Playing It Safe: Storm's Strengthening Skill and Death's Downfall


With the coming updates to Wizard101, which include Avalon, each school was granted four new spells. Each school, with the exception of Balance, received a Mass Prism, and each school received one Spear spell, with the exception of Balance, who received two. Each school also got two new interesting spells that do a variety of things and throw everything everyone knows about PvP out of place, though I can't help but feel that that's just complainers who don't like adapting to change. However, based on some recent changes in the test realm, Storm may be headed in a new direction, and Death... well, we're feeling worse than ever with our new spells!

Storm started out with two spells. One was called Enfeeble, and it cost three pips, and removed all charms. Some Storm students said it was useless, but think about the possibilities. A Balance, double bladed and ready for a kill-shot with Judgment, gets their blades removed, and uses all their pips. The Storm survives for only three. The same could be true with any other one-shot kill, but those just aren't the smartest thing to do anymore.

How about some other situation? Say, a Myth character using many blades for a super-powered Basilisk? Easy fix - Enfeeble. The best part? There's absolutely no trade-off. Every time, this works 100%, and all blades are removed for good.

This could be compared to Death's Bad Juju. Originally one pip, then four, now three, this spell does 300 Death damage to the caster and adds a 90% weakness to the enemy. Essentially, it's four pips, but it's still useful, despite the fact that it uses any blades we have, and removes several types of shields we may have... and that self damage might critical, too! Besides that, the risk is tremendous. Consider going second. Even if you place it with many blades on the opponent, who'd attack with it on? They'll surely use a wand hit, and may even keep their blades in tact by doing so. Then you basically wasted four pips and 300+ health  for a stun.

There's already a 50% chance it'll work. Now consider going first. What if they don't attack, but shield, or add another blade? Then they'll removed it next round and you'll be out of four pips. There are certainly plenty of trade-offs here!

Then Storm got Healing Current. It initially did 1100 health or so to yourself, or 10000 moon damage to yourself, all for four pips. Pretty decent, that's better than Satyr! However, after complaining, it's been changed to 100, 300, or 1000 health. That's simply unfair. With a good healing bonus, that could be nearly 200, 600, or 2000 health. That makes the spell extremely useful 67% of the time. Best of all, no trade-off. No chance that you'll kill shields, no debuff that an opponent may wand off, etc.

Death's other spell is Mass Infection... not too bad, but more risk. The opponent's pet may heal it off, or a minor blessing from a wand may rid them of it quickly. And it's a full three pips, too. Not too bad, but still... risks involved.

While Death does takes some risks, they aren't getting many substantial spells, and while Storm may not come out on top in the new update, they've been overpowered for a long time.

Consider it, a school with the best damage, compromised by low accuracy. Then they get gear, so they have the best damage, 100%+ accuracy, 100%+ damage bonus, etc. Throw in the highest critical chance, and a few no-risk healing spells, and Storm may soon be on top of things.

I suppose, however, that we'll just see how it plays out. I'm excited for some practice PvP matches at level 80! Until later, thanks for reading, and see you in the Spiral!

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