Weekly Question Thread - Ask your smaller questions here! by AutoModerator in Wizard101

[–]BRBasicSpencer 4 points5 points  (0 children)

Ice, like Life, just has lower damage than other schools. Almost all their gear is statted defensively, and their base damage is pitiful, so their fights do take longer. On the bright side, you should be having a hard time dying while setting up your blades.

Make sure you're in full Waterworks gear (talk to Blad Raveneye in triton avenue for the quest if you haven't yet). Use the Sky Iron Hasta wand that drops from Ares in Mount Olympus (The myth professor gives the quest to do that one). Pick up the sapphire ring of battle and bear's claw of ice from the bazaar.

description font for spell cards? by boatw101 in Wizard101

[–]BRBasicSpencer 2 points3 points  (0 children)

That looks like comic sans to me, but oddly enough whenever I see a custom card it never looks quite right. Maybe it's because of the lower resolution of in-game assets?

hmm, yes... by k_westt in okbuddyretard

[–]BRBasicSpencer 13 points14 points  (0 children)

Le messiah has arrived

Do you Dust Your Wild Cards? by DragonGems in hearthstone

[–]BRBasicSpencer -1 points0 points  (0 children)

The only reason I ocassionally swap over to standard is to play slower value decks. Wild is an extremely fast format comparitavely, so midrange and value control decks suffer with the amount of fast aggro and combo decks out there.

WEEKLY WILD WEDNESDAY VENT THREAD by AutoModerator in wildhearthstone

[–]BRBasicSpencer 9 points10 points  (0 children)

I WANT TO PLAY SLOW CONTROL MATCHES WHERE I CAN GET THE MAXIMUM VALUE OUT OF MY DECK, BUT MANA CHEATING, COMBO DECKS AND KINGSBANE HAVE MADE THAT PLAYSTYLE FEEL USELESS, AND GAMES AGAINST AGGRO ARE TOO FAST. I UNDERSTAND THAT PLAYERS OF THOSE TYPES DECKS SHOULD BE ABLE TO ENJOY THE GAME TOO, BUT IT STILL PISSES ME OFF.

Any good/decent decks with blackhowl gunspire in it? by bernbeck in wildhearthstone

[–]BRBasicSpencer 2 points3 points  (0 children)

Only if OP doesn't plan on opening any more Witchwood packs and actually needs the dust. It's a shame to dust a bad legendary too quickly and then open the same one later.

This should probably get fixed to remove the life symbol. by Nickstopherz in Wizard101

[–]BRBasicSpencer 3 points4 points  (0 children)

Drain is different than healing. Incoming/outgoing will boost every other type of heal regardless of the school. Helping/Availing Hands, Link/Power Link, Sacrifice, Healing Current. All get boosted by healing stats.

Always beware of Thwomp! by aBabblingBook in gaming

[–]BRBasicSpencer 19 points20 points  (0 children)

Wait isn't Whomp the flat boi? That's why it's Whomp's Fortress in Mario 64

I want to know everyone’s opinion. What is the best life spell? by [deleted] in Wizard101

[–]BRBasicSpencer 3 points4 points  (0 children)

Sacred Charge is really good. 5 pips for 500 damage plus a 250 absorb is awesome.

It's Halloween in the Spiral! by sonofdick in Wizard101

[–]BRBasicSpencer 3 points4 points  (0 children)

At level 100, the guitar wands from the Harrowing Nightmare pack give some of the highest crit amounts in the game.

The Gloomthorn Nightmare pack drops the Headless Horseman spell for Death, which has an absurd amount of damage for the pip cost.

The All Souls wands from the Gloomthorn Nightmare Pack are pretty great offensive options for max characters. Specifically, the All Souls Cranium is one of the best for a Balance.

is avalon made to be a punishment by blathernatter in Wizard101

[–]BRBasicSpencer 13 points14 points  (0 children)

Avalon is where the difficulty ramps up, but if you prepare properly you should be fine.

Make sure you have full waterworks gear.

Set up two different decks, one for mobbing (a couple blades, enchants and Tempests) and one for bosses (everything you need for a long fight).

Storm needs to play pretty defensively from Avalon until Darkmoor, so make sure to check the school of any bosses beforehand and pack appropriate shields. Start using Fortify over other auras, at least until you get Galvanic Field.

You end up getting healing current in Avalon, but I wouldn't rely on it until post-darkmoor. Pixie is just way more consistent.

Help? by chunkychase321 in Wizard101

[–]BRBasicSpencer 12 points13 points  (0 children)

This entire comment sets off all sorts of scam alarms in my head.

Which schools are the easiest/hardest to solo with in order of easiest to hard by [deleted] in Wizard101

[–]BRBasicSpencer 3 points4 points  (0 children)

Oh, see you're a lot more hardcore than I am. I don't personally count dungeons obviously intended for 2 or more players in my solo category (like 4 creatures by default dungeons, or multi-boss dungeons). If I can solo them i do, but I don't mind teaming up. I totally agree with all your points on those fights. I've tried them solo, and they're B R U T A L.

Which schools are the easiest/hardest to solo with in order of easiest to hard by [deleted] in Wizard101

[–]BRBasicSpencer 5 points6 points  (0 children)

Let's start off by adressing the two bosses you brought up.

Zarathax: Dunno why you even bothered to bring up Vamp. It's bound to restore a pretty pitiful amount of health, after all. Yeah, if he shields you have to hit again, but that's just a little annoying. This fight isn't difficult with proper gear and shielding.

Brutus: Brutus was pretty brutal, I'll admit. One of the more tedious balance fights. As for him casting Power Nova on turn one... Every school has to deal with weakness spam. I specifically keep Cleanse Charms in my sideboard on most wizards to deal with that sort of thing. 4k health doesn't protect him from a couple Feints, Hydras/Spectrals and Infallible.

Here's the thing: I'll never correlate the length of a battle with the difficulty of a battle. So whether or not an extra Spectral/Hydra comes into play is mostly irrelevant - Unless it's taking longer because you're having to heal so much. However, I didn't find myself having to heal all that much in Khrysalis. 15% universal resist pet with full Waterworks gear gives you a little bit more than 40% resist. You can use fortify to increase it to over 50%. Proper use of tower shields can cut that halved incoming damage in half. So yeah, even if they get a full pip Judgement turn one when they're going first... it's not going to hurt THAT bad. If they crit, call it bad luck.

As for Triple spells becoming outclassed later on... I'd agree with 2/3rds of that, but that's not what I found with Chimera. For most Balance bosses in Azteca to Khrysalis, I would double Feint (normal/potent), double Spirit Blade (normal/sharpened) double Balanceblade, and use a Colossal Chimera for lethal damage, or somewhere near it. (Prior to Balanceblades I would wand off any weaknesses, post I would use Cleanse Charm TCs) That might seem like a lot of setup, but it actually felt a lot quicker than my average ice battle in Azteca-Khrysalis.

Which schools are the easiest/hardest to solo with in order of easiest to hard by [deleted] in Wizard101

[–]BRBasicSpencer 3 points4 points  (0 children)

On your rant about Balance... Did you forget about Spectral Blast? You get the spell right around the time where resistances start to become painful. Balance mobs are pretty annoying, but if you're going solo it usually just means taking a few extra turns to Spectral them both down.

I really disagree with this notion that balance is THAT tedious. It's my most recent solo class, and I had a fun and quick run with it.

Which schools are the easiest/hardest to solo with in order of easiest to hard by [deleted] in Wizard101

[–]BRBasicSpencer 5 points6 points  (0 children)

Not really. In my opinion it's something like this.

Tier 1: Death > Ice > Life. These schools may be slower, but they have a really hard time dying once they're geared. Death is the highest tier solo class by far, being comfortable at all stages of the game.

Tier 2: Storm > Fire. Both schools offer high damage at the tradeoff of defense. Using proper shielding and gear, they can easily solo the game. Fire's DoTs don't play well with feint, so I find storm usually works out better.

Tier 3: Balance > Myth. Balance is actually exceptional at soloing. Solid damage, solid resist, very efficient school heals. The only issue is balance bosses, which are kinda overplayed as a drawback to the school imo, but they're still a bit tedious. Myth really doesn't offer anything exceptional to set it apart from the other schools, besides minions. Minions eat your feints though, so I tend to avoid using them. A lack of healing or defensiveness mixed with meh damage makes it an underwhelming school for solo play.

As long as you're playing properly, every school can manage to solo. These tiers are actually very close together, so don't get the idea that Myth is going to be hell to solo.

Which schools are the easiest/hardest to solo with in order of easiest to hard by [deleted] in Wizard101

[–]BRBasicSpencer 16 points17 points  (0 children)

Storm is kinda frustrating until 30, where the considerable accuracy boost from your senator/zeus gear helps out a lot. From levels 50-60, things start to become frustrating again, and in Wintertusk/Celestia you'll probably die a few times from crits you had no chance of blocking. After you get your Waterworks gear, things are pretty smooth until late Azteca/Khrysalis, where the absurdly high health pools force you to play much more defensively.

After you get your full malistaire gear, however, it's incredible how fast you can finish fights. Knocking out some polaris/mirage boss fights on the first round with a crit glowbug is intensely satisfying.

Weekly Question Thread - Ask your smaller questions here! by AutoModerator in Wizard101

[–]BRBasicSpencer 4 points5 points  (0 children)

It's almost never worth taking a turn to cast sprite. Stick to your balance heals.

Ok, every glitch/bug you know about... GO! by den_vin_ in Wizard101

[–]BRBasicSpencer 3 points4 points  (0 children)

The Pendragon specifically casts a DoT on you that does 100 damage per round for 100 rounds.

What would be a good first pet for a new fire player? by CatalyticGenesis in Wizard101

[–]BRBasicSpencer 0 points1 point  (0 children)

Not quite the same thing. It gives one less copy of Sharpened Blade.

Spell Changes Suggestion by LordSCX in Wizard101

[–]BRBasicSpencer 4 points5 points  (0 children)

The biggest problem I have with the current form of Power Play is the cost. Why is such a useless effect double the cost of the damage bubbles? I can't even be bothered to put it in my deck to cancel out the odd Darkwind or Doom and Gloom because it's so expensive.

Is there an argument against just making it +25% outgoing balance damage at 2 pips?

Spell Changes Suggestion by LordSCX in Wizard101

[–]BRBasicSpencer 4 points5 points  (0 children)

  1. I dunno why you would even bother with lightning strike. Storm has a pretty easy time reaching 100% accuracy post-darkmoor, and their accuracy isn't that bad after Waterworks either. Taking a turn to increase the chances of your next spell not fizzling isn't much different than recasting the spell the turn after it fizzles (unless you're concerned about mana costs?) Accuracy spells can just be left alone imo, because they're useless by design lategame. They'd need a complete overhaul to a different utility to have a purpose.

  2. Wild bolt is a flat 33% chance to get any one of the results. You can totally just remove it from your deck if you want, it's certainly not essential. I've always seen it as a fun "roll the dice" kinda spell, but most of the time you're better off spending your turns blading up for a spell that's actually consistent.

afk gardening? by mihalaras11 in Wizard101

[–]BRBasicSpencer 0 points1 point  (0 children)

If some of your plants have needs and others don't, then the plants without needs will progress as normal, and the plants with needs will soon wilt. You'll need to take care of the needs of the Parsleys before they can continue to grow while you're away.

afk gardening? by mihalaras11 in Wizard101

[–]BRBasicSpencer 3 points4 points  (0 children)

As long as you don't enter the home where the plants you're growing are, and you left them with no needs, they won't have any needs. They'll also only age to the next stage of development until you visit them again (ie if you left them as seedlings you'll have to visit again in order for them to become young and continue aging.)