Sunday, November 27, 2016

Burning's Viewpoint on Level 120 PvP (Gearwise)

I came down with the stomach flu shortly after thanksgiving so this article may have been delayed a few days.

Hello guys, its been two days since my last post and I wanted to take a look at the other half of Level 120 PvP in terms of Gear and well from my outlook, it really could be broken depending upon how KI uses these convert percentages are used. The friends over at Duelist101 provided neat screen caps of the new items and I decided to include in the most IMPORTANT aspects for PvP, Athame, Amulet, Ring, and Deck.



                   
 

Athame:

The Level 120 version is basically an upgraded 110 athame with some percentages added here and there which is something I really like and dislike at the same time. Although in the first place, why couldn't we see something unique and different with the incoming/outgoing? Overall, the athame is something only very enthusiastic PvP players should get.

Ring:

Like the level 110 Ring before this one, it really didn't stack up against the level 100 ring. I admire KI for trying to add in critical as a mainstream staple but for PvP purposes it really isn't helpful unless your trying to critical on spells all the time. Instead what KI should do is focus on placing in 35 block rating, 3% universal pierce, and 45 critical rating just so it balances all out to what the 120 ring has now. The ring I recommend for now is still the level 100 ring.

Deck:

This is certainly an upgrade, since the introduction of mirage we all heard about Pip conversion and well we were kinda meh about it. So KI decided to place in Universal Pip conversion onto this new piece of gear. This is something that KI has to experiment more about since of course this is a very new concept and they don't know how to officially set percentages according to level yet. So for the time being, get the deck and test out the pip conversions :)

Amulet:

The amulet is almost no different from the 110 amulet with the one exception being the inclusion of pip conversion. The level 120 Amulet is pretty good and like the item cards before it, it got upgraded a bit from colossal item to epic item. I would say this amulet is a pretty good keeper to buy and I would recommend this as a first purchase with your tickets.



Friday, November 25, 2016

Burning's Viewpoint on Level 120 PvP (Matchwise)


Hello everyone, it has come to my attention that Mirage is coming soon within two weeks or less right? Well, if so then I am kinda uncertain about the 118 spells being used in PvP and I'm thinking on scenarios of what would happen if the 118 spells are used in the 4 types of PvP (1v1,2v2,3v3,4v4).

1v1

This one certainly is gonna be a big changer in how we battle. Since the 118 spells are 4 pips + 1 shadow and we can select who we target to, its easy to assume that its just gonna be all on 1 guy. There are certain instances for like an example life is better off with the 5 pip spell Hungry Caterpillar then this purely because of damage and the added effect of a shield. Same goes for fire with Fire From Above because of damage and the added effect of 3 traps which has more combination potentials. Lastly, balance is also better off with their 5 pip spell, Gaze of fate for this one because not only of the damage, but the way it deals damage along with the benefit of having a +25% bubble for Balance. Notice how i'm only picking on the schools that had single target spells in darkmoor but not the others like Myth, Storm or Balance? Well these 3 schools can benefit from this in someway. In general though, I can see this as only a cheaper 5 pip darkmoor spell without the effects and as a result this is only good if you want to end your opponent early in the match.

2v2

Now this one is somewhat good in the sense that its divided among 2 opponent wizards. Lets take for example fire's Scorching Scimitars, when divided among 2, it does about a colossal enchanted meteor but when enchanted with say Epic, its almost like a 6 pip raging bull without the -25% mantle which is something I could see in the future being used. Same with ice's Climaclysm & balance's Sandworm , when divided among 2, it does about a gargantuan enchanted max damage blizzard/sandstorm but when enchanted with epic, it does the same as a mystic colossus. Believe it or not but Storm's Iron Sultan is much better then tempest because the vast amounts of combos it can do in the aftermath then when compared to take all your pips tempest. As for death, the damage is almost the same as a epic enchanted deer knight, but I think for them they should avoid using this spell in 2v2 situations unless it turns in a 2v1 or 1v1 like situation plus the damage over time aspect of deer knight is much better then just damage. Myth's damage of their spell is the same as a epic frog which is something I'm happy to see myth get and when enchanted its basically a 4 pip mystic colossus with more damage. Life well in short sense is basically a weakened forest lord of 492 but costs 4 pips but when enchanted to epic it does 792 which is something I'd say that its not too bad for life after all.

3v3

This is where at the point I avoid using the new 118 spells since most of the damage will be weaker then what you will get if you used a enchanted non shadow spell such as Blizzard, Sandstorm, or Meteor Strike. The only way I can see this in PvP is if your doing a 3v3 with all schools being one and one of the team members used the new spell to clear out any shields or otherwise using this in quick match tourneys.

4v4

Whatever the 3v3 scenario has also applies to here with one exception, using this in quick matches. Sorry to disappoint but the 118 spells are not useful as AoEs after all.






Saturday, November 19, 2016

Burning's Opinion: Mirage Test Realm


Hello everyone its been a while since my last post but here I am once again with test realm updates and my opinions on them. 


Fun Fact: KI released Mirage onto test realm around the same day as when Polaris went live realm. 

Mirage:

Mirage of in itself is really something towards me whether its the intentional puns that Alexander Lionheart wish he would say or several notable Easter eggs throughout the world that were intentionally placed for fan service. This world offered up a bigger play area in terms of the variety of mobs we face, how huge each area is, and well the new street bosses roaming around the areas. 

Street Bosses


Speaking of Street bosses, as of the end of the "Spoilers" free part of Mirage, there are about 5 street bosses in total to fight which is a step up from Polaris's one street boss and eventually one key boss. These Street bosses are indeed difficult to face since they all use shadow magic plus some notable cheats and like polaris, the pets also join in on the fun too which offers up a challenge to those who want to try looting up a pet. 

The New Spells:

As for the newest spells on Wizard101, they arent half bad. From a visual standpoint, they really stepped up their game and made it as though we are gleaming at a hopeful remaster of wiz in HD ( I know its a long strech but it could happen)



    









All these spells divide damage based on the number of enemies you selected (Max 4) which is something I am intrigued in since I feel more people will use this in PvP in terms of both power and a way to combat beguile users. However I feel as though its very weak when its selected as AoE since its divided among all enemies. Life for example has 984 damage to one, but when its divided into 4, its only 246 damage to all enemies which is weaker then ice's blizzard card spell that you can train at level 22. Speaking of which, Ice also shares this since their shadow spell gives off 984 damage. In fact, all of the spells listed above do about relatively the same amount with the difference is just 10-25+ more damage, I get that KI wants to accurately portray which school hits hard and which doesn't. So if your using this in 4v4 PvP, your best off to your regular AoE Spells (Except life cause this is the ONLY option they have as an AoE). As for 1v1, I see this as a new "Burning rampage" of sorts but not as impactful as that spell since this is restricted with a shadow pip. 

Pip Conversion


Now for the part that NO ONE even bothered to look at, the power conversion. This is something I am uncertain this will become a big thing like piercing but no one sees a Pip Conversion Jewel (Yet) in mirage which is something of a relief, but I do see this as a mainstay of wizard101 for years to come.

Housing Magic

Housing magic in summary is really fun. Its almost as though KI looked at Disney Infinity and said "We need to make housing look great again". So then they took the idea of that and well, it really is fun to use. Although the mechanics behind it may seem a bit complex at first but once you know, you can just imagine the endless possibilities.

 Overall, I can say that KI really outdid themselves with letting us wizards gain the ability to be more creative with our house.