Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

My Idea for Level 70 Transcended Gear!

AuthorMessage
Armiger
May 10, 2010
2080
Fire:

Hat
275 Health
12% Universal Resistance
6% Universal Accuracy
109 Fire Critical Rating
17% Fire Damage
3% Armor Piercing
5% Incoming Health
Give one 40% FireBlade Card

Robe
450 Health
26 Critcial Block
13% Universal Resistance
9% Universal Accuracy
56 Fire Critical Rating
18% Fire Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
5% Universal Accuracy
10% Universal Resistance
36 Critical Block
15% Fire Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Ice:

Hat
400 Health
14% Universal Resistance
5% Universal Accuracy
79 Ice Critical Rating
11% Ice Damage
2% Armor Piercing
5% Incoming Health
Gives one 45% IceBlade Card

Robe
600 Health
41 Critical Block
17% Universal Resistance
6% Universal Accuracy
41 Ice Critical Rating
14% Ice Damage
2% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
200 Health
4% Universal Accuracy
14% Universal Resistance
41 Critical Block
10% Ice Damage
1% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Storm:

Hat
200 Health
9% Universal Resistance
8% Universal Accuracy
119 Storm Critical Rating
20% Storm Damage
4% Armor Piercing
5% Incoming Health
Gives one 35% StormBlade Card

Robe
250 health
21 Critical Block
13% Universal Resistance
9% Universal Accuracy
61 Storm Critical Rating
25% Storm Damage
7% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
150 Health
8% Universal Accuracy
8% Universal Resistance
26 Critical Block
20% Storm Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Life:

Hat
325 Health
9% PowerPip chance
11% Universal Resistance
89 Life Critical Rating
20% Life Damage
5% Incoming Health
10% Outgoing Health
Give one 45% LifeBlade Card

Robe
525 Health
28 Critical Block
13% Universal Resistance
9% PowerPip chance
46 Life Critical Rating
21% Life Damage
5% Armor Piercing
5% Incoming Health
10% Outgoing Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip chance
44 Critical Block
11% Universal Resistance
19% Life Damage
5% Incoming Health
5% Outgoing Health
Gives 1 Simplify Card

Death:

Hat
275 Health
9% PowerPip chance
11% Universal Resistance
109 Death Critical Rating
21% Death Damage
3% Armor Piercing
5% Incoming Health
Give one 45% DeathBlade Card

Robe
475 Health
26 Critical Block
13% Universal Resistance
9% PowerPip chance
51 Death Critical Rating
24% Death Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip chance
41 Critical Block
11% Universal Resistance
21% Death Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Myth:

Hat
275 Health
13% Universal Resistance
6% Universal Accuracy
104 Myth Critical Rating
17% Myth Damage
3% Armor Piercing
5% Incoming Health
Gives one 40% MythBlade Card

Robe
450 Health
26 Critical Block
14% Universal Resistance
9% Universal Accuracy
51 Myth Critical Rating
18% Myth Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
5% Universal Accuracy
11% Universal Resistance
41 Critical Block
15% Myth Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Balance

Hat
300 Health
9% PowerPip Chance
13% Universal Resistance
99 Balance Critical Rating
18% Balance Damage
3% Armor Piercing
5% Incoming Health
Gives one 30% BalanceBlade Card

Robe
500 Health
26 Critical Block
14% Universal Resistance
9% PowerPip Chance
51 Balance Critical Rating
20% Balance Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip Chance
41 Critical Block
11% Universal Resistance
17% Balance Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Level 70 Ring
300 Health
200 Mana
16% PowerPip Chance
15% Critical Rating
25% Block Rating
8% Universal Damage
13% Incoming Health
13% Outgoing Health

Level 70 Athame
250 Health
150 Mana
14% PowerPip Chance
15% Critical Rating
26% Block Rating
7% Universal Damage
12% Incoming Health
12% Outgoing Health

All my ideas summed up in one post, tell me what you think!

KI please take note and please use these ideas, I think your audience will love them!

Delver
Feb 16, 2010
235
Still tweaking the numbers I see, but the original was very good too. This is a very well balanced approach to the gear. I do hope KI will incorporate this or something very much like it. It does not over power any particular school, nor the level of enemies that we are fighting. It is an excellent and natural progression in the gear.

The current gear that I've seen in ZF will be very difficult for younger players to sort through to determine what will help them the most. I know even as low as DS I have to help my son find a good mix of gear to help him do well. But it was very easy when the Waterworks gear came out for my children to quickly realize that was what they needed. And it was great to be able to get it all in one place rather than having to go farm Malistaire for the robes, someone else for hats, and someone else for boots (and maybe not know who it was that you needed to farm) like it is in DS. I hope the level 70 gear will be the same simple to find and simple to understand it's use as the Waterworks gear was. Note - I did not say simple to aquire. I do expect to have to work to get this kind of gear.

Armiger
May 10, 2010
2080
Ok, I was looking over my numbers and I gave Ice a bit too much power.

Ice should have
11 Ice Damage for hat
13 Ice Damage for robe
11 Ice Damage for boots

Otherwise, I think I am pretty much right on the money for gear.

Any other thoughts, comments, or replies?

Professor Greyrose. do you like any of my ideas, or are you not allowed to say?

Defender
Apr 19, 2010
130
Survivor
Jun 19, 2009
19
A+ Student
Mar 02, 2010
1643
darthjt wrote:
Fire:

Hat
275 Health
9% Universal Resistance
6% Universal Accuracy
109 Fire Critical Rating
18% Fire Damage
3% Armor Piercing
5% Incoming Health
Give one 40% FireBlade Card

Robe
450 Health
26 Critcial Block
13% Universal Resistance
9% Universal Accuracy
56 Fire Critical Rating
20% Fire Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
5% Universal Accuracy
9% Universal Resistance
36 Critical Block
17% Fire Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Ice:

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

Robe
625 Health
41 Critical Block
14% Universal Resistance
4% Universal Accuracy
41 Ice Critical Rating
15% Ice Damage
2% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
225 Health
3% Universal Accuracy
13% Universal Resistance
41 Critical Block
12% Ice Damage
1% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Storm:

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

Robe
250 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

Boots
150 Health
8% Universal Accuracy
8% Universal Resistance
26 Critical Block
21% Storm Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Life:

Hat
325 Health
9% PowerPip chance
11% Universal Resistance
89 Life Critical Rating
20% Life Damage
5% Incoming Health
10% Outgoing Health
Give one 45% LifeBlade Card

Robe
525 Health
26 Critical Block
13% Universal Resistance
9% PowerPip chance
46 Life Critical Rating
21% Life Damage
5% Armor Piercing
5% Incoming Health
10% Outgoing Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip chance
44 Critical Block
11% Universal Resistance
19% Life Damage
5% Incoming Health
5% Outgoing Health
Gives 1 Simplify Card

Death:

Hat
275 Health
9% PowerPip chance
11% Universal Resistance
99 Death Critical Rating
21% Death Damage
3% Armor Piercing
5% Incoming Health
Give one 45% DeathBlade Card

Robe
475 Health
26 Critical Block
13% Universal Resistance
9% PowerPip chance
51 Death Critical Rating
24% Death Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip chance
41 Critical Block
11% Universal Resistance
21% Death Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Myth:

Hat
275 Health
12% Universal Resistance
6% Universal Accuracy
104 Myth Critical Rating
18% Myth Damage
3% Armor Piercing
5% Incoming Health
Gives one 40% MythBlade Card

Robe
450 Health
26 Critical Block
13% Universal Resistance
9% Universal Accuracy
51 Myth Critical Rating
20% Myth Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
5% Universal Accuracy
9% Universal Resistance
36 Critical Block
17% Myth Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Balance

Hat
300 Health
9% PowerPip Chance
11% Universal Resistance
99 Balance Critical Rating
21% Balance Damage
3% Armor Piercing
5% Incoming Health
Gives one 30% BalanceBlade Card

Robe
500 Health
26 Critical Block
13% Universal Resistance
9% PowerPip Chance
51 Balance Critical Rating
23% Balance Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip Chance
41 Critical Block
11% Universal Resistance
21% Balance Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Level 70 Ring
300 Health
200 Mana
16% PowerPip Chance
15% Critical Rating
25% Block Rating
8% Universal Damage
13% Incoming Health
13% Outgoing Health

Level 70 Athame
250 Health
150 Mana
14% PowerPip Chance
15% Critical Rating
26% Block Rating
7% Universal Damage
12% Incoming Health
12% Outgoing Health

All my ideas summed up in one post, tell me what you think!

KI please take note and please use these ideas, I think your audience will love them!


Good ideas, you even lowered down Storm's resistance like the waterworks gear Some stats may drop from the waterworks gear, but the level 60-68 gear was a little disappointing, so I say go with it all the way!

Defender
Mar 11, 2010
139
The hats are already made. For crafting.

Great ideas. Not overpowered

Armiger
May 10, 2010
2080
jekbeau wrote:
The hats are already made. For crafting.

Great ideas. Not overpowered


Actually, these hats are better than the crafted hats, they actually combine level 56 crafted gear hats with level 60 waterwork hats and then combine with Zafaria critical stats.

A few minor adjustments might need to be made, but no, they should not be too overpowered, yet better than any gear currently out there.

Hopefully KI will seriously think about these, since these actually promote the sale of Crown wands and will put the gear back on track since the gear that has currently been incorperated in Zafaria is a complete joke.

Armiger
May 10, 2010
2080
Also, the reasons for the stats on the ring and athame, giving critical and critical block are 2 fold.

1. It promotes the sale of the new wand that gives 13% accuracy and 20% power pip chance, while giving +1 power pip.

Most people do not want to sacrifice the lifeforce blade that gives 30 critical and 30 critcial block.

However, now you have the choice, you can have accuracy, or pips, and critical attack and block or accuracy and pips and less critical attack and block.

Armiger
May 10, 2010
2080
I revised and tweaked the numbers once again, making things a bit more balanced, after adding up all the stats and comparing them.

This should be the final revision!

Please look at the stats and tell me what everyone thinks!

Squire
Apr 18, 2010
588
Nice, awesome, epic!!!!!!!!!!!!!!!! Go for it KI!!!!!!!!!!!!!!

Geographer
Feb 15, 2009
992
Don't forget blades (same 2 for each school):

Ring: +300 health and mana
+20% power pip chance
+10% attack power
+20 critical block
+25% incoming heal
+25% outgoing heal
+25% resist stuns

Athame: +300 health and mana
+20% power pip chance
+10% attack power
+20 critical block
+25% incoming heal
+25% outgoing heal
+25% resist stuns

Armiger
May 10, 2010
2080
bravevline wrote:
Don't forget blades (same 2 for each school):

Ring: +300 health and mana
+20% power pip chance
+10% attack power
+20 critical block
+25% incoming heal
+25% outgoing heal
+25% resist stuns

Athame: +300 health and mana
+20% power pip chance
+10% attack power
+20 critical block
+25% incoming heal
+25% outgoing heal
+25% resist stuns


Not that these are bad ideas Braveline, but they might be just a little overpowered.

I do like the addition of stun resistance though!

Explorer
Sep 19, 2009
66
i really like these :) they have nice power for transcended wizards.
Samantha Hawkrider Transcended

Defender
Dec 23, 2009
137
darthjt wrote:
Fire:

Hat
275 Health
12% Universal Resistance
6% Universal Accuracy
109 Fire Critical Rating
17% Fire Damage
3% Armor Piercing
5% Incoming Health
Give one 40% FireBlade Card

Robe
450 Health
26 Critcial Block
13% Universal Resistance
9% Universal Accuracy
56 Fire Critical Rating
18% Fire Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
5% Universal Accuracy
10% Universal Resistance
36 Critical Block
15% Fire Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Ice:

Hat
400 Health
14% Universal Resistance
5% Universal Accuracy
79 Ice Critical Rating
11% Ice Damage
2% Armor Piercing
5% Incoming Health
Gives one 45% IceBlade Card

Robe
600 Health
41 Critical Block
17% Universal Resistance
6% Universal Accuracy
41 Ice Critical Rating
14% Ice Damage
2% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
200 Health
4% Universal Accuracy
14% Universal Resistance
41 Critical Block
10% Ice Damage
1% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Storm:

Hat
200 Health
9% Universal Resistance
8% Universal Accuracy
119 Storm Critical Rating
20% Storm Damage
4% Armor Piercing
5% Incoming Health
Gives one 35% StormBlade Card

Robe
250 health
21 Critical Block
13% Universal Resistance
9% Universal Accuracy
61 Storm Critical Rating
25% Storm Damage
7% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
150 Health
8% Universal Accuracy
8% Universal Resistance
26 Critical Block
20% Storm Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Life:

Hat
325 Health
9% PowerPip chance
11% Universal Resistance
89 Life Critical Rating
20% Life Damage
5% Incoming Health
10% Outgoing Health
Give one 45% LifeBlade Card

Robe
525 Health
28 Critical Block
13% Universal Resistance
9% PowerPip chance
46 Life Critical Rating
21% Life Damage
5% Armor Piercing
5% Incoming Health
10% Outgoing Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip chance
44 Critical Block
11% Universal Resistance
19% Life Damage
5% Incoming Health
5% Outgoing Health
Gives 1 Simplify Card

Death:

Hat
275 Health
9% PowerPip chance
11% Universal Resistance
109 Death Critical Rating
21% Death Damage
3% Armor Piercing
5% Incoming Health
Give one 45% DeathBlade Card

Robe
475 Health
26 Critical Block
13% Universal Resistance
9% PowerPip chance
51 Death Critical Rating
24% Death Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip chance
41 Critical Block
11% Universal Resistance
21% Death Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Myth:

Hat
275 Health
13% Universal Resistance
6% Universal Accuracy
104 Myth Critical Rating
17% Myth Damage
3% Armor Piercing
5% Incoming Health
Gives one 40% MythBlade Card

Robe
450 Health
26 Critical Block
14% Universal Resistance
9% Universal Accuracy
51 Myth Critical Rating
18% Myth Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
5% Universal Accuracy
11% Universal Resistance
41 Critical Block
15% Myth Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Balance

Hat
300 Health
9% PowerPip Chance
13% Universal Resistance
99 Balance Critical Rating
18% Balance Damage
3% Armor Piercing
5% Incoming Health
Gives one 30% BalanceBlade Card

Robe
500 Health
26 Critical Block
14% Universal Resistance
9% PowerPip Chance
51 Balance Critical Rating
20% Balance Damage
4% Armor Piercing
5% Incoming Health
Gives 1 Elucidate Card

Boots
175 Health
9% PowerPip Chance
41 Critical Block
11% Universal Resistance
17% Balance Damage
3% Armor Piercing
5% Incoming Health
Gives 1 Simplify Card

Level 70 Ring
300 Health
200 Mana
16% PowerPip Chance
15% Critical Rating
25% Block Rating
8% Universal Damage
13% Incoming Health
13% Outgoing Health

Level 70 Athame
250 Health
150 Mana
14% PowerPip Chance
15% Critical Rating
26% Block Rating
7% Universal Damage
12% Incoming Health
12% Outgoing Health

All my ideas summed up in one post, tell me what you think!

KI please take note and please use these ideas, I think your audience will love them!

awesome ideas!
the only thing i would suggest is to lower the athame and ring critical/block power to +20 crit POINTS and +30 block POINTS when both are combined and add a bit of accuracy and stun resist to them.
probaby +5% stun resist and +6% accuracy
other than that, great ideas!

Defender
Mar 11, 2010
139
Final looks great and balanced. The ideas are worthy. All balanced. Fantastic job.

Armiger
May 10, 2010
2080
qwertyuiop749 wrote:

awesome ideas!
the only thing i would suggest is to lower the athame and ring critical/block power to +20 crit POINTS and +30 block POINTS when both are combined and add a bit of accuracy and stun resist to them.
probaby +5% stun resist and +6% accuracy
other than that, great ideas!


The main reason I added the extra Critical and Critical Block, is so that people have an option to buy the new wands, the one with accuracy and pips, which this gear works great with, or the lifeforce blade. That way you have options on what you want, more accuracy and power pips, or a little more critical and critical block.

I do agree though, stun resistance would be a nice addition!

Survivor
Dec 20, 2008
3
I think these sets of gear are well balanced. Now all we need are some designs to go with these. They shouldn't really be like the waterworks gear because it didn't reflect much off of Celestia. These should be reflected off of Zafaria. And each school should get a custom design like the fire school gets a more flowing design than the life which would have a spirited design. ( Maybe also add an animal design so like a zebra mane put onto the hat )

Armiger
May 10, 2010
2080
bloo555 wrote:
I think these sets of gear are well balanced. Now all we need are some designs to go with these. They shouldn't really be like the waterworks gear because it didn't reflect much off of Celestia. These should be reflected off of Zafaria. And each school should get a custom design like the fire school gets a more flowing design than the life which would have a spirited design. ( Maybe also add an animal design so like a zebra mane put onto the hat )


Actually, I would kinda like to see the designs on these be the ones that won the contests. Those were some great drawings and I think, would serve this gear the best.