Saturday, March 12, 2016

A comparison between the 110 wands, Fortune Teller v. Skulls

Hello everyone, I checked out the road warriors pack via a friend's gift of 6 pages in total and I got 2 skull wands one of which I can use. Now since this skull seems as though it's actually pretty good or in some cases better than fortune teller. I'll explain what are the pros and cons of these 2 wand sets and see if your preference changes.For this example, I'll be using the elemental damage of fire as my damage basis.

Fortune Teller (Level 110)

Pros:

- 1% more pierce
- A May Cast Astral that focuses solely on damage

Cons:

- 1% less damage
- Lacks a Square Socket*
- wand hits are one school sided

Road Warrior Skull (Level 110)

Pros:

- 1% more damage
- Provides a Square Socket*
- A May Cast that provides traps*
- Provides wand hits for more than just one school 


Cons:

- 3 less critical/critical block
- 1% less piercing


*Questionable but its all on preference 

Conclusion:

In the end though, its all based on how the user plays. If they love to combo off things with a partner and don't mind taking 1% less piercing, than the Skull wand would be amazing. If they love to do a decent amount of damage that is astral based and doesn't mind the wands being one school sided, than the Fortune wand is for you. With that in mind, I'll see you later whenever I can get the road chopper.









Wednesday, March 9, 2016

The State of PvP in Wizard101

Hello everyone, as the month of march rolls around, I wonder to myself, "Will KI ever fix PvP?". Recently, Wizard101 was updated to contain the Critical/Critical Block formula more towards a realistic approach. I actually approve but on the other hand, many people can agree that before the recent update, farming in darkmoor & morganthe was quite easier since critical goes off like a firecracker. But as we move on to the current state of PvP, is there anything good/bad about them?

Low level PvP(1-10):

Pros:

-Easier to rank in PvP
-Gambling for a win (Via new pet)
-Faster PvP matches

Cons:

- Critical Pets 
- Could face privates in commander gear
- Limited TC deck
-Higher emphasis on TC usage

Intimate level PvP (10-20):

Pros:

-Easier to rank in PvP
-Faster PvP matches
-Expanded TC deck

Cons:

-Critical Pets 
-Could face privates in commander gear
-Higher emphasis on TC usage

Adept level PvP (20-30):

Pros:

-Expanded TC deck
-Higher Health
-Faster PvP matches
-Opportunity to craft Gargantuan 

Cons:

-Critical Pets
-If warlord, you could face level 50s with critical gear
-Higher emphasis on TC usage



Magus and Master level PvP (30-49):

Pros:

-SKY IRON HASTA
-Higher Health
-Opportunity to craft Gargantuan
-Massive Combo possibilities

Cons:

-Easier to be defeated by warlords
-Critical Pets

Grandmaster level PvP (50-59)

Pros:

-Higher Health
-Can use the astral schools as trainable spells
-Biggest TC deck expansion

Cons:

-If warlord, you can face exalted
-Critical is broken
-PvP strats are sometimes predictable (Especially to ice overlords)

Legendary, Transcendent, and Archmage level PvP (60-89)

Pros:

-Higher Health
-Higher Critical/Critical Block
-Has more selections for astral schools
-Can obtain universal resist gear via crafting

Cons:

-Harder to get through PvP
-Takes longer for PvP
-More spells that are able to stall you

Promethean PvP(90-99)

Pros:

-Higher Health
-Higher Critical
-The start of universal resist in dropped no auction gear

Cons:

-Longer PvP time
-Stalling 
-Utility spell abuse

Exalted & Prodigious PvP (100-110)

Pros:

-Highest Health
-Highest Critical / Critical Block
-Highest Universal Resist & Damage via dropped no auction gear (Darkmoor & One shots)

Cons:

-PvP stalling
-Longest PVP time 
-PvP tactics are repetitive

  










Monday, March 7, 2016

Connor's Top 10 Fire Spells

In order to qualify, it must follow these guidelines 

1.It must be trainable
2.No item cards unless it's honorably mentioned
3.No Shadow spells

Number 10:

Efreet



Now what can I say about this spell that hasn't been said already? Well, it is a symbol of when a fire gets really raged.I placed this on number 10 simply because of the pip cost plus with recent addition of bad juju tc, I feel as though efreet has been cheated for its aftereffects. The only thing that bad juju doesn't have compared to efreet is the amazing cast animation ;) 

Number 9:

Backdraft


Ah yes, the fire's equivalent to the supercharge spell for storm,it has amazing uses in PvE like when you're trying to defeat a boss but this certain boss has moves such as earthquake or sirens then backdraft won't be an issue to worry over. The only backdraw to this is well, its a trap which only applies to one enemy.

Number 8:

Krampus


Ah yes, the holiday devil for christmas how can I forget about you? Well anyways, getting back on topic, the spell pretty much is meteor strike only it applies a -45% mantle which is actually useful in PvE and in some cases PvP but it only applies to one target. Now you maybe wondering, why is it only at number 8? Well, the means to get this specific spell only happens during the month of december when the spell along with its tc counterpart is dropped by Loremaster. So unless you got your friends that have krampus tcs they don't want, then you have to wait until its christmas or get into legendary crafting (Which I know most of you don't want to). 




Number 7:

King Artorius


The King of Avalon rolls on by number 7 since its effects are actually more appealing when being compared to other kings of different schools. The only spell that can rival this version is the myth one with the DoT aftereffect + 1 shield remove. This spell has more usage than efreet in PvP and has potential combos with it. I placed this at 7 simply because like with number 10, the pip cost is high.




Number 6:

Heckhound


The dog from the ashes comes in at number 6 with its legendary status of doing what balance's Judgement only in DoT form. This spell can be indeed deadly if unnoticed and is in fact one part of the strats of early fire PvP back in the day. But with new updates comes new counters, for example life can triage it and myth can shift the damage back to you. However, if you stack DoTs, you can pack quite a punch with heckhound.


Number 5:

Rain of fire

 Now the reason why I love this spell is the total usage of DoT, it does 300 damage to all at first then does 800 over time which if you can enchant, its actually pretty op in the aftertime. I like the usage of first hits not being the deadly blow kinda like what minotaur does. I would had made this number had it not been for one thing, PIP cost.


Number 4:

Power Link


The powerful version of link, it provides (with the cost of 2 more pips) more healing in exchange for more damage to the opponent, you can use this in so many ways, I mean after all this is a utility side quest spell. Power link provides many options for which a fire wizard can do such as provide more healing to themselves while providing a threatening DoT to remove any upcoming shields. 

Number 3:

Brimstone Revenant


The Fire equivalent to loremaster, it does about as much as a maxed out loremaster hit but it provides a buff to the next fire spell instead of debuffs. This can in turn provide fire with a deadly spammable weapon in both PvP and PvE. This used to be nothing more but a damage only spell kinda like catalan when it was first introduced. But recently, KI gave both those spells a buff. Its 4 pip cost makes it ideal for enchanting (+250, or +300 if your a tryhard) for all levels. Unlike Krampus though, this spell isn't restricted by the holidays and is dropped by Loremaster ;) 


Number 2:



Choke/SmokeScreen

I included these two spells in the same spot simply because they both perform the same function; utility spell. Obviously this wouldn't be number one because besides PvP functionality, where else can you use choke on a boss? Smoke Screen on the other hand can distract both PvP  and PvE for a single pip. Combine that with the tc version, your unstoppable. 

Honorable Mentions:

Eirikur Axebreaker


I did mention that item cards were in fact gonna be on this list and here's one of them. The Eirikur Axebreaker spell also known as Coldfire Dragon pretty much acts more utility then attack considering the buff/debuff mentioned alongside the 440 fire damage. It also is a symbol of me and I didn't want this to automatically to be my number 1. 

Fire Beetle


This spell on its own is actually quite op in PvP for the potential combos it can do. But like my mascot's item card, it cannot be trained and therefore ends up here.

Magma Colossus


This seems like something that it can be a trainable spell with the damage being almost reasonable along with the shield effect but its not. Magma colossus is just basically Weaver(Ice) only it doesn't cost a shadow pip, less damage and -30% less tower effect.

Number 1:

Burning Rampage


And for our number 1 pick we have Burning Rampage. Now before you say why is it at number one besides damage, I would like to say that this spell actually is 2 spells in disguise, don't believe me? In the card image itself, it shows a Sunbird with firezilla. I love when they mix in two different spells and see what results you can get from it. This spell in terms of looks also symbolizes the 1933 movie King Kong with the sunbird being the plane and the firezilla being King Kong. 


Now what are your favorite fiery spells? Post it down below in the comments section below.






 
















Tuesday, March 1, 2016

The Omens of Shadow

Well, as I saw KI's march newsletter they released a little teaser for their next semi-major update. I say semi-major because it's part of the spring update but it holds no importance unless it has an amazing drop spell card or provides an challenge with good rewards. What i'm predicting right now is that this key boss will drop the morganthe spells that were rumored to by dropped by the plant monster in darkmoor. That or perhaps a new shadow spell that costs 1 but provides the benefits of two shadow creatures like the sentinel and the seraph along with the backlashes. As we inch closer to the update, I wonder, are we gonna face more shadow morphed creatures as regular bosses and not just end boss within the upcoming worlds? I get that question because in the picture, there is 3 shadow creatures, two we can morph into and one we cannot. But anyways, what are your guys thoughts on KI producing this next key boss for the spring update?