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Myth spell: Manipulate

AuthorMessage
Defender
Aug 01, 2014
144
Destroy all targets shields and blades, each blade and shield you destroy, you gain +100 health.

pips: 4, 5, or 6

Lots of myth wizards complain about getting no healing, so I thought it would be cool if there was a spell that combined healing with myth's signature remove shield and blade ability.

Defender
Oct 24, 2012
175
I like this idea, but i'll say it before and i'll say it again, Myth already has an efficient heal! Here are the steps:
1. Use your 0 pip golem minion.
2. Sacrifice minion for 400 health.
3. If you have decent critical and incoming/outgoing the heal can easily to 1.5k
a Two-turn 1 pip heal, basically.

Geographer
Apr 29, 2012
861
Okay this is ranging from extremely useless (6 pips for 100 health and a Pierce) to extremely OP (4 pips for [potentially WAY more given how many Reshuffle cards and IC/TC blades/shields can go in a deck] 2000 health and an Enfeeble and Shatter). How about this:

X-pips, Remove up to 14 positive charms/wards from target (prioritising charms), and 100 to self per charm/ward removed.

So 2 pips can get you 2 Disarm/Pierces and a 200 heal, not too OP, and not bad. At higher pip costs, OP arguments could be made, so maybe make it like Snowball Barrage and have it be X+1 pip. A wave of shadow-enhanced utility spells certainly couldn't hurt.

Explorer
Oct 12, 2012
79
This spells effects of ridding all blades and shields while healing back sounds kinda op imo, but if would say it should be a 5-6 spell since earthquake is the same thing but hits.

Defender
Jul 21, 2013
125
That spell would have to be 6 pips, otherwise it would be way op. But I like the idea. I would tweak one thing though. Instead of removing all shields and blades, remove just the positive ones. It might get rid of teammates traps and they might not be to happy about that!

MANIPULATE 6 PIPS- Removes all positive blades and traps on enemies and convert all shields/blades to 100 each.

Geographer
Apr 29, 2012
861
Leicrex on Dec 21, 2016 wrote:
I like this idea, but i'll say it before and i'll say it again, Myth already has an efficient heal! Here are the steps:
1. Use your 0 pip golem minion.
2. Sacrifice minion for 400 health.
3. If you have decent critical and incoming/outgoing the heal can easily to 1.5k
a Two-turn 1 pip heal, basically.
That's an interesting perspective, that I've seen you post before, but every school has the option to sacrifice their minion for health or pips. And anyone can do it for health provided they don't mind losing a training point. It's kind of like Pixie. It's there for most people, but nobody uses it at high levels.

Defender
Oct 24, 2012
175
Blaze Sandblade on Dec 22, 2016 wrote:
That's an interesting perspective, that I've seen you post before, but every school has the option to sacrifice their minion for health or pips. And anyone can do it for health provided they don't mind losing a training point. It's kind of like Pixie. It's there for most people, but nobody uses it at high levels.
But other schools don't have a 0 pip minion. So essentially you're just using 1 pip over two turns, I use this strategy at Archmage Myth pvp and i find it quite decent when people have life dispels on you.

Defender
Jul 21, 2013
125
Actually, I would tweak a few more things... even though I said I just wanted to tweak one thing. I would make it 6 pips, and make it 125 health per shield/blade. (125 instead of 100 because satyr heals a solid 860 for only 4 pips, and you need the heal to be over 860 for 6 pips.) But, it would still be OP so, I personally would make it an overtime heal. I would also like a separate solid myth heal spell. Something simple, like maybe Cyclops Blessing for 3 pips. It would heal 640 health.

Survivor
May 19, 2015
5
I would suggest a completely different approach actually. One of Myth Schools alleged strengths is their minions. Frankly, the Myth minions aren't that special, you just get one 0 pip minion early on and the rest are pretty lousy. They function more or less the same as every other schools minions and even the spells to sacrifice them or heal them kind of pointless. Why would anyone carry a Heal Minion Only spell instead of a Heal Whoever You Want spell?

The idea of sacrificing minions is messy at best. First off, you have to hope that your 0 pip minion survives long enough to sacrifice. Second, it takes 2 rounds to do a simple heal. Third, any time the wizard fizzles or is dispelled the chances of the heal being successful decrease pretty dramatically. Fourth, this method doesn't work well as you progress to more difficult fights.

Personally, I think a school that's supposed to be the best at manipulating minions ought to be able to buy minions of any school (at the appropriate levels) using Training Points. I'm sure a lot of Myth wizards would use TP's to buy life minions that might do a bit of healing and Balance minions for buffs. Those would be universally useful, but if you add into it the choice to have a minion that is the same school as your secondary school then there is a whole new dimension added to the use of minions for the Myth school.

While it may seem a bit unfair to only allow this for Myth School, other schools have their own strengths that last throughout the game. Myths mastery of minions is useless level 30, and minions are about as irrelevant to game play as they are for any other school. Meanwhile, Life still has the best heals, Death heals themselves, Storm remains the most powerful, and Ice remains the best defended wizards in the game. Balance still has the best buffs. Fire is a strong attacker with decent defencses. Why? Because their design was intended to last through the whole game. Myth's practical benefits end at the 0 pip minion.

Geographer
Apr 29, 2012
861
Phluffy the Mad on Dec 23, 2016 wrote:
I would suggest a completely different approach actually. One of Myth Schools alleged strengths is their minions. Frankly, the Myth minions aren't that special, you just get one 0 pip minion early on and the rest are pretty lousy. They function more or less the same as every other schools minions and even the spells to sacrifice them or heal them kind of pointless. Why would anyone carry a Heal Minion Only spell instead of a Heal Whoever You Want spell?

The idea of sacrificing minions is messy at best. First off, you have to hope that your 0 pip minion survives long enough to sacrifice. Second, it takes 2 rounds to do a simple heal. Third, any time the wizard fizzles or is dispelled the chances of the heal being successful decrease pretty dramatically. Fourth, this method doesn't work well as you progress to more difficult fights.

Personally, I think a school that's supposed to be the best at manipulating minions ought to be able to buy minions of any school (at the appropriate levels) using Training Points. I'm sure a lot of Myth wizards would use TP's to buy life minions that might do a bit of healing and Balance minions for buffs. Those would be universally useful, but if you add into it the choice to have a minion that is the same school as your secondary school then there is a whole new dimension added to the use of minions for the Myth school.

While it may seem a bit unfair to only allow this for Myth School, other schools have their own strengths that last throughout the game. Myths mastery of minions is useless level 30, and minions are about as irrelevant to game play as they are for any other school. Meanwhile, Life still has the best heals, Death heals themselves, Storm remains the most powerful, and Ice remains the best defended wizards in the game. Balance still has the best buffs. Fire is a strong attacker with decent defencses. Why? Because their design was intended to last through the whole game. Myth's practical benefits end at the 0 pip minion.
I think Myth could get a spell for 4-6 pips that says 'Summon a Specialised Minion', and upon clicking it, it gives you an option of the 7 schools. would summon a mostly offensive and buffing minion, would make a defensive and buffing minion that taunts a lot, would create a solely offensive minion with a couple buffs like Stormblade, would make a well-rounded offensive/defensive minion, would be a healing/defensive/buffing minion, would make a minion somewhat like the one, would be essentially just buffing, with some attacks and shields. This could possibly replace a minion card they currently have, or just be a level 128 spell. This way they can summon a helper of their choice, but all of them would have to be viable choices. Perhaps the spell could be 4-6 +1 pip, along with the other spells of that wave. I think the & ones should have no attack spells learnt, so they don't mess with your traps, and will buff/defend/heal more often.

Survivor
Oct 19, 2011
19
Now I disagree with giving all the schools a stong heal. Why not give Life a stun spell, or an earthquake just because they don't have one? I think the game lost some balance by allowing all the schools to have the same pets or allowing them to use training points for powerful healing spells.

Explorer
Oct 12, 2012
79
Cookiedad on Dec 23, 2016 wrote:
Now I disagree with giving all the schools a stong heal. Why not give Life a stun spell, or an earthquake just because they don't have one? I think the game lost some balance by allowing all the schools to have the same pets or allowing them to use training points for powerful healing spells.
So almost every school having a DoT is not a problem right? Including TC

Geographer
Apr 29, 2012
861
SanicTheHegFlame on Dec 24, 2016 wrote:
So almost every school having a DoT is not a problem right? Including TC
It would be a problem if Balance and Storm were given DoTs. As it is, none of the TC DoTs in those schools are very powerful, and nobody uses them in PvE at least due to their general uselessness. Maybe a TC/IC heal for Ice, and another for Myth, would somewhat resolve this issue while keeping the schools unique?