I'm very angered about how weak Kingsisle made the myth school. Myth was supposed to be the third strongest school, but they turned it into a PvP school. Earthquake takes off traps and weaknesses, only 2 AoE attacks (that aren't even good), making them weaker than death, and the list goes on. Fix the myth school, Kingsisle.
I agree, i know myth is a good for pvp but i mean... it was ment at first for attacks? And now i am a level 88 myth and now i can barely solo anything and cant get my new spell cause i am weak? yes it might just be me and i would say its just me but it would be nice to see a bit of a boost on myth again? Carlos Drake- 88
I think something that would help out Myth a lot are not improvements to the Myth school, but a nice overhaul of the minion system. In much the same way Storm specializes in damage, or Life specializes in healing, Myth is supposed to be the master of minions.
However, the problem is that minions have just never been very outstanding. First you need to find the card to summon them, then you need to pips to cast it, and then you need to spend a whole turn summoning the minion, and then the minion needs to actually save up pips before it can start helping you out. This whole time the summoner is basically a sitting duck for his or her enemies. Lets not forget that computer-controlled minions (or henchmen, for that matter) can play rather poorly at times. Oh, and minions actually take up a spot on the duel circle as well.
Lets face it: I'm sure most of us would prefer an actual human controlled wizard next to us instead of some computer controlled minion we have to spend turns and pips summoning in every single duel. This also makes minion summoning a pretty useless specialty to have when you are in a group with four players, now doesn't it?
So in my opinion, the underlying problem with the Myth school is that the thing they are supposed to specialize in just isn't very special. I think the "summoned minion" system in this game should be revisited and possibly revamped to make it a much more viable thing to actually specialize in.
The only downside to this is that such an overhaul to minions might upset the seemingly delicate balance of PvP. I would happily see minions become no-PvP if it meant making them way more useful in the PvE environment.
Here is a random list of suggestions I have for improving the Myth school by improving their minions:
-Make it so that you do not need to summon them every duel. Instead, a Conjurer's minions actually follow them around outside of duels and joins Conjurer's in duels as if the Conjurer and his minion were a team of players. Pirate101's companion system is an example of how this might work.
-Currently, pet's "May Cast" talents and item cards do not trigger cheats. Make Myth minions and anything they do similarly exempt from triggering a cheating bosses' cheats. Again, minions have a tendency to play poorly. The computer cannot recognize the boss it is fighting is a cheater, and will wantonly trigger the bosses cheats. This makes them an awful asset against any cheating boss.
-If Minions must be summoned in duels, make it so that Myth minions join immediately instead of needing to wait until the end of the turn they were summoned. In addition, make it so that Myth minions start with the amount of pips that was required to summon them.
-Give Myth more minions more frequently. One of the problems with minions is that they don't scale very well. Talos, for example, stops being very useful as early as Zafaria due to his lackluster stats and low critical block. You finally added a better minion that Myth wizards can get in Zafaria, but it took you guys almost two years to do so. For a long time, Talos was Myth's best minion from CL/WT to AZ . You are stretching our minions too thin, and they can't keep up with the monsters we face. I think Myth should get one new minion per world if that world came with a level cap increase. The minion should be designed to handle that world's monsters.
-Make it so that Myth minions take reduced damage from all AoE spells, and cannot be critically hit by them. AoE's have become very common in Celestia and beyond, and have resulted in minions dying very quickly.
Each school has its own strengths and weaknesses. Myth actually can be a very strong school. Look at the boards -- I think there is a post called "the myth project" or something like that, which goes into myth's strengths/weaknesses quite a bit.
At any rate, my myth wizard is currently in Celestia, and having a great time. He is quite strong.
But the strategy for myth is different than that of other schools. Myth takes a bit of patience to set up the right kinds of hits -- double trapping for the double attack spells, getting the right boosts on attacks, good timing for earthquake, pierce, and shatter, etc. Myth is a finesse school, not a tank school. Myth also works great with life or death for secondary school, with a life or death amulet to give access to those spells and double pips. Then you can use blades and traps from the balance tree in Krok with double effect for myth and your secondary school, as well as being able to heal yourself in battle.
If you want tank-like attacks, go with storm, ice, or fire.
So maybe it is not so much that myth is weak, as that the myth style of play just is not the right fit for you.
I'm very angered about how weak Kingsisle made the myth school. Myth was supposed to be the third strongest school, but they turned it into a PvP school. Earthquake takes off traps and weaknesses, only 2 AoE attacks (that aren't even good), making them weaker than death, and the list goes on. Fix the myth school, Kingsisle.
Young wizard you are not playing your Myth wizard to it's full potential.
Try exploring how to make better use of what the game has to offer to play your school with the power it can have.