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School Passives Applied through set Bonuses

AuthorMessage
Survivor
Sep 12, 2015
15
Hello everyone, In an effort to make schools more unique, I had an Idea in relation to set bonuses and passive stat application. With the inclusion of Set bonuses, It is possible to have passive effects in game. I feel like since every school excels at certain things, they should have minor bonuses to push certain schools towards certain roles or benefits.
I had the Idea of Passive’s being unlocked at milestones in the game’s Story. Upon reaching level 48, the wizard would be granted a set bonus unique to their school similar to how companions in Khryslais onward provide passive stat bonuses. Each school would start with a bonus acceptable for the level and have them increased at a certain Milestone.
MILESTONES:
Rank 1-Level 48 Spell acquired- School Passive bonus unlocked
Rank 2-Level 100/ defeating Morganthe in Khrysalis – School bonus upgraded a suitable amount
Rank 3-Level 130/ Burying Viggor’s Spirit or Killing the Titan’s Trident- Bonus upgraded again or secondary effect added.
These bonuses would intended to provide bonuses to schools for what they are known for/ expected to do. I do not want to make everyone overpowered for just existing however, so early on the bonuses would be weaker and at max level they would be proportionally useful/ non-negligible.
As a side note, none of these passives would be used in PVP. They are strictly PVE only and are granted by default by being a member of the school.
Proposed Bonuses
Balance: Team Player ( Applies to self, encourage teamplay)
Team Player Rank 1: +3% Pip chance and 5% accuracy to entire team
Team Player Rank 2: +6% Pip chance and 10% accuracy to entire team
Team Player Rank 3: +6% Pip chance, 10% accuracy and 5%-10% damage to entire team
Ice: Steadfast (encourage Ice to be tankier and not be made obsolete by other supports)
Steadfast Rank 1: +2% max health, +5% critical block chance
Steadfast Rank 2: +3.5% max health, 7.5% Critical block chance
Steadfast Rank 3: +5% max health, +10% critical block chance
Fire: Slow Burn (embrace Fire’s employ of damage over time spells)
Slow Burn Rank 1: +5% damage boost to overtime spells only
Slow Burn Rank 2: +7.5% damage boost to overtime spells only
Slow Burn Rank 3: 10% damage boost to overtime spells only
Storm: Thundering Defiance (use Storm’s fragility as a bonus)
Thundering Defiance Rank 1: If below 15% max health, deal 4% extra outgoing damage
Thundering Defiance Rank 2: If below 20% max health, deal 8% extra outgoing damage
Thundering Defiance Rank 3: If below 25% max health, deal 12% extra outgoing damage
Life: Healing Expertise ( make them the best healers by far, so less people can do their job well)
Healing Expertise Rank 1: heals are magnified by an extra 10%, 15% to self
Healing Expertise Rank 2: heals are magnified by an extra 20%, 25% to self
Healing Expertise Rank 3: heals are magnified by an extra 30%, 35% to self. Gain an extra 10% pip conversion chance.
Myth: Focused Entity ( make Myth a true single target damage specialist)
Focused Entity Rank 1: gain +5% damage for single target spells only
Focused Entity Rank 2: gain +7.5% damage for single target spells only
Focused Entity Rank 3: gain +10% damage for single target spells only, +6% pierce
Death: Resilient Spirit ( as masters of Death, they should naturally avoid it better, encourages tanking and solo play)
Resilient Spirit Rank 1: gain 3% damage mitigation for every 20% max hp missing, max 3 stacks ( Max 9% modified resist)
Resilient Spirit Rank 2: gain 4% damage mitigation for every 20% max hp missing, max 3 stacks ( Max 12% modified resist)
Resilient Spirit Rank 3: gain 5% damage mitigation for every 20% max hp missing, max 3 stacks ( Max 15% modified resist). Enemy healing reduced by 10%.
( as this also sounds like a great concept for an Ice ability, I also propose an antiheal-centric passive for death so they constantly reduce enemy healing. A third idea was to reduce self-inflicted damage by a % as well).