You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Counterspell can only be used to stop sorcery spells. This is good, as it allowing it to stop regular :wand: would be an annoying sudden change.
Spells take time to change. I expect this to cause the most trouble, as the weasels will come out in force trying to get around browsing costs and flipped spells.
Arcane sight. No more hiding from Khan Rava you sissy non-orcs. If there is one to get through:mi: , Vithzerai will rule the world!
more spells, more abilities more preveiws- actually I think with this new concept I will end up being more disapointed in the end because it seems that after ever new set that they design with all the cool "new" things they never reprint them in the following sets.
Show me new calvary you cheap bastards!
What good is my spell books if you never make any more spells? I mean sure having spells will be cool but during the next set after sorcery wizards will probably still suck and I will still want more spells.
Vithereal with a big old stuffed spell book while being acompanied by her good buddy zeph wydfenner will probably rule the word.
I'm am incredibly happy that a sorcerer is not some new figure, just a wand type holding a spellbook. Makes me infinately happier that my old wand types can now pick up a book and start wrecking havoc on field. Time to let the Galeshi Sorcerer to his namsake.
Amusingly, with Rava/Arcane Sight, Varatrix might start seeing the galeshi sunsword more often now, eh?
I'm afraid WK is going to use spells as a crutch to try and fix broken things rather than actually worry about them not being broken in the first place which I can't say I'm thrilled about. While having the option to wield spells is going to be an interesting new mechanic, it should never be something that is required to stay competitive against certain combos. I'm very glad they instituted the 'counter' mechanic, that at least allows you to have a chance against new killer combos (if you brought a :wand: character with you) which will help ensure balance.
Till we see some more of these spells I'm going to hold my judgement... I'm still worried about the sheer amount of styrene going in this game - that's a lot of text to read no matter how you look at it.
Ebon "I'm afraid WK is going to use spells as a crutch to try and fix broken things rather than actually worry about them not being broken in the first place which I can't say I'm thrilled about."
huh?? this set's stuff was set in stone, before most of the current "problems" arose, so I doubtr WK could be using it as a "crutch" to fix things. If WK wanted to do that, they could issue a pack of card in between releases, aimed at fixing specific things..and if they did (which I doubt will ever happen) would it be a bad thing?!?
yes, we all wish they would just design and make the game perfect, but that doesn't happen in real life, fixes are needed, whether by errata, FAQ or new pieces that counter the problems.
Sorcery look great, lots of fun, lots of new options, and that's what the geame should be about. I haven't really used my :wand: figures since 2.0 came out since they are so easily nerfed. now I will get to use them - I'm glad!
Wow. I can't wait to strap a spellbook onto Warlord Ahzan. With that rider attack bonus and no pushing damage, he should kick some serious butt! And, of course, Anunub will become a staple as well - still outclassing Enhancer Nim in most regards. If only there would be a non-relic spell book, we could be using Tezla's Magestaff in conjunction with Sorcery. Now that would be a sight to see....
I want to see a Rava hate spell now:
"If your opponent controls Khan Rava, he is a talentless hack (which we all knew). He shall be forced to learn to use tactics to win, rather than a sledgehammer. Opponent loses the game. Take his toys away from him, pawn them on Ebay, and turf him out in the street."
Originally posted by Broken Tusk "If your opponent controls Khan Rava, he is a talentless hack (which we all knew). He shall be forced to learn to use tactics to win, rather than a sledgehammer. Opponent loses the game. Take his toys away from him, pawn them on Ebay, and turf him out in the street."
Wow... bitter much? That über 16 defense on Rava a little too much for you to break through? ROFLMAO
Rava isn't really that hard to deal with. His power is ranged combat, so base him. Rava is a substandard figure in melee. With a little use of tactics of your own, and taking advantage of the 16"–20" doubletiming figures currently in the game, Rava really shouldn't bother you all that much.
In high level play, ranged combat is quite tactically demanding, and usually entails risk. But that is just my opinion. What do I know anyway? ;)
Rava's a beast!!! Slap Inferno on him in Concealing terrain, 18 Defense, perma-Toughness and auto-damage, DT to base him all you want, and enjoy the smack-down Ku!!'
hehe, anyway, let's keep the thread on topic, Sorcery..
Draddog, a question... spells are not unique (hopefully) so three "sorcerors" in the same army could each have the "form construct" spell going at once???
klaw: I think I am well-aware of the type of figure Rava is, considering he and his Shadow Khan raiding party helped me to 9th at this year's Nationals.
I am not saying Rava is a weak figure, far from it... but he is also not as godly as the previous poster made him out to be, either. It pays to know the strengths and weaknesses of the figures you depend on.