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.

About Myth's minions...

AuthorMessage
Survivor
Jul 29, 2009
14
I'm dissapointed, because the Myth school was supposed to be good at making miions. However, it seems as if death has the best minions. Wizards should fix that.

And here's a good idea, to be able to stitch wands. My wizard's name is Jacob GoldenHammer, and of course, the actual golden hammer (reliquary blade) is not the most Powerful Wand. There just so happens to be an idle blacksmith in GrizzleHeim (GH).

Geographer
Jun 09, 2009
962
Myth minions are good, you're not using them right, after you get cyclops and minotaur, they use taunt so you can kill, and they better keep it that way.

Survivor
Jul 29, 2009
14
Are you sure, because death has that Animate spell that is really good.

And this is a little off topic, but every school has a nice all-pip attack, but myth.

Balance - Judgment
Fire - Heckhound
Ice - You know, the armor one that gives 125 defense per pip :P, Ice Armor mabye?
Storm - Tempest
Death - Animate
Life - Dryad

Myth - ...Subdue?...

Historian
Jun 14, 2009
678
Angelocean wrote:
Myth minions are good, you're not using them right, after you get cyclops and minotaur, they use taunt so you can kill, and they better keep it that way.


I have a GM Myth and GM Death and the death minions are far better. There are several minions, like the storm minions that use taunt, so that is no special feature there. The Death minion, depending on the number of pips used to call it, as far better health as well.

And this is a little off topic, but every school has a nice all-pip attack, but myth.

You know what, your right. It never came to me, but thinking about it now, they don't have one. We need one too KI. :D




Squire
Apr 11, 2010
575
Myth's golem puppet and Cyclops minion are absolutely amazing.

Because the golem puppet has extremely low health, he is ALWAYS attacking. It is like having a little side cannon that is constantly hammering away at the enemy. While it may not seem like much because the puppets attacks are one hit spells, they are great at getting rid of shields: life shields(natural attack), Fire shields(fire cat), Storm shields(Snake), Myth shields(Blood bad), Tower shields(all of the above).

And if your opponent, be it a player or computer opponent, holds off on getting rid of that puppet, this puppet can really eat away at their health. It is a very good puppet despite its low health. Play with the puppet a lot more. You will learn of its many benefits.

The cyclops minion, 4 pips, comes with near 600 health. Can blade you, trap for you, give you pips and sprite you. He is another one of your best friends and is an improved version over the troll minion.
Most myth minions are very good.

The only real let down is the minotaur.

Play with the puppet and cyclops minion more.

Even better, work with the minions. When you are using your cyclops minion for example, carry a storm wand to get rid of storm shields for your cyclops storm shark spells! Watch what your cyclops does and try to work with the minion.

Once in an arena match against a warlord, my opponent defeated me, but I had my puppet out for a good part of the fight. After he defeated me, my puppet used a fire cat and took away all of his remaining 63 health. This resulted in a draw. Or at least both of us losing the match, and our rank points.

Don't underestimate the puppet and cyclops.

Survivor
Jul 29, 2009
14
Yes, you're very right about the puppet, which i personally think is the best zero attack in the game (but that is just my opinion ). He's good for dealing damage and especially good for sacrifiecing.

However, with the ones that actually cost pips :P, animate is much more handy. I understand that you get more power for your pips from the myth minions, but animate can make even better ones, and with new "interesting" spells like the new update said.

Myth has the most minion buffs, but for the main ability, it's not that good.

Good idea with the storm destroyer thing :D.

Astrologist
Aug 21, 2009
1205
Astrologist
Aug 21, 2009
1205
storm's minion needs fixed to, at the least it should rank up when the player ranks up

Geographer
Jul 04, 2009
939
I didn't have too much problems with Myth and have made it up to Drake Hatchery in DS with him. But my biggest concern now is that I'm facing higher health opponents, and when I start facing Myth opponents.

The highest one hit card Myth has is Cyclops, which I received at level 10. Humongofrog does the same amount of damage as Cyclops, but to all opponents for just 1 pip more (and you get that at level 22).

Earthquake (at level 42) is also a hit-all attack, but since it is a fixed damage amount (310) it can actually do less damage than your level 22 Humongofrog! The fact that Earthquake also removed all traps, shield, blades and charms from your opponent is pretty much inconsequential outside of PvP and the one quest in Plaza of Conquest.

Being able to come up with enough Myth Prisms to cover all the opponents before using Humongofrog or Earthquake is impossible from the regular deck.

Then we come to Minotaur and Orthrus, both of which are single-target double-hitters (acquired at levels 33 and 48 respectively). While the damage dished out from these spells aren't too bad, the fact that any traps placed on your apponent are used from the first weak hit is a serious setback. Having to rely on your regular deck to supply you with multiple copies of traps is downright useless (let's face it, the deck dealer is not your friend). Relying on your regular deck to also supply you with double Myth Prisms is impossible. So now you have to come up with a Myth Blade, Spirit Blades, 2 sets of Myth Traps, 2 sets of Spirit Traps, and 2 sets of Myth Prisms before you can attack (and hope not to fizzle)! That's 8 rounds of battle (without laying down a single shield or doing any healing) before you can attack.

I should not have to rely on treasure card version of my Myth spells (ie, Myth Prisms) in order to get 2 of them for one attack because, as usual, they are mostly at the bottom of my deck.

And trying to keep your minions from using up your traps while you're doing this is impossible. I can see now why KI has added so many sacrifice minion for ". . . . ." cards to Myth's arsenal (something else I would have to have a treasure card version of instead on relying on the dealer to supply).

There are 3 solutions to this problem:

1) Add Ninja Pigs to the list of Myth's learnable spells. Ninja Pigs is a high damage, single-target, single-hit card. This removes the necessity of having to double up on every trap and prism.

2) Have the first hit of Minotaur and Orthrus not activate any traps and prisms.

3) Rework the Myth Prism so that a single prism effects both hits from Minotaur and Orthrus.


Let's face it. Only 2 schools actually have shields against Myth (discounting the Tower Shield, which can be taken down by anything) and that is Storm and Balance. And Balance doesn't even use the Spirit Shields until DS, which also happens to be where the disadvantage of Myth's double-hitters and laying down traps really esculate.

So yes, Myth does need to be taken another look at.