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Friday, October 26, 2012

Wizard101 Level 88 Spells Analysis

Wizard101 Level 88 Spells
Wizard101 Level 88 Spells

It's that time again - lets take a good look at the all new Wizard101 level 88 spells! With the release of Azteca and level 90, there was no doubt we'd end up with our rank 10 cards. What's interesting here is that every spell is themed to the world of Azteca - a concept that I'm quite fond of.

Now if you've been very far into Central, all you've heard is complaints about power balance and lack of effects, but I am absolutely loving these new spells! While I want to say that KingsIsle has been putting more time into spells and worlds, it simply wouldn't be true - they're releasing content faster than ever. My point, however, is that the new spells and world in general are better than ever. They're paying better attention to detail and getting more advanced with every update.

Not only do these spells have stunning animations, but each has a slightly different build. Some every introduce new concepts, or new concepts to a specific school. Wizard101 has done awesome work with these level 88 spells!

Wizard101 Fire Level 88 Spells
Fire Level 88 Spell
Lets start with Fire! Fire's level 88 spell is Sun Serpent, which does 900-1000 Fire damage to one enemy and 300 Fire damage to all enemies. I'm not quite sure whether or not this damage is in a DoT form, but I believe it is.

This is the first of these new concepts. Instead of a pure single target or pure multi-target, there's a mixture. While Sun Serpent is said to have a poor animation (it is one of few that I have yet to see), it looks pretty interesting, and the damage seems to make up for that. It'll do a definite 1100 damage, and could do as much as 2200, and that's without boosts! This is a great spell to be able to target one individual, while cleaning up shields and low-health enemies.

In PvE, I think spells like this are going to prove to be impressive. Imagine boss fights. More and more, these fights include powerful minions, some even have full enemies with only one person. Imagine using this spell a couple of times, or even once very powerfully, with the boss as the target. You could do some massive boss damage while still putting a dent in the health of the minions.

In PvP, it'll still work for single targets, but will have an additional advantage in 2v2, 3v3, and 4v4.

Wizard101 Life Level 88 Spells
Life Level 88 Spell
Next up is Life. Life's level 88 spell is Spinysaur which does 400 Life damage plus 600 Life damage over three rounds. This is a huge turning point for Life, because it's their first DoT, or Damage over Time. Being able to do 1000 damage to a single enemy, while wiping off shields, will make Life even scarier than before.

One Life shield is no longer enough! In PvP, you'll have to keep constant shields up to avoid this guy and other attacks.

Several are arguing that getting a DoT is not in line with Life's class and spell structure. I can see their point - Life isn't a DoT school, and if everybody had every "trick in the book," no school would be unique. However, I think that level 88 is late enough in the game to introduce Life to a DoT. I'll be interested to see how this is used. The animation for this spell is pretty neat!

Wizard101 Death Level 88 Spells
Death Level 88 Spell
Death's level 88 spell is Avenging Fossil which does 850-850 Death damage to one enemy and 250 Death damage to all enemies. Ever since I retired to playing a single character on my main account, I've been focused on Death!

I must say, I'm pretty pleased with the spell. Death is getting a partial multi-target here, which will be helpful, but also a powerful single hit. It seems that we alternate between drain hits and definite damage.

Several have suggested making the 250 to all enemies a drain. That'd be neat, but I'll be happy with this one either way. One thing I'm not quite as happy with is the animation. While it's cool, it needs a bit of polishing and, as several have said, does resemble Spinysaur and Basilisk specifically in movement and attack style.

As with Fire, PvP will work alright with this spell in 1v1, and will have added benefits in 4v4, but is not necessarily a game-changer. In PvE, it'll again be helpful, especially with bosses. In both the case of Fire and Death, I don't think these spells will be for battles with regular creatures.

Wizard101 Storm Level 88 Spells
Storm Level 88 Spell
Storm's level 88 spell is Storm Owl. This spell does 1525-1625 Storm damage. Several are complaining about the lack of added effect. While I think a load of damage is nice for Storm, I can agree with them. I'd settle for a 100-200 damage cut and a blade removal. Or, what if they cut the damage by 300 and added a Weakness and Smokescreen?

The other complaint with this one is that an owl is not prehistoric. I have to disagree. Look at the variety of creatures they can make prehistoric in Azteca that normally aren't, anyway. I think they've done a stellar job decorating this owl. Besides that, it has a pretty awesome animation.

As it stands now, this won't have a horrible PvP effect, most players having Storm shields. In PvE, it gives Storm a total damage spell for a big hit. It is very useful in that aspect, and Storm happens to be built for big hits.

Wizard101 Balance Level 88 Spells
Balance Level 88 Spell
Balance's level 88 spell is Sabertooth. This guy does 1000-1100 Balance damage and places a Spirit Shield on the caster. Personally, I'm not a huge fan of the effect - what if you lowered it to 850-950, and had it give one shield for all schools?

For now, it'll do nicely against Spirit enemies in both PvP and PvE. It offers Balance an alternate big hit to Judgement or their last single-hit since... well, is it Judegment? Looking back, there's Chimera which is 3 hits, Ra which is AoE, Power Nova is AoE, Hydra is 3 hits... wow!

The animation for this spell is really neat, I'd just work a little bit on the cliff underside and landscaping. When used against Elemental enemies in either PvP or PvE, this spell will still offer some solid damage for once, without eating all of your pips.

Wizard101 Myth Level 88 Spells
Myth Level 88 Spell
Myth's level 88 spell is Celestial Calender. It does 1070-1170 Myth damage and steals one pip. So, it essentially costs nine pips, you just have to have the ten value. Not only that, but your opponent will be short one pip. I wonder if that'd prevent him or her from casting their spell if they no longer had enough pips.

A variety of people are complaining that Myth does not get an AoE. Dear KingsIsle, don't make it an AoE! Myth is already dominating in the arena, and this spell only adds to their arsenal. In PvE, they may begin to have a bit of trouble due to this lack of AoEs, but they can always get one next time around. What KingsIsle could do is lower the damage, and give it the same effect as the Death and Fire.

If you haven't seen this animation, you've got to! In my opinion, it's one of the best in the game! It is based on the Myan Calender and end of the world. The large circular calender appears and rotates until everything matches up. The camera zooms in through the "eye" of the calender. Inside, dinosaur faces gaze upon several Spiral worlds in space that align and explode, causing bright, white light to pass through the hole and onto the enemy!

Wizard101 Ice Level 88 Spells
Ice Level 88 Spell
The new Ice level 88 spell is Lord of Winter. He does 950-1050 Ice damage and removes three pips from the opponent. While I'm not sure that this spell isn't a bit overpowered, it's definitely interesting.

Balance has always been the manipulator of pips, and now Myth and Ice are joining in. It is also being debated that this guy has too strong of an effect for the damage. I do have to agree here, three pips is quite a lot with that damage. Ice isn't doing too badly in the arena right now, either.

Speaking of which, this, as it stands, will be a real powerhouse for Ice, and a real scare for anyone who isn't Ice. In PvE, it'll be a nice bit hit for bosses, and nice to remove those extra pips.

Now suppose, as is common, we get power pips - would it them take six pips? Yikes! No matter which way the damage goes, I like the animation and the sound effects - very nice!

Now, as for the theme for the spells, I'm loving it! These prehistoric creatures are simply amazing! Here's what I wish KingsIsle would do. As they create side and main worlds, each one offers a spell. Now, of course, we won't be able to go past 14, so we can't go immediately to 11, but that isn't really what we need anyway. As a Death character, I'd love some more two, three, and four pip spell variants. So, for each world, offer each school one new spell themed to that world.

All Wizard101 Level 88 Spells
All Wizard101 Level 88 Spells

This is an awesome opportunity to excite Wizard101 players with minimal content, while adding new layers to dueling strategy. Not only that, but it'd be awesome to obtain these spells - they'd be conversation starters, and people'd be able to say "Wow, you've been through that world?" I'd also hope for a high-level side world in the future. That'd add challenge to the whole thing. Furthermore, lower-pipped spells are almost more essential than these high-rank spells. And from a marketing standpoint, offering damage spells from the close-to-ends of worlds will be real motivation to buy/spend time in and complete them.

Obviously here, there's going to be some controversy - so what's your opinion? New spells - overpowered? Clash of school structures? Themed? Let me know! As always, thanks for reading, and see you in the Spiral!

Tags: "Wizard101 Level 88 Spells" Wizard101 Level 88 Spells Wizard101 Level 88 Spells Wizard101 Level 88 Spells

53 comments:

  1. I am not really complaing on stats but I think the spells don't fit the "wizard" theme. They are all amazing and they are all wonderful but if anything I can speak for a few of my friends as well on this fact that, they seem to be made for Azteca crafted spells. Much like those of Moo Shu or Avalon like the Goat Monk, or Handsome Famori. The dinosaurs don't seem to fit the theme of magical creatures. And it seems very out of place. I think two spells fit the theme. Celestian Calender is perfect in concept and presentation and doesnt disapoint and Sabertooth for also presentation and how Ice already had Woolly Mammoth. Storm owl and sky snake seem to just be decorated NPCs. Sky Snake from pirate101 and an avalon Owl in a Aztec headdress. I feel that they were all amazing spells but most should have been a craftable option opposed to an official spell. PS when you mentioned the dinosaur heads poking out, were you referring to the video where the dinosaurs were in the way of the animation. Pretty sure it want supposed to happen but it would be funny to see big dinosaur heads in outer space.

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    1. Interesting thoughts. At the same time, not all previous spells are mythical creatures.

      As for the dinosaurs, that must have been it - I've only seen the video. No dinosaurs involved!

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    2. I absolutely agree. It had me wondering who designed these new spells - I mean dinosaurs? Really? As the new set of strongest spells out there, they don't really seem that deadly or threatening.

      I reckon they should've had deeper insight towards each of the 7 magical elements. Maybe even towards the idea of Norse Gods and their corresponding elements - for example Hades (or another imaginative creature of an equal power), the ruler of the underworld as the ultimate death spell, or the Yggdrasil, the world tree (another Nordic entity), as the ultimate life spell. Perhaps even for balance, which the developers has earlier accepted celestial onslaughts like 'Powernova' and 'Supernova', maybe another stellar spell approach would be interesting (e.g. the idea of black holes). -- But, it should also be kept in mind that balance draws on the power of all schools, and so the concept of their final spell can be quite flexible (maybe a combination of all of them altogether?)

      If given these were the avatars which these spells were based on, I personally would be more encouraged to for a deadly and visually threatening spell. Just a thought.

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  2. I like the post, but I have to disagree with what you said on not making the new myth spell AoE. For a long time myth player like me, it would be better if it was AoE. The Conjurors of the Wizard101 communities have been waiting too long for our AoE spell. In fact, does myth really need the steal 1 pip? I know it's nice for PvP and such, but why not a regular PvE spell for once (coming from a player who doesn't PvP much). Just lower the damage and maybe get rid of the steal 1 pip thing.

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    1. AoE is wrong because it's not an area of effect because it's a turn based game with cards. It would be more like an effect all.

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    2. AoE I think it's a changed way of saying 'Attack all Enemies'

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  3. I agree with u Trevor Mythstone The new myth spell should be lowered a little bit of damage, it shouldnt steal a pip and should be a AOE, tht would make sense since Celestial calendar is based off the Mayan Calnedar and tht wipes out eveyone so the myth spell should do tht to

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  4. well, i am a soccer and i dont like the effect of the spell, but your right, it is an alternatefor judgement
    and, i agree with you on one thing, lower the amount of damage to like 900-1100, and add all sheilds from all the schools, cause they really have not been fair to our balance people, not giving us a convert, a blade for our-self, what i mean by tht is like, only our school can use it, not giving us our own trap, shield, etc etc. but, i think they should di all those stuff for us balance, and change up that spell- Dustin RubySword

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    1. To Dustin RubySword
      Balance was designed to be a center school and school of, obivious, balance.
      It was made to help out with other schools as well as it's self. While it may not have "it's own blade and trap" at least it does something right? Balance has no convert because their is no opposite to balance. Balance doesnt have its own "trap" and "blade" because 1.) technically Balanceblade and Hex are those and 2.) is a group school it's suppose to help the whole group it works with. I can understand why a balance guy would feel that way(balance is my 2nd favorite) cause when you go against your school you're limited on the spells you can use.
      The spell could use some slight changes. When you proposed 900-1100 you didnt decreased its damage you increassed its range of attack. I think it should say "1000-1100 balance damage + Spirit and Elemental (ward sign) on self."
      Since the world is out this may not happen. And even if the side effect aint the best why care? the damage enchanted and powerded up isnt too bad now is it?

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  5. well, i am a fellow balance sorccer myself and i dont like the effect on the new balance, but i agree with you on changing the amount of damage to like 900-1100 and all shields from all schools. ya know, they have bit ben fair to us balance, we dont have our own shield that only we con use, no shield, no prism, no trap, no spear blade, etc etc. so, they should make it up to us and give us sime stronger attacks. so, they should change the spell

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  6. Am I the only one who's disappointed that the life spell is weaker than the ice? I thought ice has to highest health because all of their attacks are supposed to be the weakest...

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  7. How come the ice spell does more than the life,death, and fire spell? Me being storm, I'm a bit disappointed that the spell justs attacks and does nothing else.It feels like KI is just benefitting the ice school, they already have a lot of life, resist + the extra resist to storm and fire, and now a stronger attacking spell?

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    1. To the anonymous guy who posted on October 28, 2012 5:14 PM
      What are you talking about? The Spinysaur spell got a while ago got a damage boost now doing 600+750 damage over 3 ronds for a total of 1350 which is more than 1050, the highest Lord of Winter does. Avenging Fossil does a total of 1100-1200 when you add all the damage again 50 more than what Lord of Winter does at max. Finally Sun Serpent does 1300 fire damage total more than Lord of Winter. So how are any of them weaker?

      KI isnt really benefitting the ice school. At first it seemed balanced but now that we're nearing lvl 100 we can see every schools differences and how one school is a bit stronger than the rest. Bottom line they all have their way of doing things.

      Storm does NOT need a side effect. Here's why. One for the past three spells they've may have holding back on storm damage and given storm all these side effects to compensate. Now that you have high, high, superhigh damage storm complains.
      I have a storm friend who I duel sometimes. All he likes to do is do big damage which is what storm is known for. Dealing high damage and doing quick kills which is what has been seen from today views.

      Storm guys automatically go for the Sun damage enchants. So when they give you the damage they probably should have been giving you, you complain. Honestly it's like if it only read a lousy side effect storm would be happy. Or if it said a side effect but didnt do it. Because at the day, Storm will still defeat most of the people they encounter and a side effect would just be extra.

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  8. Will storm wizards stop complaining??! A spell that does sheer damage would help them out, because in PvP that's all they seem to do; spam enchanted high hit spells. So by doing that you told KI what you want your new spell to be.

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  9. does anyone know the exact date they would be coming out

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  10. Justin CrowcrafterOctober 29, 2012 at 8:31 PM

    Im a fire wizard and i love the concept of the new fire spell so i can wipe out their shields then kill them all with rain of fire. Fire is OP!!!! And i think balance is a little too good i mean theyre supposed to be awesome with shields and blades and stuff and theyre supposed to support other schools with blades. Anyway kingsisle is doing really good keep up the good work!

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  11. ok the only spell that disappointed me more was the ice spell, like come on ice already has allot of health and allot of resistance like with their legendary gear with their resistance plus having their pets to have proof and defy they already have 50% resistance plus they have tower shields plus normal shields and armor shields? and now they give allot of power to the ice spell? like what the heck, what will happen to those who have lower health and lower resistance :/ thats not even close to fair, KI supposed to keep having the same role for every school, i have 7 wizards 1 for every school and i know that even if am on my ice wizard it wont be fair for others if i PVP with them cause my ice would be overpowered and way more if i put colossal on it right?!!!!

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  12. These are terrible. Seriously, it's amazing how awful these spells are. The animations are bland, uninspired, and completely unimpressive. The dinosaur theme is unnecessary and off-putting. The spell effects are unoriginal and completely ignore school specialties, and stomp on the idea of class identity.

    These spells make me wish that I had a second account, just so I could cancel it due to their outright badness. These spells are so bad, it makes me wonder if KI is purposely making their content worse and worse, just to see how bad they have to make it before it starts turning people away. That's how bad these spells are.

    Seriously KI, what's happened to you?

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    1. I love you man. I couldn't have said anything better.

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  13. uh myth is strong arena but that dont mean that you have to remove effects and power from myth. i am a storm but i am using myth lvl 5 char to get warlord in arena but i dont see point why to remove effects and damage from myth cause when i get warlord with myth i am starting to play game with it. pls doont remove any effects or damage from myth!

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  14. i think the new wizard101 spells rock so kingsile do not change them they are fine keep the good work up.

    from your biggest fan damien

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  15. i want a stinkin new world i bored

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  16. I think this is a great benefit for the ice since the last spell was probably the worst. I really dont know why any other school is complaining because every other school had good damage and secondary while the ice just had a freeze. I think it is a great that KI made these new spells. Please dont change nothing and people shouldnt be saying anything about the ice spell. This is great.

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  17. These spells are not just based off of Dinosaurs and Prehistoric times guys. They are also based off of Aztecan beliefs. The Owl by the Aztecs and Mayans was believed to be the harbringer of death and destruction. So the reason Storm Owl probably does that much damage and not have a side effect is probably because after you've done all you can to it to boost damage this spell, Storm Owl, will most likely kill most of your enemies or but them at near death. A side effect while nice, may be becoming too expecting and dependant now or would make the spell overpowered or not even be neccassary.
    I mean think if it gave a side effect now and it wasnt all that good like...i dunno dispel next ice spell. "What does ice have to do with storm?" most would say and then people would be mad about that when they'd be mad if had none anyway.

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    1. That's an interesting point, especially considering the fact that everyone is complaining about how an owl relates to dinosaurs.

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    2. Same Anonymous guy who poseted November 19, 2012 5:46 PM. lol that's a mouth full.
      You know, right? I wish some people wouldn't just see the Dinosaur side of the spells and worlds but also the actual theme of it. Dinosaurs are just the creatures/animals they used cause all the worlds used some kind of animal to represent the theme (Manders and Crocodiles in Krokotopia; Dogs, Frogs, Rats and Cats in Marleybone; Barn animals in Mooshu the list goes on).

      The major part of the whole scene is Aztec/Mayans legacies and beliefs and designs.

      You could also say the same thing about Sabertooth because the Sabertooth Tiger appeared during the Ice Age long after the dinosaurs slept. Or the Celestial Calendar spell since that doesnt do much with dinosaurs as well. Same for Sun Serpent. but the do go with the world.

      The Celestial Calendar is obviously based on the Mayan Calendar which led to the myth (I think) that the world was going to end when the planets aline or because of a solar eclipse. Myth is based off of the things that are not real coming to life.

      Sun Serpent is based off of the Aztec god Quetzalcoatl (I think I spelled it right) which means "Feathered Serpent." Most likely a fire T-Rex would've been too obvious to come and I didnt see any other things to really show fire but reptiles pretty much fit fire, right? lol

      Well, that's just what I gotta say. Lol I feel like a text book or a living Library or something. I'm always spitting out information or too much sometimes. XD

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    3. Yeah, that's just it though. You wouldn't want a spell to be bonded specifically to only one theme - in this case the Aztec/Mayan theme.
      It just disappointed me that that was the idea that was agreed on. They absolutely "stomp on the idea of class identity" [quote: anonymous, October 31, 2012 at 5:53 PM].

      To put it simply, they suck. Not power wise, but visually. They lack the imagination they had in the past years.

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  18. Myth really deserves an attack all enemies. I'm an Ice, I think our spell is great, and all the other ones as well. However, I think there should be at least one other AoE, as 7/8 schools are one hit, and that means even more crying in 1v1. But KI did great with the names and ideas, and the new world.

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  19. you are making fire the weakest school of all ice has huge resist storm have huge damage myth destroys blades shields and stun! blance has shields for every school life heals a lot death heals and attack and fire! fire just hit three or four times

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    1. Actually, Fire has some of the most diversity, and works a lot better than a variety of other schools. Healing needed? Spam Link or Power Link, depending on which you choose, you can cast it every round or every other round. Need to avoid a shield? Call on your DoTs! Need to do big damage? You've got a variety of single-hit spells! Need to ruin a PvP setup? Throw Efreet, that -90% is a killer. Need to hit all of the minions AND the boss, while doing extra damage to the boss? Use Sun Serpent, it's an awesome spell for that. Need to power a big hit evenly for all enemies? Throw a Fire Dragon. Shield? Rain of Fire. Clean up? Meteor Strike. Need to protect against two of the more deadly schools? Throw up one of your shields. Need to cheaply remove shields without sacrificing pips? Fire Elf.

      Most schools don't have a solution to all of those problems.

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  20. I am disappointed in these spells. Dinosaurs don't fit the theme. ICE already has such an advantage with 80 resistance against storm and fire, and now has another awesome advantage with a damage spell that takes pips. Why not just give ICE 100% resistance against all schools now, and get it over with?

    Rain of Fire is more effective at 9 pips than the new 10 pip spell - just follow up Rain of Fire with a Link or Fire Elf, and it will do more damage than the new 10 pip spell. Fire needs a Power Steal Charm, so they can steal all blades, like Link and Power link.

    Wizards101 was more balanced and more fun when the highest level was 60. It's interesting to note that the PVP tournaments found on Central limit resistance to make the battles more fair. KI - are you listening?

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    1. I think the game was more balanced because back at level 60 and below, the schools different attributes weren't all that noticable, per sa, and weren't as strong as they are now. Now that we're nearing level 100 everyone's mad that this school is stronger than that and so on and so forth. But I mean do you want everyone to not have the power they deserve and be a little more balanced just so each school has a chance to win in PvP when theres an Ice or Storm, or give them power but complain about i'm weaker than that school.

      In both cases, you kinda just loose. Hmm...

      I mean KI could make everything a little more balanced indeed but that would mean they'd have to cut back on the potential power on everyone (or give myth an super strong all hit, quit with heals for life completely, overpower fire to the max and weaken ice until it's noob strong. lol)

      I don't think Rain of Fire is any more effective or less effective than Sun Serpent. But I mean, think about it though. In your strategy, you'd have to have Rain of Fire and Link or Fire Elf right at hand to do as you say PLUS it could only be to one enemy AND you'd even half to waste rounds waiting to get that one spell. You want to use two different spells just to overpower a newer stronger one you don't like? When has that not been possible and if you don't like it, don't use it.

      Technically, there is a spell out there like a "Power Charm Steal" called Wildfire Treant. Deals 500 fire damage and steals a charm from everyone. I like that as a possiblity for a Utility spell in the next world thought (if we repeat things in Avalon which we most likely will).

      Again, I think the game is any less fun because Ice is a.) a super tanker now or b.) is missing using it's power or c.) the strength of ice is becoming too overbarring and shows something of a bias to KI AND because the schools powers are being more and more exposed.

      Hey, since when was there an ongoing theme to the spells or the worlds? These spells stay within the themes as any other spells. They majoritly use themes from Aztec beliefs (Beliefs and myths: 3/7 Celestial Calendar, Storm Owl, and Sun Serpent. Dinosaurs/Prehistoric 3/7: Spinysaur, Sabertooth and Avenging Fossil. Mix: Lord of Winter) Most spells fall under a mythical belief. Did the Aztecs do something wrong with their mythology to not be included? I don't think so.

      END NOTE: To anyone who actually read this far (sorry I write so much lol), quick thing, has anyone found it weird that Spinysaur was the only spell to be updated and is the second strongest in all...and is Life in terms of just damage?!
      STORM: Storm Owl 1525-1625 to 1 enemy
      LIFE: Spinysaur 600+750 over 3rds = 1350 total
      FIRE: Sun Serpentb1200-1300 total to 1 enemy
      DEATH: Avenging Fossil total 1100-1200 to 1 enemy
      BALANCE: Sabertooth 1000-1100
      ICE: Lord of Winter 950-1050
      MYTH: Celestial Calendar 1070-1170

      Interesting...

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    2. Ok. I did take the time to read, and glad that someone read my whining post. It shows there is interest.

      As a clarification, when I talked about Rain of Fire vs Sun Serpent, I should have stated that the scenario I intended was 1v1 PVP. And yes, a common fire tactic is to use a high damage overtime, followed up by a low pip overtime. (Rain of fire, then link) This is common practice to all schools that use over time. (Death, Ice)

      Wildfire treant is not the same at all to what I’ve envisioned as a “Power Steal Charm” First, it costs too much in pips. Second, it’s really ineffective if it doesn’t steal the blade which you want gone. “Power Steal Charm” should follow the theme of "Steal Charm", like Power link follows Link. Since “Steal Charm” takes one blade for 1 pip, “Power Steal Charm” should steal all blades for 3 pips. This would be in line with Enfeeble, which removes all blades for 3 pips.

      Fire has a choice when setting up their deck for 1v1 PVP. When fire battles ICE, they must sacrifice room in the deck to have a lot of converts, so they can reduce that ridiculous resistance. Or, they set up their deck for every other school without the converts, and flee when ICE is an opponent.

      But not so fast, my friend. Fire is known for overtime. That is what fire does and has success with. However, if your plan is to use power link, or Scald, or dragon, or heck hound, or rain of fire, effectively, you need 4 convert just to effectively use one spell. Since it’s not practical to have 25 converts in your deck, all the overtime spells – Link, Powerlink, Scald, Dragon, Rain of Fire and Heck Hound are rendered useless against 80 resistance.

      Thanks for reading

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    3. Not completely true it why they have spears and infallible plus pierce when you have sun enchants with accuracy you get the point?

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  21. They are all very cool spells.

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  22. I have a question. What happens when you're level 88 and your teacher doesn't call for the quest? I'm a level 88 life student and moolinda wu hasn't contacted me. i want the spell badly! Does anyone know what's happening?

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    1. That's a good question - this is probably a bug. You should report the bug to Wizard101 through their support system on their website at http://www.wizard101.com/.

      Everyone should have their teacher give them the quest at level 88.

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    2. did you complete the level 78 quest?

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  23. the level 88 lord of winter ice spell is over powered it has great damage but takes to much pips so like can i can't do my level 88 death spell avenging fossil in PvP.

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  24. All you have to do is get your power pip percent chance higher.

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  25. I believe that KI should stop only making spells for high levels each new world, and begin making "tech spells" for different worlds, similar to what Swordroll was talking about, but low pip spells that produce vastly different effects based on your school's specific strengths and weaknesses. It gets boring quickly to watch everyone in both PvE and PvP just stack up blades until they have enough pips for their toughest spell, and then use it. Combat should be going back and forth based on low pip spells people can use to throw off their opponents. Just my two cents.

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  26. Just like almost everybody has said myth should have a AOE spell
    In PvE it is quite a job to kil all enemies . And ice is overpowered here while balance is good but could use a little polishing .Maybe they could make the damage something like 600-700 and make you immune to all attacks for 3 rounds.While for myth a spell that deals 800 damage to all enemies and steals 2 pips from target

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  27. No that balance spell would be terrible, and we would just end up using judgement. Still when I first heard about the balance spell it sounded much cooler. Then I found out it was a spirit shield. It first sounded like you get a spirit armor. Given the other spells, I think it would have made for a more balanced spell for balance. Balance has never been made for being the best at anything stat wise (except maybe power pip chance, but at this point that is meaningless). Changing the spirit shield to spirit armor would even it out when facing elemental enemies, and wouldn't be too overpowered. After all it's only 400 damage. I think it would even out the other spells somewhat. Not all of them just some.

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  28. If we are approaching the end of the Morganthe arc, I want an awesome spell for it! I don't just want a normal shield or blade spell for Morganthe's grand finale! Know what I mean?

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    1. Definitely. I think the next world in that storyline will end it.

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  29. I think KI should just end the game.....Wizard101 is fun but at some point it has to stop.

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    1. NOOOO!!! why would someone stop a game that has been running beautifully for over 5 years eh you get my point I think there should be a third arc

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    2. Yes, stop a game that thousands or even millions of people are still buying stuff to do. That's bad business. Wizard101 has to end, yes, but I think Ki still has a lot planned.

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  30. i think they should make spells for level 30 to 80 all houses

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  31. I just stumbled upon this, and found at your level 68 spell analysis, but you don't seem to have an analysis for level 58 or 48, is there a particular reason, swordroll?

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    1. Good question. When those spells were released, I'm not sure if I was blogging or not. However, since then, I've done an analysis of new spells. I really enjoy doing them and apparently the readers do as well.

      The main reason I haven't backtracked and done the others is because part of an analysis is the feedback for potential changes. After so long, it's not quite as relevant (though one could argue that the popularity of this post still today disproves that).

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  32. I think balance needs a convert. hex does not do the job trust me. Feint doesn't either. everyone else can convert and boost their attacks. we can't. Seriously? I am not even complaining about the other stuff we didn't get like piercing. But I do like the saber we got. I finally don't need 7 power pips to do a big attack

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