Showing posts with label arcanists. Show all posts
Showing posts with label arcanists. Show all posts

Saturday, September 20, 2008

The Terrible Truth about Vine Bridge

A lot of people look at vine briding as abusive, noobish, or altogether crap. But honestly, it's the only good spell in an otherwise lackluster book.

Sure, vine bridge is annoying and can change the tempo of the game. Sure it can. But so can shock bomb, or frost shards, or water trolls. It's just the way the game is played. Unlike a person using the Storm, Frost, or Ocean book, though, the nature-user has little in the way of other spells. The entire book is designed to trap you and hold you still, and that's all it really does well. The only winning tactic I've seen even remotely effective has been to entrap the victim in a Vine Bridge or to trap them in a Vine Bomb, and then use Thorn Bomb to detonate later. Certainly, it can be effective, but there are so many things that can go wrong with it.

Personally, I say that Vine Bridge is one of the few reasons to even consider the Nature book. It provides the individual with a first-turn generator of tempo, allows for traversing of difficult terrain, is quick and easy, and requires another, relatively useless spell in the form of Vine Whip.

The terrible truth about Vine Bridge? It's practically the only spell in the Nature book that is worth using.

Friday, September 19, 2008

7 Reasons to use Water Ball

Water Ball is a level one spell from the Book of Seas, which is the prerequisite for Maelstrom. That said, I've never seen anybody use Water Ball, and it baffles me. It's a seriously useful spell! Anyways, let's dive into this:

7) Aimable:
It's easy to aim, and most balls really aren't. For example, Shining Bolt lofts across the screen uselessly, Ice Ball doesn't go anywhere, and Fireball does too straight. Water Ball goes exactly where you tell it to go.

6) Decent damage.
It does 60 damage, and while that isn't exactly game-breaking, it's not too shabby. It's a little better than Fireball, and more useful, to boot.

5)Maelstrom.
You need it if you plan on using the supremely useful Maelstrom. I don't think elaboration is needed.

4) Splash Damage.
It's more than possible you'll hit nearby enemies- it's almost certain. Use it when the enemy bunches up, and suddenly they're all hit for decent damage.

3) Bunker Busting.
Used at full strength, it makes a total mess of anybody who's tried using the terrain to hide. Slam one into their hidey-hole, and you can stop by and say hello in person.

2) Escape!
Use it at full power to escape from a mud ball/vine bomb, and hurt the idiot who used it on you, too. It takes back your momentum, and take the offensive again. Be careful with this, though, as many people carry shock bombs, or they'll just slap another one on you, again. Of course, since most entrapping spells do poor damage, you can very likely out-damage his poor, fool self.

1) Pimp Factor.
Everybody uses the same mud-ball -> shock bomb -> lightning bolt -> mega boulder combo. Do something interesting and original, and surprise your opponents for once!