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Gear is wrong in all areas!

AuthorMessage
Armiger
May 10, 2010
2080
I am not exactly sure if your right hand knows what your left hand is doing KI... Do you have different people working on the gear? Does nobody ever check and compare?

Crafting Gear has gotten totally worse! This especially goes for hats and boots. Robes are not too bad, however, you lose universal critical block for a little bit more critical and depending on your school, you lose accuracy and damage, or gain accuracy and lose pips and damage. Not sure how you see this as worth the time to really craft. Also, the Rings, athames, and amulets, lol truly lets you know that whom ever made this gear, is completely lost! Gear is supposed to get better, not worse.

Next, if gear is worse, why is it worth more? Does that make any sense?

Drop gear is foolish gear, I have not seen any gear at all that is worth getting...

Seriously, do a little bit of research KI, it is not that hard to formulate and make some better gear with usuable stats.

I know you all wanted to rush getting Zafaria out, but when you make these kind of errors, it really makes the game look bad.

Please fix the gear and make some of it worth getting or fix the crafted gear to be worth crafting!

Armiger
May 10, 2010
2080
Not exactly sure why this post was moved to crafting, yes crafting gear is wrong, but that is not the only gear that is wrong.

First of all, Crafting gear, went from Celestia's level 55 gear, which was cool, getting to specialize in 2 schools.

Then Crafting gear went to Wintertusk's level 56 gear, which was so much better, it gave universal resistance, critical for school specific, and cards that helped your school. All while being a Grandmaster Artisan!

Now, 10 more levels, and a lot to get to Legendary Artisan and the gear does not get better, it gets worse?

The only area crafted gear is slightly better are the robes. You keep your Universal resistance, gain critical, but now you have to give up universal critical block to gain critical block to 2 schools... How did we become worse crafters than we were? We knew how to make Universal critical block and now we dont? And we lose power boosts... Making Waterworks gear still the best in the game, just losing some critical points, not that they really help all that much.

Also, the crafted rings and athames have totally gotten worse. Now, when you craft, you craft them giving you less pips, and again you forget how to give univeral critical block? Why strive to move forward, when you are actually moving backwards? It makes no sense!

Now, this is where this posts needs to be in the Lab, because All gear is messed up and needs to be fixed!

Look at the Crown Gear for Sale in the Bazaar, the ones for each school... You lose all critical hit rating, you lose all resistance, these stats are totally useless for that level. Who thought of these ideas?

Not to mention the dropped gear that gives critical rating but no attack boosts? what are we, level 50? or moving up to level 70?

KI, please move this post back to Hal's lab, because this is obviously a error or glitch on the part of programming that was not looked at properly and needs to be revised.

Squire
Aug 12, 2009
593
Sorry, KingsIsle, but I agree with this. With the release of Wintertusk Artisan Gear, the Zafarian gear should be better than the Wintertusk Gear...

Yes, I know you want to keep the game balanced. Here's a way to do it:
Lower the School Accuracy, make it Generic Accuracy
Lower the School Critical, make it Generic Critical
Lower the School Damage, make it Generic Damage
Add Energy to ALL Gear
Reduce Pips, Increase Health or Outgoing/Incoming Heal
Add NEW blade and trap variants, including Solar and Lunar Blades.

But don't make it overall WEAKER than the farmed Waterworks gear.

Armiger
May 10, 2010
2080
Ah, I found out where the critical block went, it all went to the boots, where you can craft your school and ice school boots, to now get 79 crtical block rating to all schools.

Which is great, but you will lose accuracy and power to storm, fire, and myth!

Ice will lose a ton of resistance, also loses some power and accuracy.

Death, Life, and Balance gain accuracy, but lose a ton of Power pip chance and power.

Problem is, there is no balance between the new crafted gear.

I will come up with ideas how to inprove the crafted gear stats and post them, not sure if KI will listen, although, they do keep changing the game without posting any updates! So, who knows!

Survivor
Aug 05, 2010
8
I agree and to top it off some of the gear is still on the wrong crafting station making it impossible to craft it, how is that for fun when you have collected all the necessary reagents to craft the stupid thing!!! It stinks KI, rayally!!! Any suggestions? Fix the crafting stations per the gear it is all suppose to be on the equipment station not the basic station, double check your recipes!

Squire
Aug 12, 2009
593
darthjt wrote:
Ah, I found out where the critical block went, it all went to the boots, where you can craft your school and ice school boots, to now get 79 crtical block rating to all schools.

Which is great, but you will lose accuracy and power to storm, fire, and myth!

Ice will lose a ton of resistance, also loses some power and accuracy.

Death, Life, and Balance gain accuracy, but lose a ton of Power pip chance and power.

Problem is, there is no balance between the new crafted gear.

I will come up with ideas how to inprove the crafted gear stats and post them, not sure if KI will listen, although, they do keep changing the game without posting any updates! So, who knows!

What the Level 66 Craft Gear should Look like:
Balance Hat:
295 Health
4 Energy
5% Pips
1% Armor Pierce
9% Generic Resist
2% Balance Accuracy
20% Balance Damage
75 Balance Crit
6% Incoming Heal
2% Outgoing Heal
1 Card: Bladestorm (25%)

Balance Robe:
350 Health
5 Energy
7% Pips
1% Armor Pierce
2% Balance Accuracy
22% Balance Damage
10% Generic Resist
40 Balance Critical
5% Incoming Heal
5% Outgoing Heal
20 Generic Block
1 Card Each: Spirit Blade (40%), 1 Card Elemental Blade (40%)

Balance Boots:
130 Health
6 Energy
8% Pips
1% Armor Pierce
2% Balance Accuracy
15% Balance Damage
7% Generic Resist
5% Incoming Heal
5% Outgoing Heal
30 Generic Block
1 Card: Balance Blade (30%)

Death Hat:
260 Health
5 Energy
7% Pips
1% Armor Pierce
3% Death Accuracy
20% Death Damage
7% Generic Resist
80 Death Critical
5% Incoming Heal
5% Outgoing Heal
1 Card: Lunar Blade (35%)

Death Robe:
325 Health
5 Energy
7% Pips
1% Armor Pierce
2% Death Accuracy
22% Death Damage
10% Generic Resist
45 Death Critical
20 Generic Block
5% Incoming Heal
10% Outgoing Heal
1 Card: Spirit Blade (40%)

Death Boots:
120 Health
5 Energy
5% Pips
1% Armor Pierce
2% Death Accuracy
14% Death Damage
5% Generic Resist
30 Generic Block
7% Incoming Heal
5% Outgoing Heal
1 Card: Death Blade (45%)

Fire Hat:
235 Health
5 Energy
2% Armor Pierce
5% Generic Accuracy
8% Generic Resist
17% Fire Damage
80 Fire Crit
7% Incoming Heal
2% Outgoing Heal
1 Card: Solar Blade (35%)

Fire Robe:
325 Health
5 Energy
1% Armor Pierce
8% Generic Accuracy
10% Generic Resist
20% Fire Damage
45 Fire Crit
20 Generic Block
8% Incoming Heal
5% Outgoing Heal
1 Card: Elemental Blade (40%)

Fire Boots:
130 Health
5 Energy
2% Armor Pierce
6% Generic Accuracy
7% Generic Resist
14% Fire Damage
30 Generic Block
7% Incoming Heal
3% Outgoing Heal
1 Card: Fire Blade (40%)

Ice Hat:
360 Health
5 Energy
1% Armor Pierce
4% Generic Accuracy
12% Generic Resist
12% Ice Damage
60 Ice Crit
8% Incoming Heal
1% Outgoing Heal
1 Card: Lunar Blade (35%)

Ice Robe:
515 Health
5 Energy
2% Armor Pierce
3% Generic Accuracy
13% Generic Resist
13% Ice Damage
30 Ice Crit
30 Generic Block
6% Incoming Heal
2% Outgoing Heal
1 Card: Elemental Blade (40%)

Ice Boots:
170 Health
5 Energy
1% Armor Pierce
3% Generic Accuracy
15% Generic Resist
10% Ice Damage
40 Generic Block
5% Incoming Heal
1% Outgoing Heal
1 Card: Ice Blade (45%)

Life Hat:
285 Health
5 Energy
8% Pips
1% Armor Pierce
2% Life Accuracy
18% Life Damage
8% Generic Resist
75 Life Crit
8% Incoming Heal
7% Outgoing Heal
1 Card: Solar Blade (35%)

Life Robe:
340 Health
5 Energy
7% Pips
1% Armor Pierce
2% Life Accuracy
23% Life Damage
12% Generic Resist
35 Life Crit
20 Generic Block
5% Incoming Heal
10% Outgoing Heal
1 Card: Spirit Blade (40%)

Life Boots:
130 Health
5 Energy
7% Pips
1% Armor Pierce
1% Life Accuracy
17% Life Damage
30 Generic Block
7% Incoming Heal
8% Outgoing Heal
1 Card: Life Blade (45%)

Myth Hat:
230 Health
5 Energy
2% Armor Pierce
7% Generic Accuracy
10% Generic Resist
17% Myth Damage
80 Myth Crit
8% Incoming Heal
5% Outgoing Heal
1 Card: Lunar Blade (35%)

Myth Robe:
350 Health
5 Energy
2% Armor Pierce
6% Generic Accuracy
10% Generic Resist
20% Myth Damage
40 Myth Crit
20 Generic Block
7% Incoming Heal
2% Outgoing Heal
1 Card: Spirit Blade (40%)

Myth Boots:
125 Health
5 Energy
1% Armor Pierce
6% Generic Accuracy
10% Generic Resist
17% Myth Damage
40 Generic Block
5% Incoming Heal
3% Outgoing Heal
1 Card: Myth Blade (40%)

Storm Hat:
200 Health
5 Energy
3% Armor Pierce
9% Generic Accuracy
8% Generic Resist
23% Storm Damage
100 Storm Crit
5% Incoming Heal
3% Outgoing Heal
1 Card: Solar Blade (35%)

Storm Robe:
220 Health
5 Energy
4% Armor Pierce
9% Generic Accuracy
11% Generic Resist
30% Storm Damage
80 Storm Crit
20 Generic Block
2% Incoming Heal
3% Outgoing Heal
1 Card: Elemental Blade (40%)

Storm Boots:
100 Health
5 Energy
3% Armor Pierce
7% Generic Accuracy
5% Generic Resist
21% Storm Damage
20 Generic Block
3% Incoming Heal
2% Outgoing Heal
1 Card: Storm Blade (35%)

Survivor
Nov 16, 2010
41
You have put some serious thought into that gear jhonist.Like the ideas. You should invent some level 78 spells.

Armiger
Feb 25, 2009
2425
Thank you Darthjt for posting this and I agree, it should be in the LAB.

KI has really dropped the ball on a lot of this kind of stuff lately. It is starting to get to the point that there really isn't much reason to continue playing after CL and WT.

The game is going downhill and crafting is about to hit bottom. KI seems to think we all want the multi-school gear. WRONG!! Leave the multi-school for those that want it with improved stats but give us the option for straight primary school with better stats than what is currently available for level 70.

Nice work on the gear stats Johnist. This is the kind of gear I want to see and use even if it has to be crafted.

Geographer
Dec 14, 2009
916
Crafting is in need of an overhaul. Everyone brings up good points,and yet it seems it falls upon deaf ears. What crafting really needs is options when crafting items. Everyone plays the game a bit differently,and the gear should reflect those needs. A hat used by a PvPer should be different to those of a PvEer. When crafting items, you should be able to craft different variations of the same item,and instilling the stats that best suit your play style. Different stats would require a special reagent for every stat/ability you wish to imbue the item with. Every item would also have a maximum number of imbues on it to maintain balance. Most of the popular mmorpg's use this, and it needs to happen here also.

A+ Student
Mar 02, 2010
1643
Johnist wrote:
darthjt wrote:
Ah, I found out where the critical block went, it all went to the boots, where you can craft your school and ice school boots, to now get 79 crtical block rating to all schools.

Which is great, but you will lose accuracy and power to storm, fire, and myth!

Ice will lose a ton of resistance, also loses some power and accuracy.

Death, Life, and Balance gain accuracy, but lose a ton of Power pip chance and power.

Problem is, there is no balance between the new crafted gear.

I will come up with ideas how to inprove the crafted gear stats and post them, not sure if KI will listen, although, they do keep changing the game without posting any updates! So, who knows!

What the Level 66 Craft Gear should Look like:
Balance Hat:
295 Health
4 Energy
5% Pips
1% Armor Pierce
9% Generic Resist
2% Balance Accuracy
20% Balance Damage
75 Balance Crit
6% Incoming Heal
2% Outgoing Heal
1 Card: Bladestorm (25%)

Balance Robe:
350 Health
5 Energy
7% Pips
1% Armor Pierce
2% Balance Accuracy
22% Balance Damage
10% Generic Resist
40 Balance Critical
5% Incoming Heal
5% Outgoing Heal
20 Generic Block
1 Card Each: Spirit Blade (40%), 1 Card Elemental Blade (40%)

Balance Boots:
130 Health
6 Energy
8% Pips
1% Armor Pierce
2% Balance Accuracy
15% Balance Damage
7% Generic Resist
5% Incoming Heal
5% Outgoing Heal
30 Generic Block
1 Card: Balance Blade (30%)

Death Hat:
260 Health
5 Energy
7% Pips
1% Armor Pierce
3% Death Accuracy
20% Death Damage
7% Generic Resist
80 Death Critical
5% Incoming Heal
5% Outgoing Heal
1 Card: Lunar Blade (35%)

Death Robe:
325 Health
5 Energy
7% Pips
1% Armor Pierce
2% Death Accuracy
22% Death Damage
10% Generic Resist
45 Death Critical
20 Generic Block
5% Incoming Heal
10% Outgoing Heal
1 Card: Spirit Blade (40%)

Death Boots:
120 Health
5 Energy
5% Pips
1% Armor Pierce
2% Death Accuracy
14% Death Damage
5% Generic Resist
30 Generic Block
7% Incoming Heal
5% Outgoing Heal
1 Card: Death Blade (45%)

Fire Hat:
235 Health
5 Energy
2% Armor Pierce
5% Generic Accuracy
8% Generic Resist
17% Fire Damage
80 Fire Crit
7% Incoming Heal
2% Outgoing Heal
1 Card: Solar Blade (35%)

Fire Robe:
325 Health
5 Energy
1% Armor Pierce
8% Generic Accuracy
10% Generic Resist
20% Fire Damage
45 Fire Crit
20 Generic Block
8% Incoming Heal
5% Outgoing Heal
1 Card: Elemental Blade (40%)

Fire Boots:
130 Health
5 Energy
2% Armor Pierce
6% Generic Accuracy
7% Generic Resist
14% Fire Damage
30 Generic Block
7% Incoming Heal
3% Outgoing Heal
1 Card: Fire Blade (40%)

Ice Hat:
360 Health
5 Energy
1% Armor Pierce
4% Generic Accuracy
12% Generic Resist
12% Ice Damage
60 Ice Crit
8% Incoming Heal
1% Outgoing Heal
1 Card: Lunar Blade (35%)

Ice Robe:
515 Health
5 Energy
2% Armor Pierce
3% Generic Accuracy
13% Generic Resist
13% Ice Damage
30 Ice Crit
30 Generic Block
6% Incoming Heal
2% Outgoing Heal
1 Card: Elemental Blade (40%)

Ice Boots:
170 Health
5 Energy
1% Armor Pierce
3% Generic Accuracy
15% Generic Resist
10% Ice Damage
40 Generic Block
5% Incoming Heal
1% Outgoing Heal
1 Card: Ice Blade (45%)

Life Hat:
285 Health
5 Energy
8% Pips
1% Armor Pierce
2% Life Accuracy
18% Life Damage
8% Generic Resist
75 Life Crit
8% Incoming Heal
7% Outgoing Heal
1 Card: Solar Blade (35%)

Life Robe:
340 Health
5 Energy
7% Pips
1% Armor Pierce
2% Life Accuracy
23% Life Damage
12% Generic Resist
35 Life Crit
20 Generic Block
5% Incoming Heal
10% Outgoing Heal
1 Card: Spirit Blade (40%)

Life Boots:
130 Health
5 Energy
7% Pips
1% Armor Pierce
1% Life Accuracy
17% Life Damage
30 Generic Block
7% Incoming Heal
8% Outgoing Heal
1 Card: Life Blade (45%)

Myth Hat:
230 Health
5 Energy
2% Armor Pierce
7% Generic Accuracy
10% Generic Resist
17% Myth Damage
80 Myth Crit
8% Incoming Heal
5% Outgoing Heal
1 Card: Lunar Blade (35%)

Myth Robe:
350 Health
5 Energy
2% Armor Pierce
6% Generic Accuracy
10% Generic Resist
20% Myth Damage
40 Myth Crit
20 Generic Block
7% Incoming Heal
2% Outgoing Heal
1 Card: Spirit Blade (40%)

Myth Boots:
125 Health
5 Energy
1% Armor Pierce
6% Generic Accuracy
10% Generic Resist
17% Myth Damage
40 Generic Block
5% Incoming Heal
3% Outgoing Heal
1 Card: Myth Blade (40%)

Storm Hat:
200 Health
5 Energy
3% Armor Pierce
9% Generic Accuracy
8% Generic Resist
23% Storm Damage
100 Storm Crit
5% Incoming Heal
3% Outgoing Heal
1 Card: Solar Blade (35%)

Storm Robe:
220 Health
5 Energy
4% Armor Pierce
9% Generic Accuracy
11% Generic Resist
30% Storm Damage
80 Storm Crit
20 Generic Block
2% Incoming Heal
3% Outgoing Heal
1 Card: Elemental Blade (40%)

Storm Boots:
100 Health
5 Energy
3% Armor Pierce
7% Generic Accuracy
5% Generic Resist
21% Storm Damage
20 Generic Block
3% Incoming Heal
2% Outgoing Heal
1 Card: Storm Blade (35%)


That should be in its own thread!
And I think it should be from Mirror Lake or something new,

Hero
Jul 27, 2009
755
i think they all want it handed to them on a golden platter
instead of a stainless steel tray.

the who idea is can you make that gear work
with your current abilities as a wizard.

not can that gear make you invincible to all attacks
so you can merrily dance up the road.

i challenge to you is can you use your current abilities as a wizard in your chosen school make that armor/gear work to enhance your abilities while using your abilities to enhance it>>>>

are you up to the challenge or
are you gonna just sit and whine
about not being spoon fed ?

and dont give me any rethoric
about well you dont know what your talking about...
my wizaeds do not wear upper level gear .
my wizards all appear to be noobish

yes i call my wizard a noob and word dont bother me

Armiger
Feb 25, 2009
2425
hobi wrote:
i think they all want it handed to them on a golden platter
instead of a stainless steel tray.

the who idea is can you make that gear work
with your current abilities as a wizard.

not can that gear make you invincible to all attacks
so you can merrily dance up the road.

i challenge to you is can you use your current abilities as a wizard in your chosen school make that armor/gear work to enhance your abilities while using your abilities to enhance it>>>>

are you up to the challenge or
are you gonna just sit and whine
about not being spoon fed ?

and dont give me any rethoric
about well you dont know what your talking about...
my wizaeds do not wear upper level gear .
my wizards all appear to be noobish

yes i call my wizard a noob and word dont bother me


Hobi, sometimes we agree and sometimes we don't. This time, I don't think we do.

My wizards all work hard for the gear and stats that I want them to have. One of my legendaries Lvl 67 has 2 pieces of WW gear and the other one lvl 61 has 1 piece. A grand master lvl 59 that I have in Cl has none of that gear, but her gear is all crafted from WT.

I don't think the current lvl 70 gear is worth the cost in the crowns shop or the time in farming Mirror Lake for. I know I certainly am not going to buy it or farm it. If I get some as a drop and it is "NO AUCTION", just more food for my pets. There are just some stats that I am not going to dump or reduce.

As for your wizards looking "noobish" fine. Stitched? But I find it a little hard to believe you choose too not improve the stats of your wizards. I have on occasion stitched higher level gear to a lower level style that I liked better.

Defender
Jan 28, 2010
132
I know someone will most likely have something mean to say about this but this is what I think.

The reason they aren't giving us the gear your talking about is because people in PVP will complain as they always do. I'm not saying everyone in PVP complains. But just look at how much of the rest of the game PVP has changed. Think about it for a little while. Then again I could be compleatly wrong. Although I feel that this is really the reason. I really do hope that they will come up with better stats for gear. That would be really nice. If they do though just watch it wont be long and someone from PVP will complain about how unfair it is.

Survivor
Apr 30, 2011
25
On my wizards currently have have combinations of level 66 crafted gear, waterworks gear, and level 70 corwn gear. This combo works for me very well. If you take the time to try the options out there you can coordinate gear that is best for your wizard; more suitable and effective than basic waterworks gear. Yes, there are lots of options and some gear offers better stats in some areas, other gear gives better stats to another.

Also, keep in mind that a lot of the new Zafaria crafted gear works well with the shide staff. Shide staff boosts power pips and accuracy where as most other top wands boost critical and critical block. Just test out different combos and you'll be surprised how nice the new crafted and crown gear is. (the exception being the new ice crown gear which makes no sense to me at all)