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Topics - diesbudt

#41
Battle Blog / Revamped Move thread
October 09, 2009, 06:21:28 PM MT
Here I want you all to Discuss your favorite Techniques/combos you have either performed or witnessed.

Also Screenshots are always awesome.
#42
HEROS

Hero - Witch Doctor
(2 STR; 14 DEF; 6 Life)
Passive Ability: {Focus} If at the end of the turn the Witch Doctor doesn't move, he heals himself 1 point of damage..
5 Valor: (1 card): {Voodoo Hex} Target opponent unit may not use character abilities until start of your next turn.
10 Valor: Passive: {Hardened Skin} Witch Doctor cannot be immobilized
15 Valor: (2 cards): {Voodoo Storm} Each opponent unit within 5 spaces takes (3 STR) of damage. All those hit may not use character abilities until start of your next turn.

Hero - Cleric
(2 STR; 13 DEF; 6/6 HP)
Passive ability: {Healing Mastery} Whenever you heal with a card, draw another card.
5 Valor: (1 card): {Holy Missile} The Cleric casts a Holy Bolt of 3 STR attack to a unit in LoS.
10 Valor: {Holy Wrath} Whenever the Cleric Casts a healing spell, he may use Holy Missile again.
15 Valor: (2 card): Deal 2 STR attack to all opponent units in los, and heal all friendly units for 1 in LoS.

Hero - Battle Mage
(2 STR; 15 DEF; 6 Life)
-Passive Ability: {Reduced Mind} The Battle Mage only starts with 2 mana per turn.
-5 Valor: (1 card): {Stat reversal} The battle mage loses 3 Def to gain 3 STR until the start of your next turn.
-10 Valor: Passive: {Increased Intelligence} The Battle Mage starts with an additional 1 mana per turn. And he can only use one ability per turn.
-15 Valor: (2 cards): {Ultra Buff} The Battle mage loses 3 Def for all other Friendly units gain 2 STR until the start of your next turn.

Hero - Dwarven Rune Lord
(3 STR; 14 DEF; 6 Life)
Passive Ability: {Hardened Aura} Dwarven Rune Lord's presence inspires nearby units +1 DEF to adjacent allies.
5 Valor: (1 card): {Rally} All Visible Units (including the Dwarven Rune Lord) gain 1 STR until end of the turn
10 Valor: Passive: {Dwarven Inspiration} Everytime the Dwarven Rune Lord casts a spell, all friendly units in los, gain +1 to their attack rolls.
15 Valor: (2 cards): {Dwarven Leadership} The Dwarven Run Lord reduces his STR by 2 and DEF by 2, to increase his guardians STR by 2 and DEF by 2 until start of your next turn.

Hero - Warlock
(3 STR; 13 DEF;  6 Life)
Passive: {Dark arts} When using a spell card, the warlock may discard cards from his hand instead of paying it with mana (1 card discard = 1 mana replaced).
5 Valor: {1 card}: {Soul link} A friendly target in LoS, will take the damage for the warlock until the start of your next turn. If the Unit dies, the soul link is broken.
10 valor: {Mastered Dark arts} When you discard the first card of the Dark arts ability for using a spell, it is now worth 2 mana instead of 1.
15 Valor: {Rest of your mana}: {Refresh}: Draw cards = to the mana you had

Hero â€" Demon King
( 4 STR; 13 DEF; 6 Life)
Passive: {Demonic Essence} Whenever a friendly summoned creature is killed, the attacker takes 1 damage.
5 Valor: {1 card}: {Portal from Beyond} Summon a Demon Minion on a space in LoS
10 Valor: {Demonic army} All Demon Minions receive +1 str and, you have no limit to how many can be out on the board.
15 Valor :{3 cards}: {Unholy Empowerment} A friendly unit in LoS gains +STR equal to the number of Friendly units you have on the board. (Hero + guardians + summons).

[Demon Minion â€" 2 STR, 13 Def, 1 Life]
Passive: {Short Blast} This unit may attack up to 5 spaces from its location.
Passive: {Short legged} This unit may not sprint

Hero - Fortune Teller
(3 STR; 14 DEF; 6 LIFE)
Passive: {Spirit Web} Any opposing unit that melee strikes Fortune Teller becomes immobilized until the end of their next turn.
5 Valor: {1 card}: {Future chaos} Your opponent discards a card from his hand.
10 Valor: Passive: {Deafing Strike} Whenever Fortune Teller does melee damage to an opponent's unit, its controller discards a card at random from his hand.
15 Valor: {2 cards}: Lose all unused mana. Make an attack on an adjacent unit doing ({2 x mana lost} +1 STR )  (to a Max of 7 STR) against him.

Hero â€" Druid
(4 STR; 14 DEF; 6 life)
Passive: {Flanked attack} If the Druid attacks an opposing unit that has already been attacked this turn, that unit will take 1more damage from the Druids attack.
5 Valor: (1 card): (Super Charged) The next spell used by the Druid this turn is not discarded from your hand.
10 Valor: Passive: (Reversal of Fortune) If the Druid is immobilized or stunned, all friendly units in LoS gain +2 DEF until the Effect is worn off.
15 Valor: (2 cards):  All opposing units in LoS lose 3 DEF until the start of your next turn.

Hero - Psychic
(2 STR; 13 DEF; 6 Life)
Passive: {Team Spirit} All units under your control have +1 STR
5 Valor: (1 card): {Concentrate} Discard your hand. Draw a card for each card discarded.
10 Valor: Passive: {Foresight} All Destruction Spells must now be casted in melee range of the Psychic to target him/her.
15 Valor: (2 cards): {Soul Explosion} Discard your hand. The Psychic Takes 8 damage. All units under your control gain +3 STR, +1 Def, +1 Life until the game is over (This cannot be dispelled).

Hero â€" Runemaster
(2 STR; 13 DEF; 6 Life)
Passive ability: {Magic Potency} Whenever Runemaster casts a non-Augumentation spell, he gains 1 STR until the start of your next turn.
5 Valor: (1 card): {Extra Effort} Runemaster does a melee attack doing (X STR +1 damage). X being the mana cost of the card used to discard for this attack (to a minimum of 1 STR).
10 Valor: Passive: {Magic Defense} Whenever Runemaster casts a non-Augumentation spell, he gains 1 DEF until the start of your next turn.
15 Valor: (1 card): {Last Stand} The Runemaster heals for how much unused mana he has. Lose all your mana.

Hero â€" Priest
(2 STR; 13 DEF; 6 Life)
Passive ability: {Healing Wind} All targets of restoration spells gain 1 STR until the end of your turn.
5 Valor: (1 card): {Holy Wrath} Target Enemy unit in Line of Sight takes 1 damage.
10 Valor: Passive: {Empowered Spellcasting} The Priest may still cast spells and use abilities while stunned.
15 Valor: (2 cards): {Refresh} All friendly units in LoS heal 2 damage. Those units also gain +2 STR until the end of your turn.

Hero â€" Saint
(0 STR; 14 DEF; 6 Life)
Passive Ability: {Courage} Saint’s STR is equal to the number of units currently on the board (Up to a max of 5)
5 Valor: (1 card): {Thundering Cry} Saint does an attack of 2 STR to all opposing units in LoS. If this ability doesn’t cause any damage, The Saint takes 1 damage.
10 Valor: Passive: {Invigoring Spellcasting} For each Spell the Saint casts this turn he gains 1 STR and 1 DEF (up to a max of 2) until the end of the turn.
15 Valor (5 cards): {Incinerate Beam} The 5 cards discarded for this attacked must be 1 from each school of spellcasting. The saint does 10 STR +2 damage to a target in melee range. This ability cannot be used if the Saint has attacked this turn. The saint may not attack this turn and is stunned until the end of your next turn.



Guardians

Guardian - Ninja
(3 STR; 14 DEF; 6 Life)
Ability 1: Passive: {Quick Strike} The ninja may attack on the same turn he sprints.
Ability 2: (1 card): {Blinding Powder} Target adjacent Foe gets a -2 to his rolls untill start of your next turn.

Guardian - Paragon
(4 STR; 16 DEF; 6 Life)
Ability 1: Passive: {Long Reach} The paragon may attack a unit 2 spaces away
Ability 2: (1 card): {Shared Insight} The paragon lowers his Def by 2 to increase Target ally's STR by 1 until the start of your next turn.

Guardian â€" Dark Knight
(4 STR; 15 DEF; 6 Life)
Ability 1: Passive: {Overpower} +1 damage on roll of natural 20s
Ability 2: (1 card): {Blood Strike} Lose 1 life to gain 2 STR. The Dark Knight’s STR is returned to normal at the end of your turn

Guardian â€" Demon Spirit
(3 STR; 14 DEF; 5 Life)
Ability 1: Passive: {Life steal} Heals himself for the amount of damage he does on attack (maximum of 2).
Ability 2: {1 card}: {Demonic Teleport} The demon and any other friendly unit in LoS changes positions on the board.

Guardian - Enforcer
(0 STR; 16 DEF; 5 Life)
Ability 1: Passive: {Energy Focused attack} For each mana you have at the moment of his attack, The enforcer gains 1 STR.
Ability 2: (1 card): {Enrage} Gain +2 STR until the start of your next turn.

Guardian - Archer
(2 STR; 11 DEF; 6 Life)
Ability 1: Passive: {Quick Fingers} The Archer may attack twice per turn, and any unit in LoS, up to 7 spaces away.
Ability 2: (1 card): {Fresh Blood} Make a 2 STR attack against any opposing unit at full health.

Guardian - Hunter
(STR 3; DEF 14; life 6)
Ability 1: Passive: If a target unit takes melee damage from the Hunter, they become entangled until the end of their turn.
Ability 2: (1 card): {Spear Toss} The Hunter loses 3 STR until the start of your next turn. The Hunter tosses his spear doing 4 STR damage to any target in LoS, This action cannot be used if the Hunter has attacked this turn.

Guardian - Dwarven Gunslinger
(3 STR; 13 DEF; 6 Life)
Ability 1: Passive: {Ranged strike} This unit can attack any unit in LoS
Ability 2: (2 card): {Grenade} Dwarven Gunslinger may make a 3 STR attack against any visible unit, and all units adjacent to that unit.

Guardian - Dwarven Brawler
(2 STR; 16 DEF; 6 Life)
Ability 1: Passive: {Rage} Each Time the Dwarven Brawler takes damage from an Opposing unit, he gains +1 STR until the end of your turn.
Ability 2: (1 card): {Defender} All adjacent friendly units get +1 Def until the start of your next turn.

Guardian - Ghost
(3 STR; 13 DEF; 6 Life)
Ability 1: Passive: {Wall Walking} The Ghost may move through a wall and person as any other space, but uses an extra movement space to do so. (He may not end on an occupied space)
Ability 2: (1 card): {Scare} Target adjacent target loses -2 on his attack rolls (to a minimum of 1)

Guardian - Dwarven Beserker
(4 STR; 14 DEF; 6 Life)
Ability 1: Passive: (Collateral Damage) When Dwarven Beserker kills a unit, all adjacent enemy units take 1 damage.
Ability 2: (1 card): (Whirlwind): Make a 2 STR attack to all adjacent units (friendly and foe alike)

Guardian - Thief
(3 STR; 14 DEF; 6 Life)
Ability 1: Passive: (Dodge Mastery) All melee attacks do half damage to the thief, rounded up to the nearest whole number.
Ability 2: (1 card): The thief does a 2 STR attack on an adjacent opposing unit. If it hits, the unit takes no damage but the thief steals a card from that unit’s player.

Guardian â€" Stone Demon
(3 STR, 16 DEF, 5 LIFE)
Ability 1: Passive: {Stone Strike} The Stone Demon may make an attack to any opponent adjacent to the same series of Wall tiles that the Stone Demon is adjacent to.
Ability 2: (2 cards): {Stone Form}Until the start of your next turn, all sources of damage the stone Demon takes does 1 less damage.





Pirate - Guardian
(4 STR; 14 Def; 6 Life)
Ability 1: Passive: (High Morale) The pirate cannot be immobilized
Ability 2: (1 card): The pirate may make an attack in any LoS for 4 STR instead of his normal attack this turn.

Guardian â€" Bone Golem
(5 STR; 19 DEF; 5 Life)
Ability 1: Passive: (Undeath advantage) The Bone Golem takes half damage (rounded to the nearest whole number) from all spells. The Bone Golem is not affected by Restoration and Augumentation spells, or the Paladin Combat healing ability.
Ability 2: Passive: (Heavy Girth) The Bone Golem cannot attack if he moves all 5 spaces on his movement turn.

Guardian â€" Shaman
(4 STR; 14 DEF; 6 Life)
Ability 1: Passive: (Earth Armor) Negate the damage on the first attack that does the shaman damage each turn.
Ability 2: (1 card): {Spirit Link} Heal a Target friendly unit for 2 Health, The shaman takes 1damage.

Guardian â€" Naturist
(2 STR; 15 DEF; 6 Life)
Ability 1: (1 card): {Form of the Bear} The Naturist transforms into a bear with +1 STR and +2 DEF until the start of your next turn. You may not use Form of the Wolf this turn.
Ability 2: (1 card): {Form of the Wolf} The Naturist transforms into a wolf with +3  STR and -1 DEF until the start of your next turn. You may not use Form of the Bear this turn.
Ability 3: Passive: {Natures grace} The Naturist is not affected by Manipulation Spells or Augumentation spells.

Guardian â€" Baby Dragon
(5 STR; 14 DEF; 6 Life)
Ability 1: Passive: {Inexperience} If the Baby Dragons attack does not hit its target, he takes 2 damage
Ability 2: (1 card): {Sonic Roar} All units in the Vertical, Horizontal and Diagonal of the Baby Dragon take 2 STR of Damage.

Guardian - Fairy
(2 STR; 13 DEF; 6 Life)
Ability 1: Passive: {Flirt} Any opposing unit the Fairy hits with her attack may not perform an attack next turn. (abilities and spells can still be used)
Ability 2: (2 cards): {Fairy Dust} The Fairy deals 5STR+1 damage to an adjacent target. The Fairy is also stunned untill the end of your next turn.

Guardian - Wisp
(4 STR; 14 DEF; 6 Life)
Ability 1: Passive: {Endangered} For each damage Wisp takes, his Def increases by that much until the end of your turn.
Ability 2: (1 card): {Taunt} The Wisp does a 3 STR attack on a unit in melee range. If it hits, that unit may do nothing else until he melee attacks the wisp until the end of his turn.

Guardian - Knight
(X STR; Y DEF; 6 Life)
Ability 1: Passive: {Spiritual Empower} X = the number of cards you have + 1 and Y = 19 - X
Ability 2: (1 card): The knight performs a 4 STR attack on a target in Melee range. You cannot use this ability if you already attacked. And you cannot attack if you use it.

Kamikaze Peasent
(3 STR; 14 DEF; 6 Life)
Ability 1: Passive: {Unspirited} This unit is not affected by Restoration or Manipulation Spells.
Ability 2: (2 cards): The Peasent performs a 6 STR melee attack. Taking the same amount of damage it does.

EDIT: These were not all my ideas, some were some werent
EDIT2: I will constantly be editing this list of your ideas (reworked to be more fair, or easier to read) and my ideas as they come to me.
#43
Suggestions & Comments / Referral Program
September 16, 2009, 07:31:35 PM MT
I think with only the same X people logging on, some kind of referral program could help boost the # of people on HM.
#44
Battle Blog / 2v2
September 14, 2009, 11:51:06 PM MT
It was Myself and Maerrick  vs  Saitaan and Shimobe

It started off with Shimobe making a huge risk first turn teleporting his wizard into my wizard and doing 4 hpo woth of damage. My turn his wizard died in return. Maerrick and I played defensivly as both Saitaan and Shimobe ran  Barb + Rogue and had us pinned in.

After a few turns of exchanging blows, all 4 heros were dead and I was eliminated. All maerrick had left was his bard and Paladin. While S&S had both barbs and rogues alive. Through Maerricks and My discussion in team chat, Maerricks bard + paladin were able to overcome the Outnumberedness and kill all 4 guardians with only losing the bard.

Overall close interesting match.
#45
Feature Requests / New Game type
September 10, 2009, 06:18:59 PM MT
Guardianship-

As long as a guardian lives, the conrtoller of that guardians hero cannot die (HP can hit 0, but will not die until both his guardians are dead)

Any damage the hero takes while at 0 hp, is taken by the nearest guardian instead.
#46
Battle Blog / Double TKO ending
September 10, 2009, 05:40:53 AM MT


There, that is what it says when both players lose at once.

This was done in assassination mode with a Fireball finish doing 5 damage to both sorcs.
#47
Bugs & Support / Sync Error Game logs
September 10, 2009, 04:40:57 AM MT
Game Started
Kaledor's  turn has started
Kaledor's Bard moves from (11, 9) to (10, 10)
Kaledor's Fighter Mage moves from (12, 9) to (8, 8)
Kaledor's Fighter Mage casts Crystal Golem on (2, 9)
Kaledor's Fighter Mage sprints from (8, 8) to (11, 7)
Kaledor's Crystal Golem attacks Qyis's Rogue with  dice roll of [12,19,15,16]
Kaledor earns 1 of 3 possible Valor for attacking enemy units this round
Qyis's Rogue loses 3 life
Kaledor's Barbarian moves from (12, 10) to (10, 9)
Kaledor's  turn has ended
Ross Przybylski's  turn has started

#48
Events / TEAM SIGN UP
August 28, 2009, 07:22:25 PM MT
Starting new untill we get enough teams  I will be looking for team sign ups for some team tournament. SO grab a partner and put your names down on the list.

TEAMS
Joshua & diesbudt
#49
Feature Requests / New Guardian mechanic
August 28, 2009, 06:30:35 AM MT
Currently, the game seems to be who can kill the other hero first (i.e. Who can must ther strength and luck to all out attack a hero and kill them before your hero is attacked)

What I was wondering is what if we gave the Heros a HP/Def boost that they lose as they lose guardians (i.e. FM has 17 Def, and 8 HP: As a guardian dies he drops to 16 def and 7 hp, and than 15 def 6 hp once both are dead)

This way, it would put more stratedgy on which units to stike, and take some pressure off the heros. You can still go all out after them, but this way they have a more fighting chance until their defense (aka) guardians are dead. (Because honestly, If i am killing Heros on my 2nd/3rd/4th turn how good a job are the guardians doing?)

Just something interesting I thought up and share.
#50
Strategy & Tactics / Beginners look here
August 25, 2009, 03:57:12 PM MT
First here are a few tips to remember

1. You can only sprint every other turn, and the amount you sprint is random (don't try to rely on sprinting). And you cannot attack and sprint!
2. You can however (unlike attacking) can use offensive, as well as defensive abilities and sprint the same turn.
3. Keeping your hero out of the line of fire or primary line of fire, while still doing damage will keep you alive longer, if they can kill your hero, and theirs is still strong; you have a huge uphill battle on your hands.
4. Don't rush out using everything you have, try to wait for your opponent to get closer before you spring everything.
5. And remember no matter how good someone is, luck determines the winner, I have seen people get all 16+s and I have personally have had a game or 2 where i couldn't roll higher than a 10
6. Remember, if you are stunned, and you do not have a paladin who can remove it with his "bless" ability, you can opt to attack your own character to wake them up (beware though, you might kill your own character in the process). This is esspecially good if you hero was stunned and your opponent is breathing down your neck in range to destroy him.

Ok, in a 1v1 situation
-The Fighter Mage is the preferable choice (Not saying the {summoner/sorc./Wiz.} wont win), its just that the FM can take a bigger punch than the others, cannot be stunned, and he can be a strong force (4 strength).
--- If you do use a different hero than the Fighter Mage, remember to keep them hidden and attacking from a distance with spells/abilities/summons. And you need to earn valor as soon as possible to unlock their abilities.

Good combination of guardians
Psionist + Strong unit
Bard + strong Unit
Rogue + defensive unit
**(Strong unit = Barbarian, Samurai, and Soul reaver; Defensive unit = Warrior, Paladin, Soul Reaver.)

-If you run a hero that isn't a fighter mage, the paladin could come in handy with stun removal and little heals that might be required in the fight.

Unneeded Combinations
If you run the Fighter Mage, you shouldn't run the Paladin too. (you can if you want to) But because the Paladin really shines when you have a hero that can be stunned (its best ability; the other ability 1 health for 1 card isnt great... its good but not great).

2v2 aka (teams)

-Key thing to remember, is that your beneficial spells work on your partners units just as they would on yours (buffs, heals and shield). So if your partner needs help give it to him.
-Press "t" to talk in team chat to stratagize
-The faster you and your partner can kill one of the other hero's, without losing yours. the better

Good Combinations for 2v2

*Look above at 1v1 but make sure 1 partner runs an offensive guardian set with a FM, and a defensive guardian set with a summoner/sorc/wizard. This will increase your chances of survival and cover all types of play (defense, offense, melee oriented hero and caster hero).

Free-For-All (FFA)
-For this game, it is best to sit back, and just shoot spells/arrows at the teams fighting and wait it out until they are both weak. If you do pop your head out to shoot some things, always make sure you do damage to the player in that scuffle that is winning, so to even the odds so they have a better chance taking each other out.

Group Combinations
Any combination will work in FFA, but the sorc/summoner/wizard really shine with valor on these types of fights. Just remember LoS, LoS, LoS.



*****Unless you like not taking damage, but also not doing much damage, the comp of  {Paladin, Warrior, Fighter Mage} should not be used. Its just too defenseful and you would have to use your cards and hero to kill an opponent before he can heal/save them.
#51
Bugs & Support / Broke the game bug...
August 24, 2009, 02:43:37 AM MT
So, I was playing my Cousin Dirpius, and in the game he imprisioned my Fire Golem. So on my turn I summoned my water elemental (im a fighter mage).

Anyways the fire golem and imprisioned block dissappeared, and my water elemental never appeared, i lost my 2 mana, the card and not only that... but i cant click end turn button AND the timer stopped! (also it put an invisible wall where the fire golem used to be...)

So the game froze...
#52
Bugs & Support / Invisible Wall
August 19, 2009, 02:41:00 PM MT
So, last night I was in a 2v2 with Joshua, CodyMonkey and Parson 1122.

Well Joshua used imprinsionment on my Fighter Mage, and when My turn came along I teleported out of it. Well after I left that area behind, it left and invisible wall that no one could walk, or los through. Even in the ss attached it has the wall partially cut off.

(The black box on the SS is the tile with the invisible wall.)
[This was a few turns after the actual imprisionment, so the spell wore off by that time, and my barbarian cant move through, which later a rogue found out he couldn't choot through it either.]



-diesbudt
#53
Suggestions & Comments / New Character idea Threads
August 18, 2009, 06:48:53 PM MT
Guardian - Ninja
(3 STR; 14 DEF; 5 Life)
Ability 1: Passive: The ninja may attack on the same turn he sprints.
Ability 2: (1 card): {Blinding Powder} Target adjacent Foe gets a -2 to his rolls untill start of your next turn.

Guardian - Paragon
(4 STR; 15 DEF; 5 Life)
Ability 1: Passive: The paragon may attack a unit 2 spaces away
Ability 2: (1 card): {Inspiration} The paragon lowers his Def by 2 to increase Target ally's STR by 1 until the start of your next turn.

Hero - Witch Doctor
(2 STR; 14 DEF; 6 Life)
Passive Ability: The Witch doctor may sprint on every turn instead of every other.
5 Valor: (1 card): {Voodoo Hex} Target opponet may not use character abilities until start of your next turn.
10 Valor: Passive: If at the end of the turn the Witch Doctor doesn't move, he heals himself 1 point of damage.
15 Valor: (2 cards): {Voodoo Storm} Each opponent character within 6 spaces takes (3 STR) of damage. All those hit may not use character abilitiesuntil start of your next turn.


Just a few ideas I have, Lets hear what you all have to say about your own ideas!