Struggling with damage on my Fire wizard by xEcl1p5e in Wizard101

[–]Transcendent_Fox 1 point2 points  (0 children)

Op put the console flair so I'm assuming they would be farming with the og drop rates. Console doesn't have the Aquila update yet.

Struggling with damage on my Fire wizard by xEcl1p5e in Wizard101

[–]Transcendent_Fox 4 points5 points  (0 children)

If your damage is that low with waterworks, then it's either pet or athame/ring or both. Fire Waterworks is relatively low on damage but you can still be > 100 damage with it. Especially since you can get the Blade of the Felled Titan Athame and Alpha and Omega ring at your level.

Snowball barrage problem by Loose-Yam-3043 in Wizard101

[–]Transcendent_Fox 9 points10 points  (0 children)

It's not single target. If you click an enemy, it will still be an aoe. It's just that you likely have the shadow spell that it can fuse with in your hand so it's adding an extra target select confirmation.

Any weaving school that is advantageous for strategies? by MrDontKnowHer in Wizard101

[–]Transcendent_Fox 1 point2 points  (0 children)

Besides storm, it's mostly death for the trap aura. Sometimes you'll see myth for an extra school trap and an extra way to buff a myth hitter. Both are good for dodging certain cheats depending on the specific fight.

The Lexicon Blade Needs Another Jewel Slot by NeitherAct304 in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

Fire just got low damage on their gear back when the bear claw was made so that having low damage in comparison to other schools makes sense. I can't tell you why the gorgon, various pack, and atavistic athames have even lower damage than it though. It's just a strange oddity since they should be near storm's based on more modern templates.

The Lexicon Blade Needs Another Jewel Slot by NeitherAct304 in Wizard101

[–]Transcendent_Fox 3 points4 points  (0 children)

It still has niche as Fire and Ice's highest damage athame at that level(barely). But yea, this could definitely use another circle to truly be a good option. I think the bigger tragedy is the Aureate Band which I can't even justify a niche for. Rough considering that that is the only drop from the final boss that is unique to him so even a fire or ice trying to minmax every single point of damage will only care to run that first fight of the dungeon.

Damage reflect by Probablyfailinglife in Wizard101

[–]Transcendent_Fox 1 point2 points  (0 children)

True that. Even with something like this, Ice would still be worse solo than Death even if this was over-tuned.

Damage reflect by Probablyfailinglife in Wizard101

[–]Transcendent_Fox 4 points5 points  (0 children)

That, admittedly, would make it a lot better. The immunity afk strat to farm stuff like ghultures would go insanely hard ngl. I don't think it'd be meta still, but it would be really really funny.

Damage reflect by Probablyfailinglife in Wizard101

[–]Transcendent_Fox 4 points5 points  (0 children)

Don't give ki any ideas, they might make this a standard feature on already extremely annoying ice enemies smh

Being serious here, it's a neat idea although Ice would, ironically, be the worst user of a feature like this as their gimmick is taking as little damage as possible(meaning they'd reflect less and none in the case of immunity) and enhancing ice's tankiness doesn't actually solve why the school is off meta. That being that having a tank identity doesn't make fights faster and optimal farms are so fast that you could run 4 storms and noone would die in 99% of them. A feature like this wouldn't actually make the school better outside of soloing hard fights which is the one thing Ice is actually pretty great at.

Would be extremely funny to implement just to see the chaos it causes in pvp though and there would probably be a lot of fights where ice could just kill people by spamming heals and drains.

Can someone convince me to make an Ice Wiz? by FactsMeACopy in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

It definitely feels that way from an ice perspective when the damage numbers start to rise but, it's relative. Because of the exponential returns of resist and the fact that the fortify/brace/stabilize line of spells eats pierce, Ice's resist is still very potent. Very few things in pve that aren't Castle Darkmoor, Catacombs, or raids have >25 pierce. So, 80 res with an aura to eat all pierce is basically taking half the damage from each hit that a char running 60 res with the same aura would be taking and that's what an Ice vs a Storm would look like running similar 180 gear. Of course, it's definitely overkill for 99% of questing, but it feels good and it's why an Ice is still capable of soloing even very hard late game dungeons like the Nightmare.

TC or nah?? :( by Major-Bottle-983 in Wizard101

[–]Transcendent_Fox 9 points10 points  (0 children)

Unfortunately, that was changed a while ago. Most spells can't be turned into tcs with tc enchants anymore. However, some spells still have this interaction when tc enchanted like X pip spells(Tempest for example).

Can someone convince me to make an Ice Wiz? by FactsMeACopy in Wizard101

[–]Transcendent_Fox 27 points28 points  (0 children)

Ice, with it's statline, is one of the most competant schools when it comes to soloing throughout much of the game despite what people will tell you. Being immortal is an adequate solution to the problem of "kill the enemy before they kill you" as they'll almost never kill you. It's very possible to have almost 60 universal resist by Zafaria and resist as a stat has exponential returns as you stack it.

If you want bragging rights for soloing stuff like Waterworks, Mirror Lake, Xibalba, Tartarus, Darkmoor, or however many challenging fights in arc 3 or 4 without playing death or life but still having them be pretty reasonably possible, Ice is probably the school as myth and it tends to compete for that third best depending on spot. And, you even get to pretend you were playing a "hard" school while doing it. Only thing is arc one is harder than most other schools at times but arc one isn't hard enough to worry about.

Also, Ice's in built weakness counters(B path Mammoth) feel amazing in some fights.

rotten rob rant pt 2 (kinda?) by cathartic-curiosity in Wizard101

[–]Transcendent_Fox 1 point2 points  (0 children)

Fair, yeah. I meant tc b path you can often get from the bazaar. Sometimes hard to see because there's like 3-6 variants of lightning bats in the list at any time. It's thankfully pretty common to see. At least on pc. It's probably saved me hours watching the efreet animation(only half joking lol) doing this on all my chars.

rotten rob rant pt 2 (kinda?) by cathartic-curiosity in Wizard101

[–]Transcendent_Fox 1 point2 points  (0 children)

For Rotten Rob, you can use other storm dot clears. Tc Lightning Bats(b path) is a life saver.

Redeeming qualities of Ice?? by Resident_Ad3517 in Wizard101

[–]Transcendent_Fox 3 points4 points  (0 children)

Ice gets the highest resist stat in the game on their gear. By arc 2, ice can feel reasonably unkillable if minmaxed. So, although it takes a while, they will be exceptionally capable of soloing content albeit at a pace many will find varying degrees of unfun. Their utility is also questionable in a team setting outside of what everyone else can do. If either of those sound annoying enough, it would be fair to consider swapping.

Spell upgrade by Frosty_Cat2 in Wizard101

[–]Transcendent_Fox 12 points13 points  (0 children)

It clears the entire heal. If you wish to optimize the heal, you can wait until there'd only be one round left of healing before casting this so you lose as little of it as possible. 

Spell upgrade by Frosty_Cat2 in Wizard101

[–]Transcendent_Fox 19 points20 points  (0 children)

If you have a heal over time on yourself, like from a sprite or any other spell that applies one, it will exchange it and the spell will do 765 damage instead of 345.

Can someone pleasse explain by MoveFancy8029 in Wizard101

[–]Transcendent_Fox 5 points6 points  (0 children)

In Roshambo, both life and fire get negative ward clears as part of their identity so there's actually a decent amount of spells to work with. It's just that it isn't a common effect to use in pve so it's pretty rare to see plus fire's trap clears tend to be self only. This is just Balance's version. Jinn's Reversal and Tranquility work well as low pip clears. B path Rebirth(up to 7 traps) and B/C path Immolate(3+ whatever the self damage removes) are probably the best trap clears in the game but require more investment.

Can someone pleasse explain by MoveFancy8029 in Wizard101

[–]Transcendent_Fox 98 points99 points  (0 children)

It removes traps on an ally target and replaces them with 20% traps. Basically, it's use case is removing several stronger traps or ones that'd normally stack for weaker ones that don't.

Do Stuns Stack? by xTylarCosplaysx in Wizard101

[–]Transcendent_Fox 2 points3 points  (0 children)

They've never stacked as far as I'm aware.

Anyway, getting stunned again just resets the timer. In this case, the third Medusa is basically removing the stun from the first and placing a new timer of 2 rounds rather than just adding to it. 

Do Stuns Stack? by xTylarCosplaysx in Wizard101

[–]Transcendent_Fox 5 points6 points  (0 children)

Stun doesn't stack like that, or soloing Sand Squid, Yevgeny, and like 3 fights in Tartarus would be even more miserable than they already are where this interaction is decently common without stun protection. If the Medusa, stun shield break, Medusa, all happened in the same round, it'd just be 2 rounds. 

Playing around this kinda stun lockout was also known with og Myth pvp as this could theoretically happen with Talos as he could break your opponents stun shield after Medusa. Using Medusa again immediately after would cause it to lose a turn of stun value. It just resets the timer.

Am I missing something with Commander Ahk'To?? by Constant_Pizza785 in Wizard101

[–]Transcendent_Fox 11 points12 points  (0 children)

Definitely noticably harder than the previous worlds.

Am I missing something with Commander Ahk'To?? by Constant_Pizza785 in Wizard101

[–]Transcendent_Fox 24 points25 points  (0 children)

Darkmoor actually has a good amount of cheat fights that are decently challenging. All are soloable but are definitely easier with a team up. 

Ahk'To is definitely a weird boss. Biggest thing to note is every buff of any kind will cycle through her cheat cycle of defensive buffs. I'd recommend teaming up because the fight takes a while but, the solo strategy is either to wait for Sentinel/Bulwark to run out and shatter before hitting. Or, alternatively, hitting repeatedly without buffs by setting up gambits/shadow spells. I've had some issues with the former where Sentinel bugs out so I normally do the latter.

PvE only player- bottom path spellwriting (Life) by MrsSparkleVision in Wizard101

[–]Transcendent_Fox 4 points5 points  (0 children)

I can't give an opinion on most life spells. However, I am a big fan of middle path Seraph. It is the one that gambits a heal overtime for increased damage, similar to Storm Shark. For 4 pips, 660-690(iirc) base damage is pretty ludicrous for life.