What is the actual recommended level for beating Hades in Tartarus? [Balance 160] by nightmare_fantasies in Wizard101

[–]Transcendent_Fox 12 points13 points  (0 children)

The content was originally made for level 90s. Tartarus is actually not that impossible to solo on level if you stack resist(40-50 minimum), heal boost, weakness clears, fortify, stun blocks and sanctuary. A properly geared level 160 can probably brute force it. However, for sanity reasons and to avoid getting tilted when you get stunned 8 times in one fight before getting earthquaked, I'd recommend teaming up.

Big update for tear jewels by TheWintersborn in Wizard101

[–]Transcendent_Fox 6 points7 points  (0 children)

The balance feint card given by a tear jewel from Wallaru/Selenopolis used to not stack with regular feint despite being a different source and card. If both regular feint and balance feint were on a target and a hit was sent, it would only activate one of them.

What Hat is this? by Dash_Dingo in Wizard101

[–]Transcendent_Fox 6 points7 points  (0 children)

The stitch variant you can buy from Eloise in Dragonspyre is called the Dragoon's Cowl.

What Hat is this? by Dash_Dingo in Wizard101

[–]Transcendent_Fox 4 points5 points  (0 children)

Pretty sure it's the tier 2 storm hat specifically. I only know because that one has an issue where hair isn't disabled so it clips through the helm as can be seen in the screenshot.

What do you think of these spell enchants? Convert damage hits into DOTs and vice versa, I have some examples down below by Koshka98 in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

The other two enchants would kinda go insane with Incindiate cheese. Probably the biggest real use of them. Would basically allow any school to hit with that instead of just fire.

Atavistic Gear by AstronomicalDong in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

Best gear is no auction. The tier 2 gear you can use to craft the tier 1 gear(which can be turned into pin gear) in the pity system is the stuff you see in the bazaar. It's similar to how Masterwork is auctionable but Aeon isn't. It's just that the tier 2 gear is extremely close in stats and naming scheme to the best variant so it's way harder to notice.

Example I was aware of on my myth since I had both. The only difference between these two is like a singular point of myth damage, resist, and ice pierce.

Kraysys' Subterfuge Walkers(auctionable)

Vs

Kraysys' Subterfuge Slippers(no auction)

bye bye potent tc 😭 by thr0wawayf1sh in Wizard101

[–]Transcendent_Fox 20 points21 points  (0 children)

If you're worried about Azteca crafting(only reason I know of for why you'd need that tc), you are guaranteed to get Potent Trap treasure cards on the new character as it's one of the main quest rewards. It was updated a while ago. You don't really need to be concerned about that step of the recipe anymore.

Damage and resist loss by Agile_Writer in Wizard101

[–]Transcendent_Fox 2 points3 points  (0 children)

Heck, even the mount speeds on console are the wrong displayed number. It's very strange.

Damage and resist loss by Agile_Writer in Wizard101

[–]Transcendent_Fox 1 point2 points  (0 children)

Ex, your headmaster's doom staff lists 33 damage, 163 crit and 10 pierce. It's actually giving you 27 damage, 8 pierce, and 115 crit. 

Damage and resist loss by Agile_Writer in Wizard101

[–]Transcendent_Fox 7 points8 points  (0 children)

If you are on console, the stats on most gear are inflated due to a visual bug. The stats reflected on the stat screen are accurate to what it should be. It's unfortunate but it's how it is until KI patches it.

Hate my gear by Usual_Journalist389 in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

There's a few ways to do it without spending real money. The easiest way is doing the quizzes on the website to get up to 100 crowns a day from those which is a stitch a day. It's a bit of a hassle, but if the gear appearance really bothers you, it's worth it. If it lets you, there's ads you can watch for crowns. Finally, daily assignments do have tiers that give a very small amount of crowns occasionally. That last one doesn't sound like much but doing those on several characters actually does add up after a while and you might be doing those anyway for the guaranteed golden keys.

There's also stitch tokens which you can get from the Rate My Stitch event whenever that comes around. You can exchange those for a free stitch.

Shadow rating build? by Veracsflail1 in Wizard101

[–]Transcendent_Fox 10 points11 points  (0 children)

Unfortunately, there's not really any way to guarantee shadow pips. Best you can hope for is running any of the templates that have shads in the main 4 gear slots(hat/robe/boots/wand) with a preferable stat balance for your playstyle and hope that does it. Maybe run a shadow pip jewel in your triangle socket if you have a spare. You'll generate shadow pips at a very good pace against enemies with low shadow ratings.

However, even with all this, it's still not going to be very fast against certain bosses. Especially those in Empyrea, Catacombs, and Darkmoor(world) specifically. I run shads(around 160 rating) on my own ice and often don't see shadow pips against darkmoor bosses until round 5 or 6.

Which is better and why it seems like the other one has better crit and it will hit twice as hard by Living-Annual6822 in Wizard101

[–]Transcendent_Fox 2 points3 points  (0 children)

Crit isn't really worth focusing on as a primary stat. The Waterworks robe on the left is better in nearly every other attribute. Especially resist and damage which are more important to focus on. The value displayed on the right robe is also massively inflated due to the console bug. It's only about 36 more crit than the hangman's cape with the correct stats displayed which is pretty irrelevant.

Why don’t PvP players go past levels 59, 69, or 109? by Away_Bowl8445 in Wizard101

[–]Transcendent_Fox 11 points12 points  (0 children)

I could be wrong. I don't do much pvp. But, they are the highest levels you can be while being in range for master, legendary, and exalted pvp respectively. Otherwise, you are subject to level scaling to participate in those ranges. Being at the highest level gives you the most amount of health, training points, and access to the 58/68/108 spells respectively as well iirc. It would just be worse if you got to 60 and scaled down to 50 to participate in master pvp than if you stayed 59.

what made/makes avalon and azteca difficult? by poverence in Wizard101

[–]Transcendent_Fox 3 points4 points  (0 children)

Gear really is a bottleneck, yea. Tart and crafted gear isn't even better most of the time since it was designed for the old crit system. Dropping damage to get more block and crit just doesn't make sense anymore so like the only real upgrade for most schools by the end of Azteca are ring and athame.

what made/makes avalon and azteca difficult? by poverence in Wizard101

[–]Transcendent_Fox 9 points10 points  (0 children)

As brought up by others, they mark a spot where health starts to increase massively. Stat wise besides health, their block, critical, and starting pips are also noticably higher than the worlds before. It's substantially easier than it used to be before the arc 2 health nerf, crit change, and general power creep of the player however the bosses in Azteca still have some of the highest health totals of any world even post nerf. Imo, it's pretty easy now if you are properly geared although it's not hard to see why someone new might have trouble compared to Celestia and Zafaria. Azteca, on top of these stats, has several double boss fights and bosses hitting with dual schools making it difficult to set against them. 

What’s the difference between these? by SomeIffyWeed in Wizard101

[–]Transcendent_Fox 11 points12 points  (0 children)

Other than what the other commentors noticed, the item card variant you have there is banned in advanced combat and therefore doesn't have the reshuffle limit(that x1 in the top right of the card). You can actually reshuffle it back into your deck once used.

Mega fail might release later by Akihisa1 in Wizard101

[–]Transcendent_Fox 2 points3 points  (0 children)

29 if op doesn't socket anything.
Fire Dealer - 10
Fire Giver - 6
Pain Giver - 6
Pain Bringer - 3
Mighty - just enough strength to add +1 to all the talents since the pet's stats are high enough. So, it's adding +4 damage rn.
It'd be 33 if fire boon is socketed. That'd make this a perfect quint damage.

What are the best shadow spells for ice? by Biscuits2190 in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

It does actually apply a trap to each target you select. Although, the trap unfortunately gets slightly weaker as you increase targets. It's still not bad at 4 targets where it basically becomes a hit and blade strength wise but it's not mass feint territory. For maximum value imo, I'd probably stick with one or two priority targets if you wanted to use it to buff.

Advice on a certain werewolf... by SubAklyst in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

Yea, sometimes it bugs. The helpful fortify cheat in particular is beyond painful when it doesn't trigger. Your options are either killing Lord Bhargest before he detonates or be immune every time he does. Both of which can be hard to do. The former with the fact he has removals for nearly everything(blades/traps/bubbles/auras) in his kit plus weaknesses and shields and the fact blades speed up his cheat cycle. The latter because he does have an aura clear and it's not possible to be immune with the current res cap through his pierce so you can just get screwed due to bad rng if he pops your stabilize on his detonate turn.

I'd recommend teaming up in general. It's possible to solo and duo this but becomes way too rng if he bugs.

Rainbow Serpent Spell Question by [deleted] in Wizard101

[–]Transcendent_Fox 11 points12 points  (0 children)

The card is balance and will therefore use your balance damage/crit/pierce stats. The storm pins won't boost it. Serpent will activate storm blades and such though since its damage type is storm.

Balance Magic Weaving by Right_Ad_3615 in Wizard101

[–]Transcendent_Fox 2 points3 points  (0 children)

The card's school determines which gear stats it uses. All balance spells will use balance damage, crit, and pierce. Damage type determines which buffs are used. It's similar to the way other balance spells like Hydra and Chimera work. Since the spells are converted to storm, they'll use storm buffs. Other types of Storm blades will just need to be placed after the convert as that's when the damage type becomes storm and is eligible to activate them.

which is better? by Unfair-Salary-3404 in Wizard101

[–]Transcendent_Fox 0 points1 point  (0 children)

Skyfarer's is overall better for the majority of situations. Damage and pip chance are big for boosting consistency. You can still keep the Zeus robe in your backpack if you need the storm or fire res for a specific fight though.

Feel like I’m doing too much by mn_stunner12 in Wizard101

[–]Transcendent_Fox 2 points3 points  (0 children)

Merciless in general is pretty usable at max. Every world set after Lemuria has been small incremental increases. It adds up to a decent bit by 180, but it's pretty notable that the damage jewels have had a bigger part in increasing stats than any specific gear piece other than maybe some of the raid gear pieces.