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Remove PIP consumption to Detonate

AuthorMessage
Survivor
Sep 24, 2010
27
Its not worth the 4 pips to use Detonate after casting a DoT spell. I would rather cast Heck hound. Also, Triage does not need any pip to remove a DoT. I cant see the logic why we need to waste that much pips while Triage can effortlessly remove it. Anyway, one pip should be enough to either of the spells. Triage is too powerful to not use a pip.

Hero
Jul 27, 2009
755
i found detonate a rather usless spell there for i do not use it.

as for triage a no pip spell is wonderful just as it is.
it is a great spell to keep in your treasure deck along with reshuffle if you havent learned it.

Astrologist
Dec 16, 2009
1035
Arniebella wrote:
Its not worth the 4 pips to use Detonate after casting a DoT spell. I would rather cast Heck hound. Also, Triage does not need any pip to remove a DoT. I cant see the logic why we need to waste that much pips while Triage can effortlessly remove it. Anyway, one pip should be enough to either of the spells. Triage is too powerful to not use a pip.


Triage is fair because it is a reactive spell that can remove at the most 66% of a DOT and at the least 33% of a DOT and the self hit is unaffected.
Shields are anywhere from 50-80% damage negation and cost zero pips. Detonate derves to cost a pip amount because it is an active rather than reactive spell and can easily lead to a OHKO if not limited in some way.