Anthony Barnstable wrote:
Mike Steele wrote: It actually seems like the new MEC isn't that different from the old MEC. The old MEC probably just didn't support the Character card changes. With current cards, the old MEC did an additional damage up to 20 for 10 HP, which is where the Relic/Legendary are now. If the MEC weren't modified, and the spell damage on the cards doubled, all of the sudden the MEC could do 40 bonus damage for the 10 HP.
Maybe I'm reading it wrong, but the new MEC ability is even better than the old MEC, not worse. It's not nerfed, it's kind of super-charged. That is, if the "up to 14 HP" part is reusable and not once per room. If it's reusable, it can be on every spell, even multiple spells per turn. It also can do up to 14 bonus damage on each spell (28 for Relic/Legendary), where the old MEC only doubled the base + SK of the original spell, which on the old cards maxed out at 20 and could have been a lot lower. Plus, of course, once per combat, you can sacrifice unlimited HP for damage, and get it as free action.
Is that how everyone else reads this? Did the Wizards get a power boost and not a nerfing? If so, I'm not complaining if Jeff thinks that's necessary to get the Wizards to the power level he wants them at, I'm just making an observation.
The way I am currently reading it:
MEC - Mage Power 1/room = Spend X hp for X dmg and if X >= 15, this spell is FA
Relic - can do a Mage Power 1/round, each Mage Power 1/room =
1: MEC but X hp -> 2X damage, if X >= 15 HP spell is FA
2: Spend 15 HP -> FA your SA spell has SR 50%, no bonus damage
3: Spend 15 HP -> FA your slide spell crits on 18-20
Arch Mage Powers
4: Spend 15 HP -> change damage type
5: Spend 0/15/30/45 -> cast spell without marking it off card
6: Spend 0/15/30/45 -> add this spell’s damage to another character’s physical attack
That's how I read it at first, and how I actually hope it is. The alternate reading I think is:
MEC: Spend up to 14 points of HP for an equal amount of bonus spell damage, can be done for every spell.
MEC - Mage Power FA 1/room = Spend 15+ hp for an equal amount of bonus spell damage and this spell is FA
Relic - can do a Mage Power 1/round, each Mage Power 1/room =
MEC: Spend up to 14 points of HP for 2x amount of bonus spell damage, can be done for every spell.
1: MEC - Mage Power FA 1/room = Spend 15+ hp for an 2x amount of bonus spell damage and this spell is FA
2: Spend 15 HP -> FA your SA spell has SR 50%, no bonus damage
3: Spend 15 HP -> FA your slide spell crits on 18-20
Arch Mage Powers
MEC: Spend up to 14 points of HP for 2x amount of bonus spell damage, can be done for every spell.
1: MEC - Mage Power FA 1/room = Spend 15+ hp for 2x amount of bonus spell damage and this spell is FA
2: Spend 15 HP -> FA your SA spell has SR 50%, no bonus damage
3: Spend 15 HP -> FA your slide spell crits on 18-20
4: Spend 15 HP -> change damage type
5: Spend 0/15/30/45 -> cast spell without marking it off card
6: Spend 0/15/30/45 -> add this spell’s damage to another character’s physical attack