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Ideas for the new upcoming transcended gear

AuthorMessage
Defender
Jan 08, 2010
103
Ok so when i was looking at the latest and higher lvl gear, i am somewhat disappointed. But it would be cool if the transcended gear was kkinda like the commander gear meaning everything is glabal. And well thats pretty much all i really have to say. If you have any other ideas that would be great, please submit them because i dont wanna bad gear no offense to you KI. ;)

Defender
Apr 19, 2010
130
Ambrose122 wrote:
Ok so when i was looking at the latest and higher lvl gear, i am somewhat disappointed. But it would be cool if the transcended gear was kkinda like the commander gear meaning everything is glabal. And well thats pretty much all i really have to say. If you have any other ideas that would be great, please submit them because i dont wanna bad gear no offense to you KI. ;)


The global thing is a bad idea because then people who heal all the time could have a higher chance of gettting critical. :?

Explorer
May 11, 2010
61
It should be like the Waterworks gear except with upgraded stats and armor piercing.

Hero
Jun 08, 2009
793
Hi. I don't neseccarily agree, in my opinion, the upcoming transcended gear should pinpoint each schools strengths and build on them. Let's take storm: their gear would entail a high damage and critical then the Waterworks gear, or else it would be worthless. The gear should also feature Universal resist, Accuracy for the given school, and in the vicinity of 8-10 Pierce Armor (this would be similar for ALL school gear)

Here's my idea for a few:

Storm: Hat: Thunderlord's Helm. Robe: Thunderlord's Armor. Boots: Thunderlord's Striders. Overall Stats: 90% Storm Damage, 30% Universal Resist, 25% Storm Accuracy, 140 Storm Critical, 45 Universal Block, 8 Pierce Armor, 13 incoming/outgoing healing, 5% Power Pip chance.

Life: Hat: Cowl of the Glade. Robe: Cape of the Glade. Boots: Stompers of the Glade. Overall Stats: 68% Life Damage, 32% Universal Resist, 125 Life Critical, 60 Universal Block, 10 Pierce Armor, 18 Incoming/Outgoing Healing, 8% Power Pip chance.

Cya in the Spiral,

Paul Stormglade, Transcended Diviner

Go Sparks!

Armiger
May 10, 2010
2080
Ok, this is gonna take a while, but here goes:

This post is just for the Hats:

Fire
250 Health
9% Universal Resistance
6% Universal Accuracy
109 Fire Critical Rating
17% Fire Damage
3% Armor Piercing
5% Incoming Health
1 - 40% FireBlade Card

Ice
400 Health
13% Universal Resistance
3% Universal Accuracy
79 Ice Critical Rating
13% Ice Damage
2% Armor Piercing
5% Incoming Health
1 - 45% IceBlade Card

Storm
200 Health
9% Universal Resistance
8% Universal Accuracy
119 Storm Critical Rating
21% Storm Damage
4% Armor Piercing
5% Incoming Health
1 - 35% StormBlade Card

Life
325 Health
+9% PPc
10% Universal Resistance
89 Life Critical Rating
18% Life Damage
5% Incoming Health
5% Outgoing Health
1 - 45% LifeBlade Card

Death
275 Health
+9% PPc
10% Universal Resistance
99 Death Critical Rating
18% Death Damage
3% Armor Piercing
5% Incoming Health
1 - 45% DeathBlade Card

Myth
275 Health
12% Universal Resistance
6% Universal Accuracy
99 Myth Critical Rating
18% Myth Damage
3% Armor Piercing
5% Incoming Health
1 - 40% MythBlade Card

Balance
300 Health
9% PPC
10% Universal Resistance
99 Balance Critical Rating
18% Balance Damage
3% Armor Piercing
5% Incoming Health
1 - 30% BalanceBlade Card

This covers the Hats, my next post will cover the Robes!

Defender
Jan 08, 2010
103
bionaknight wrote:
Hi. I don't neseccarily agree, in my opinion, the upcoming transcended gear should pinpoint each schools strengths and build on them. Let's take storm: their gear would entail a high damage and critical then the Waterworks gear, or else it would be worthless. The gear should also feature Universal resist, Accuracy for the given school, and in the vicinity of 8-10 Pierce Armor (this would be similar for ALL school gear)

Here's my idea for a few:

Storm: Hat: Thunderlord's Helm. Robe: Thunderlord's Armor. Boots: Thunderlord's Striders. Overall Stats: 90% Storm Damage, 30% Universal Resist, 25% Storm Accuracy, 140 Storm Critical, 45 Universal Block, 8 Pierce Armor, 13 incoming/outgoing healing, 5% Power Pip chance.

Life: Hat: Cowl of the Glade. Robe: Cape of the Glade. Boots: Stompers of the Glade. Overall Stats: 68% Life Damage, 32% Universal Resist, 125 Life Critical, 60 Universal Block, 10 Pierce Armor, 18 Incoming/Outgoing Healing, 8% Power Pip chance.

Cya in the Spiral,

Paul Stormglade, Transcended Diviner

Go Sparks!

i agree with it all except for the resist. If storms is going to be 30 then lifes should be more of 34-36 because life and ice are kinda the same type of school only life focuses on more healing then resist and ice focuses more on resist then healing.

Armiger
May 10, 2010
2080
Part 2:

Robes:

Ice
620 Health
41 Critical Block
13% Universal Resistance
4% Universal Accuracy
41 Ice Critical Rating
15% Ice Damage
2% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Fire
450 Health
26 Critcial Block
13% Universal Resistance
9% Universal Accuracy
56 Fire Critical Rating
19% Fire Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Storm
245 health
21 Critical Block
13% Universal Resistance
9% Universal Accuracy
61 Storm Critical Rating
26% Storm Damage
7% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Life
525 Health
26 Critical Block
13% Universal Resistance
9% PPc
46 Life Critical Rating
21% Life Damage
5% Armor Piercing
5% Incoming Health
5% Outgoing Health
Gives 1 Elucidate Card

Death
475 Health
26 Critical Block
13% Universal Resistance
9% PPc
51 Death Critical Rating
23% Death Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Myth
425 Health
26 Critical Block
13% Universal Resistance
9% Universal Accuracy
51 Myth Critical Rating
19% Myth Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Balance
500 Health
26 Critical Block
13% Universal Resistance
9% PPc
51 Balance Critical Rating
19% Balance Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Next Post will be Boots!

Armiger
May 10, 2010
2080
Ok, here are the Boots:

Ice:
225 Health
3% Universal Accuracy
11% Universal Resistance
41 Critical Block
9% Ice Damage
1% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Fire:
165 Health
5% Universal Accuracy
8% Universal Resistance
36 Critical Block
15% Fire Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Storm
135 Health
6% Universal Accuracy
6% Universal Resistance
26 Critical Block
20% Storm Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Life
175 Health
8% PPc
44 Critical Block
8% Universal Resistance
15% Life Damage
5% Incoming Health
5% Outgoing Health
Gives 1 Simplify Card

Death
165 Health
8% PPc
41 Critical Block
8% Universal Resistance
15% Death Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Myth
160 Health
5% Universal Accuracy
8% Universal Resistance
36 Critical Block
15% Myth Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Balance
170 Health
8% PPc
41 Critical Block
8% Universal Resistance
15% Balance Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Next up, Level 70 Ring and Athame!


Armiger
May 10, 2010
2080
Ring

300 Health
200 Mana
16% PPc
15% Critical
25% Block
10% Universal Damage
18% Incoming Health
18% Outgoing Health

Athame

250 Health
150 Mana
14% PPc
15% Critical
26% Block
7% Universal Damage
17% Incoming Health
17% Outgoing Health

Defender
Apr 19, 2010
130
Ok, Darthjt I really like your gear ideas! :-D They work for every school and pinpoint their strengths and weaknesses! ;) It's perfect!

Explorer
May 12, 2010
77
I really like your ideas Darthjt, they are slightly better than current waterworks gear, yet in line with the new zafaria gear. Not too overpowered, yet, just in line with the power of each school.

I also like the card additions, giving us Elucidate and Simplify to use, so that we dont have a plethora of them, but one of each in the deck, so that, if and when they come up, we can use the rank 9 spells without any boosts.

Nice job Darth, I hope KI takes a look and uses these great ideas.

Delver
Feb 16, 2010
235
As usual Darthjt, very well thought out and detailed consideration of the gear needs. I find this to be more in line with what we would expect in terms of a natural progression from the level 60 gear. It would also be much easier for younger players to realize that they just need to get the set of gear for their wizards with out having to sort through to heavily for their best gear options.

Can we say "Time to farm a Transcended Tower for our gear"?

Armiger
May 10, 2010
2080
Yes, a Transcended Tower is definitely what we need now, that and to Hope that KI likes and incorperates my ideas for gear...

We can only hope... Thanks all for the compliments and responses to my ideas!

Defender
Jan 08, 2010
103
Hey thanks Darthjt for your replies but i ntoiced som of the gear statises like attacking health and targetting are a little lower then the current gear. Otherwise i full on approve of your ideas. Oh, and the resist for ice robe should be more like 14-15 because its currently 12.

Armiger
May 10, 2010
2080
Ambrose122 wrote:
Hey thanks Darthjt for your replies but i ntoiced som of the gear statises like attacking health and targetting are a little lower then the current gear. Otherwise i full on approve of your ideas. Oh, and the resist for ice robe should be more like 14-15 because its currently 12.


You are welcome for the replies...

You say, that some of my gears statistics are lower than current gear? Can you please specify? I have done extensive research, through planning, and careful consideration to each school, the stats, the resists, the health, the damage boosts, healing, and everything. Please, help point out where I made any mistakes...

As for Ice, currently yes, Ice robe has 12 resist, I gave the new Ice robe 13 resist, but look also at the health increase for ice and the slight increase in damage.

Not everyone will agree on everything, everyone wants their school to have more of everything, but I took careful consideration not to overpower or underpower any school.

Defender
Jan 08, 2010
103
darthjt wrote:
Ambrose122 wrote:
Hey thanks Darthjt for your replies but i ntoiced som of the gear statises like attacking health and targetting are a little lower then the current gear. Otherwise i full on approve of your ideas. Oh, and the resist for ice robe should be more like 14-15 because its currently 12.


You are welcome for the replies...

You say, that some of my gears statistics are lower than current gear? Can you please specify? I have done extensive research, through planning, and careful consideration to each school, the stats, the resists, the health, the damage boosts, healing, and everything. Please, help point out where I made any mistakes...

As for Ice, currently yes, Ice robe has 12 resist, I gave the new Ice robe 13 resist, but look also at the health increase for ice and the slight increase in damage.

Not everyone will agree on everything, everyone wants their school to have more of everything, but I took careful consideration not to overpower or underpower any school.

I still slightly feel you underpowered a few schools with damage. A few, and i have done MY research, school's damage are lower. I dont think we should give up some of one ability for another. If that would be the way then we would have to have extensive poles on every little thing to see who would want what for what stats. But i think KI can figure it out. I just hope they do not force us to give up certain abilities for others.

Defender
Jan 08, 2010
103
Thanks for all the replies guys. I hope KI actually takes some consideration to it and creates it very soon because i am geting very anxious.

Brian FairyFist lvl 70 theurgist

Explorer
May 15, 2009
55
All I've heard so far is this; "KI please give us universal resist on our new gear."

Honestly; Universal resist is great for defensive types who heal and shield constantly, but I'd like to see a lot more armor piercing, critical, health, and critical block. In my opinion It'd be great to have two sets of transcended gear for every school; One set could feature offensive stats while the other supplies defensive stats.

The principles of protection and aggression are the bread and butter of each schools combat style, and speaks volumes about their perspective on the spiral itself. I'm ready to attack.

"One defends when his strength is inadequate, he attacks when it is abundant." - Sun Tzu

Mastermind
Mar 28, 2009
327
Life:
Healing Hat:
300 health
10% life boost
10% resist
60% life critical
60% critical block
4% armor peirceing
10% incoming and outgoing heals

Healing Robe:
340 health
15% life boost
15% resist
30% life critical
30% critcal block
5% armor peirceing
15% incoming/outgoing heals

Healing Boots:
300 health
10% life boost
10% resist
5% critical
40% critical block
2% armor peirceing
10% incoming/outgoing heals

Healing Staff:
35% critical
Gives 7 cards Healing Hit
130 life damage
Gives 1 card
Sprite 50 and 300 over 3 rounds (heal)

Healing Deck:
Holds 5 of each card
Holds 6 of each life card
Holds 60 cards

Healing Pet:
(looks like a protection pox)
10% incoming heal
Gives 1 card at teen
Satyr 960 heal

Healing Ring:
200 health
200 mana
20% boost
5% resist
5% incoming and outgoing heals
60% power pip chance

Healing Athame:
300 health
200 mana
40% power pip chance
10% boost
5% resist
5% incoming heals
10% outgoing heals

Survivor
Aug 29, 2011
2
XxMEGAxX wrote:
All I've heard so far is this; "KI please give us universal resist on our new gear."

Honestly; Universal resist is great for defensive types who heal and shield constantly, but I'd like to see a lot more armor piercing, critical, health, and critical block. In my opinion It'd be great to have two sets of transcended gear for every school; One set could feature offensive stats while the other supplies defensive stats.

The principles of protection and aggression are the bread and butter of each schools combat style, and speaks volumes about their perspective on the spiral itself. I'm ready to attack.

"One defends when his strength is inadequate, he attacks when it is abundant." - Sun Tzu

I think, as you stated, That if this were to happen it would just amplify all the spamming and or heal/shield noobs. So i think thats a big fat X

Survivor
Aug 29, 2011
2
scotttttttttt wrote:
Life:
Healing Hat:
300 health
10% life boost
10% resist
60% life critical
60% critical block
4% armor peirceing
10% incoming and outgoing heals

Healing Robe:
340 health
15% life boost
15% resist
30% life critical
30% critcal block
5% armor peirceing
15% incoming/outgoing heals

Healing Boots:
300 health
10% life boost
10% resist
5% critical
40% critical block
2% armor peirceing
10% incoming/outgoing heals

Healing Staff:
35% critical
Gives 7 cards Healing Hit
130 life damage
Gives 1 card
Sprite 50 and 300 over 3 rounds (heal)

Healing Deck:
Holds 5 of each card
Holds 6 of each life card
Holds 60 cards

Healing Pet:
(looks like a protection pox)
10% incoming heal
Gives 1 card at teen
Satyr 960 heal

Healing Ring:
200 health
200 mana
20% boost
5% resist
5% incoming and outgoing heals
60% power pip chance

Healing Athame:
300 health
200 mana
40% power pip chance
10% boost
5% resist
5% incoming heals
10% outgoing heals

I said i wanted more but this is a little blown out of proportion. No offense to you and i do truly mean it, but if you have not seen nor used legendary gear i do not think it is a good idea to start creating ideas for new gear. The main problem with it is tha every single thing has heal boost. If you took some of those stats off some of the gear good. And definitely lower the damage from the staff. Andpets get their own stats on their own. They are not chosen.

Brian Fairyfist lvl 70 lifeWolf Blood lvl 70 storm

Defender
Jun 06, 2009
143
Ambrose122 wrote:
Ok so when i was looking at the latest and higher lvl gear, i am somewhat disappointed. But it would be cool if the transcended gear was kkinda like the commander gear meaning everything is glabal. And well thats pretty much all i really have to say. If you have any other ideas that would be great, please submit them because i dont wanna bad gear no offense to you KI.


I like this idea. It would help because I am transcended and have no awesome gear ! I think they should boost superior stats, like storm for high attack. Super good idea !

-William Deathhead, Transcended Necromancer

Explorer
Sep 03, 2009
59
Here are my fire ideas since im a fire wiz hope u like 'em

Hat: Sun Lord's Helm of Battle
Looks Like: The pvp commander hat but with flames on it
Stats:
405 health
90 critical
90 block
70 universal defense
29 armor pierce
+5 health incoming
+7 health outgoing

Robe: Sun Lord's Armour of Fire
Looks like: The pvp commander robe but with flames
Stats:
560 health
70 critical
70 block
80 universal defense
30 armor pierce
15 health incoming
10 health outgoing

Boots: Sun Lord's Striders
Looks like: The pvp commander boots but with flames
Stats: 340 health
60 critical
80 block
50 universal defense
10 armor pierce
5 health incoming
3 health outgoing

Wand: Scorching blade
Gives: 40 critical 40 block, 7 " sun slash" cards (sun slash does 130 damage

Amulet: Pendant of the Sun
Gives: 1 colossal efreet, 1 colossal fire dragon, 1 colossal meteor strike

Athame: Burning saber
275 health
158 mana
25 incoming health
15 outgoing health

Ring: Circlet of the Sun
250 health
135 mana
15 incoming health
10 outgoing health

Pet:
Efreet
Gives: 1 colossal efreet


Defender
Dec 25, 2008
120
Zoro987 wrote:
Here are my fire ideas since im a fire wiz hope u like 'em

Hat: Sun Lord's Helm of Battle
Looks Like: The pvp commander hat but with flames on it
Stats:
405 health
90 critical
90 block
70 universal defense
29 armor pierce
+5 health incoming
+7 health outgoing

Robe: Sun Lord's Armour of Fire
Looks like: The pvp commander robe but with flames
Stats:
560 health
70 critical
70 block
80 universal defense
30 armor pierce
15 health incoming
10 health outgoing

Boots: Sun Lord's Striders
Looks like: The pvp commander boots but with flames
Stats: 340 health
60 critical
80 block
50 universal defense
10 armor pierce
5 health incoming
3 health outgoing

Wand: Scorching blade
Gives: 40 critical 40 block, 7 " sun slash" cards (sun slash does 130 damage

Amulet: Pendant of the Sun
Gives: 1 colossal efreet, 1 colossal fire dragon, 1 colossal meteor strike

Athame: Burning saber
275 health
158 mana
25 incoming health
15 outgoing health

Ring: Circlet of the Sun
250 health
135 mana
15 incoming health
10 outgoing health

Pet:
Efreet
Gives: 1 colossal efreet


I am a fire and i think this is way to overpowering. Like 150 universal defense! really! that is not possible this is way to far out of even thought i really am sorry to say this truly, but i just can never see any of this gear become reality maybe the ring and athame but gear way to good. And the 210 crit. The stats are very much increased if they were decreased it would be better.
p.s. i like the look of them, but KI would not do that because they want people to stitch to make things look cool so that they get money (lol) sorry KI, but it is true.