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Found 2 results

  1. So this will be my first real post in quite a while, so I do wonder if anyone remembers me. Anyways, I always remember everyone trying to come up with ideas on how to properly mix Fire and Frost as a dual faction, but with no real resolution or agreements. I just recently realized last week that I could actually play the limited beta of BF and I have been playing religiously since then. I then remembered about the dilemna that concerned this debate for years, and decided that I might give it more thought. And give it more thought I did! I'm very confident in my idea mostly because it just sounds fun to me. There has never been a "spell slinging" strategy in this game yet compared to many other TCG games, and when I realized this, inspiration hit me like a brick. What if we made Frost and Fire a spells matter faction? So my logic begins from here, everyone who has thought of the idea of making this Fire/Frost faction has always battled with the fact that offense and defense do not combine very well in a way that doesn't make it a little more on the broken side, so I said, what does the heat and cold create? Storms and even tornados if the conditions are right. So from there, I came up with a theme. So I combined the storm idea with spells, and obviously enough, their main mechanic could be "Spellstorm". Before I go through what Spellstorm is, I also thought about the lore of this Fire/Frost faction. I deemed them the "Apostles of the Storm". They just want to see the world churn (in a storm). They attack as fast as lightning and can ride the oncoming winds to victory. This faction could easily set up for another part of the campaign where you have to save the world again again from these guys. So what is this new mechanic called Spellstorm. Well, my idea is that it activates whenever you cast a spell (be it a normal or arcane), to add buffs or create additional effects. Here's an example card I came up with (Keep in mind these are first drafts, so numbers might be a little scewed to powerful or weak): So here, Spellstorm would read in the sense, "Whenever you play a spell, Storm Raptor gains 15% damage for 10 seconds; this effect and stack up to three times". That means if you were to play a Homesoil or Eruption with this guy on the field, he would basically gain 67.5 damage not including homesoil, and if you add other spells, it will buff up to three times which makes its attack a wopping 652.5 for a couple seconds, which is pretty decent. Spellstorm needn't only apply stat buffs, it could even do other things like this guys: --> He should probably be a rare yeah? So his Spellstorm would read, "Whenever you play a spell, this unit gains an Ice Shield that absorbs up to 120 damage for 10 seconds; this effect can stack up to 3 times". I would compare him to a mini Avatar of Frost, only now you have access to cards like ravage and disenchant (ooh scary). I don't think there is much more to say about this guy. But how do we play so many spells when the more important ones have large costs and cooldowns. Well I've thought about that too, and here are some neat enablers: Refresh reads, "Reduces the cooldown of all other spells in your deck by 20 seconds. Additionally, all spells you play for the next 10 seconds require 15% less of the usual power cost". Now that's a spell enabler if I ever saw one. Here would be a great way to be able to spam more spells to get those Spellstorm procs off. Though what if you just want to play a spell for cheap? Invigorate reads, "Invigorates targeted friendly unit with a newfound strength: it gains swift speed for 20 seconds and takes 15% less damage for 10 seconds". Something cheap and simple. Can be useful as a way to let a unit get past some obstacles, or just let's you get in a very cheap Spellstorm proc. Though I don't want to think of a Construct with swift . So we've gone past some of the basic synergies for the faction, but what do the big spells do? Where's the "wow" factor? I've even thought of some cool cards for that too, so let's start of with an interesting shrine that could be: Storm the World reads, ""Activate (costs 50 power) to cause all of your spells played in the next 10 seconds to immediately refund 50% of their power cost and then they are immediately reusable ". I'll let you guys think about that one. So many possibilities. >:D Now we go on the Magnum Opus of the Apostles of the Storm, the big spell to end all other spells: So let's go through what the ability does, shall we? "Casts a massive spell storm that deals 150 damage per second to enemy units and buildings in a 30m radius, up to 600 in total, for 10 seconds. If another spell is played within this radius, the duration is extended by 5 seconds, and the damage dealt is increased by 50, up to 200 in total. This can only be extended a total of 10 times. Additionally, enemy units can only move at walk speed inside the radius". Here is what will be able to kill everything, especially when there are more players . I'm sure the spectacle will be more than worth the cost. So that's what my idea for the Fire/Frost faction would be. You can definately point out whats overwhelmingly op, but I'd like to think I made things decently fair. What do you guys think about the name "Apostles of the Storm"? What about the Spellstorm mechanic? I do eagerly await your thoughts on the faction, have a good day! Edit: Before we go on, there is still a lot of things to consider about Spellstorm. I was thinking of it being a spellspam deck, but perhaps it can be left to only 1 instance of the proc at a time, but with more powerful buffs added, then casting another spell after the first would just refresh the timer on the proc. Which sounds better? Also, should it also count buildings played? (Ice Barrier?) Edit 2: it just occurred to me that it might be possible for Spellstorm to count your opponents' spells too. How would that sound? Edit 3: I think I might need to clarify, but this thread is more to showcase what might be possible with this mechanic and cards that can synergize with it. The specific cards don't matter too much.
  2. Kanuepps

    Fire/Frost - Frost/Fire Deck Comparison

    Hey Guys, Till the last days of BF I played Fire/Frost in PvP. For my next deck, I had the Idea to exclude t3 from my deck, because I want to play a bigger t1 while maintaining a big variety of units and Combinations in t2. This is the deck I had so far in my mind: Scavenger,Sunstriders,Firesworn_fire,Thugs,Eruption,Home-Soil,Glacier-Shell,Ice-Barrier,Coldsnap,Frost-Sorceress,Kobold-Trick,Lava-Field,Ravage,Lyrish-Knight,Stormsinger_nature,Skyfire-Drake,Rageclaws,Scythe-Fiends,Gladiatrix_nature,Fire-Stalker I would/could include Mortar/Sunderer/Mountaineer/Termite Hill somewhere into this, but these are my least favoured options. Please tell me what you think of this, especially if my t1 is suitable for playing High-ranked and your thoughts about staying t2 with Fire/Frost, maybe also your thoughts about possible Weaknesses in here. I included Lyrish Knight as 'new' card compared to my old deck, because I have to stay t2 the entire game. I'm also hoping to eliminate the big Weakness against stonekin (knockback). Home soil and Ice Barrier are of course also a must have, if you bring Lyrish. My Idea is, to have no real 'siege' unit who does the job, thats why there is no mountaineer. There is a counter for (I hope so) everything while all t2 units (except stormsinger, gladiatrix and Firestalker. It's dmg is just nahw although it has siege) are able to deal great dmg on Wells or Orbs-especially with Home Soil. While Rageclaws suck in the Defense, they're great to kick Wells in the Offense. Of course they often suck against shadowsplashes because Darkelf Assasins, so I will use Firestalker to have a long-range knockback against activated Darkelfes. M-Units are shredded by rageclaws if they get the chance. Attacking on different places helps against Hurricane. Also I hope to stand a better chance against Ghostspears or Razorshards thus giving me a better position against Stonekin. Frost Sorceress to keep Units alive. I guess the deck is explained so far. Please tell me if some of my thoughts sound discussable. What really concerns me is the Fact, that I have already 4 t1 Frost-Cards in this deck. I already kicked out Frostbite because of that, although I think this card is very useful and should get a place in Fire/Frost. This might be the main reason to not play Lyrish in a Fire/Frost deck. But futhermore I think, staying t2 is only possible because of the combination Lyrish Knight-Home Soil-Ice Barrier. Thats why I started to think of playing Frost as t1. Didn't play as much Frost t1 back then, but I think it would probably look this way: Ice-Guardian,Frost-Sorceress,Wintertide_frost,Frost-Bite_shadow,Ice-Barrier,Home-Soil,Lightblade_shadow,Master-Archers,Glacier-Shell,Coldsnap,Kobold-Trick,Stormsinger_nature,Lyrish-Knight,Scythe-Fiends,Skyfire-Drake,Ravage,Rageclaws,Lava-Field,Gladiatrix_nature,Fire-Stalker I would/could include Imperials (can be strong with Frost Sorceress)/Eruption/Mountaineer/Frost Mage/Glyph of Frost or Skyelf Templar. Wintertide might be very devastating in combination with Rageclaws. Should be a standard frost t1 so far. Should I be worried about not having Eruption? Is Firestalker as useful as before, now that I think about including Wintertide? Or is Wintertide Laming-OP-nonsense? Please compare these two possible Ways to combine Fire and Frost and tell me everything that comes in your mind reading this. Thank you.
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