Any other Death primary and Life seconday folks around here?
I really love the mix so far (level 19), but am wondering about some advanced strategy deckbuilding options.
I played M:TG for years, and am very familiar with building a small, efficient deck for specific purposes.
However, I just don't have that feeling yet with my Wiz101 cards - I'm not seeing any kick-ass 'combos' or 'purposes' beyond simple damage to enemies and healing myself or friends.
I'm a total 'control' or 'denial' deck person in M:TG (blue or black/blue), and am maybe hoping for someing in Wiz101 that doesn't exist.
Well, that sac thing he was talking about may be one of the combos.
One nice thing about the Life school is how much +HP they get. The more HP you have, the more efficient +Resist becomes, and the more +Resist you have, the more efficient you heal spells become.
At the moment, Assuming I use Fairy or Sprite 2-3 times in a fight, then I essentially have about 2200 or so HP, which means each +Resist is worth 22HP.
BTW, I'm playing as Michael Dawnweaver at the moment. I really think I should've made a girl though. All the guys look so angry.
Any other Death primary and Life seconday folks around here?
I really love the mix so far (level 19), but am wondering about some advanced strategy deckbuilding options.
I played M:TG for years, and am very familiar with building a small, efficient deck for specific purposes.
However, I just don't have that feeling yet with my Wiz101 cards - I'm not seeing any kick-ass 'combos' or 'purposes' beyond simple damage to enemies and healing myself or friends.
I'm a total 'control' or 'denial' deck person in M:TG (blue or black/blue), and am maybe hoping for someing in Wiz101 that doesn't exist.
Any thoughts or experiences to share?
I'm doing Pyro/Death and have made a control deck. Pyromancy has a school exclusive spell that stuns all the opponents. Balance also has one that you can get from the hdden trainer in Colusses Blvd. That right there is a solid basis for a "control" deck, just keep denying the enemy turns while your party members kill them.
Other control cards are Weakness (-30% to one opponents next attack) and the Ice and Life Absorb shields and the various "Make next X spell fizzle" and the stuff. I think Balance is the primary "fuck with the enemy and keep them from doing shit" school, with Ice and Life being the "make it so I can't be hurt" schools.
Combine all that with some way to damage the enemy while you do all this (like DoT spells or a Minion) and you have a basic control deck.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
Balance is a neutral buff/debuff deck. And since balance isn't solely buffable, it's geared more to buffing others. Or use the universal (but weaker) buffs on yourself.
Balance can:
Raise damage %
Lower Enemy Atk
Raise your resist
Lower enemy resist
raise your accuracy
lower enemy accuracy
raise chance for power pips
transfer his own pips to someone else
Another hidden trainer:
Marleybone, Digmoore Station. Down some steps behing the mayor.
One level 25 minion related spell (sacrifice for health/pips type) for each school other than myth.
There's really not all that much control in a Death/Life build, unfortunately. It's a fairly solid support setup though.
You do get a single target, single turn, 3 pip charm in your mid twenties, but I'm not entirely sure on its mechanics in duels. It might actually be solid for buggering up ninja pig or one-shot strategies, depending on how it works.
There's really not all that much control in a Death/Life build, unfortunately. It's a fairly solid support setup though.
You do get a single target, single turn, 3 pip charm in your mid twenties, but I'm not entirely sure on its mechanics in duels. It might actually be solid for buggering up ninja pig or one-shot strategies, depending on how it works.
It seems to last about 3-4 turns and basically makes the enemy seem like it's your ally. Regardless, it usually ends up passing those 3-4 turns rather than attacking but I have seen it attack every now and then. I have no idea how it works in PvP if that's what you meant by duels, but the game mechanics currently in the game are very anti-PvP anyway.
Djiem - Talon Mythmancer, Conjurer
Axen - Mycin Lifeweaver, Theurgist
4rch3nemy - Valkoor Deathpants, Necromancer
Bamelin - Scot Moonstrider, Pyromancer
Figgy - Fred Rainbow Blade, ???
Norgoth - Issac Hexsong, Necromancer
darunia106 - Jacob Dragonbane, Pyromancer
F-Zero_Racer - Luke Foeforge, ???
HamHamJ - Wolf Startamer, Pyromancer
Squirrel Rancher - Justin SilverShield, Thaumaturge
CharlesVI -Charles, Lifemage
Lord Homsar - William Shadowrunner, Necromancer
Antithesis - Daniel Wildwalker, Theurgist
Kealoha - Gilroy Greenpants, Conjurer
Nion - David Silverflame, Sorcerer
Tcheldor - Wolf Nightflame
PikaPuff - Julia Dreamcrafter, Sorcerer
Cynic Jester - Talon Shadowpyre, Necromancer
MoosehatIV - Valerian Shadowmancer, ???
Zombiemambo - Alexander Deathsong, Necromancer
InfestedGnome - Luke DeathBreath, Necromancer
aBlank - Gorman Stormcoin, Diviner
Rhapsody - Isaac Skyrunner, Sorcerer
warder808 - Alric Skullstrider, ???
Satanic Jesus - Seth Silverriver, Thaumaturge
Hearthjaw - Emma Deathdust, Pyromancer
Morkath - Travis Spellspear, Sorcerer
Feriluce - Kane Nightwalker, Necromancer
Zandracon - Sloan Mythstrider, Conjurer
ygrella - Tabitha Willowcrafter, Conjurer
Killamajig - Charles Skullvault, Necromancer
Kayne Red RObe - Kane Redpants, Thuamaturge
Hayasa - Angus Froghammer, Diviner
Malach - Oren Crowhaven, Thaumaturge
Banzai5150 - Kane Winterbringer, Thaumaturge
Jacoby - Ryan Ashweaver, Pyromancer
Alora - Jessica Deathweaver, Necromancer
tgbob - Dustin Golddust, Shattered Dreams (Conjurer)
Arcus - Alric Dawnshield, Thaumaturge; Tarlac Mythcrafter, Conjurer
So I started playing this with my gf and its actually incredibly appealing. I definitely feel like I'm thinking more with battles than I did with WoW and a few other MMOs, so I look forward to the higher levels where more strategy is involved. Couple questions though:
1. My main is primary Ice, and I have yet to choose a secondary. My gf plays as Pyro/Life so I'm trying to stay away from that, and I guess I'm used to a tanking type role, so I was leaning towards Balance for the all around buffs/weaknesses or maybe Death for the extra damage/lifesteal. Any thoughts?
2. My alt is Myth, and usually at level 7 you get a quest for another spell. The Myth one was called "Not So Welcome to Myth" and it started out having Professor Drake send you to the library for a book (that isn't really there) and the Librarian says to go back to Drake empty handed. At this point theres nothing else I can do, since Drake just gives the option to train. Is the quest still being worked on, or am I just bugged? (Quest log actually has a blank spot where there should be an objective).
3. I've noticed that my Myth character seems to have gotten an extra talent point somehow (like I have 1 more than my Ice main) even though they did all the same quests (except class specific). My gf's Death alt had the same situation. I'm guessing that the schools that aren't quite complete (spells or quests, like above) they just give an extra point?
Thanks for any help and insight. Haven't been able to find much information on the web without having to read through 60+ pages long threads.
2. My alt is Myth, and usually at level 7 you get a quest for another spell. The Myth one was called "Not So Welcome to Myth" and it started out having Professor Drake send you to the library for a book (that isn't really there) and the Librarian says to go back to Drake empty handed. At this point theres nothing else I can do, since Drake just gives the option to train. Is the quest still being worked on, or am I just bugged? (Quest log actually has a blank spot where there should be an objective).
Posts on their forums suggest several people have had quests bug on them (I've had one bug on me as well, except it acts like I need to fufill the next objective but I can't because the NPC I need to talk to thinks I haven't done the PREVIOUS objective...). Just log in to their website first (If you're not logged in already, it'll assume you're havign trouble logging in when you click Support) and head to Support, where you can fill out a bug report. It IS still a beta, after all...
Yea I assumed they still had a few things to fix here and there. Thanks for where to fill out the report, the only place I saw was strictly for login problems.
For picking a secondary school, the best way is really to just talk to each teacher and look at the list of spells they can teach you and then pick whichever looks like it has the most stuff you want. There are also other trainers in various places.
There's no need to rush the decision, imho.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
I actually disagree with Ham. You'll end up getting the most use out of a secondary school the EARLIER you take it. Later on, you'll barely touch it (outside of a few choice spells). Early on though, those extra 1-2 pip attacks can be a god send if you hit a weakness, or have ghouls life steal, or a low acc/high damage of storm, etc.
Example: I'm Storm/Death (and will be going Ice for the shield(s)). Currently the only death spells I even have in my deck are the myth/life shield, feints, and a pair of vampires that I never use (and will probably ditch when I finally grab those Ice Spells). Not being able to spend power pips on off-color schools and having most 1-3 pip spells become obsolete/worthless by the "late game" makes off-color casting impractical the majority of the time.
The only real exception I can think of is if you're class (Myth and a few others) have a 0/1 pip cost summon they can use. Combined with Storm's 1 pip sac minion for 4 pips, and you could actually pull off a few off color summons and shit.
As far as the extra myth talent point goes: I believe they just made one of the earlier quests give a free training point. This wasn't rewarded retroactively so your past character probably missed the chance for it.
I still haven't chosen a secondary with my life mage, and I don't regret it at all. The base resists that most monsters have in world one don't seem to be very high, so I don't know if I'd consider that a big problem. I guess a secondary school could be helpful if monsters are putting up ward spells against your primary school of magic; I haven't seen that much with life, but I guess myth might be a different matter. You can buy wands and amulets to give you a few zero and one pip spells of various schools, though, so that might help mitigate that problem a little.
With so many nifty spells being found on trainers outside of ravenwood, I'm kinda glad I hesitated, though.
Honestly, there isn't much point in a full-fledged secondary school because you'll never use the 4-6 pips spells of that school (you'll rely on power pips to cast these spells and power pips only affect your main school), so you're better off saving them up for whatever "hidden" spells you might want.
"I've noticed that my Myth character seems to have gotten an extra talent point somehow (like I have 1 more than my Ice main) even though they did all the same quests (except class specific). My gf's Death alt had the same situation. I'm guessing that the schools that aren't quite complete (spells or quests, like above) they just give an extra point?"
I think the last patch gives you an extra training point at the end of the meet the professors quest. if you created a character before that, you are down one point versus new chars.
Honestly, there isn't much point in a full-fledged secondary school because you'll never use the 4-6 pips spells of that school (you'll rely on power pips to cast these spells and power pips only affect your main school), so you're better off saving them up for whatever "hidden" spells you might want.
Hey thanks for the info guys, especially where that mysterious free training point came from. Any idea when the full game goes live? If the game stays interesting I may be in it for the long haul. Only little problems I have is control of movement feels a little clunky and the interface could use some work, especially the friends list, chat abilities, and the quest bugs.
From what I'm getting from you guys, after the first world power pips become a huge part of the game play, and that leads to you depending on your main school more often than any secondary. I guess I'll need to find a listing of spells that the other schools teach (including hidden trainers) where I can pick and choose the cheaper utility spells.
Is there any definite info out there yet about pricing?
Wondering if this will be a one-time purchase (and maybe expansions) with no monthly fee like Guild Wars, or a purchase + monthy fee (like most other MMO's).
Is there any definite info out there yet about pricing?
Wondering if this will be a one-time purchase (and maybe expansions) with no monthly fee like Guild Wars, or a purchase + monthy fee (like most other MMO's).
I don't believe they've said anything yet otther than "we're considering all our options". Micropayments seem like a likely possiblity as well.
Hell, afaik they haven't even announced a date for it going live.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
When I submitted a bug report, they also offered a survey. In the survey they had a question along the lines of "Would you be willing to pay 10$ a month for this game?"
So far its been fun, but why is it that whenever I see a pyro, they are idiots? 1 enemy to kill and two of them buff one person up... its the starting set of monsters. Am I missing something here?
I know some people here are doing Marleybone besides me, and I think we should set up a time when we can get a full four person group together to run through the Counterweights and Big Ben. Anyone interested? I can help out people to get through the preliminary stuff as well.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
I'm working my way through world 3 (just finishing in chelsea court) I'd be happy to team up at some point.
You can always stop in on the irc channel, there's usually a few people about there willing to help you out.
I'm working my way through world 3 (just finishing in chelsea court) I'd be happy to team up at some point.
You can always stop in on the irc channel, there's usually a few people about there willing to help you out.
Those towers though are so boring and annoying that I feel really bad about forcing people to go through them again to help me. I would rather do it with people who actually need them. The less times anyone has to run those instances, the greater the net happiness in the universe.
HamHamJ on
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
I also use a max out deck but discard a crap load. Then again, I'm simply too lazy to specialize my decks for a given situation. Just throw everything I think I could use and a bunch of "oh shit" treasure cards (big heals, big damage, big accuracy, etc).
I'm experimenting with a smaller deck now.
The combination of the zero pip myth school minion, the storm school spell which sacrifices said minion for four pips and a sideboard full of ninja pigs that I can use on the third round is certainly an appealing one.
The deck needs to be small because I now depend on getting the right cards in hand at the start of combat.
I likewise use a full deck and discard profusely (I keep one faerie card at all times though. Just in case), seems to work best. Since I'm Myth and tend to buff/debuff to gain pips anyway it doesn't matter to me what order I do things in, and the chance of not getting the right card with 2-3 large discards is practically zero.
BTW, I heard you don't gain experience if you kill a mob with a spell that's higher rank than that of the mob, is that true?
New patch up today various additions including a chat history and the sad loss of the free ninja pig treasure card.
The game now includes true friend codes which allow unfiltered chat. They also seem like a good way to get everyone here on eachother's friends lists. My code (valid for 48 hours) is:
8VJ3RGHH
(I'm not sure if you can just add this or if it enables chat with someone already on your friends list but it's worth a go)
Maybe I missed a tutorial somewhere, but is there some way to distinguish the rank of monster when you're walking around, some sort of visual clue? As it stands, I tend to assume I can kill it and it will give experience unless proven otherwise.
Tuesday on
0
DepressperadoI just wanted to see you laughingin the pizza rainRegistered Userregular
edited August 2008
under the name it will have a Rank ie.
Hurfladurfadon
Rank 1
all the monsters I've seen so far have a rank under them
Posts
I really love the mix so far (level 19), but am wondering about some advanced strategy deckbuilding options.
I played M:TG for years, and am very familiar with building a small, efficient deck for specific purposes.
However, I just don't have that feeling yet with my Wiz101 cards - I'm not seeing any kick-ass 'combos' or 'purposes' beyond simple damage to enemies and healing myself or friends.
I'm a total 'control' or 'denial' deck person in M:TG (blue or black/blue), and am maybe hoping for someing in Wiz101 that doesn't exist.
Any thoughts or experiences to share?
One nice thing about the Life school is how much +HP they get. The more HP you have, the more efficient +Resist becomes, and the more +Resist you have, the more efficient you heal spells become.
At the moment, Assuming I use Fairy or Sprite 2-3 times in a fight, then I essentially have about 2200 or so HP, which means each +Resist is worth 22HP.
BTW, I'm playing as Michael Dawnweaver at the moment. I really think I should've made a girl though. All the guys look so angry.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
I'm doing Pyro/Death and have made a control deck. Pyromancy has a school exclusive spell that stuns all the opponents. Balance also has one that you can get from the hdden trainer in Colusses Blvd. That right there is a solid basis for a "control" deck, just keep denying the enemy turns while your party members kill them.
Other control cards are Weakness (-30% to one opponents next attack) and the Ice and Life Absorb shields and the various "Make next X spell fizzle" and the stuff. I think Balance is the primary "fuck with the enemy and keep them from doing shit" school, with Ice and Life being the "make it so I can't be hurt" schools.
Combine all that with some way to damage the enemy while you do all this (like DoT spells or a Minion) and you have a basic control deck.
Balance can:
Raise damage %
Lower Enemy Atk
Raise your resist
Lower enemy resist
raise your accuracy
lower enemy accuracy
raise chance for power pips
transfer his own pips to someone else
Marleybone, Digmoore Station. Down some steps behing the mayor.
One level 25 minion related spell (sacrifice for health/pips type) for each school other than myth.
You do get a single target, single turn, 3 pip charm in your mid twenties, but I'm not entirely sure on its mechanics in duels. It might actually be solid for buggering up ninja pig or one-shot strategies, depending on how it works.
Patrick Crow - Myth/Life
n. 1. Dirt; filth; muck.
v. t. 1. To mix in an untidy and offensive way; to make a mess of.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
It seems to last about 3-4 turns and basically makes the enemy seem like it's your ally. Regardless, it usually ends up passing those 3-4 turns rather than attacking but I have seen it attack every now and then. I have no idea how it works in PvP if that's what you meant by duels, but the game mechanics currently in the game are very anti-PvP anyway.
5pips, 640 myth damage, single target. 75% chance (or 70%?)
So I started playing this with my gf and its actually incredibly appealing. I definitely feel like I'm thinking more with battles than I did with WoW and a few other MMOs, so I look forward to the higher levels where more strategy is involved. Couple questions though:
1. My main is primary Ice, and I have yet to choose a secondary. My gf plays as Pyro/Life so I'm trying to stay away from that, and I guess I'm used to a tanking type role, so I was leaning towards Balance for the all around buffs/weaknesses or maybe Death for the extra damage/lifesteal. Any thoughts?
2. My alt is Myth, and usually at level 7 you get a quest for another spell. The Myth one was called "Not So Welcome to Myth" and it started out having Professor Drake send you to the library for a book (that isn't really there) and the Librarian says to go back to Drake empty handed. At this point theres nothing else I can do, since Drake just gives the option to train. Is the quest still being worked on, or am I just bugged? (Quest log actually has a blank spot where there should be an objective).
3. I've noticed that my Myth character seems to have gotten an extra talent point somehow (like I have 1 more than my Ice main) even though they did all the same quests (except class specific). My gf's Death alt had the same situation. I'm guessing that the schools that aren't quite complete (spells or quests, like above) they just give an extra point?
Thanks for any help and insight. Haven't been able to find much information on the web without having to read through 60+ pages long threads.
Posts on their forums suggest several people have had quests bug on them (I've had one bug on me as well, except it acts like I need to fufill the next objective but I can't because the NPC I need to talk to thinks I haven't done the PREVIOUS objective...). Just log in to their website first (If you're not logged in already, it'll assume you're havign trouble logging in when you click Support) and head to Support, where you can fill out a bug report. It IS still a beta, after all...
There's no need to rush the decision, imho.
Example: I'm Storm/Death (and will be going Ice for the shield(s)). Currently the only death spells I even have in my deck are the myth/life shield, feints, and a pair of vampires that I never use (and will probably ditch when I finally grab those Ice Spells). Not being able to spend power pips on off-color schools and having most 1-3 pip spells become obsolete/worthless by the "late game" makes off-color casting impractical the majority of the time.
The only real exception I can think of is if you're class (Myth and a few others) have a 0/1 pip cost summon they can use. Combined with Storm's 1 pip sac minion for 4 pips, and you could actually pull off a few off color summons and shit.
As far as the extra myth talent point goes: I believe they just made one of the earlier quests give a free training point. This wasn't rewarded retroactively so your past character probably missed the chance for it.
With so many nifty spells being found on trainers outside of ravenwood, I'm kinda glad I hesitated, though.
I think the last patch gives you an extra training point at the end of the meet the professors quest. if you created a character before that, you are down one point versus new chars.
magellan
tristan frogslinger - storm/balance
i took balance, because i wanted the AOE spell.
magellan
From what I'm getting from you guys, after the first world power pips become a huge part of the game play, and that leads to you depending on your main school more often than any secondary. I guess I'll need to find a listing of spells that the other schools teach (including hidden trainers) where I can pick and choose the cheaper utility spells.
Wondering if this will be a one-time purchase (and maybe expansions) with no monthly fee like Guild Wars, or a purchase + monthy fee (like most other MMO's).
I don't believe they've said anything yet otther than "we're considering all our options". Micropayments seem like a likely possiblity as well.
Hell, afaik they haven't even announced a date for it going live.
So far its been fun, but why is it that whenever I see a pyro, they are idiots? 1 enemy to kill and two of them buff one person up... its the starting set of monsters. Am I missing something here?
I know some people here are doing Marleybone besides me, and I think we should set up a time when we can get a full four person group together to run through the Counterweights and Big Ben. Anyone interested? I can help out people to get through the preliminary stuff as well.
You can always stop in on the irc channel, there's usually a few people about there willing to help you out.
Those towers though are so boring and annoying that I feel really bad about forcing people to go through them again to help me. I would rather do it with people who actually need them. The less times anyone has to run those instances, the greater the net happiness in the universe.
I use the max possible. I also discard aggressively though (for example, down to only two zero-pip spells at the end of any turn).
EDIT:
An interesting idea might be to make a 6 or 7 card deck for say a boss where you know exactly what you want to do to win in three or four turns.
The combination of the zero pip myth school minion, the storm school spell which sacrifices said minion for four pips and a sideboard full of ninja pigs that I can use on the third round is certainly an appealing one.
The deck needs to be small because I now depend on getting the right cards in hand at the start of combat.
BTW, I heard you don't gain experience if you kill a mob with a spell that's higher rank than that of the mob, is that true?
I know you don't gain as much experience, but i've yet to encounter a situation where you receive none at all.
The game now includes true friend codes which allow unfiltered chat. They also seem like a good way to get everyone here on eachother's friends lists. My code (valid for 48 hours) is:
8VJ3RGHH
(I'm not sure if you can just add this or if it enables chat with someone already on your friends list but it's worth a go)
Hurfladurfadon
Rank 1
all the monsters I've seen so far have a rank under them