View Full Version : Mordikaar FT
Yertle4
12-06-2009, 08:47 AM
I haven't much talk about this guy, and IMO he probably got the biggest nerfstick in the entire Field Test. His spell list is 75% garbage, and he costs +4 pts. Good feat, good melee weapon, good ranged weapon, 25% good spell list....
That's all theorymachine of course, as I haven't playtested him. Mostly because I never played him before.
I was wondering what those of you who have played him thought.
tensteam
12-06-2009, 09:21 AM
I've played with him and I'm not impressed at all. Your impressions seem very true as I like both his melee weapon and especially ranged weapon. The bad thing is that the spell list really is garbage. Revive is the spell he needs to cast every turn, but it drains his fury. Death Sentence has its uses as does an occasional Ghost walk, but Void Gate and Essence blast are just bad. To be honest playing with Mordikaar in MkII is more frustrating than fun as you cannot do what you'd like because the fury shortage. The spells just cost too much.
I've got no idea why he is considered the strongest warlock with only +4 warbeast points.
Yertle4
12-06-2009, 09:42 AM
To be honest playing with Mordikaar in MkII is more frustrating than fun as you cannot do what you'd like
Almost all my playtest games are vs warmachine, so I find that playing FT Skorne in Mk II is more frustrating than fun :P
At least, when I'm actually playtesting and forcing myself to take the Gladiator (and I regret it every game, and have the same feedback every game) and other subpar models. Sometimes I'm surprised, often not.
I basically just want to make sure that he gets lots of playtest feedback, because he seems like he totally sucks and there's not much forum rage about it.
Mutton
12-06-2009, 10:52 AM
He got generic;D. I feel it was a complete overnerf to the crazy power of him with kitties in mk1; all his spells basically got more costly and less potent.
Deathraven
12-06-2009, 02:47 PM
He got generic;D. I feel it was a complete overnerf to the crazy power of him with kitties in mk1; all his spells basically got more costly and less potent.
This. He got such bad treatment I can't think of what to put as feedback that doesn't amount "You monsters, put him back! Sob sob."
werecat
12-06-2009, 03:27 PM
SO agreed. He's woefully underpowered as of now, but I have no idea how to fix him...
Mutton
12-06-2009, 03:45 PM
Step 1: Lamentation
Step 2: Essence Blast is SP8
Step 3: Drop Revive for SiA or give him a Soul mechanic. I'd rather the first to keep him unique, but SiA was his spell, and now it's gone for a spell he can barely use.
Step 4: An upkeep version of Ghost Walk. It's too expensive for him. Cryx can cast it due to Skarlocks.
Step 5: ???
Step 6: PROFIT!
Draekon Darkstorm
12-06-2009, 03:55 PM
Essence Blast should be 2Fury range Spray 8" to at least make it somewhat attractive to cast. Currently, Fury 3 with the loss of a model from play is to steep.
Draekon
Deathraven
12-06-2009, 04:32 PM
What would be a way to bring spirit in amber back without it being too powerful? Maybe if the returned model couldn't charge, so it's attack wasn't as powerful or as logner threat?
Joroth
12-06-2009, 04:36 PM
I agree as well, that his current spell list is what makes him very sub par. The +4 beast points can be due to the fact he can effectively cut himself for fury and heal it back with Death Blast.
My suggestion is
1. Give back Manifest Void to replace Void Gate. Void Gate is not that good, it's terrible not for what it does (because it CAN screw with the opponent easily enough), but because it costs so much. Either give back Manifest Void, drop the spell to 3 and remain an upkeep spell, or keep the same cost and up it to an AOE 5
2. Spirit in Amber really needs to return in lieu of Revive, if they are worried about it be abused, then make SiA cost 2 fury instead of 1. I think that would be fair
3. Death Sentence isn't that bad it definitely still see use I think, I prefer the old Doom Marker, but mainly for ridiculous damage Molik.
4. Either make Essence Blast SP 8, or increase the damage to 6/7 + base STR of chosen model.
5. I'm not very sure what to do with Ghost Walk. Void Walker was awesome, but a bit good. If he could gain something similar that was an upkeep, I think he'd be set
Yertle4
12-06-2009, 04:48 PM
It just goes to show how easy pulling yourself out of death is in Immoren.
Deathraven
12-06-2009, 10:14 PM
Here's my 2c on his spell list, bear in mind I've had very few ft games with him yet.
Death sentence: The spell would be fine if we had a channeler, as it is only useable when someone gets cheaky with their flankers.
Essence blast: spray six is fine by me as the improvements to spray balance it out. Main problem is no SiA to position the shot and I'm NOT pay 6 fury to do it with revive!
Ghost walk: pricey spell in a big list o pricey spells, otherwise fine.
Revive: major issue here, simply too costly and it puts his cheapest spell up from 1 to 2. And the 2 is death sentence which is highly situational and then it's 3 next.
Void gate: Looks good on paper, wish I could afford to cast it!
So as you've probably guessed my main problem (apart from revive sucking) is that even as a fury 7 he can't afford to cast more than 2 spells a turn. Possible solution is bring back a limited form of SiA and knock down the cost of essence blast to 2. Really though this guy would be happier in a cryx army as he needs a skarlock and an arc node BAD!
Mordikaar really suffers from having spells that simply cost far too much fury. I'd suggest:
1. Drop that void gate nonsense and replace it with Lamentation. He already has an attack spell (essence blast) and Lamentation is closer to what he used to do.
2. Increase essence blast to SP 8 and raise the POW by 1 or decrease its cost to 2.
3. Revive has to go. It's simply too expensive for what it does, especially since Mordikaar is already overflowing with massively expensive spells and has no way to boost his fury. Bring back SiA either at a cost of 2 per casting or keep it at 1 but models revived by it don't get to charge. The former would mean less ressurected minis overall, the latter would stop the biggest threat from it. Either would decrease the big problem of the exploding kitties that was so common in MKI.
patisarat
12-07-2009, 12:38 AM
Played with Mordikaar yesterday and beat an Adeptis Rahn assassination list by the skin of my teeth.
I only played with Mordikaar a few times in MkI, but I really enjoyed using him. Obviously the nerfing of his spell list is a huge difference. Everything else is still great, but the spells just don't fit together - they are all too expensive and all too situational, and it's just not much fun to use him any more.
The good:
The feat still rocks. Simply awesome: it's one of those really offensive and aggressive kind of defensive feats, like Saeryn's.
His ranged attack Death Blast is like an extra 3-Fury spell for free each round (identical to Hex Blast except for the special effect). And he can get an aiming bonus. I killed 4 Sentinels with it in one hit and healed 8 points back.
The bad (his spells):
Revive is too expensive for a very situational spell. Can't imagine casting it unless there is a great charge lane available for a Cetratus or two. Give us back SiA at 2 Fury, that would be fine.
SP6 range on Essence Blast is weak weak weak. I have to RFP one of my models for this at 3 Fury?
Why oh why is Ghost Walk not upkeepable? It seems like a classic sort of upkeep spell. But since Deneghra already has the same spell listed, it won't be changing to suit us.
I did actually use Void Gate to stop a jack from being allocated focus at a critical time, and it was really good (no Shake Effect for you, Chimera!), but that's most of his Fury gone right there. If the AOE followed the target model around like some other spells do (Blight Bringer), then it would be worth the cost, I think.
So the verdict: Great feat and ranged attack, and he has some nice situational tricks, but a weak and incohesive spell list means he is overcosted and hard to use outside the feat turn.
I won't be able to play games during the fieldtest so this is purely theorymachine, but would it help his case if the "trooper channeling" part of Essence Blast was changed to a generic rule on Mordikaar? For starters he should get much more use out of Death Sentence that way. Casting Void Gate wouldn't automatically risk Mordikaar's life, and using a trooper you might get close enough to negate deviation. Or you could throw a first turn Void Gate through a Bloodrunner to be upkept at a choke point.
Essence Blast would have to be changed to use the STR of its point of origin. Side effect would be Mordikaar being able to cast it from himself without it costing a model.
lord tyrant watt
12-07-2009, 04:40 AM
Since Mordikaar was becoming my favorite warlock in Mk1, the dramatic changes have left me at a loss on what to do with him. These are my suggestions for Mordikaar.
1, give him spirit rendering back. Its fun and fluffy.
2, His spell list is lacking.
A. Death Sentence is not Doom Mark, but it is a MK2 replacement. I personally would like to see "marked for death".
B. Essence Blast, is an O.K. spell i think i cast it once is Mk1. i just like the use of my troops more. Range 8 would fix this.
C. Ghost Walk. Once again, its an MK2 replacement. I too would love to see it as an upkeep. Dont get your hopes up though.
D. Revive. This is where his list goes waaaayy down hill.:( this spell does not belong a caster that doesnt collect souls or gain extra fury in some way.
My suggestion: Spirit In Amber:cost 1 , bring back 1 trooper model for each fury spent up to 3. These models are destroyed at the end of this turn. This spell may be cast once per turn.:D This fix would make it useable and not overpowered.
E. Void Gate. Mordikaar does not need this expensive spell. He has to get Manifest Void back. If thats not an option, give him lamentation.
Feat: its good as written, but not with the spell list that mordikaar has. With the spells he has it requires him to be close to the front lines, which is not good because he has to use all of his fury in a turn.
If you play him from the back, a ranged army can now walk out of it and blast the skorne army without any affects of the feat.
I suggest taking back to MK1. Its the only board control feat the Skorne have, and it lets us survive against a heavy ranged list like Cygnar and Retribution.
What do you think?
Draekon Darkstorm
12-07-2009, 05:02 AM
I gave feedback on the following.
Essence Blast - To expensive for the current costs required and with the short range. A range 6" spray, for a Fury cost of 3 and the removal from play of a faction model should be way stronger than the AVG pow of 11. 12 if we use a cataphract and a whopping 13 with a Cyclops/Krea. It really is just extremely overcosted for what it currently does.
Revive - Horrible on a caster that has no way of getting extra souls such as the Testament. Combined with the Essence Blast removal from play, it prevents the effective use of either spell.
Death Sentence - A useful spell that would be a great benefit if 80% of the army could use it without exposing Mordikaar to danger since he has to get so close to use it.
Void Gate - Overcosted, and not worth using. I suggested that it be replaced with Blight Field, same AoE, same effects just loses the damage portion, but does open up more tactical planning on blocking avenues of attack.
Draekon
DarkWonderer
12-07-2009, 05:47 AM
I won't be able to play games during the fieldtest so this is purely theorymachine, but would it help his case if the "trooper channeling" part of Essence Blast was changed to a generic rule on Mordikaar? For starters he should get much more use out of Death Sentence that way. Casting Void Gate wouldn't automatically risk Mordikaar's life, and using a trooper you might get close enough to negate deviation. Or you could throw a first turn Void Gate through a Bloodrunner to be upkept at a choke point.
Essence Blast would have to be changed to use the STR of its point of origin. Side effect would be Mordikaar being able to cast it from himself without it costing a model.
I realy like the idea of Void Channeling. However PP hates effects that cheat on deviations (look at Stormblades UA and it's changes for mthe field test). That said it would be the most simple way to fix at least some of his problems.
D.Vader
12-08-2009, 06:49 AM
What do you think?
I agree with you on a lot of points. Mordikaar was my favorite skorne caster hands down. I been mulling over him since the field test released, hoping that it was just the fact my favorite caster changed that made me feel like he wasn't right but I still do unfortunately.
I feel his stats, weapons, void lord, and feat are good but the spell list is where he is significantly lacking. I'm fine with death sentence, I too would prefer marked for death, but that's okay. Essence blast is hard for me to swallow. It's expensive in both fury and resources for a 6 inch spray when a well known cryx caster can have an 8 inch spray with corrosion for 2 focus.
Void gate is an expensive and hard to use effectively spell. Manifest void should be brought back IMHO but without the limitation on denying enemy souls, or perhaps in some way to collect skorne souls if he's to keep revive.
Revive is another problem spell for him. I totally understand he's got more fury than ToM has focus but Mordikaar needs to have a bit of fury left each turn. He does not have the ability to arc as ToM does. This forces him to play a bit more upfield which often means he needs to hold onto a fury or two which in turn limits what he can cast with 3 expensive spells. IMHO you're only able to cast revive once a turn when things really get going. I think Lord Tyrant Watt's solution for for restoring Spirit in Amber is a good idea. It helps bring back his utility while not being overpowered.
Ghost walk is a great spell but when combined with 2 other high cost spells it will see very limited use IMHO.
His (christop.suhre@sbcglobal.net) overall "cost" of 4 warbeast points seems a bit off too. I really hope he sees a redo before Jan. Just my 2 cents.
Hollywoodxxl
12-08-2009, 02:53 PM
Almost all my playtest games are vs warmachine, so I find that playing FT Skorne in Mk II is more frustrating than fun :P
At least, when I'm actually playtesting and forcing myself to take the Gladiator (and I regret it every game, and have the same feedback every game) and other subpar models. Sometimes I'm surprised, often not.
I basically just want to make sure that he gets lots of playtest feedback, because he seems like he totally sucks and there's not much forum rage about it.
WOW, Im actually gonna agree with you for once. Mordikarr is garbage.
Ill make it real simple. The Makedas are the ONLY competitve lock we have now
Mutton
12-08-2009, 04:12 PM
WOW, Im actually gonna agree with you for once. Mordikarr is garbage.
Ill make it real simple. The Makedas are the ONLY competitve lock we have now
I still think eMorg is competitive.
Yertle4
12-08-2009, 04:28 PM
So is Xerxis. That's about half.
Mutton
12-08-2009, 04:46 PM
Poor Mordikaar though... I wonder what would fix Zaal, other than just fixing AGs, does he need much?
Idea: Let Mordi have up to 5 souls, turn into fury, the normal deal.
werecat
12-08-2009, 05:53 PM
So is Xerxis. That's about half.
Better than some warmachine factions could have said during the FT.
Hollywoodxxl
12-08-2009, 06:10 PM
Since Mordikaar was becoming my favorite warlock in Mk1, the dramatic changes have left me at a loss on what to do with him. These are my suggestions for Mordikaar.
1, give him spirit rendering back. Its fun and fluffy.
2, His spell list is lacking.
A. Death Sentence is not Doom Mark, but it is a MK2 replacement. I personally would like to see "marked for death".
B. Essence Blast, is an O.K. spell i think i cast it once is Mk1. i just like the use of my troops more. Range 8 would fix this.
C. Ghost Walk. Once again, its an MK2 replacement. I too would love to see it as an upkeep. Dont get your hopes up though.
D. Revive. This is where his list goes waaaayy down hill.:( this spell does not belong a caster that doesnt collect souls or gain extra fury in some way.
My suggestion: Spirit In Amber:cost 1 , bring back 1 trooper model for each fury spent up to 3. These models are destroyed at the end of this turn. This spell may be cast once per turn.:D This fix would make it useable and not overpowered.
E. Void Gate. Mordikaar does not need this expensive spell. He has to get Manifest Void back. If thats not an option, give him lamentation.
Feat: its good as written, but not with the spell list that mordikaar has. With the spells he has it requires him to be close to the front lines, which is not good because he has to use all of his fury in a turn.
If you play him from the back, a ranged army can now walk out of it and blast the skorne army without any affects of the feat.
I suggest taking back to MK1. Its the only board control feat the Skorne have, and it lets us survive against a heavy ranged list like Cygnar and Retribution.
What do you think?
Spot on as always....
I however loved essence blast. At his fury 7 he could effectivly wipe out troopers better with the spray than the individual models could by charging in. Spirit in Amber would be used from turn 2 on in every game. I will NEVER cast revive. I actually though it was a typo at 3 fury. I wouldnt even mind seeing puppet strings with mordy.
PPs efforts to get the warlocks and casters more active in the battle and not just spamming from afar...blood boon, vortex of destruction, The new Absolonya etc... unfortunatley with the current fury leech rules mordy is too squishy for near front line shenanagans :)
Hollywoodxxl
12-08-2009, 06:13 PM
Better than some warmachine factions could have said during the FT.
Is this sarcasam or for real?
I play Khador as my WM faction and with the exception of pvlad and old witch I think we made out pretty good
Hollywoodxxl
12-08-2009, 06:22 PM
I still think eMorg is competitive.
His feat is awesome. Prolly top 3 in the game!
But, without entropy hes not killing much in warmachine. Flashing blade? really? Can we at least have 360 front arc? Acrobatics? Forget all that, ill trade all that for vanish triggering once per activation DURING HIS ACTIVATION after destroying an enemy model.
Yertle4
12-08-2009, 06:27 PM
Flashing Blade is pretty sweet. I've had opponents try to swarm him with troops as a follow up to his feat (since I usually use it to deliver my army closer), and Flashing Blade allows you to cut a way out, walk out, do your thing, and vanish away. More useful in gameplay than it looks on paper...
greenlock
12-08-2009, 10:27 PM
Isn't mordikaar supposed to be around Void spirits in the fluff? Why not add something like A Void Spirit in this models control area gains +2 to attack and damage rolls and increase the FA of Void spirits with him by 1 or give him an extra for free.
Helion
12-08-2009, 10:49 PM
Hrmm, I'd have to agree that Revive is definitely the biggest hole in Mordi's profile. Void Gate seems like it could be ok if we had a channeler of some sort. Personally I think the Cyclops Shaman should be made a channeler, but that's beside the point.
Another problem with Mordi is that his weapons would make him ace, if he could reliably hit anything with either attack without boosting. MAT 6 RAT 5 is going to eat a lot of Fury in boosts against anything but Heavy warbeasts, then he'll probably want to boost damage with either one in that event.
Overall, I think his cost is eaten up by the possibility of a POW 15-18 Eidolon or him eating a few Shield wall troopers to heal him after cutting. Unfortunately, that also means his spell list suffers quite a bit. I'd rather him lose Parasitic Curse and regain SiA or another spell that makes him more of a spell threat than stay the way he is.
Yertle4
12-08-2009, 10:53 PM
Isn't mordikaar supposed to be around Void spirits in the fluff? Why not add something like A Void Spirit in this models control area gains +2 to attack and damage rolls and increase the FA of Void spirits with him by 1 or give him an extra for free.
We could call the rule 'Void Lord' and it could give Void Spirits boosted attack rolls while they are in his control area.
Man, that would totally make him good!
:p
Helion
12-09-2009, 12:42 AM
We could call the rule 'Void Lord' and it could give Void Spirits boosted attack rolls while they are in his control area.
Man, that would totally make him good!
:p
man, I wonder why Privateer didn't think of that...
I just can't place what else to do with Mordi. In my head, I played with the idea of healing, or reviving Void Spirits if they fall, provided you had one to begin with. Too much?
D.Vader
12-11-2009, 05:03 PM
No update for Mordikaar. :( Hopefully he'll see revision before the final document.
Hollywoodxxl
12-11-2009, 09:38 PM
We could call the rule 'Void Lord' and it could give Void Spirits boosted attack rolls while they are in his control area.
Man, that would totally make him good!
:p
What about void lord ability in his command range for boosted damage??
My FT game with him went bad....couldnt stop Kromac chopping me down.
Void gate was too easily avoided, and Ghost walk should be upkeepable or essance blast be 2 fury or make Mordy an 8 fury. Revive is horrible unless its a scenario game and you MUST use it. Too many expensive spells. Nothing left for transfers :(
sirspen
12-12-2009, 10:31 PM
I finally got a game in with old lanterns (which I have honestly been dreading seeing as I'm an individual who likes to win and could not possibly comprehend a situation in which i would be able to perform at any level with this caster) and i had experienced an unusual anomaly. There were several points within the game in which I did not want to cast a spell. I mean i WANTED to cast spells, but I just could think of a spell to cast nor any reason to cast any of his spells. The only spell that crossed my mind to cast was Ghost Walk, but its hardly worth it at 3 FUR and not being upkeepable.
The whole situation was disheartening, to say the least, and i feel that it made my enjoyment of that particuar battle considerably less enjoyable. I felt that I was forced to leave even more up to chance more than I normally do (seeing as my caster, what should be the CENTER of my army, felt as though it served no role). And when i did finally feel that casting a spell would be a boon to my cause I was unable to cast as many spells as i would have preferred due to there high cost and short range.
The fact that noting has been said about him in any of the updated is discerning (in my humble opinion) as it feels more like a penalty to take this caster than a benefit. I have left extensive feedback (being about a page and a half's worth) and for those of you who feel that change for this figure is necessary I suggest you do the same. The complete retooling of Absylonia and Rhyas gives me hope that, if we try hard enough, we might accomplish this daunting task.
Yertle4
12-12-2009, 10:37 PM
The question is - what is Mordikaar's win condition? Or at least, what it his game plan?
sirspen
12-12-2009, 10:46 PM
The question is - what is Mordikaar's win condition? Or at least, what it his game plan?
This is the problem (or so it feels), he really has none. You might be able to argue that essence blast is his win condition, but if so it is one of the worst ones i have ever seen. And his game plan is... lacking to say the least. I believe that he not only needs an almost entirely new spell list, but also need to be given some direction (as you stated, he seems to have none). Unfortunately I do not know how to give him direction or what spells to give him, all i could do was point out his flaws and hope PP finds a way.
(though this might not be the right direction to take as PP seemed to have looked at his stats and went "ohhhh yeah, this guy is so awesome; well only give him +4 beast points" "yeah, hes really only a small step down from eThag right?".)
Deathraven
12-12-2009, 11:00 PM
To be honest I think the only way for PP to even get on the road to fixing him without a big rewrite is to make him fury 8. At least then he can afford his crazy expensive spell list and his essence blast 'win condition' will at least have boosted hit or damage when you fire 2 off. :)
@ Sirspen: That is just terrible, and I nearly ran into the same situation with Zaal the other day. At least Zaal has hex blast, but it's a bad day when your warlock just doesn't have anything to do. :(
The question is - what is Mordikaar's win condition? Or at least, what it his game plan?
The last time I played Mordikaar his game plan was something along the lines of "call in sick and have eMakeda lead the army instead." It totally worked too--Kaya was getting all pumped up and shouting stuff like "Hang on to your bathrobe Mordikaar, because here I come! Woldwyrd I choose you--spirit door assassination run activate!" But when she got there she was really surprised and was all like "Oh, Makeda what are you doing here? I thought this was Mordikaar's house!" Then Makeda knifed her and dragged the body out to the dumpster in the back alley, but there was no room to hide it in there because Mordikaar was already inside.
True story.
sirspen
12-12-2009, 11:23 PM
@ Sirspen: That is just terrible, and I nearly ran into the same situation with Zaal the other day. At least Zaal has hex blast, but it's a bad day when your warlock just doesn't have anything to do.
Thank you for your sympathy, it is indeed a sad day when you move your warlock and then end his activation without performing a single action. my opponent even took pause, looked at his spell list, became silent for a few seconds and had all he could say was "I'm sorry".
Citizen_Nutter
12-12-2009, 11:44 PM
Such a pity, he was a very unique and fun caster before the testing. Now...well we all know its a problem. They clearly dont want him bringing back cheap models fast because people were to lazy to simply annihilate units and deny him the tactic so they attempted to fix him but totally destroyed his role.
To stick with his Void theme, perhaps he needs to become a sort of magic/fury vampire since they are both living essences...kinda. Bonuses for spells/animus and thing sused by him and the enemy lets him store up his reserves so the more naughty shenanigans the enemy uses the better he is the next turn (would mean he would have the fury to use revive and blast more but without the complete spammability it had).
Add in a few different spells (maybe add effects to his blasts i.e. damage is halved for the blast, but the enemy is reduced to half speed). So he becomes a denial monster at the cost of his overall army and only when the enemy isnt careful with his magic usage?
Yertle4
12-13-2009, 12:01 AM
(though this might not be the right direction to take as PP seemed to have looked at his stats and went "ohhhh yeah, this guy is so awesome; well only give him +4 beast points" "yeah, hes really only a small step down from eThag right?".)
Brilliant.
That +4 stat is one of many, many Skorne field test exclamations of "????????.... what the hell is going on..."
Certainly makes no sense to me to this current day.
tensteam
12-13-2009, 12:26 AM
To be honest the win condition of Mordikaar is the same as in MkI: Bring back Ferox and charge the enemy caster. Unluckily for him that costs so much that there's nothing else he can do. Also Ferox aren't that efficient killers these days. It also requires that the opponent makes a mistake in placing his caster/lock. And it can also be easily negated by killing all the cats so those are not coming back.
After the cats are dead I don't know what Mordikaar is supposed to be doing. The spell list offers nothing else. There's plenty of changes needed.
My feedback was something along these lines:
*Add any source that can give Mordikaar more FURY
*Replace Void Gate with Lamentation
*Make Essence Blast cost 2
*Consider changing Ghost Walk into a similar upkeep spell
With these changes Mordikaar could be a lot more appealing warlock. Many changes in here, but many changes are needed.
droffset
12-13-2009, 01:30 AM
Perspective from first impressions and not playtesting.
Looking at his card for the first time since I don't own the model. Also haven't read much of this thread, so this is just first impressions of a Skorne player who might want to play him.
Feat- push them back if they miss and they get one less die to hit. Kinda cool if they're not boosting, works against ranged attacks too. Looking to buff DEFs, so Krea, maybe Gladiator nearby. Bloodrunners because of high DEF? Swordsmen, DEF 13 is ok, venators too, extoller, MT, void spirit.
Abilities-
FUR 7- at least there's that.
Poltergeist, Well he's DEF 14 that's not bad.
Void Lord, ok take two void spirits as bodyguards.
Weapons
A raged weapon that is ranged and drinks life but you have to destroy the poor bugger. RNG 10 ok, but drinking life, maybe if you're cutting for fury a bit? POW 13... would have to try it.
Eldoln...huh? So you can debuff strength, then get it's strength. Then buy more attacks at the new strength I suppose? Too bad he doesn't have anatomical precision or something. Not really interested in getting this guy close to high strength targets though, but hey let's see what happens. Has anyone tried it?
Spells
Death Sentance - I get to reroll against the model/unit I mark. Looking for targets around DEF13 then so I won't have to boost so much.
Essence Blast -
Sacrifice a guy to use his strength to do a spray 6. It's like a death puke. 5+STR of the guy in the red shirt, who do we have at STR 10? Highest we've got is STR 8 with the AG, then STR 6 with a swordsmen, so it's a POW 11 spray that you can cast twice a turn... hmm... maybe?
Ghost Walk-
Looks pretty sweet actually. Does charging count as advancing?
Revive-
I guess you can get the guy back that you essence blasted. LOL poor guy, he knows I'll just do it again next turn.
Void Gate -
Better against Hordes since I'm bringing Agonizer vs Warmachine. You'll need to hit. The beast won't be able to run or charge out, Impaler can still walk out and shoot to boost.
Ok, so Fluff wise he's only buffing Void Spirits which are FA:2 I bet there are more void spirit type models in our future, maybe a unit of void somethings... Void Titan FTW. Why else would he only have +4 warbeast points? What's so good?
I don't see the sneaky way to use the feat. Not understanding the benefit of pushing them back d3. Now if it was d6...
Death blast is a POW13 AOE and you might get to heal a bit. Ok why not.
Parasitic Curse, well if mordikar must get into melee then I guess it helps. Mordikaar witll have to get the charge though to make sure he damages the target.
Take the highest DEF guys you can with Mordikaar, 2 Void Spirits, Agonizer just in case, Swordsmen for their essence, they'll all need Fearless so the Top Cat...what else...
Revive is a bit lackluster. One guy for 3pts? Maybe if you REALLY need to block that charge lane.
Void gate, POW13 4" AOE, cast it on a light beast maybe that has a good animus or that you want to get closer to get jumped by something else.
The synergy could be tighter but there are some tools there. Ghost Walk a guy into position then do an Essence Blast to the caster or a support guy. Revive him the next turn into position and Blast him again, repeat every turn. Void Gate a beast then revive a swordsmen into melee with him. Keep the Void Spirits close to avoid a trample that gets too close, then charge the heavy and do Parasitic curse.
Ok now I'll read the thread and see what people are saying.
Well I can't see immediately how he's supposed to win, maybe with the two void spirits. You could Ghost Walk a Drake behind enemy lines and spray at the caster, maybe get the Cetrati in as a wedge pointing towards their warlock and feat, pushing them all away, then use them to charge the next turn and use two Essence Blasts for pow12, then get a drake in there to spray or something.
Or try to slam a heavy beast/jack as close to the enemy caster as you can, then get mordikaar into melee range of both. Charge the heavy to get it's STR12 making your attack pow18 then buy attacks on the caster.
Edit: Use the Top Cat to give Venators +2 then Ghost Walk them into a combined shot against the caster.
sirspen
12-13-2009, 02:05 AM
Spells
Death Sentance - I get to reroll against the model/unit I mark. Looking for targets around DEF13 then so I won't have to boost so much.
Unfortunately it only has a range of 8", making it only useful against a unit that is potentially capable of charging Mord next turn. And if he has an infantry wall in front of him hell only be able to cast it an medium or large base figures which will often have a lower DEF anyway. I would much prefer a model/unit buff.
Essence Blast -
Sacrifice a guy to use his strength to do a spray 6. It's like a death puke. 5+STR of the guy in the red shirt, who do we have at STR 10? Highest we've got is STR 8 with the AG, then STR 6 with a swordsmen, so it's a POW 11 spray that you can cast twice a turn... hmm... maybe?
It has to be a living creature, so we couldn't use it on an AG or the Immortals. I really like the idea of this spell, i just don't like the execution of it. Especially when compared to spells like Venom on denegra (with has +2", does not require the sacrifice of a figure, can have just as good of range due to arc nodes, causes corrosion, but is only POW 10).
Revive-
I guess you can get the guy back that you essence blasted. LOL poor guy, he knows I'll just do it again next turn.
Yes, but this brings the cost of Essence Blast from 3 FUR and a trooper, to a total cost of 6 FUR. not that good in my opinion.
Void Gate -
Better against Hordes since I'm bringing Agonizer vs Warmachine. You'll need to hit. The beast won't be able to run or charge out, Impaler can still walk out and shoot to boost.
Really, for 4 FUR, i fell that the spell is OKish at its very best. It does mess with your opponents setup on there next turn, but i believe there are other abilities that do a better job for cheaper (such as pillar of salt on Mohsar, Rapid Growth on Baldur, and Inhospitable ground on Irusk just to name a few.)
Hollywoodxxl
12-13-2009, 05:28 AM
Ive been saying the same thing the whole time as well.
My biggest complaint is fury 7 with all his expensive spells. Ghost Walk should be upkeep but AGAIN its a warmachine spell already and it wont change. Revive is absurd at 3 fury. Again, I think the Reclaimer already has this so that wont change. What about a solo like the scarlock thrall that can cast one of his spells? That would be HUGE for him i think.
Also make his feat 1 less on damage too. That helps out with LoE and true strike, ekreoss etc...
legionaires
12-13-2009, 05:57 AM
Is it just me or did they give him a list of Arcnode spells? Which is funny cause there is no arcnodes, just Vayl's weapon and Laris, in Hordes.
tensteam
12-13-2009, 06:14 AM
My feedback was something along these lines:
*Add any source that can give Mordikaar more FURY
*Replace Void Gate with Lamentation
*Make Essence Blast cost 2
*Consider changing Ghost Walk into a similar upkeep spell
I was thinking what kind of extra FURY source Mordikaar could get. The idea I just got is something similar to what Nemo has in warmachine. It includes Void Lord to be reworded like this:
Void Lord: During the Control Step after Leaching FURY this model gains 1 power token for every Incorporeal model in its control area, up to a maximum of 3. This model can use power tokens to cast spells as if those were FURY. At the end of turn remove unspent power tokens.
This sounds like a good source of some extra FURY for Mordikaar. Then a few spell fixes (like those my suggestions) and we've got a nice warlock. Worth to note that Mordikaar would get power tokens also from enemy models in his control area if those are still incorporeal, but there is still a cap at 3 tokens. On the other hand enemy might reduce his power token source by killing Void spirits. Now there would be room also for other incorporeal Skorne models. Without it would be 2 Void spirits and Feralgeist.
Void spirits would lose boosted attack rolls with Mordi, but they could get some additional direct boost to make them more worth it also with other warlocks. Maybe making Eruption of Ash AOE 5?
Hollywoodxxl
12-13-2009, 06:14 AM
Is it just me or did they give him a list of Arcnode spells? Which is funny cause there is no arcnodes, just Vayl's weapon and Laris, in Hordes.
Geomancy too. The warden can now charge and do it. Sweet!
The Happy Anarchist
12-13-2009, 06:15 AM
He definitely needs a lot of help, but I definitely don't want to see any more casters with Lamentation as it is written now. That spell is bad enough as it stands.
Manifest Void was reasonable, and he could afford to cast it.
Revive only works if you get soul tokens of course.
At least his feat is still amazing. Now he just needs a spell list that works.
Joroth
12-13-2009, 07:39 AM
For the fury problem, he could gain something akin to Cull Soul.
Assimilate Essence- if an enemy model would be destroyed by a spell from this model in it's control area during its activation, it gains a power token for each enemy model destroyed this way at the end of its activation. After leaching, all power tokens are removed and that many fury counters are placed onto this model.
I'm sure this may be too much, but the wording only limits it to models killed off by spells, so not pot shots from Death Blast. AND, you cannot make use of them until your next turn AND the killed models must be in your control area to give the tokens. Then we can keep most/all the high cost spells he's been blessed with.
droffset
12-13-2009, 12:00 PM
I only have my awesome formiddable theorymachine to work with here but:
Unfortunately it only has a range of 8", making it only useful against a unit that is potentially capable of charging Mord next turn. And if he has an infantry wall in front of him hell only be able to cast it an medium or large base figures which will often have a lower DEF anyway. I would much prefer a model/unit buff.
But death sentance is like a mini version of Calandra's feat that you can do any turn you want. Since a Calandra list put the hurt on me last weekend I'm not seeing the problem. Do it then attack the unit, if they're boxed they aren't charging.
It has to be a living creature, so we couldn't use it on an AG or the Immortals. I really like the idea of this spell, i just don't like the execution of it. Especially when compared to spells like Venom on denegra (with has +2", does not require the sacrifice of a figure, can have just as good of range due to arc nodes, causes corrosion, but is only POW 10).
I think it's 3 fury so you can only do it twice a turn. Doing a pow11 spray three times a turn seems a bit much. If you're essence blasting your AG I think you're wasting 3 pts and 3 Fury and 3 souls. I'd love it to be 8" though and blast Champions from both ends.
Yes, but this brings the cost of Essence Blast from 3 FUR and a trooper, to a total cost of 6 FUR. not that good in my opinion.
I almost agree with you on Revive, maybe it should bring two grunts back. But think also that you're getting a positioning bonus because you can place the revived guy someplace useful. Like a tiny micro version of pMakeda's feat.
Really, for 4 FUR, i fell that the spell is OKish at its very best. It does mess with your opponents setup on there next turn, but i believe there are other abilities that do a better job for cheaper (such as pillar of salt on Mohsar, Rapid Growth on Baldur, and Inhospitable ground on Irusk just to name a few.)
Void Gate I don't really have an opinion on yet. Is it the most effective 4pt spell we can get? I'm not against a big expensive spell if it's going to rock the world.
Maybe You guys should look at the way PP is budgeting abilities and Fury. It's really easy to read the intended fury spending on beasts too. Like the Canoneer, you have enough to cast the animus and boost twice on the gun, or buy two attacks or something. Just enough. Notice that there's just enough fury to do couple of things a turn but not enough to spam a three essence blasts a turn.
-Blast then revive, or
-Two blasts, or
-Oh no a beast is near void gate him and death sentance him, or
-Revive two to block charge lanes.
Tionas
12-14-2009, 07:29 AM
Ok, Played him a few times this weekend, and, overall, he felt pretty good. Dosent mean he can't use some adjustments. Notes from Play:
1. His spells are so expensive as to make them prohibitive. especialy in a list against legion. with all that ranged out there, I wanted both the Krea's animus on him, and the Brute hearby. 14/14 is not enought to survive a good solid arrow barrage.
2. Essence blast is perfect. Really. the key to this spell is your ability to put a spray ANYWHERE you want. take a pile of troops. alot. Bloodrunners are the perfect fodder for it, as are (gasp) Paingivers. I'm thinking of taking the extra 2 every game with him so they can be put to good use. One of the key things with Essence blast is you get double duty out of the model that turn. you get to do something ( kill two models with Swordsman, be part of a CMA with Karax, or even Enrage a beast with paingivers) and then use the model AGAIN to blast things to death. Its fantastic.
3. Revivie is situational, expensive, and not worth it. also, it wont change, as its on a Warmachine caster. I say either axe it and give him a 2 fury spell (that does anything) or try to replace it with a similar spell, made just for him.
4. Void gate is... neat. I took a rhinodon and dropped it on his back. with armor 20, its less than likely your going to do damage to the beast, and even if you have, the oppoenet cant boost to hit or damage, and cant buy extra attacks (with warbeasts) you can also do the same after you charge in to a jack for the same bonus (no allocated focus)
5. His feat is awesome.
6. Bone grinders are nearly a neccesity. it happens.
thats about it. in the games I had, while he didnt feel like he influenced the battle directly, I felt his influence in what the oppenent had/should/could do. essence blast was key.
The main spor I have against him is that his spells are so damned expensive I cant cast more than one spell without draining him totaly dry, and leaving his pathetic, old, slow *** totaly in the wind. He should have cheaper spells enabling him to be able to do things while keeping Fury for transferes.
Cronix
12-14-2009, 01:11 PM
After play testing Mordikaar allot (15+ times) i notice that he has a useless spell list if he doesn’t possess the rules to let them work. So with play testing and collecting info of my opponents (game buddies) we created the new Mordikaar, balanced and can win and lose battles.
First of all the spells he kept:
- Revive, is a great if you can collect souls, so I gave him Reclaim and Manifest Void so that soul collectors cannot steal his souls. This would fix revive.
- Death Sentence is a good spell.
Spell that received some love:
- Essence Blast, the cost stayed the same, the pow stayed the same, the model is still death after using it. But replaced SP with 5” AOE, makes it fury efficient.
- Void Walker, while I like Ghostly we have other ways to get around terrain like (Tyrant Standard). So I gave it spell a new meaning “Stealth and Dark Shroud” with this spell he can protect expensive units and giving them more melee punch.
A new spell added, well new it was one off Zaal’s old spells: Soul Burn, with this spell he can be annoying versus warbeast like he suppose to be ;).
Anyway this guy had his test runs and he is brilliant. So if you like it please try him and send it in as feedback.
Void Seer Mordikaar
SPD 5 STR 5 MAT 6 RAT 5 DEF 14 ARM 16 CMD 8 FUR 7
FA:C
Warbeast Points:+4
Base Size:Small
Damage:16
Feat: Void Wind
While in Mordikaarʼs control area, friendly Faction models gain Poltergeist and enemy models roll one less die on attack rolls. Void Wind lasts for one round.
Mordikaar
Poltergeist - When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3˝ directly away from this model.
Void Lord - While a model is incorporeal it cannot target this model with attacks. While in this modelʼs control area, friendly Void Spirits gain boosted attack rolls. [or maybe channel spells trough them, instead of boosted attack?]
Manifest Void:- Enemy models cannot gain soul tokens from models destroyed in this model’s control range.
Reclaim (or a other name) - This model gains one soul token for each living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model has leached fury, replace each soul token with 1 fury point.
Weapons - Mordikaar
Death Blast [1x] RNG: 10 ROF: 1 AOE: 3 POW: 13
Magical Weapon
Life Drinker - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals
d3 damage points.
Eidolon [1x] POW: 6 P+S: 11
Magical Weapon
Parasitic Curse - When this model damages an enemy model with this weapon, the enemy model suffers –2 STR. While an enemy model affected by Parasitic Curse is in this modelʼs control range, this model can replace its base STR with the affected modelʼs base STR. Parasitic Curse last for one round.
Spells - Mordikaar
Death Sentence – Cost: 2 RNG: 8 AOE: – POW: – UP: Yes OFF: Yes
When a friendly Faction model misses target enemy model/unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
Essence Blast – Cost: 3 RNG: Ctrl AOE: 5” POW: * UP: No OFF: No
Choose a friendly living non-warlock/warcaster Faction model in this model’s control area. Center a 5˝ AOE on target friendly Faction model.. Enemy models in the AOE when it is put in play are hit and suffer a POW equal to 5 + the base STR of the chosen model. After the spell is resolved, remove the chosen model from play.
Void Walker – Cost: 3 RNG: 6 AOE: – POW: – UP: Yes OFF: No
Target friendly model/unit gain Dark Shroud and Stealth ICON. (While in the melee range of a model with Dark Shroud, enemy models suffer –2 ARM.)
Revive – Cost: 3 RNG: Ctrl AOE: – POW: – UP: No OFF: No
Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model’s control area in formation and within 3˝ of another model in its unit.
Soul Burn – Cost: 2 RNG: 10 AOE: - POW: 10 UP: No OFF: Yes
When a enemy warbeast is damage by Soul Burn, it may not be forced during its activation.
lord tyrant watt
12-14-2009, 01:27 PM
After play testing Mordikaar allot (15+ times) i notice that he has a useless spell list if he doesn?t possess the rules to let them work. So with play testing and collecting info of my opponents (game buddies) we created the new Mordikaar, balanced and can win and lose battles.
First of all the spells he kept:
- Revive, is a great if you can collect souls, so I gave him Reclaim and Manifest Void so that soul collectors cannot steal his souls. This would fix revive.
- Death Sentence is a good spell.
Spell that received some love:
- Essence Blast, the cost stayed the same, the pow stayed the same, the model is still death after using it. But replaced SP with 5? AOE, makes it fury efficient.
- Void Walker, while I like Ghostly we have other ways to get around terrain like (Tyrant Standard). So I gave it spell a new meaning ?Stealth and Dark Shroud? with this spell he can protect expensive units and giving them more melee punch.
A new spell added, well new it was one off Zaal?s old spells: Soul Burn, with this spell he can be annoying versus warbeast like he suppose to be ;).
Anyway this guy had his test runs and he is brilliant. So if you like it please try him and send it in as feedback.
Void Seer Mordikaar
SPD 5 STR 5 MAT 6 RAT 5 DEF 14 ARM 16 CMD 8 FUR 7
FA:C
Warbeast Points:+4
Base Size:Small
Damage:16
Feat: Void Wind
While in Mordikaarʼs control area, friendly Faction models gain Poltergeist and enemy models roll one less die on attack rolls. Void Wind lasts for one round.
Mordikaar
Poltergeist - When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3˝ directly away from this model.
Void Lord - While a model is incorporeal it cannot target this model with attacks. While in this modelʼs control area, friendly Void Spirits gain boosted attack rolls.
Manifest Void:- Enemy models cannot gain soul tokens from models destroyed in this model?s control range.
Reclaim (or a other name) - This model gains one soul token for each living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model has leached fury, replace each soul token with 1 fury point.
Weapons - Mordikaar
Death Blast [1x] RNG: 10 ROF: 1 AOE: 3 POW: 13
Magical Weapon
Life Drinker - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals
d3 damage points.
Eidolon [1x] POW: 6 P+S: 11
Magical Weapon
Parasitic Curse - When this model damages an enemy model with this weapon, the enemy model suffers ?2 STR. While an enemy model affected by Parasitic Curse is in this modelʼs control range, this model can replace its base STR with the affected modelʼs base STR. Parasitic Curse last for one round.
Spells - Mordikaar
Death Sentence ? Cost: 2 RNG: 8 AOE: ? POW: ? UP: Yes OFF: Yes
When a friendly Faction model misses target enemy model/unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
Essence Blast ? Cost: 3 RNG: Ctrl AOE: 5? POW: * UP: No OFF: No
Choose a friendly living non-warlock/warcaster Faction model in this model?s control area. Center a 5˝ AOE on target friendly Faction model.. Enemy models in the AOE when it is put in play are hit and suffer a POW equal to 5 + the base STR of the chosen model. After the spell is resolved, remove the chosen model from play.
Void Walker ? Cost: 3 RNG: 6 AOE: ? POW: ? UP: Yes OFF: No
Target friendly model/unit gain Dark Shroud and Stealth ICON. (While in the melee range of a model with Dark Shroud, enemy models suffer ?2 ARM.)
Revive ? Cost: 3 RNG: Ctrl AOE: ? POW: ? UP: No OFF: No
Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model?s control area in formation and within 3˝ of another model in its unit.
Soul Burn ? Cost: 2 RNG: 10 AOE: - POW: 10 UP: No OFF: Yes
When a enemy warbeast is damage by Soul Burn, it may not be forced during its activation.
Once again, youve come up with a pretty good warlock.:D
Keep it up man, and for the sake of the Skorne Empire, submit it as feedback.
Yertle4
12-14-2009, 01:50 PM
I would be super extremely suprised if they allowed a warlock to have as many soul tokens as the High Reclaimer - especially one that has as much melee potential as Mordikaar, and not after the whole 'fury vs focus' fiasco.
I like the change to Essence Blast though. Troop shredtastic, but I'd probably lower the POW from 5 to 2-3.
Scalpel
12-14-2009, 02:00 PM
I actually submited feedback last week that he should get soul tokens that could be spent on Revive only.
Cronix
12-14-2009, 02:04 PM
I would be super extremely suprised if they allowed a warlock to have as many soul tokens as the High Reclaimer - especially one that has as much melee potential as Mordikaar, and not after the whole 'fury vs focus' fiasco.
I like the change to Essence Blast though. Troop shredtastic, but I'd probably lower the POW from 5 to 2-3.
He needs fury to make Revive work otherwise its waste of space on his spell list. I removed the stonger spells out his list so that he cannot asbuse it for spell assassinations. He is a nightmare versus infantry, but he is not the first one.
As for the Essence Blast trust me its fine like this, cheap troops get you POW 11 blast, still not as effective as Blightbringer, but close. Don't forget Blight Bringer remains in play for one round.
DarkWonderer
12-14-2009, 02:30 PM
I actually submited feedback last week that he should get soul tokens that could be spent on Revive only.
Intresting. To make it work Revive shoul disapear and he should have ana ability allowing him to collect souls and return a trooper for spending some. Probably with a clause use this only 1-3 times a turn.
Collecting souls and being able to spend them only on a [name] spell is somehow wrong.
I think PP won't like this idea tough. Better give him a unique reanimation spell that better suits him. Something between the power/cost of Spirit in Amber/Revive.
kantoboy
12-14-2009, 03:05 PM
how about a limit to small to medium based warrior models only for revive, and lowering its cost?
Wolfbane
12-14-2009, 03:33 PM
3 souls max on the lanterns (why is he carrying those if not for store souls? ;) ). In my other faction (Cygnar) we got Nemo, who can make this token thing but with spells. It's a every good idea for Mordikaar, in my opinion.
Yertle4
12-14-2009, 03:34 PM
He could keep his expensive spells if the lanterns allowed him to cast them for cheaper in some circumstances.
That would be an interesting design ploy...
Thunder_God
12-15-2009, 03:26 AM
You mean, like Zerkova of sorts? Or "Battle Mage"?
Or, well, "Soul-tag tokens", such that he gains up to three tokens, and they go away at the end of his activation, and can only be used to cast spells/boost their range/boost attack/damage rolls on spells?
Maybe like there are many nearly identical spells in the game, he could just get "Revivify!!!" which is like Revive, but 2 Fury ;)
I still think all of them necromancers of Skorne need to get some bonuses for dying models. Zaal got his feat, but he could also collect souls like Extollers (and use them just to boost his eye/spells' damage/attack rolls? Perhaps they'd even boost his arm?), but where's the Mordikaar love for dying models? It seems Mordikaar does not benefit from his models dying, but rather, is all about getting them back after.
Makeda, Makeda can do things, she likes getting her soldiers back, but Mordikaar? So his soldiers come back, then what? ;)
droffset
12-15-2009, 09:52 AM
Bring them back behind enemy's front line then blast support stuff or the caster.
Bring them back to keep something engaged that you can't get to just yet.
DeathgodC
12-15-2009, 10:04 AM
After play testing Mordikaar allot (15+ times) i notice that he has a useless spell list if he doesn?t possess the rules to let them work. So with play testing and collecting info of my opponents (game buddies) we created the new Mordikaar, balanced and can win and lose battles.
First of all the spells he kept:
- Revive, is a great if you can collect souls, so I gave him Reclaim and Manifest Void so that soul collectors cannot steal his souls. This would fix revive.
- Death Sentence is a good spell.
Spell that received some love:
- Essence Blast, the cost stayed the same, the pow stayed the same, the model is still death after using it. But replaced SP with 5? AOE, makes it fury efficient.
- Void Walker, while I like Ghostly we have other ways to get around terrain like (Tyrant Standard). So I gave it spell a new meaning ?Stealth and Dark Shroud? with this spell he can protect expensive units and giving them more melee punch.
A new spell added, well new it was one off Zaal?s old spells: Soul Burn, with this spell he can be annoying versus warbeast like he suppose to be ;).
Anyway this guy had his test runs and he is brilliant. So if you like it please try him and send it in as feedback.
Void Seer Mordikaar
SPD 5 STR 5 MAT 6 RAT 5 DEF 14 ARM 16 CMD 8 FUR 7
FA:C
Warbeast Points:+4
Base Size:Small
Damage:16
Feat: Void Wind
While in Mordikaarʼs control area, friendly Faction models gain Poltergeist and enemy models roll one less die on attack rolls. Void Wind lasts for one round.
Mordikaar
Poltergeist - When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3˝ directly away from this model.
Void Lord - While a model is incorporeal it cannot target this model with attacks. While in this modelʼs control area, friendly Void Spirits gain boosted attack rolls. [or maybe channel spells trough them, instead of boosted attack?]
Manifest Void:- Enemy models cannot gain soul tokens from models destroyed in this model?s control range.
Reclaim (or a other name) - This model gains one soul token for each living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model has leached fury, replace each soul token with 1 fury point.
Weapons - Mordikaar
Death Blast [1x] RNG: 10 ROF: 1 AOE: 3 POW: 13
Magical Weapon
Life Drinker - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals
d3 damage points.
Eidolon [1x] POW: 6 P+S: 11
Magical Weapon
Parasitic Curse - When this model damages an enemy model with this weapon, the enemy model suffers ?2 STR. While an enemy model affected by Parasitic Curse is in this modelʼs control range, this model can replace its base STR with the affected modelʼs base STR. Parasitic Curse last for one round.
Spells - Mordikaar
Death Sentence ? Cost: 2 RNG: 8 AOE: ? POW: ? UP: Yes OFF: Yes
When a friendly Faction model misses target enemy model/unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
Essence Blast ? Cost: 3 RNG: Ctrl AOE: 5? POW: * UP: No OFF: No
Choose a friendly living non-warlock/warcaster Faction model in this model?s control area. Center a 5˝ AOE on target friendly Faction model.. Enemy models in the AOE when it is put in play are hit and suffer a POW equal to 5 + the base STR of the chosen model. After the spell is resolved, remove the chosen model from play.
Void Walker ? Cost: 3 RNG: 6 AOE: ? POW: ? UP: Yes OFF: No
Target friendly model/unit gain Dark Shroud and Stealth ICON. (While in the melee range of a model with Dark Shroud, enemy models suffer ?2 ARM.)
Revive ? Cost: 3 RNG: Ctrl AOE: ? POW: ? UP: No OFF: No
Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model?s control area in formation and within 3˝ of another model in its unit.
Soul Burn ? Cost: 2 RNG: 10 AOE: - POW: 10 UP: No OFF: Yes
When a enemy warbeast is damage by Soul Burn, it may not be forced during its activation.
I second this awsome I give it 2 thumbs up. please PP this is a real warlock.
Draekon Darkstorm
12-15-2009, 10:08 AM
Essence Blast ? Cost: 3 RNG: Ctrl AOE: 5? POW: * UP: No OFF: No
Choose a friendly living non-warlock/warcaster Faction model in this model?s control area. Center a 5˝ AOE on target friendly Faction model.. Enemy models in the AOE when it is put in play are hit and suffer a POW equal to 5 + the base STR of the chosen model. After the spell is resolved, remove the chosen model from play.
No offense but this will make Mordikaar play almost exactly like the previous MKI Death March. You'll just run troops up to the enemy lines, target the one or two that will net you the most enemy troopers killed and still have the unit mostly left. This isn't the way to go with Essence Blast. I agree that it needs some major work, but this isn't right either.
Draekon
Haugfather
12-15-2009, 11:38 AM
The only spells I see a problem with on him are Revive and Spirit Blast.
Spirit Blast seems easy enough to fix with a SP8.
Revive needs to go. This spell was made for Morvhana because it actually works for her. Spirit in Amber was awesome and I don't see why he shouldn't have it back.
Ghost walk is an excellent spell. Situational, yes but gives a good response to board control junkies.
Death Sentence is just awesome.
Void Gate is great! POW 13 AoE 4 is pretty damned sweet not to mention deadly against WM. Blast a 'Jack with it and send your beast in to kill it. Sure it is 4 damned Fury but if you are 10" away from massed troops you ruin their day with this spell and your ranged attack. If you are 10" away from a heavy 'Jack or Beast and only have a light beast to get stuck in with this spell increases his chance of survival enormously. I have seen Mortenabra use this spell very effectively in many games and she is a 7 also.
That his feat now has to catch enemy models in his Control stinks but I can live with it.
Mutton
12-15-2009, 11:42 AM
Essence Blast is extremely meh. It costs almost half his focus for a SP6 and you lose a model. Ghost Walk is nice, but situational and again, almost half his focus. Void Gate is extremely meh, really only worth casting on your own models to protect them, and if you are casting that, you aren't casting anything else if you want to upkeep or camp any fury! Revive is pretty bad on a 'caster that can't gain fury from other sources, and Death Sentence, while a nice spell, is fairly short ranged and the cost on his other spells means you don't often get to cast it.
Deathraven
12-15-2009, 12:16 PM
For the fury problem, he could gain something akin to Cull Soul.
Assimilate Essence- if an enemy model would be destroyed by a spell from this model in it's control area during its activation, it gains a power token for each enemy model destroyed this way at the end of its activation. After leaching, all power tokens are removed and that many fury counters are placed onto this model.
I'm sure this may be too much, but the wording only limits it to models killed off by spells, so not pot shots from Death Blast. AND, you cannot make use of them until your next turn AND the killed models must be in your control area to give the tokens. Then we can keep most/all the high cost spells he's been blessed with.
How about swapping life drinker on death blast for a soul gathering ablitity? Not as strong but a good way to get a soul or 2 each turn if you're careful.
Pantheon
12-16-2009, 05:43 PM
Seconded
If morkidars blast (ranged attack) gave him 1 fury per model he kills
Then he could
A) kill enemies and use the fury to pay for his slightly overcosted spells....
b) Kill his own troops, and use the fury to revive better troops.....example he kills 3 Beast Handlers to get fury....then uses that 3 fury to revive an arcurai or a key harpoon drag...
Very thematic....trading souls across the void....and would make a huge difference in his overall feel and ability. Maybe +1 rat to help him with his new focus on ranged attacks.
Deathraven
12-17-2009, 12:54 AM
Ok just played two more games with Mordikaar tonight and I have to say I'm warming to him. I know that won't make my opinion popular here but I really do like his spell list.
I find the fist important choice though is to include bone grinders as some of his ranges leave a lot to be desired.
Death sentence: It's cheap enough at 2 fury, with bone grinders it's range goes up to 10 which is respectable enough. It's obviously a great way to deal with mid-high def enemies as suddenly your infantry can hit them with relative ease and your beasts no longer need to boost. Great with anything that has thresher like the Rhinodon and BRMT.
Essence blast: I can understand why it is only spray 6 now, as the new spray rules make it deadly accurate. Makes a great high pow finisher off a heavy beast or cheap shot off running swordsmen just like in mk1 only now it's easier to hit hiding targets!
Ghost walk: Ignoring free strikes and terrain is good. Makes a great setup for essence blast. Expensive but I believe you get what you pay for here.
Revive: I must admit I don't use it much as at that price I'm usually casting something else. However when a smart opponent has managed to block off any hope of sneaking through for an essence blast or a void gate then simply bashing though with revived cetrati/arcuarii/ferox can be quit handy.
Void gate: I really see the damage here as icing on the cake, its the effects that make it good. Dump it on a heavy then engage with cheap infantry. It can't trample out or fight back effectively. Also makes safe spots from cheeky arcnodes. I find this very much a toolbox spell rather than damage. If I just want to hit something with a pow13 aoe I have deathblast for that.
I sincerely feel that all Mordikaar needs is a way to squeeze in one more fury to allow him to throw around enough of those sweet spells to justify his +4 warbeast points status. As many have mentioned soul gathering in some form would be a great option, or simply going up to fury 8 would make me VERY happy. :)
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