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Crotalus8
07-31-2008, 09:14 AM
Amazing noob question...

What does Dead Magic Zone actually do?

I am having a hard time finding this.

Thanks

LucyBanana
07-31-2008, 09:27 AM
your oponent can not target that area or anything in it with spells :)

ps. area of affect spells can still bleed over into it though.

LordSerkan
07-31-2008, 09:32 AM
Keep in mind, with area of effect spells, they can be targeted just outside of the dead magic zone and still affect units within the dead magic zone. This has been a point of contention with many FW players for a long time, with most thinking it would be far better if the dead magic zone prevented area of effect spells from hitting anything in the dead magic zone, but I think most also recognize that this would make it too powerful. :)

Basically, the dead magic zone will protect any units within it from being hit by single-target type spells, such as hammer strike, weaken, etc. As such, it has its uses at times, and at other times it isn't useful. C'est la vie.

LS

Crotalus8
07-31-2008, 10:59 AM
Thank you both.

That clears up everything, the AOE part was confusing me.

wildhorn
07-31-2008, 11:32 AM
Basicaly, it just make all your champion inside the zone to have the equivalent of Shield ability

Naanomi
07-31-2008, 11:39 AM
A little off topic, but I would love to see a powerful tank-type rune (constricting?) that is 'Dead-Magic bound' and loses all it's abilities/speed outside of a Dead Magic zone... maybe with a 'Dead-magic-fall' ability (like Snowfall) so it can slowly plod across the battlefield in dead-magic zones of it's own creation...

CPKZ
07-31-2008, 11:43 AM
A little off topic, but I would love to see a powerful tank-type rune (constricting?) that is 'Dead-Magic bound' and loses all it's abilities/speed outside of a Dead Magic zone...

That would require a lot of updates to specifically give FW ways to create DMZ areas.

wildhorn
07-31-2008, 11:51 AM
That would require a lot of updates to specifically give FW ways to create DMZ areas.

FW can actualy create DMZ area via a relic and a spell

Xiape
07-31-2008, 12:49 PM
Don't forget that champions in that area can't be the target of opponent spells includes your opponent's spells (for example, sac, RD, taint...)

fireball94
07-31-2008, 12:56 PM
Yep. If you don't want your opponent sac'ing their champ, Hungry Dead, then Drain the Earth.

CheifChaz
07-31-2008, 03:53 PM
oh sweet i didnt realise that Dead magic zone prevented sacing as well that pretty nice.

i still think that DMZ as it is, is a pil eof crap though i mean the way that AoEs can still bleed into it is ridiculous if it however meant not even AoEs could effect people within the zone it would be really nice and well worth playing stop factions like ST relying on spell so much.

Thelvin
07-31-2008, 04:25 PM
That idea would be the bane of AoE users everywhere depending on the size of the dead zone.....I like it! Like they said you can bleed over AoE effect on the edges of the DMZ. What you look for is the little red circle when you drag a spell onto the map before letting go of the left click. If the grid square on the map is outside of the dead zone the spell will engage. If the AoE is large enough it will still effect units inside by the edges. DMZ is best used vs individual spells like Shattered Nerves or Cauterize. They cannot target units on the DMZ.

troost0
08-02-2008, 02:16 AM
Keep in mind, with area of effect spells, they can be targeted just outside of the dead magic zone and still affect units within the dead magic zone. This has been a point of contention with many FW players for a long time, with most thinking it would be far better if the dead magic zone prevented area of effect spells from hitting anything in the dead magic zone, but I think most also recognize that this would make it too powerful. :)
LS

really?? that would just make it normal to me just a bit more nora cost and full prevention from spells wouldnt be that good just usefull

sahaal
08-04-2008, 08:03 AM
Making dmz stop aoe bleeding over would be insanely powerful considering almost nobody runs single target direct damage. If it did so, it would drasticly alter the way FW decks were run, drain the earth and ark would be almost auto includes. Castable IMMUNE SPELLS on a low cool down, yes please ill take 2.

Rodin
08-04-2008, 12:57 PM
really?? that would just make it normal to me just a bit more nora cost and full prevention from spells wouldnt be that good just usefull

Compare DMZ blocking all spells, including AoE, to some of the other font bonuses, such as +5 attack for SL, 1 healing for FS, etc.

DMZ is already one of the best shrine bonuses out there. Only SP with it's 2 AP on deploy really gives it a run for its money. Increasing its power would blatantly overpower the bonus.

Gharik
08-04-2008, 05:40 PM
when i read the title, i expected the first reply to be "You can't use your cellphones in it"... :p

sahaal
08-06-2008, 08:49 AM
Compare DMZ blocking all spells, including AoE, to some of the other font bonuses, such as +5 attack for SL, 1 healing for FS, etc.

DMZ is already one of the best shrine bonuses out there. Only SP with it's 2 AP on deploy really gives it a run for its money. Increasing its power would blatantly overpower the bonus.

Sadly the SP bonus is the reason most people even run it 10/10 lol.

TheScathed
08-07-2008, 06:05 AM
I wish the AoE of Drain the Earth was a bit bigger. 2 is a bit small for me.

Gygge
08-07-2008, 06:33 AM
DMZ is even better than shielded due to shielded champs becoming possessed can still get sacrificed or simply necrosis throw bones.

DMZ stopping AoE would be too much, it's really fine as it is. If FW get a decent champ that synergies with it I would play drain the earth.

Drain the Earth is decent on paper but you never know when it really saved you...

Easiest use it have is to protect a champ going for a shrine. probably used in a 10/10 with IS for extra fun

TheScathed
08-07-2008, 07:46 AM
I wish we had a DMZ generator.... Would make an anti-magic deck viable.