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Messages - ChimpZilla

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16
Twenty-four mana and eight spellpoints for those attacks are highly suspect to begin with, but it also leeches two life per turn? I sense a big barrel of haterade coming down on this one....

17
General Discussion / FIF: Garrison Post "Preview"
« on: May 12, 2014, 05:46:23 PM »
About god**** time. So how's that new "preview" of Arcane-incantation-that-shall-remain-nameless coming?

18
General Discussion / Re: FiF: Harshforge Plate
« on: May 05, 2014, 12:49:39 PM »
This + Armor Ward.  :)

Wage war. Levy taxes. Seems right to me.

19
General Discussion / Re: FiF Preview: Blood Demon
« on: May 04, 2014, 01:41:52 PM »
Aylin,

This discussion is starting to flush civility down the rabbit hole. So, as much fun as engaging in this internet slap fight has been, I'm done. I said it was a toss up. I've made my point. We know where you stand. Agree to disagree. Cheers.

20
General Discussion / Re: FiF Preview: Blood Demon
« on: May 01, 2014, 07:53:11 PM »
Explain to me why you think a Blood Demon Reaper "bricks hard" in "positional games with damaged living creatures" while a Dark Pact Slayer Reaper doesn't?

Gladly. Basically, Bloodthirsty neuters the one major equalizer for BD's inferior combat stats: Flying. It's the inverse of Sike's point about defensive hindering, only worse.

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And if you wanted your Reaper to be effective against non-living, you wouldn't choose either demon; you'd favour the Flaming Hellion in that case.

Against resilient non-living, yes. Against iron golem? And since this is about Reapered BD vs. DPS, the latter is strictly better offensively. Also, DPS is better against IG than FH.

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That is what Mongoose Agility is for.

Which you can put on DPS who can inflict more damage on the mage. Or alternatively can be dispelled/wanded out by control builds. I can also put vampirism on him if I wanted. And on... and on....

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Or you could choose not to attack at all in that case, or wait until an AoE attack occurs in the zone.

What's the point of not attacking when BR is an offensive ability? And you're gonna give your opponent more opportunities to nuke BD at lower heath and armor?

Where Blood Demon could excel is in potentially aggressive Pentagram strategies where he and Scourger have natural protections against spawn camping. I disagree that he's the default BR most Lock players, because DPS is just more versatile and has fewer match-ups where his traits brick. That doesn't mean your reasons for favoring him in that role are invalid, but the rest of the meta? YMMV.

21
General Discussion / Re: FiF Preview: Blood Demon
« on: April 21, 2014, 08:32:42 PM »
Since the discussion is Blood Demon vs. Dark Pact Slayer as a Blood Reaper, saying that one has issues with "positional games with damaged living" is completely irrelevant as both of them will be Bloodthirsty anyway.

And since my comment was directed at that exact discussion, my point stands that a
'Reapered BD is suboptimal versus certain match ups. All targets, DPS always gets the extra attack and +2 piercing which is more relevant in the damage race. And if we're gonna play the the semantics game, do note that I said it was a toss up, not slam dunk.

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Plus, you want to be hitting the enemy mage most of the time anyway. Why would the penalty against non-living matter if you're just trying to kill the other living mage?

Because guard + opponents' creatures?

22
General Discussion / FiF Preview: Blood Demon
« on: April 20, 2014, 09:02:28 PM »
+1 Armor and +3 Health at +1 mana are relevant enough to make it a toss up. And the fact is BD bricks hard to nonliving match ups and positional games with damaged living.

23
General Discussion / Re: FIF: Break the Warlock's Curse
« on: April 17, 2014, 07:42:43 PM »

I do not know if I would go so far as to say that is better than the classic lock.

I didn't. I meant better offensively, not overall. AC 'Lock is way more durable.

24
General Discussion / FIF: Break the Warlock's Curse
« on: April 15, 2014, 03:24:32 PM »
Well, that changes things. So they take what is already the best offensive mage class in the game, make it better, but cast it as a glass cannon (worst health/channel ratio and Druid doesn't count). I can dig it.

25
General Discussion / Re: FIF: Break the Warlock's Curse
« on: April 15, 2014, 11:01:43 AM »
Predictably, Flaming Hellion and Firebrand Imp got a boost. Like AC Warlock, her abilities are better collectively than individually (though Fireweaving turned out a lot more limited than I thought).

26
General Discussion / Re: Forged In Fire
« on: April 03, 2014, 07:11:54 PM »
Dwarf 'Lord's been spoiled on front page. H O T N E S S.

27
General Discussion / Re: FIF: Construction Yard Preview
« on: March 24, 2014, 10:06:14 AM »
I'm surprised it's not Warlord or War Mage only.

Doesn't need to be since I can't see other mages rocking the current crop of war conjurations and earth walls with this in tow.

Anyway.

I like that this enhances GB without obsoleting it. Yet it imposes natural limitations to that combo (needing two actions/cards to get a spawn engine going). I love how mana generation is powerful without both hosing and overpowering certain other mages (aka Druid).

It's early, but I really have to hand it to AW on this expansion so far. The design of these cards so far have been superb. Tons of interesting tools that make previously fringe strats possible without reaching hallowed, must-have Teleport ground.

28
General Discussion / Forged In Fire
« on: March 19, 2014, 03:42:16 PM »
Indeed. With vampirism enchantment and the new Defend incantation, we have a solid combo.

I just love the fact that anyone attacking a 'Reapered Scourge could be potentially be handing me a free attack, mana, and healing. Amazing how deceptively powerful one keyword makes this.

29
General Discussion / Re: Forged In Fire
« on: March 19, 2014, 01:37:19 PM »
Don't look now, but Pentagram just got a significant boost in playability.


30
The best suggestions I've seen on Teleport so far:

1. Make it Epic.
2. Borg's.

In that order.

I favor one because:
  • It stops wand spam
  • The power is on par, if not exceeds, epic spells in general.
  • Kills the cascading arms race for non-arcane mages...*cough* Warlord *cough*
  • Is a solution we already have, isn't tryhard ( dudeletsadderratathatsaysitcanonlytargetgreenmagesonoddturnsOMGSOCOOLNAILEDIT), and prevents rules-lawyer riverdancing in the sea of red ink already drowning this game.
  • Let's board position be a thing which is kinda relevant now with what's on the horizon.
  • It's a deckbuilding nerf, not mechanical, so you don't have to reference in-game if you have the non-errata'd version.
I'd like number two more if it stopped the abusive interactions with ridiculously undercosted, slow creatures.

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