Wednesday, August 22, 2012

Getting the One in the Million Badge Solo

I felt I had got pretty close the other night to hitting for a million damage, so I gave it another shot tonight. I chose the same spot (Lady Blackhope Tower), but bought a few more treasure cards, and crafted one additional item.

First, I did some research on the net. So very many people youtube their million damage shot, but even when they show you their deck setup, it's hard to eyeball what exactly they have in it. Most of them have a lot of spell duplication (since they want to use those to discard to draw their treasure cards). I knew I'd get confused if I did too much of that. Prisms and pixies are easy to figure out, so they and my fortify spells would be the ones I'd discard first. I also noticed most people don't include reshuffle, which for my strategy is nearly mandatory. Since ordering my spells is key, I needed to failsafe my deck drawing.

Here's the best web page I found for describing how to get a million damage in one shot (solo even!). I compared what he had in his lists with what I was running, and as well, how hard it would be to acquire some of those cards. I'll let you look at his stuff yourself. It's going to be more informative than what I have here (unless you are a pyromancer).

http://www.wizard101central.com/forums/showthread.php?t=280871

After reviewing this, I realized I wasn't running optimally with my equipped items. However, I didn't want to go out running dungeons to get better gear for this, since I wanted to do this NOW. The one concession I made was getting a wand item that gave bladestorm. The critical chance I was losing was being made up for in an additional percentage boost. I also noted that he eschewed the use of prisms, feeling that there might be too much room for mistakes or getting caught having to discard before getting all of your post-prism damage cast (which means in our case, getting all your ice damage cast before casting prism). Every single damage buff has to go on for this to work. Well, almost... which I'll mention at the end.

I also discovered an angle that I had not thought of before. While reviewing the treasure cards I already owned when putting in my newly bought cards into the sideboard, I discovered that I owned a Polymorph Colossus treasure card. Hey, don't those things cast ice spells? I looked it up, and sure enough, one of the spells they cast is ice trap (I think the 30% variety). I looked up the other polymorph spells to see what other spells might aid my endeavor. You must note, that these are school cards. If you already cast any of these, the polymorph is a wasted effort... your using up six turns for one spell. This is a desperate wizard's gambit. In my case, the colossus, the ninja pig, and the mander polymorphs all gave good school cards that I couldn't cast (ice trap, feint, and balance blade). I did have versions of ice trap and feint, but as treasure cards, so these spells would be able to stack. I was only able to buy the polymorph ninja pig, unfortunately.

I got my equipment ready. It was nearly the same as before but with the following changes:

· Hammer of the Stone Sky (gives 25% BladeStorm item card)
· some other ring that I forget, but gives 4% fire damage boost instead of general damage, but gives a little extra percentage for incoming heals. I didn't need it at all last time (constantly hovered within 200 of my maximum health, mostly due to pet casting spritely), so whatever.

What was important were the additional spells in my deck. For my main deck setup, I removed one elemental trap and one prism.

For my treasure card sideboard, I added in the following spells:

· 40% Ice Trap (Bartleby Series)
· 35% Fire Trap (Bartleby Series)
· 40% FireBlade
· Polymorph Colossus (for 30% Ice Trap school card)
· Polymorph Ninja Pig (for 70%/30 Feint school card)
· 2 x Reshuffle (added one in, just in case)

I also removed the extra elemental trap. The six additional boost cards should bring me over the top. Right? Well, almost. Everything is working right, and remembering how I kept trying to wait it out for my ice cards before... this time I just aggressively discarded, saving only my reshuffle as it came up, and casting every treasure ice card I got. The first time I tried this, I had ice blasts from my wand, and that is how I took out the minion. This time I did not have them, since my wand had changed to non-damage spells only. I did have an extra Grand Phoenix from my pet, but worried that I'd already have blades on me by the time it would show. I thus planned to use the polymorphs to take out the minion. Well, there was no need for worry. Phoenix came early, and I elected to just send it toward Ms. Blackhope herself. The remainder of the fight would be with her skeletal minion.

A bit later, I drew the polymorph colossus. I had to be very careful, as there is a lot of damage in the colossus arsenal. One mis-click would spoil the whole thing. I got my ice trap cast on my target, and then just passed the rest of the time until the polymorph expired.

A few turns after this, calamity! I did NOT put Polymorph Ninja Pig in my deck. Rather, I had put the Ninja Pig damage spell in. That meant I would be without an extra feint, which is a big damage boost. Oh man! That meant I was really cutting down my numbers. I didn't have time to re-calculate the whole effect, and it didn't matter. Treasure cards had already been cast. I had to see it through. I finished putting all of my ice damage on, not worrying about the in-between cards that wouldn't matter which order they were cast and finished up the battle.

Here was my battle plan, executed about right. I don't know if my Phoenix pet ever cast his fire trap or not... I didn't notice it.


PHASE 1, laying on the ice
30% Ice Trap, colossus spell (and kill minion in colossus form)
35% Ice Trap
40% Ice Trap

PHASE 2, switching damage types
Prism

PHASE 3, the in-between spells... ones that didn't matter if they were cast before or after prism
25% Elemental Trap
30% Elemental Trap
70% Feint, pig spell
70% Feint
75% Feint
35% Elemental Blade
40% Elemental Blade
Gargantuan, stick it on Efreet whenever they are both in hand
35% Fireblade
40% Fireblade
40% Fireblade
25% Curse
35% Wyldfire

PHASE 3, adding fire
25% Fuel
30% Fuel
25% Fire Trap
30% Fire Trap
35% Fire Trap
35% Fire Trap

PHASE 4, draw back and punch
35% Dark Pact (best to have the feint traps on yourself cleared before casting...)
25% BladeStorm (important! must not cast bladestorm before dark pact)
35% Berserk
1145 modified-damage Efreet

Survey says? BOOM! 1,000,000 damage rolled up the screen above the poor skeleton's (once again) lifeless body. Damage displayed is capped at a million, and I'm pretty sure my damage wasn't too much higher than that. Were I to be sure that my pet cast his fire trap, and I had actually gotten the polymorph ninja pig's feint cast, it would have been around 2 million.

I did get a screen grab, but upon reviewing it, I realized that once again, I had left my chat window open. I may post it here eventually, but first I will have to "shop" the names and/or text out of the image. Maybe a blur or strike-through will suffice.

This is how I soloed for a million. To be sure, this is more easily done in a group, as long as communication is clear. You won't need to spend so much gold on treasure cards, and if you review the link I put in earlier, you can see there are a lot of treasure cards possible. Also, no school comes close to storm for the top damage ability. I don't know if fire or death or some other school comes in second, but it's pretty distant from the top. If you're storm, you almost HAVE to get this badge to remain in the club. I just had to see that I could do it, so here you go. I hope this helps anyone else trying to get the badge.

Final advice? Plan it out. Do the math! It will save you some gold. Don't be afraid of prisms, as they give you a pretty cost-effective avenue of boosting your damage. Just make sure you stick with the plan and lay your cards on in the right order. And use Reshuffle! It will help avoid potential mistakes. If you decide not to solo this, be kind and return the favor for your friends. Keep extra treasure cards on hand that you can trade to them or cast on them. Load up shields and heals, and communicate through the whole thing. Everybody loves a winner.

/PS. I didn't critical here either. Counting on a critical might make you sad. You may find yourself attempting the feat over and over hoping for a different result from a critical, which is luck. Plan it out, and you won't need luck. Paying extra gold up front saves you from spending more on retries.







Attempt One on the Million Damage badge

I had an interest in trying this for awhile, and had already begun crafting gear that would give me some bonus spells. Sunday night, I decided to finish what I started. Unfortunately, I spent about two hours gathering up the materials to craft my helmet and my boots, only to discover (after crafting both), that I had already crafted the boots. Ah me. Good bye, gold.

I didn't think I'd do it the first time out, but I needed to see how close I could get. I chose Lady Blackhope's tower in Unicorn Way. No one would be able to jump into my fight (watch out for porting friends, though!), the two monsters were very light on damage dealing, and they wouldn't put up spells that would hurt the effort (like Weakness, or any kind of shields). I wouldn't get any kind of cross-school boost, but I could easily live with that.

Here's how I was equipped:

· Blazing Chieftain's Helmet (gives 40% Fire Blade item card)
· Chief's Garb of Flames (gives 35% Fire Trap item card)
· Boots of Wyldfire (gives 35% Wyldfire item card)
· Dragonbreath Bow (gives 37% critical chance)
· Raven's Ruby Talon (gives 5% fire damage boost)
· Jewel of the Feint Amulet (gives 75% Feint item card)
· Ring of the Wolf's Song (gives 4% general damage boost)
· Pet Phoenix (gives 5% fire damage boost, can cast Fire Trap pet card, gives Grand Phoenix spell)

And here was my deck (Bundle of Eternal Flame):

· Efreet (895 fire damage)
· 25% Fire Trap
· 35% FireBlade
· 25% Fuel
· 35% Elemental Blade
· 2 x 25% Elemental Trap
· 7 x Fire Prism
· 3 x Fortify aura
· 6 x Pixie

My sideboard, of course, is where the main damage was stored:

· 250 Gargantuan TC
· 35% Berserk
· 25% Curse
· 35% Dark Pact
· 70%/20 Feint
· 30% Fuel
· 35% Ice Trap
· 30% Fire Trap
· 40% Elemental Blade
· 2 x 30% Elemental Trap

You'll notice that I included ice damage, which I accessed through my prism. All of my ice damage (except from elemental trap) rested in my sideboard, so I started pulling from my sideboard early. I had some pretty good draws and thought I might not need to use a reshuffle, but eventually I got stuck without putting on my ice trap, so I cast what I could, discarding all fire traps until I got it. I then cast it, followed it up with a prism, and reshuffled.

I made a fairly obvious error. I THOUGHT that I might be able to double up on the elemental traps, casting one of each kind (regular and treasure card) before the prism, and then again each kind after the prism. My logic was that the fire would be used from the one, and the ice from the other. It just don't work that way. When the routine for determining which spells to register in the stack, it will ignore all subsequent cards that are exact. Treasure cards, item cards, school cards, and pet cards are all treated as different spells, even if the card is otherwise exactly the same (for those who didn't know this). Treasure cards of the same name but different percentage level are also treated as separate non-duplicated spells. So the extra school and treasure trap cards were ignored. The good thing is that the elemental trap doesn't matter in what order it is cast (before or after the prism).

I knew enough to save my berserk for last before casting my efreet. No need to take any more boosted damage than I had to.

Final result? Around 420,000 damage. Had I sat down and calculated it on paper, I could have avoided going in and using up my treasure cards, but hey. Sometimes you have to actually feel how it plays. I was a little disappointed, but not much. I didn't get a critical, and that would have gotten me close to the million, but even that wouldn't have been enough. So I needed to re-examine my cards and calculate it out for a second attempt.


Tuesday, August 7, 2012

Waterworks: a quick through

Several points about Waterworks to know.

1) You will always have four opponents with the mobs you fight, regardless of how many are in your group. The will average between 2500 to 3100 health. I think you'll find every school except myth in the mobs. You can try two tactics in building your deck. A couple of gargantuans, blades, and meteor strikes, banking on two being enough, or instead, one or two blades with either dragon fire or rain of fire. The safer bet would be Rain of Fire, elemental blade, fire blade, and amulet fire blade if you're me :P Then making sure to have something like Storm Lord or Tempest in your Sideboard (some other off school in case your fire won't be up to snuff). Don't forget Empowerment aura to speed things up for a second hit if you are relying on firing two heavy hitters. Empowerment is also useful for getting pips for any heals you may want to cast. This is if you are doing all the damage even. Likely not. If two others also have speed damage-all casts for turn two, that's going to be an average of 3000 to every enemy out and on to the next.

You really don't want to be doing Waterworks without a Theurgist or Sorcerer, or at least a really tough Thaumaturge tank. Three wizards in the dungeon just makes it go that much longer. Two can be a real long haul, and one of the two has to be a dedicated healer/shielder.

There are two "puzzle" rooms that turn into fight rooms. The follow-the-leader eel room is easy enough. One person reads book, and immediately swims forward to the switch ahead. The eel will get there first. Pull that lever and keep following the eel to the next switch and pulling that one after he pauses there (don't get ahead of him). The clams, however, I've never been able to pass. You have to open them up before time runs out, but something about not opening yellow ones? I might be thinking of another room. I'll consult and edit this after I find out. <looks it up> I was right! What they may NOT tell you is, the time is short AND the difference between yellow and blue clams can only be seen in the mouth... the blue is a sort of turquoise-tint blue, and the yellow is a pale maybe yellow-green yellow. You'll know when you pass it when red health balls appear. You'll know when you fail when someone gets sucked into combat. Some say you can bypass. This is probably done by everyone just exiting the room before the puzzle timer expires.

The bosses. There are two: Luska the squid guy (no minions), and Sylster the Manta thing (who has a fire and a death minion).

Luska... (from a youtube blurb of JuneAndAlyssa's)
"Every round, Luska will INK at the beginning of the round before any other actions. 
At the start of battle, he only INKS the first spot (sun), which places a Smoke Mantle on them, and a Hex on all other players. 
Only the INKED player can SINGLE attack Luska without consequences. 
This includes: SINGLE attack one enemy spells, SINGLE traps, SINGLE negative charms such as Weakness or Infection. 
If anyone else does these, he instantly removes all wards on everyone and says "If you can still see, don't look at me!". 
He then casts a 1,200 damage Skeletal Dragon or 700/round Power Link (200/round heal). 
Other players can cast all-enemy trap spells, attack-all spells, etc. with no consequences. Global spells work fine. 
When he loses 25% of his health (15,862) he starts to INK the second player (eye spot) each round as well. 
When he loses 50% of his health (10,575) he starts to INK the third player (star spot) each round as well. 
He never INKS the player in the last spot (moon). 
Some recommend a "tank" on the first place, a "booster" in second place, a "hammer" in third place and a healer on last place."

For this guy, I used Infallible auras. It might also be useful to include some Sniper spell enhancers in your Sideboard. If you are not in first position, you should just stick to using attack-all-enemies spells. And for heaven's sake, blades blades blades! I was using efreet spells since I was in first postion and started with the ink on me.

Sylster... (this is from Rogan at ninecrows.com)
9th Fight: Prepare for the final boss fight with Sylster Glowstorm. (Sylster is Star with 24,980 health points, the water-wing is fire with 8190 health points, and the SpellHammer Sorcerer is death with 6560 health points.) Allow yourself a few minutes to freakout quietly then get your head back in the game!
From the first turn, Sylster will cast a doom and gloom around your fight. What actions are and are not allowed during the round are determined by the colour of this doom and gloom. When the bubble is white, you can place any types of traps on the bosses. When the bubble is black, you can place any blades on yourself. Please note that whether the bubble is white or black, it does still function as a regular doom and gloom as well and will cut healing in half. Sylster will always begin with a white doom and gloom / traps permissable bubble, so feel free to place traps on your first turn.(Unused Traps and Blades will be removed when he changes the bubble)
Exceptions: windstorm, pet blades and pet traps are permissable at any time. They will, however, be removed the next time the boss changes the bubble.
He will change the bubble every four rounds Whether you start first or second it will be CHANGED make sure to count the rounds and attack before he removes your traps or blades.
IMPORTANT!!! (TO WHO READ THIS GUIDE BEFORE): Cloak doesnt work anymore, he will remove the cloaked blades.
Some stuff I learned about this boss: Try to kill the minions as fast as you can because they are mean. Killing the boss first is NOT a smart thing because he will come back to life. Every time you attack him he will heal himself and he can heal the mini bosses too it is part of his cheat so try to do big and fast attacks to kill them faster, even after killing the other mini bosses you will have to be prepared to do one or two huge attacks to over kill him by 3000 to 4000 to make sure he stays down

Some changes to the above blurb - attack-all-enemies spells won't provoke him to cast his heal spell. Neither will attacking with a target damage spell (him being your target) IF you have a blade or trap with the attack at the time. This depends on the white/dark phase of the rings. So if you attack him during white doom and gloom phase with a trap on him, he just takes it. If you attack him with a blade during dark doom and gloom, he just takes it. If you attack him specifically without the necessary buff, you fire off his special ability. If both his minions are dead, his special ability is cheat casting a RA spell. So think about it. If you can kill him with one shot (which is probably not gonna happen unless he's really low, since you won't have much of a buffed attack going), then you won't have to worry. Don't forget that the doom and gloom is gonna mess up healing on you. And finally, the doom and gloom colors switch every THREE rounds, not four. At least with us. Perhaps it's variable between 3 and four, but really, you're going to have to time your blade and trap casts. If they go first, you will have to anticipate the change and cast for your intended color on that round while the other color is up. It will switch on their turn, so your cast should then go off. Example, white circle been up 3 rounds, you know it will switch on this coming round, so you cast blade. Sylster goes, switches to dark circle, then on your turn you cast the blade and it sticks. Importantly, you may be able to cast multi-traps and multi-blades on the switch side, but it will take off one of them. The fire will be removed from blade if you attempt this with elemental blade! Fuel is just great.

Tuesday, July 31, 2012

Soloing Trial of the Spheres, Part 3

For the last part, you enter a room with four rising walkways and four smaller walkways next to them that stay level. There are roving stellar protectors to avoid (I bumped into one group and had to fight). At the top of each rising walkway is a platform mirror that must be clicked to concentrate its beam to the ground. This reveals a chest on the walkway just below. Only one chest will appear at a time though, so you should collect its contents (a giant sword) before going to next mirror. You can see where this is going... you equip the four celestial guardians found in the center of the room with the four giant swords to open up a teleport base in the center. This leads to the Mithraya fight.

Here's the Wizard101central wiki page for her about her cheats...


Cheats:
  • Casts a -50% version of Smoke Screen as an interrupt on the first round and every round you successfully cast a spell (a fizzle doesn't bring reprisal).
  • She will stop this when a player has blades and she has traps (the clouds will part).
  • For each round the clouds have parted, she will say "The cards align! Now's your chance!"
  • Both her Smoke Screen and Smoke Mantle spells are -50% instead of the normal values.


So I went in with the following...

Dragonfire Deck:
4 Gargantuan
3 Pixie
4 Efreet
4 Helephant
1 Fire Prism (for the Stellar Protector)
2 Fire Trap
2 Fuel
2 Elemental Trap
2 Elemental Blade
4 Fireblade
4 Glacial Shield
1 Power Link (something extra to throw on the Stellar Protector, if necessary)
3 Empowerment
3 Infallible
1 Amplify
1 Heck Hound

Sideboard:
2 Dryad
1 Regenerate
2 Satyr
1 Pixie
1 Fire Trap (I had it, thought why not)

This is the case where Empowerment plays second fiddle to Infallible. You're probably going to be generating pips, since half the time you won't be casting because of fizzles. Also, it's probably not a good idea to do the 'dot' based spells (scald/link/power link/dragon fire/rain of fire) on Mithraya UNLESS you have an Elemental Shield on her. However, Heck Hound was a great finisher. You are likely going to be close to full pips on more than one occasion as the fizzles get going, and if you do manage to drop the smoke screens by keeping blades and shields up, before firing off any of your big guns, make sure to get more blades and traps on.

Unfortunately, I think I hit a bug, as though I had traps on, since I used up my one blade I had up for the Heck Hound, even when I finally got another blade on, she kept casting smoke screens on me. I thought, whatever, she's almost dead. Just kept casting Helephants and what all until one landed. Stellar Protector went down AFTER she was down.

I may try and streamline the deck with the above in mind...
4 Gargantuan
2 Fire Blade
2 Fuel
4 Elemental Trap
4 Elemental Blade
3 (or 4, if got right deck) Infallible
3 (or 4, if got right deck) Pixie
2 Heck Hound
4 Efreet
1 Helephant
4 Glacial Shield

In this case, you only have to land one of each of the Elemental Blades and Traps, and Infallible isn't much required once you have the blade and trap on, so discard those to get at what you need. Save the Heck Hounds for finishers, and use powered up Efreet to drive down Mithraya's health.

To be super fancy, you could take out all the damage spells and make Gargantuan versions of your damage cards, putting them into your sideboard. The majority of your main hand will be blades/traps/shields, allowing you to just keep attempting to put them on until enough has stuck, then pulling out your damage cards when you need them.


Soloing Trial of the Spheres, Part 2

You'll be facing Ptolemos next.

In this new area, there are four switches around the great room. Each is a phase of the moon (except there's no full moon). You click the panel on a switch until the phase of the moon pertaining to it swings in front of your area where you're standing. This will unlock a bridge allowing you to fight the monsters behind you. The minions are pretty simple, and I stuck to my last deck's build (dots and links/power links). After defeating each set of monsters, a chest will appear containing an over-sized moon shield. You take each moon shield and give it to one of the four giant celestial statues (you click x when in front of it).

Once all four have shields, the way to the boss opens.

Here's the cheat description from the Wizard101central wiki:


DESCRIPTION

Speech:
"You are not as charming as you imagine yourself. Consider that."
Cheats:
  • The first round of combat, and after each direct attack against him, he interrupts with a 90% Tower Shield. Multi-attack spells and life-draining attacks do not trigger his interrupt. When being attacked with a charm, he will say "Your charm has worn thin!"
  • He removes any trap placed on him except Windstorm (a multi-attack trap). He removes the first ward of a single-target triple-trap such as Spirit Trap.
  • Each time you use a blade or charm on yourself, he interrupts to remove all wards on himself.


That wiki page also shows he does lots of ice and some death magic.

Here's how I built my deck and what I did...

Deck of Reflection:
4 Gargantuan
2 Monstrous
4 Pixie
3 Efreet
2 Fire Dragon
2 Scald
2 Rain of Fire
2 Fuel
5 Glacial Shield
1 Wyldfire
1 Elemental Trap
4 Empowerment
1 Infallible

Sideboard: 3 Tower Shield

He had a stellar protector with him, so besides the damage-all-opponent spells not triggering his 90% tower shield cheat, it also served to start burning down the minion. Again, the Empowerment spells were great to keep pips up so I could throw big spells sooner. When I had enough pips, and he had no shield, I would throw Gargantuan Efreet. Also, I'd make sure to get a Fuel and an Elemental Trap down, before Efreet went off. I think if I were to do this again, I'd probably go four of each of the Scald and Fire Dragon spells, throw in one or two more Fuels and Elemental Traps, drop the Infallibe (I don't tend to fizzle), cut down the Efreet to one or maybe two, and that should be good.

Of note: he didn't cast any death spells that battle. I did not get out of this battle with full health however.

EDIT: If you can hold off, you can always blade first (which will remove any shields he has on himself) and then put traps on him. However, you should know that Wyldfire counts as a charm in this encounter. I found out the hard way on my last run, removing my Fuel and Elemental Trap I had previously placed on him. Blades actually make sense to use in the deck, as you get to remove his huge tower shield. All that being said, I still had no problem using Empower, various AoE spells, and Gargantuan (now Colossal, since I've learned that).

Soloing Trial of the Spheres, Part 1

This will be silly, as I'm "too high of level" for this dungeon. But soloing with the wrong deck might get you killed quick! I went in a bit back thinking I could breeze through, and Astraeus stopped me cold. Rather than my usual lengthy discussion... on with the dungeon!

Three physical puzzles in first room, plus wandering monsters. Don't touch the monsters.

Puzzle with the heads: click until each head faces the center giant stone vase structure.

Puzzle with the stars: click each remote panel once (it is usually set that way), or until all the stars are in line on one axis from small stone pod thing to center stone vase structure.

The hard puzzle: four stone pods around center stone vase structure... this is from memory, so I may get this wrong, but here goes. If you visualize the outer stone pods as points on a clock: 12 o'clock, 3 o'clock, 6 o'clock, and 9 o'clock... with you approaching the puzzle from between the 3 and 6 o'clock pods, then click each stone in this order: . I'll edit this later if I find I'm wrong. This puzzle is a bit irritating as when you click on a pod, some of the pods light up, and others when lit may go dark. Each has it's own combination of what lights up and what doesn't, but it also depends on which ones you already lit up first so... this puzzle is a trial and error one.

EDIT: Mr. Sarcastic wrote on http://www.wizard101central.com/forums/showthread.php?t=113152 to start with closest stone pod, activating that, then moving counter clockwise to all the other stone pods, activating each one. I confirmed this.

Avoid monsters, go toward teleport base area.

Astraeus will be in his own room. He frequently pops up a 90% tower shield, and he has 7000 health. That means if you just try and muscle through with damage, you will be needing to do around 70,000 damage to take him down. Since you're soloing, this would take quite some doing. Also, he will every couple of rounds summon three near copies of himself if there aren't any up. They do life damage, but have far less health. There are a variety of ways you may want to tackle this guy... one of which might be minotaur treasure cards. That just made me snicker. I opted for a bunch of damage over time spells.

Here's my deck for this fight (keep in mind that I currently have a minion that does spritely! If you don't have something like this, think about shields and heavier heals in your deck).

Deck of the Lotus:
4 Gargantuan
2 Monstrous
4 Pixie
2 Fire Dragon
2 Rain of Fire
1 Fire Prism (what was that doing in there!?)
4 Fire Blade
4 Link
4 Power Link
2 Fire Elemental (very nice for putting down additional Link and Fire Elf spells)
4 Scald
4 Empowerment
2 Wyldfire
2 Fortify

I had no sideboard equipped  :O You may want to do various things, like sideboard the double hit myth spells, or put some buffed up 'dot' spells in there. Or big heals.

The keys to this were constantly laying down damage over time spells as I got them. His shield might soak the damage from one, but if there were 2 or even 3 more burning dots on him, he would take the full brunt of those. It might be helpful to save up a bunch of pips so you cast two or three of these kinds of damage over time spells back to back, rather than having to wait a couple of rounds between. That means loading up nothing but Rain of Fire is going to backfire on you. The empowerment is nice for getting stuff out quicker, and the Link/Power Link spells were good for the double effect of keeping those 'dot' (damage over time) spells on him and keeping your life juiced. By doing Scald/Fire Dragon/Rain of Fire, you get to effect his copies if they are out.

Took awhile, but cruised past Astraeus pretty easy with this.

SECOND EDIT: Forget the Links and Power Links on him. He will shield each time one of those damages him on subsequent turns. The damage-all-enemy spells is the way to go. I'd get rid of the links, and power links maybe (though if you have your empowerment up, you'll get a pip back, be working on an enemy, and getting a small heal out of it). That also means... don't do any double hit spells, like those from myth or balance. The fire elemental is a waste of time. It must have been late when I did this.
Here's my new modified deck:
4 Gargantuan
2 Monstrous
4 Pixie
4 Fire Dragon
2 Rain of Fire
4 Fire Blade
4 Scald
4 Empowerment
2 Wyldfire
2 Fortify
4 Fire Shield

Sideboard in heals if needed. Sprites probably a good choice. Or if that's eating too many of your pips. Try some Life Shields.

Monday, July 30, 2012

Pets and Wizards

It's no coincidence that your pet occupies an equipment slot; the companion pet (besides looking cute and often having customizable colors) can offer a wizard enough boost to be the deciding factor in closely-fought duels.

So for this post, I'm going to pay a little attention to the little critters in our wizardly lives!

First, let's talk about Spritely. It's a pet ability that only a few pets have, including the new Brave Hound rewarded for the Facebook sharing virality campaign. Spritely is the pet ability to occasionally cast sprite heals during combat. This is not a spell card given by the pet and added into your deck; this is the ability to cast in addition to your casting. This additional cast means you don't have to spend extra time casting yourself... in effect, you sometimes have the ability to cast more than one spell in a turn. In some rare instances, three times in one turn (two sprites in one turn - I've seen it happen!). I've often envied those players with sprite-casting pets. Not having to worry quite as much about healing allows you to keep your planned sequence of casting, which can be very important if you are timing your spells to go off before an anticipated spell or effect from your opponent might go off. Though it's not guaranteed that your pet will cast one or more sprites, it happens fairly frequently; and when you consider the number of battles that you were one more spell away from winning, it's easy to see that one free sprite cast might have made the difference. However! Since I didn't know too much about pets, I always assumed that any pet might be able to learn this ability, and that it was just rare luck or purchased pets that got this. I was wrong... only some pets get the chance to learn. For those who don't know, here's a list of all the first generation pets (I think!) that can learn the Spritely ability:
Assailing Dragon, Brave Hound, Cupig, Evil Sandman, FOG Unicorn, Fiendish Foo DogFierce Hound, Forest Lord*, Ghost DragonGiraffeGuardian Foo Dog, Humongofrog*, Ice Wyvern*, Jellyfish, Judgement*, Kraken*, Night HawkPatriotic LeprechaunPet Egg, Phoenix*, Samoorai, Satyr*, Scarecrow*, Sea Dragon, Sea Turtle, Snake in a Basket, Spinyfish, Spirit of Nature, Starfish, Utility Dragon, Vigilant Dragon.
There are hybrids and second generation pets that can learn it, but I'm not too knowledgeable at this pet hatching thing yet. Pets in italics are crown-purchased only pets. Pets with asterisk are school-awarded pets.

Second, the other abilities and how they help you out. I have a low level Conjurer who is wearing gear that boosts his Myth accuracy by 4, leaving him at an 84% accuracy. I gave him a pet Minotaur I found with a higher level character (drop from Youkai near end of Mooshu) and trained him to epic. He gave a +6% bonus to Myth accuracy. So while that pet was equipped, my Conjurer had the same accuracy as your fresh Theurgist at 90%. That was a big boost, and made for some great low level adventuring. With the recent Brave Hound addition, though, I now run around with Spritely for my guy. My dog is not yet epic, so I'm hoping to recapture that accuracy bonus, so I can leave my Minotaur to guard the gates of my house :)

Pets have a real and intrinsic value that can add to your character's strength. It's no wonder that players will hatch new pets to try and get the ability that their last one lacked.

Which stats boost what ability (max seems to be +6%, and maybe max 2% per ability, requiring three abilities to boost).
(school)-Giver, Add-Balance (Strength, Will, Power), bonus school damage
(school)-Proof, Unbalancer (Strength, Agility, Power), bonus school resist
(school)-Shot, Balance-It (Intelligence, Agility, Power), bonus school accuracy
Pip-O-Plenty (Strength, Intelligence, Power), bonus power pip chance
Sharp-Eye, Sharp Shot (Intelligence, Agility, Power), bonus universal accuracy
Spell-Defying, Spell-Proof (Strength, Agility, Power), bonus universal resist
Pain-Giver (Strength, Will, Power), bonus universal damage
Health Gift, Health Bounty (Agility, Will, Power), bonus wizard health
Mana Gift (Intelligence, Will, Power), bonus wizard mana

I'm searching right now for the site that will help you determine how your pets ability stats will affect the strength of their talent. Oh. Here it is: http://petnome.pbworks.com/w/file/fetch/46870777/Petnome%20Calculator.pdf

As a matter of fact, it looks like this site is just generally useful in pet lore (so here's the link to the home page): http://petnome.pbworks.com/w/page/27388686/Home

Also, someone went through an awful lot of trouble in experiments to help you if you should want to make a designer pet (careful long breeding program!): http://wizard101.wikia.com/wiki/Creating_a_custom_pet

So! With all those words above, what to make of it all? What do you want your pet for? Looks? Then google that pet, find out how to get it, and if it requires farming for it, then keep killing that boss until it eventually drops. If you want it for the pet derby... I don't know. I don't play that part of the game, so I don't know which abilities are awesome or not, but if you find out, then get the pets that have that ability (or abilities) and keep training them and hatching similar ones. If you want to get pets for their abilities, google which abilities you like, find which pets have them, and go after them.

School pets tend to be very powerful, but you will be pretty far up in level by the time you get them. I notice that when you hatch your new pet, it will often have the average pedigree of its parents (so if one of your parents' pedigrees is low, it will likely bring down the pedigree of your pet, though this doesn't seem to be an exact science). Your newly-hatched pet will more often than not be the same kind of pet of the parent that had the higher pedigree.

Alexander has a Phoenix that is now Ancient, with only one talent left to uncover, I can say that I likely won't bother hatching a pet from him to get something else, because he's give me good stuff! He's given me two "may cast:" abilities of sprite and fire trap, and also Fire-Giver for extra fire damage percentage. My hope is to get Fire-Shot as well for accuracy, but if I get a pet-centered ability talent, I'm hoping it boosts the phoenix' strength, will, or power to increase his damage bonus.

If I were to farm for a pet, it might be the Sea Dragon, which has a chance at Spritely AND Pain-Giver (universal damage bonus). Any pet that can be useful to every school makes me happy. And he's one silly looking pet, so your wizard will travel light in heart.