Almost all of his uses on ladder are part of the Mill Druid package, where after a few turns of stalling, ramping and drawing, he combines with Azalina to steal the opponent’s deck. King Togwaggle isn’t technically a Druid card, but he may as well be. Either Jaspar Spellstone, Naturalize or both may need big changes to make sure they do not continue to disrupt Druid’s class identity. When Druid’s key weaknesses are ignored, it becomes harder and harder to counter. Especially when you consider the combo potential for burst damage with King Toggwaggle, Naturalize is looking increasingly overpowered. Removing a key threat while burning your opponent’s deck is critically strong, and frequently gives Druids free wins out of nowhere. Meanwhile, Naturalize, while worse against aggressive decks, can be crushing for both Combo and Control. Given Druid’s fantastic and efficient armorgain, this is hardly a difficulty. But when upgraded, it can remove virtually any minion, especially when combined with a Wrath or Swipe. It’s not hard to see why even when not upgraded, it’s an efficient and useful tool, essentially a Holy Smite or Arcane Shot that can’t go face. Jaspar Spellstone received little attention initially, but has since wormed its way into virtually every Druid deck as part of its ‘core’ of powerful spells. So why do many Druid decks have so little trouble dealing with big, beefy minions? The answer lies in the power of two cards: Jaspar Spellstone and Naturalize. One of Druid’s key weaknesses is meant to be hard removal. Removing hard removal The ‘downside’ often wins Druid games Perhaps the best option is to limit players from picking the same Path, so that it is more of a generalist card than one that can specialise quite so powerfully. In this regard, it puts all other armor cards to shame.Ī Branching Paths nerf need not be drastic, but something should address Druid’s ability to gain more life than any other class with virtually no downside. By also acting as draw or minion power when needed, it allows decks to run such incredible lifegain with the bare minimum of trade-offs. As the most powerful and reliable source of armour in the entire game (25% of Unidentified Shield notwithstanding), gaining 12 armour for only 4 mana is incredibly strong.īut what really pushes Branching Paths over the edge is its incredible flexibility. But at the core of this power is one card: Branching Paths. Burn decks and aggro alike struggle against the giant mass of HP. Between Malfurion the Pestilent, Ferocious Howl, Ultimate Infestation, Oaken Summons and even the starting hero-power, Druid’s armor potential makes even Warrior blush. Is it time to swing the nerfhammer at some less flashy targets? Branching Power Too much armor?Ī key facet in Druid’s current position as arguably the best class in the game is their incredible armorgain. But there are plenty of less obvious, but similarly potent cards making their way into almost every Druid deck. The smart money is on a change to Spreading Plague, the anti-aggro powerhouse that’s ruined many an Odd Paladin’s evening. With an update on card balancing due on the 15 th, we may be seeing Malfurion’s fall from grace. Saying “on(x2), re(create), gruo(material)”Īny spells you would like to see implemented in the Mind Weave spell system? Maybe a longer termed light spell? Suggest them below and we might get to them on a later Saturday.Reddit’s least favourite class might have gotten away without any nerfs for now but that may be about to change. However, if a party has need of a bridge or has time to prepare the battle field ahead of time, this casting time can be acceptable. This is no meager casting time, and so the spell may not be useful for mid-combat area control, unless done with much thinner walls and fewer arcs. With no agility and 15 dexterity this is an 8 second spell for a right handed character. It has 6 finger changes, 3 syllables, and 6 arcs and radii. With the “on” power level and 13 DoP of earth, we have on average 170/8=21.25 cubic feet of limestone, enough to make the wall over 10 1/2 feet tall. In this case we assume a passage 4 feet wide, a wall 6 inches thick, and made of limestone (8 hardness compared to dirt hardness 1). The wall can also be variety of earthy materials. ![]() ![]() ![]() However, even a simple wall can be be positioned in any orientation or direction to achieve a variety of tasks from stopping avalanches, to bridging a gap, to closing a passage as pictured to the left. More power and time can easily be employed to make the wall bigger and advanced Ya Mastery can be used to create more complex shapes than a simple wall. Stone wall is a spell concept that can be shaped to any number of applications, and with several casting approaches. Gnome cuts off enemy pursuit with a wall of stone.
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