June 29, 2022, 02:17:40 PM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - baronzaltor

Pages: 1 [2] 3 4 ... 39
Resources and Downloads / Re: Wizard and Wizard's Tower Errata
« on: July 07, 2016, 12:13:23 PM »
I really wonder why no one used air wizard.
Air hasnt had a ton of support to flesh out the school.  fire got expanded by 2 warlocks (and an academy warlock now), Earth got fleshed out more with 2 Warlords, Water is only just now being built on in a big way, but Water training has always been high value training because it lets you carry more staple spells like Dissolves (major value), Surging Waves, and Acid Balls.

Resources and Downloads / Re: Wizard and Wizard's Tower Errata
« on: July 05, 2016, 05:54:24 PM »
Also, Wizard still has the most flexible toolkit.  Priority access to Arcane and no triple cost still gives him the best "jack of all trades" pool to build from.  He just has to be a little more judicious with his budget.

All that really changes is that the Wizard cannot as easily keep cherry picking the meta at any given time to stay with whatever element is best at the moment or coat tail on EVERY mage that comes out with any of the 4 elemental schools.

General Discussion / Re: Paladin vs Siren Spoilers
« on: June 09, 2016, 02:53:20 PM »
Ehren, Enduring Paladin gets to cheat and be a "big" creature but not trigger Strongest because his casting cost was only 5 to offset his damage gimmick.

General Discussion / Re: Paladin vs Siren Spoilers
« on: June 09, 2016, 01:58:45 AM »
Makes invisible stalker funny.  At 15 mana he will often be strongest, but they can't see him to use the ability.

Red helm knights can also wreck in teams since multiples are easy to cast

General Discussion / Re: Paladin vs Siren Spoilers
« on: May 23, 2016, 07:08:44 PM »
Correct, Dawnbreakers ring doesn't increase the effect roll.

Light attacks gaining Melee+X or Ranged+X do not change the effect die, only the attack roll.

The effect roll only changes in the event of "Light +X", (such as most other Light attacks +2 vs nonliving) or Light -X (such as cloak of shadows)

So, for example, Fire Shaper Ring does not boost effect rolls.. only gives Melee/Ranged +1.. but the Adramlech Warlocks Smoldering Curses ability does, because it confers "Flame +1" on the target.

General Discussion / Re: Paladin vs Siren Spoilers
« on: May 23, 2016, 06:11:37 PM »
Just fun stuff and thoughts with blast...
at 0-0 ranged it can still shoot fliers for solid damage, which is always handy since Holy mages pay triple for Maim Wings.  As a ranged attack spell, even with 0-0 range, it gives Holy melee fighter a high damage option to bypass guards.  Also, of course, as an attack spell it can be mounted on an elemental wand, thoughtspore or Wizards Tower. 
It also only takes 3 mana to push it to 6 dice with a hawkeye, then 7 damage with the Light ring. (8 if you opt to pay triple for a marked for death, and just want to be that guy.)

Its effect roll is as reliable as pillar of light but hits with more meaningful damage.  So, it can be a chain-dazing beatdown tool- Melee weapon of choice mainhand, Blast wand off hand..then go rek stuff.  With its high damage and effect chance together, other melee mages can do well running it too (other than dark ones).  Forcemaster for example can pretty effectively combine it with double strikes from Galvatar for solid burst damage and reliable Daze/stuns.

It also-also has the nice perk that the only piece of equipment that grants "Light -X" is dark mage only (and that obscured is meaningless when the range is 0-0), so there are limited pieces to specifically single out this damage type unlike other elementals.

General Discussion / Re: Paladin vs Siren Spoilers
« on: May 12, 2016, 10:09:14 PM »
Could just Maim Wings her, then Shift Enchantment it later when you want her to fly again.

General Discussion / Re: Paladin vs Siren Spoilers
« on: May 11, 2016, 03:53:25 PM »
Could be hilarious to make her a Priest's Holy Avenger, then slap a Bear Strength, Wolf Fury and Lion Savagery on her and send her off to battle.  She'd be a lot more "judgmental," and could still heal and protect herself if that seemed wiser than going with melee attack.

(OK, probably not... but it would be hilarious!)

Here's a quick list of what she can cast from what's available on the spell book builder (e.g. no Arcane Ward, Mend, Group Mend, Dodge, or anything else from Academy or PvS):

[mwcard=MWSTX1CKJ01]1 x  Enchanter's Wardstone[/mwcard]
[mwcard=MWSTX1CKE01]1 x  Armor Ward[/mwcard]
[mwcard=mw1e11]1 x  Divine Intervention[/mwcard]
[mwcard=mw1e12]1 x  Divine Protection[/mwcard]
[mwcard=MWSTX1CKE03]1 x  Healing Charm[/mwcard]
[mwcard=mw1e37]1 x  Sacred Ground[/mwcard]
[mwcard=MWBG1E04]1 x  V'Tar Force Sentry[/mwcard]
[mwcard=mw1q03]1 x  Crown of Protection[/mwcard]
[mwcard=MWSTX1CKQ01]1 x  Sunfire Amulet[/mwcard]
[mwcard=DNQ09]1 x  Wand of Healing[/mwcard]
[mwcard=mw1i13]1 x  Group Heal[/mwcard]
[mwcard=mw1i14]1 x  Heal[/mwcard]
[mwcard=mw1i16]1 x  Lay Hands[/mwcard]
[mwcard=mw1i17]1 x  Minor Heal[/mwcard]
[mwcard=mw1i20]1 x  Purify[/mwcard]
[mwcard=DNI04]1 x  Renewing Rain[/mwcard]
[mwcard=mw1i22]1 x  Resurrection[/mwcard]
[mwcard=MWBG1I02]1 x  V'Tarrian Healing Song[/mwcard]

She also has a cleric subtype, so she can generate mana for temple of asyra also when not casting spells

The very first 2 games of mage wars we ever played were both 4 way games..so we ended up having to teach ourselves the game while also managing a mass melee.

it was pretty chaotic.

And the winning mage was ...?
The first game didnt finish due to length.  Second time it was Warlock.. but it cannot be stated enough that like 50% of the game was played wrong since it was a learn as you go thing.

The very first 2 games of mage wars we ever played were both 4 way games..so we ended up having to teach ourselves the game while also managing a mass melee.

it was pretty chaotic.

General Discussion / Re: Has Wall of Thorns been fixed?
« on: May 01, 2016, 01:59:24 PM »
I agree that a multi-tiered defense is usually the best bet, but in my mind Acid Ball is a bigger threat than Dissolve for your armors.  It can be spammed from Wizards Tower (or a wand) and always removes at least 1 point, sometimes 2 (which can result in 1 action "removeing" 2 actions of leathers) and it lets you save your Dissolves for non-armor equipment for stuff like Eagleclaw boots or utility equipment.

Spells / Re: Second chance uses.
« on: April 22, 2016, 07:53:53 PM »
It also has the benefit of summoning the creature to the zone it died in, rather than the zone youre standing in at the time, so hes already in thick of it.  With Alter of the Iron Guard, the creature even comes back with a Guard Marker which can be useful in some situations.

Mages / Re: Is the arena wizard still OP?
« on: April 19, 2016, 08:53:50 PM »
It makes sense for Arcane and War to be opposites (and those mages paying triple for the other) just as Holy and Dark are opposites.   That might imply that Nature and Mind might also be opposites, though...  Perhaps War and Mind should be opposites instead and have Nature and Arcane be opposites, but the the opposition between War and Arcane was already made precedent with both Warlords paying triple for Arcane rather than Mind.
I don't think it should be looked at as the schools themselves are opposites, but rather the mages archetypes or discipline themselves fill in that element with their own personality or tenants.

Like, not a flat rule that "knowing War means Arcane is triple" but rather "Warlords study war with no interest in studying the Voltari"  That leaves the door open for mages who are flavored to be War mages, but don't end up paying triple for Arcane for arbitrary purposes when other triple costs make more rational sense.

Mages / Re: Is the arena wizard still OP?
« on: April 19, 2016, 05:04:59 PM »
My feeling has always been that The Wizard is tricky because he doesn't have one single obvious advantage to say "that's the primary issue." When I look at the The Wizard what I see is a perfect storm of small overlapping advantages that just kind of add up to what I consider to be an over-effective mage:

A. Spell book construction-  Before even looking at what the spells do, he has two important notes at this phase of the game:
1) He has no penalized school. This doesn't ALWAYS cause a major impact (Nature mages don't really suffer too hard from 3xfire. Necromancers non living forces don't mind his 3xholy), but it does come into play and particularly so at meta shifts.  For example, whenever Frost comes out, there might suddenly be a very real need to have some burn spells on hand for that Defrost trait...suddenly the meta is a little harsher on those Nature mages than it currently is.  Being the only mage who has no triple cost means he will always have a pretty good ability to evolve with future releases, he wont always be able to take maximum advantage but will never be the worst.  When Necromancer came out, obviously the Warlock benefitted because of Dark training..Priestess benefitted the least from that due to Dark triple cost.  Wizard stayed in the middle of the pack and always will at least be there because he doesn't have an unfavored school for a new set to put him in the "favored least" category.

2) that leads to his next spellbook advantage.  He not only has a second full training (something some mages don't even get at all) but he gets to CHOOSE it.  So, again, as the meta evolves and new cards come out the Wizard can evolve with it.  If fire becomes the new thing, Warlocks benefit and Nature mages frown, but Wizards can opt in.  If Earth suddenly sucks, Wizard can opt out of it and let Warlords bemoan it.  Siren comes out.. Wizard can take a gander at her Water toys and see what hed like to borrow.  Some mages have that ability (like Warlocks and Warlords) but its static, they cant swap it out for something more optimal at any point in the games life.

So, for all of the above he maintains 10 channel and while he doesn't have the highest health total he still has comparable health. Now, this is all just looking at a pure strength of spellbook design.. this isn't even factoring in that his core training is one of the most important schools, or the strength of his own restricted cards or even his own abilites.  That's a totally different matter.   
(Personally I have always felt Wizard should pay triple for Nature and War to offset his multi-faceted spellbook advantage.  Nature because it seems thematically aproprate to put it opposite the Voltaric otherworldy flavored magic of Arcane school, and so that he has to pay more for things like creature buffs, tanglevines, grizzlies, wall of thorns, and so on.  Then War because it makes him favor Arcane equipment like wands and elemental/supression cloak and discourages him from gearing up in heavy armor and morning stars and not favoring battlefield command style cards rather making him opt for more magical flavored schools like mind, dark and holy for support if not his chosen elemental.  that's just my take on his training though)

B. Then there is his general action efficiency advantage. When preparing spells, you generally want to have as many options available to you as possible.  You usually have 2 actions and 2 possible spells.. if your round is contengint on both, and one is botched sometimes it trainwrecks your entire round.   Wizard has a pretty subtle and useful strength here:
1)  Arcane Zap is easy to overlook, but the major advantage of it is that its effectively a third prepared spell every turn.  If you think you "might" need to shoot something this round, you don't have to give up the Dispel or Teleport you wanted to prepare this turn just in case you need a hurl rock because you have Arcane Zap in your pocket.  Did the opponent drop a Jinx on you or give himself a Block?  You can just fire an Arcane Zap without wasting that prepared spell to open it up.
2)  Voltaric Sheild is the same deal, if you want to cusion yourself defensivly there are good tools for it.. Block, Brace Yourself, etc.  But those have to be prepared and cast, Voltaric Sheild lets you brace for damage without committing one of your prepared spells or spending actions to doing so. So the passive nature of these two abilities helps augment your options every turn while prepping spells that offer a broader options and more fluid strategies.  This lets the Wizard be conservative with his spells, and always seem prepared for more options.
As mentioned before, this efficency exists on its own without factoring in his above spell building flexibility nor the strength of his tools and schools.

C) Then, there is the advantage any mage has simply by having access to the Arcane school.  Setting aside the Wizard-only aspects or his secondary training, its a big deal to have premium access to all the core functions of this school.  You save spell points from obvious things like Dispel, Nullify, and Jinx to other staples like Mana Crystals, Elemental Cloak, and Spell Wands.  While most major schools have "must haves" Arcane seems to have the most important, and the ones that are most important to have in multiples.  Not only that, the cards for combating the Arcane school are primarily contained... in the Arcane school.  Denying/Draining mana, and sources of boosting/protecting mana are both arcane.  Magic utility and Metamagic counters are both Arcane.  So, when these core elements are used by all other mages an Arcane trained mage is in the best position to counter his opponent out without as much spellbook compromise.  As previously stated.. regardless of the mage abilities and spellbook design perks.. this training is strong on its own.  A mage with weak abilities would still have a good spellbook situation by having Arcane training.

D) The Wizard uniquely has some potent cards that are restricted just to him.  Ignoring his mage card, ignoring his trainings, for example I think Gate to Voltari is the best spawnpoint in the game. Its durable, it triggers mana without requiring a gameable gimmick...you get mana by the opponent playing the game, and it summons creatures from a wide spread of strong options.  Wizard Tower is one of the most flexible support cards a mage can run, even Huugin is a strong familiar. (Though other familiars like Gurmaash, Fellelia and Serseryx are also strong in their own contexts)  So on top of being trained in a good school, the Wizard has some strong tools that would be potent regardless of his spellbook constraints.

That's all a pretty basic and general overview without going too hard in depth. Taken individually, none of those advantages are a smoking gun to say "this makes him broken!" nor are they individually without some degree of tit-for-tat against other mages.  But they compile in a way that is hard to pinpoint the cleanest way to prescribe a clear picture of why the Wizard is so strong and how to easily tailor him down or to tailor other mages mages/schools up to close that gap.

That's just my general overview on why he seems stands out among other mages anyway.


-rejig costings on some of the cards. gate to hell costs 24 mana, in total, to cast and use?
-wizard pays triple cost for every element that is not his.

Why 24 mana for Gate to Hell? I've not used this card yet, but from what I've seen others post about this card I get the impression it's not used often.

Wizard paying triple cost for every element other than his own is a brilliant idea in my opinion.

[mwcard=MW1J06]Gate to Hell[/mwcard] Is basically a totem (like [mwcard=MW1J03]Tooth & Nail[/mwcard] or [mwcard=MW1J01]Rajan's Fury[/mwcard], or half an [mwcard=MWSTX2FFJ04]Armory[/mwcard]) for 12 mana, then costs another 12 mana for what's about equivalent to a zone attack (that generally hits you and your creatures to, albeit most demons are either Flame Immune or Flame -X) and turns the Gate into a [mwcard=FWJ04]Garrison Post[/mwcard]... which is quite expensive given you may or may not need a Garrison Post by the time you've committed to spending all that mana. So... it's usually kind of like a totem + Firestorm that your opponent sees coming a mile away.

If it costed 8 to cast (totem) + 9 or 10 ([mwcard=MW1A05]Firestorm[/mwcard] with -1 die/Garrison Post), then it *might* be worth it in some sort of a Demon Swarm book... but then you have to figure out how you plan to summon all your demons, and Pentagram isn't exactly the best spawn point in the game.

Its also a level 6 spell, so its very spellpoint inefficient, and its the only conjuration in the game that is a 0-0 range full action to cast making it very action inefficient.

In all honestly, even in a Demon focused book, I feel like you get more mileage spending those spellpoints on 3x Bear Strengths.. its the same investment of spellpoints and 15 mana total, and generates +6 melee more efficiently and on your own terms (Youd need 6 demons on the table for Gate to produce the same +6 melee)

Pages: 1 [2] 3 4 ... 39