shroudb wrote:Snare specialist removes cost for 4-8 daily snares.
True, reading it again, it does. I missed something.shroudb wrote:
The way I see it:1 setup
Is perfectly viable, 3 actions to do the burst of a max level spell is not shabby at all.
You're right, you can use the step/stride to position yourself for the shove.Still, one issue is that you need to succeed at shoving, otherwise the enemy (as long as it's not stupid) can back off.
Also, one nice use is against stupid enemies. I don't think a zombie can understand that you just set up a trap.
So, I agree with you, with Lightning Snares, they look playable. Still, it's sad to get it that late.
12 is not that late since the edition is designed to more easily allow max level. I'd say it's midgame.
But even before that:
Even at 3 actions, imo, they are still usable.
Apart from the regular uses (choke points, camps, ambushes, etc) the way I see them is as a delayed spell.
You set them on one round, you trigger them on next. It's not like the Shoves/throws do nothing else, they still reposition/damage the enemy.
And at "end game" having up to 16, 1 action massive damage spikes is extremely effective.
A neat thing to note is that:
Your already setup snares don't "expire" after they are set.
You can entrench a position in a few days to make it hell for enemies to intrude/approach/pass.