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Just some thoughts...

AuthorMessage
Survivor
Apr 04, 2020
1
I've been playing this game since '09 on and off (mostly on) being my favorite school. I love seeing the game grow watching new worlds come out, spells, gear, etc.. Seeing a full page+ of realms full felt great, I actually didn't know whether to post this here or in the test realm discussion since I do have regular spell and the shadow pip spell changes not in the TR so I decided to throw it here but let's just get right into it.
Spell damage and effect changes *just for current spells*

Earthquake:Deals 450 damage and removes charms and ward from all enemies. I feel like the damage given to Mystic Colossus' nerf would better fit earthquake making it imho a solid spell giving it a nice value with it's damage per pip and with its effect and not some I would use once to look at its animation and dump the rest of the game.
Minions: Different topic entirely

Scarecrow: Deals 490 health steal damage to all enemies and returns half to caster.

Weird # I know but it would bring Scarecrow's damage per pip to a cool 70 which I feel would aid its feeling of being an underwhelming spell especially with how enchants work with drains.



Shadow Shrike: +50% Armor Piercing, +10% outgoing Damage, -25 or -30% Accuracy (not sure), and +10% Armor Piercing to the next outgoing Damage or Steal Spell to self and all allies after an attack is cast for 3 Rounds.
I think making the drawback of shrike taking a hit to accuracy instead of healing would be a much better drawback and would make players think a bit more about if they really want to commit to it.

Shadow Trickster: I have a few ideas with this one basically making it just like the boss with...
*PVE and PVP*
+5% Armor Piercing, +15% outgoing Damage, Trick or Treat 1
(Trick 1: Steals 1 Power Pip from the target and gives it to the caster)
(Treat 1: Steals 1 Charm and 1Ward from the target and gives it to the caster) *Would probably make stun blocks immune to this effect*
or
*PVP* Using Shadow trickster allows for critical hits to do 200% damage, it still gives you the +25% critical rating and the -30% critical block rating, but you also get a +30-50% Incoming Damage (not sure). Trick 1

Now for where this topic could have gone into the TR discussion. These are just some simple ideas I had of how I buff them.


Mystic Colossus: Steals 1 Ward and Deals 600 or 640 damage to all enemies
*not sure ultimately what I would choose, only reason I got Khrulu higher in damage is because of the ward removal before the attack which makes thinking about its damage a bit trickier*

Abominable Weaver: Deals 640-760 Damage to target and -50% to the next incoming Damage or Steal Spell to self


Call of Khrulu: Deals 650 health steal damage to all enemies and returns half to caster


Glowbug Squall: Deals 840 Damage to and removes 2 positive Charms from all enemies

Rusulka's Wrath: Would have to make significantly better than Iron Sultan or nerf the latter

Gaze of Fate: 350 damage + 350 school damage & +25% Global damage global

Hungry Caterpillar: Deals 640-760 damage, then absorbs 800 damage to self



Fire from Above: Deals 820-900 Damage and +25% to the next 1 incoming Fire Damage Spells to target

Survivor
Mar 24, 2009
48
I actually really, really like your proposals for the nerfs. The spells definitely were nerfed, but with these changes, the spells are still useable! I hope KI takes these into consideration.
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