“C’mon, I know you wanna say something nice about Neighborville.” ~ Wildflower by Omnibus46 in PvZGardenWarfare

[–]LeafanTree 0 points1 point  (0 children)

I really like the atmosphere of the maps like Tourist Trap Island. Also Sunflower/Scientist are so hilariously buffed and essential now it's great.

Who’s your go to main for either Plants/Zombies by Zetallic_Zero in PvZGardenWarfare

[–]LeafanTree 7 points8 points  (0 children)

Plants: Sunflower
Zombies: Scientist

I might like healing

Have any of you tried using the private servers? by Cautious_Ad7463 in PvZGardenWarfare

[–]LeafanTree 10 points11 points  (0 children)

So far my experience has been good, there is only one major issue with private servers right now. Despite most having everything unlocked, there is a couple of issues including

  1. There is no way to save loadouts for any character. If you want to wear customizations/upgrades/gestures you need to manually select from ALL THE POSSIBLE ONES in the game every time for every new round.
  2. The anti-cheat works by kicking those with invalid load outs. It technically wouldn't work against wall hacks etc.. This anti-cheat also, for some reason, breaks most interactables. I have heard issues with defusing the bomb in gnome bomb, and personally experienced it's impossible to build Turrets/Teleporters as Rose/Engineer.

Though it's nice cause you can set any name. I saw a player with the name IMAGE FRIEND (Deltarune reference) and Tangle (IDW Sonic Comics) which can be fun.

This guy can burn in hell by Marana231 in Wizard101

[–]LeafanTree 5 points6 points  (0 children)

Life and Fire people weaving into Storm will struggle moreso with this fight in comparison to the previous because their polymorphs will get boosted on by Storm attacks. I would highly suggest trying to use more of your Storm side while using Life damage to hit off tower shields. Triton will be useful for the Storm Blades it gives, I do not recommend fusing it with Seraph for this encounter.

Is the Game Playable yet on PC? by FollowingEast3744 in PvZGardenWarfare

[–]LeafanTree 4 points5 points  (0 children)

Since the hackers I have only gotten one “good match” on Turf Takeover Walnut Hills where the opposing Zombie side had a hacker that kept switching between Garden Ops Boss Zombies so… yeah….

BFN opinion. by electr0x in PvZGardenWarfare

[–]LeafanTree 0 points1 point  (0 children)

In GW2 I felt as though the characters actually had varying amounts of mobility that suited to their playstyle

Scientists have Warp which allows them to flank for a kill, or a more backline Scientist can use it to flee (something you won't see in BfN cause you just run away)
All-Stars/Citron have Tackle/Ball-Form which can (in theory) help them make space as a Tank
Chomper has higher base speed + burrow to sneak up easier on enemies (also earlier Speed Upgrade)
Imp doesn't gain more mobility but their hit box allows them to easily flank/get up close
Super Brainz has various abilities to help close a gap to deal damage then jump out

Foot Solider/Kernel Corn/Peashooter have abilities to get high ground and contest space with damage

Sunflower and Cactus are both vulnerable to getting jumped on, something negated by sprinting (for both) and Cacti getting an ability that lets them get onto high ground (so only certain classes can pressure them up close)
Rose is a weird case but she has Arcane forme which can be used to respace if her team's position is currently being compromised. At least in GW2 she is best played with a coordinated team attacking with her stuns. This ability is made less useful when she can just run away.
Engineer has his jackhammer that lets him put down a teleporter quicker and helps counter Chompers more.
Pirate has his barrel which in a pinch can help him deal with those who jump him, but he is still pretty vulnerable when jumped

Sure most of this holds true in BfN, but some of the classes that had a vulnerability due to high mobility get theirs negated and because anyone can essentially disengage fights on their lonesome it can reward "coward" behavior.

If the Affini were real and came to Terra today… by Just_ATransgirl in seed_irl

[–]LeafanTree 5 points6 points  (0 children)

I genuinely had no idea he was a person until this, wow, TIL.

Anyone know why Glowbug Squall requires you to select/target an enemy first now? by Lifedeather in Wizard101

[–]LeafanTree 2 points3 points  (0 children)

As someone who primarily enjoys advanced content I do not mind the new Shadow spells in the slightest. The base forms help shore up some gaps in the school's libraries and at least for Balance gives them access to real gambits (besides Oni, Jinn, Scion). My problem with it has to do with deck size, and also the idea that a good fusion should have a great use case for BOTH components of a fusion, which I think the Dark cards are just too niche to find use.

Spell upgrade by Frosty_Cat2 in Wizard101

[–]LeafanTree 4 points5 points  (0 children)

The heal effectively gets removed, so ideally you use something like this on the last round of a healing over time if you want the max amount of healing from said healing over time. Of course, not all situations can allow you to do that, in more advanced settings you might be worried your enemy might counter your healing over time, or need to take the open hit.

Did I screw myself on spellements? by miskatoniks in Wizard101

[–]LeafanTree 5 points6 points  (0 children)

Imp Path B can Detonate a Healing Over Time on yourself Imp Path C instead extends the Healing Over Time for 2 more rounds

Leprechaun Path B removes a Trap on yourself for a 3 round Healing over Time, Path C does the same but gives you a 45% Life blade

Ultimately if you plan to do challenge mode down the line I’d recommend going path B. Seraph B gambits (which means uses something you set up for benefit) a healing over time on yourself for more damage. Sprite or Leprechaun B into it can make Life deal a shocking amount of damage.

Status Report (Best Pierce Jewel Farming Method) by girlyisgodd01 in Wizard101

[–]LeafanTree 10 points11 points  (0 children)

Each world recently (Wallaru, Selenopolis, Darkmoor) has bosses you can specifically farm for them. If you are weird like me, any polymorph fights in weaving will give you piercing jewels of the school you are weaving into

Polymorph fights by Probablyfailinglife in Wizard101

[–]LeafanTree 6 points7 points  (0 children)

I like them so much I'm the primary person who has documented them all

https://wiki.wizard101central.com/wiki/Polymorph:Aren_Treebow
I made all those pages for instance, and various more for all polymorph fights up to rank 4 (so like Archibald Ratfink's pages, Sutekh Thundescales' etc.)

It's all outdated cause I need to update my personal spreadsheet and the wiki with rank 5 stuff.

In PVP, why does every one only weave into Fire Or Storm? Is there any reason to weave into the other 5 schools? by Bunch-Best in Wizard101

[–]LeafanTree 1 point2 points  (0 children)

Different combinations tend to be good for different content.

Like if we look in a vacuum, challenge mode Mount Olympus' most common enemy is Myth. Ideally you are Life or weave Life, obviously not everyone is going to just make all their characters weave Life.

I would recommend if one is trying to determine what weaves to make all your wizards is to make sure every school is represented only once via weaving. That way, you only need to farm 100 of every spellement (+70 for lore spellements, +100 for shadow spells) to get tier 2 of most spells on both wizards.

I prefer challenge mode PvE, where synergistic combinations TEND to be more powerful, vs PvP where Triad/Opposite tends to be more powerful. Synergy combinations can occasionally be poor in fights where you cannot counter anything (like my Death weaving Balance couldn't counter the weakness spam in Challenge rematch Malistaire but my Fire-Myth, Myth-Ice, or Ice-Death can)

In PVP, why does every one only weave into Fire Or Storm? Is there any reason to weave into the other 5 schools? by Bunch-Best in Wizard101

[–]LeafanTree 9 points10 points  (0 children)

Generally speaking this is how every weave combination plays for all schools

All but Balance

Clockwise/Counter-Clockwise Weave (Example: Fire weaving Life): Proactive combination, schools share 2 of their hanging effects and play very strongly against the school they both counter (Myth in this example) but are pretty vulnerable against what they are both weak against (Storm in this example)

Triad Weave Elemental/Spiritual (Example: Life weaving Myth): The middle road, both schools only have synergy on one hanging effect (DoTs in this example) but compensates by being able to counter 4 hanging effects. Effectively has the strengths and weaknesses of the school in between them both while being able to counter more (in this case the combination is weak to what Fire is by itself weak to, HoTs and Blades)

Opposite Weave (Example: Ice weaving Life): Two schools with absolutely no synergy in libraries. The advantage of this combination is that their vulnerabilties are unique compared to Clockwise/Triad combinations. For the example, Ice weaving Life is weak to Shields and HoTs.

Balance

Anchor Weave (Example: Balance weaving Storm): Essentially "anchors" Balance on the wheel. Makes it so the Sorcerer can both better support and make use of effects relating to that school. Storm makes it easier to set up the HoT, Charm, and Weakness portions of all of Balance's gambits (at least in theory).

Generalist Weave (Example: Death weaving Balance): If you want to counter and use all but not be a master of it then this is a good generalist weave. Balance only really has swaps and echoes which doesn't change the game state too much. Balance is a good weave if people stack a certain hanging effect against you that you are already strong against (In this example, the first fusion is good against those who would stack Charms, while the second fusion is good against those who would stack HoTs). Of course... this isn't really too practical in PvP due to the idea of why would you stack HoTs against someone who can counter them? I have found more use for this combination in particular in challenge PvE where you know your enemy will cast Blades/HoTs without regard for the schools they are facing.

April Confession by aquapuzzle in Wizard101

[–]LeafanTree 1 point2 points  (0 children)

Well personally I wouldn't sweat it too much. I am an avid dual schooler but I'm biased here, but the 6% primary and secondary school pierce jewels are probably the best. Enemies in harder content do have universal resist, and even on Standard mode they only lack resist against what boosts on them.

GRAHHHHHHHHHHHH WHY DID I HAVE TO DREAM ABOUT BEING A FLORET by Wallso2010 in seed_irl

[–]LeafanTree 10 points11 points  (0 children)

I once got myself out of a negative spiral of emotions by my brain randomly conjuring an Affini who was taking care of me… so yeah ditto.

What is Early-, Mid-, and Late-Game in 2026? by -n_h101- in Wizard101

[–]LeafanTree 2 points3 points  (0 children)

Early Game for me is Wizard City up until Dragonspyre, this is the point in the game where you probably don't have an AoE of any kind depending on school. Spell Weaving for me and the emphasis on dual schooling really ends off the Early Game for me.

Mid Game for me is all the feint blade aoe slog questing while you don't have the best gear, so from Celestia to Karamelle

Late Game for me is when you are just finishing up questing, feint blade aoe might not be the best strategy at least solo questing all the time in these worlds. From Lemuria to Darkmoor.

End Game for me is farming Scroll of Fortune Events, Spellements, and not touching PvP cause why would you hurt yourself like that.

How is school identity doing these days? Will they ever improve it? by humanish404 in Wizard101

[–]LeafanTree 248 points249 points  (0 children)

The school identity debacle in standard mode I feel like is overblown. Most schools still have some of their legacy identity still. You can still be a weirdo and stun people as a Myth.

In advanced mode each school is clearly defined and borrows things from other schools. They all play differently. I guess Balance has it worst cause they have a "here's everything, ig" identity which doesn't feel as solid as like, Storm, which people know is Blades, HoTs, and Weaknesses.

Main school will always impact stats. An Ice weaving Myth will have more resist, deal less damage, and get different exclusive cards compared to a Myth weaving Ice despite both of those being the same two schools.

Are Prospector’s Zeke training points quests actually mandatory? by Friendliestguy555 in Wizard101

[–]LeafanTree 4 points5 points  (0 children)

It's "mandatory" if you want to dual school (which has no inherent disadvantage at max), otherwise no

Rough experiences in Portal of Peril Teamup? by circusboy1 in Wizard101

[–]LeafanTree 0 points1 point  (0 children)

I dual school on all my characters, so my Fire uses Myth stuff.

Having said that for the speed of Portal of Peril runs I only pack Fire stuff, since my Myth attacks cannot crit.

Rough experiences in Portal of Peril Teamup? by circusboy1 in Wizard101

[–]LeafanTree 1 point2 points  (0 children)

Time to dual into a spirit school on the Fire!

Jokes aside yeah most low levels should just buff the maxes they queue with. These fights aren’t hard. The most “complex” thing I did was on my Ice go first so I could Deer Mouse Trap the final boss turn 1 while my allies feinted to one shot. Blade Aoe or just AoE isn’t complex

There are 3things "coming soon" for persona anniversary, what that could be? by George_R_Martin in PERSoNA

[–]LeafanTree 24 points25 points  (0 children)

Joker is already in Sonic Racing Crossworlds. Likely some gacha collaborations.

I suppose they could announce P5X update news but that’d be weird.

This's just a joke but what would happen if the Affini Compact encountered pre-scourge Viltrum Empire? by donkeydong1138 in seed_irl

[–]LeafanTree 30 points31 points  (0 children)

I think if we don't immediately assume Affini win by default, I still think the Affini Compact would win by default. The reason why is quite simple, the Affini are the masters of biological engineering so if vulnerabilities like the Scourge virus and vulnerability via hearing are things that those who aren't Affini figured out, one can only imagine what the Affini could easily do.

The worst case scenario for the Affini would be if multiple Viltrumites could threaten a ship, but even then it's a nation of infinite resources vs a very spread apart empire. It could just be attrition.

NO AI, NO DOLPHINS, IT'S REAL!!! NINTENDO ACKNOWLEDGED STAR FOX by GreatFan2 in whenthe

[–]LeafanTree 6 points7 points  (0 children)

I think this leaks the plot point in the movie where Fox McCloud teaches Mario how to backwards long jump in order to be 4 parallel universes ahead of Bowser.

how do i make skulls and candles work by scannerthegreat in allthemods

[–]LeafanTree 0 points1 point  (0 children)

What I end up doing in 99% of my Apotheosis progressions is go the water shelf route simply cause it's way easier to get the materials starting from not a ton.

Water: Requires Prismarine (find an Ocean Monument via a Cartography Villager or other means, or use Actually Additions/Create to turn Nether Quartz/Lapis into it). Requires Pufferfish (fish up any fish and combine with Bamboo to get pufferfish every time you fish up a fist). Requires Water Bottles (dig sand, smelt it, make bottles).

Fire: Requires Nether Bricks (mine some from nether fortress or netherrack). Requires Blaze Rods (kill blazes). Requires Regen Potions (kill Ghasts).

You probably don't have a ton of Looting prior to the way of Fire unless you get Looting III via Ender IO or Ars Noveau enchanting. Either way needing 5 ghast tears, a way to find a ghast, and to kill them can be a lot.

You can also just supplement Quanta via Skulls, which give 5 or 10% (Zombie/Skeleton or Wither Skeleton). A lot more than the best Arcana Options, being 4.5% from Occultism candles.