
« on: July 03, 2013, 10:30:36 pm »
familiars don't have to have channel. just coincidence all the previous ones have.

rule book page 16 "familiars"
"often, these creatures can channel mana as well."

note often means they don't have to have channel

for non holy mages heal cost 4 points so it is often similar to adding an additional lvl 4 creature (extra mana balances extra versatility).

apart from the priestess who gets divine reward I don't carry any heals in my books. even then I only have lay hands and regular heal.

a full heal is really only as good as a strong attack (8 dice damage is common). there are some situation where I find it valuable.
1. you are going to loose but want to stall time for a draw.
 2. you have a swarm or other forms of damage that will kill other mage by the end of turn but he can kill you with quick+full turn combo. (note you can't stop both attacks with block/ reverse because the first attack will reveal both enchantments)

both these cases are pretty rare so I don't bother planning for them (apart from priestess)

Custom Cards / Re: Shortbow
« on: July 03, 2013, 06:28:09 pm »
when you compare this to the other 2 bows you see how overpowered this is.

 long bow, 2 war, 8 mana, 2 hands

full action, range 1-2, 4dice 1 piercing

your short bow
cost 1 war less, same mana, only 1 hand
quick action (no ranged non attack spell is quick), same damage and can avoid most defences. and has better range

 this is just to overpowered (and cheaper)when compared to other bows

consider the following changes
2 war
2 handed (you can't use a bow with 1 hand)
2 seperate attacks
 "runing shot" quick, 1-2, 3 dice
"reflex shot" full action, 0-2, 4 dice, +6 defence roll.

if you insist on a one handed weapon try
"one handed cross bow"

(uses load token like hammer, for theme let's say it magically loads itself)
1 war, 1 hand, 0-1 range, 4 dice

if you have a free offhand you can place a 2 load tokens during upkeep instead of 1

Strategy and Tactics / Re: Aggro, Combo, Control & Hybrid Archtypes
« on: July 03, 2013, 06:10:32 pm »
relating strategy from table top games does more closely relate to MW then pure card games. it still has a resource management component (mana) that most table top wargames dont have (I haven't played all so forgive me if wrong).

if we assume mage wars also has its own form of "6 category's" I would suggest when you play to pick 1 based on your mage and play style to be your plan a. then go down to plan b,c etc depending on how flexible you are. using spells that can be used in multiple plans increases your book efficiency. eg agony can be used for "attrition", "control" and agro

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