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Mooshu trials

AuthorMessage
Squire
Apr 11, 2010
575
Just thinking up a certain utility spell:

Mooshu trials:
Myth
3 pips
two +30 universal traps are placed on a target and one -35% weakness.

(Still hoping for a spell to compliment my double hits as well as use something as an alternative to earthquake for weakening hits. This is my answer to that.)

Illuminator
Feb 09, 2009
1469
CorbinW wrote:
Just thinking up a certain utility spell:

Mooshu trials:
Myth
3 pips
two +30 universal traps are placed on a target and one -35% weakness.

(Still hoping for a spell to compliment my double hits as well as use something as an alternative to earthquake for weakening hits. This is my answer to that.)


So two Hexes and a Weakness? Then why is it called MooShu trials? And I think that's a bit much.

Squire
Apr 11, 2010
575
AkihiroHattori5 wrote:
CorbinW wrote:
Just thinking up a certain utility spell:

Mooshu trials:
Myth
3 pips
two +30 universal traps are placed on a target and one -35% weakness.

(Still hoping for a spell to compliment my double hits as well as use something as an alternative to earthquake for weakening hits. This is my answer to that.)


So two Hexes and a Weakness? Then why is it called MooShu trials? And I think that's a bit much.


It isn't a weakness. Weakness doesn't really get much stronger than -30%. Mooshu Trials was merely a reference to the idea of ninja pigs. There is three of them, So, one ward/charm per pig.

Aside from that, it fits given Mooshu is full of balance and myth enemies. And myth borrows from balance a lot, whether it'd be because of minion play or just the spells used by the minions themselves, Donate Pips, Hex, spirit shield. It just fits.

What about it is too much? The weakness? No way. -25 doesn't cut it much anymore. And unlike death and life who can drain to heal some damage or just heal your face off, Myth's bigger defensive strikes like earth are costly and messy. We could use an alternative since we can't stun twice without locks getting in the way or spending 8 pips to do so. All of myth's ways to heal require sacrificing a minion in some way. It's just not as efficient as having a one turn defensive spell. And with all the damage over time spells there are, It's only a matter of time that schools like either storm or myth are given some sort of negative charm to counter big DOT's. Although I honestly wouldn't mind too much if Storm was given a spell like -35% charm while myth only got the double hex.

But yes, I'm definitely hoping hard for a -35% charm

Illuminator
Feb 09, 2009
1469
CorbinW wrote:
It isn't a weakness. Weakness doesn't really get much stronger than -30%.


A 5% difference. Wow, it's like night and day. Come on, really? It's a Weakness.

Mooshu Trials was merely a reference to the idea of ninja pigs. There is three of them, So, one ward/charm per pig.

Wait...

Ninja Pigs (which isn't even a trainable Myth spell) has three pigs --> this spell idea has three elements --> Ninja Pigs are from Mooshu = MooShu Trials?

I don't see your point.

Aside from that, it fits given Mooshu is full of balance and myth enemies. And myth borrows from balance a lot, whether it'd be because of minion play or just the spells used by the minions themselves, Donate Pips, Hex, spirit shield. It just fits.

I thought MooShu was pretty balanced in terms of enemies' schools, and if anything there are more Spiritual enemies than Elemental, but not Balance. Also, I still don't see your point. Because the minions are capable of casting spells that make them more helpful to the caster, it automatically means that Myth itself borrows from Balance? You're drawing the most random and

What about it is too much? The weakness? No way. -25 doesn't cut it much anymore. And unlike death and life who can drain to heal some damage or just heal your face off, Myth's bigger defensive strikes like earth are costly and messy. We could use an alternative since we can't stun twice without locks getting in the way or spending 8 pips to do so. All of myth's ways to heal require sacrificing a minion in some way. It's just not as efficient as having a one turn defensive spell. And with all the damage over time spells there are, It's only a matter of time that schools like either storm or myth are given some sort of negative charm to counter big DOT's. Although I honestly wouldn't mind too much if Storm was given a spell like -35% charm while myth only got the double hex.

Somehow I missed that this was for Myth. I thought it was a Balance spell, which begs the question: how is Myth even capable of this spell when it's wholly Balance?

Squire
Apr 11, 2010
575
AkihiroHattori5 wrote:

Mooshu Trials was merely a reference to the idea of ninja pigs. There is three of them, So, one ward/charm per pig.
Wait...
Ninja Pigs (which isn't even a trainable Myth spell) has three pigs --> this spell idea has three elements --> Ninja Pigs are from Mooshu = MooShu Trials?
I don't see your point.


It is a video game, just use your imagination. Does it really matter that badly?

Aside from that, it fits given Mooshu is full of balance and myth enemies. And myth borrows from balance a lot, whether it'd be because of minion play or just the spells used by the minions themselves, Donate Pips, Hex, spirit shield. It just fits.
Because the minions are capable of casting spells that make them more helpful to the caster, it automatically means that Myth itself borrows from Balance?
This spell has nothing to do with balance. This is not a balance spell. Not everything that has a universal effect has to be balance. Feint isn't balance, Efreet isn't balance and neither are Tower shield or Myth's minion only spells which act as universal effect spells.

Somehow I missed that this was for Myth. I thought it was a Balance spell, which begs the question: how is Myth even capable of this spell when it's wholly Balance?


This is not a balance spell nor does it have to be one because of the spell effects. I gave you the reasons, take them or leave them. And if you need another reason, it would be a great supportive spell for team play instead of it just being a myth with minions.

Can't get much clearer than this. :/

Illuminator
Feb 09, 2009
1469
CorbinW wrote:
It is a video game, just use your imagination. Does it really matter that badly?


Well yes, it does. In a game like this there has to be some basic logic to balance out the creativity, and here's no logic behind this name.

This spell has nothing to do with balance. This is not a balance spell. Not everything that has a universal effect has to be balance. Feint isn't balance, Efreet isn't balance and neither are Tower shield or Myth's minion only spells which act as universal effect spells.

What? I don't even recall mentioning that Balance has dominion over global charms and wards, but Feint is completely different from Hex, Tower Shield has always been Ice, and you just said in your last response that minions use Donate Pips, Spirit Shield, and Hex. Those are Balance spells.

This is not a balance spell nor does it have to be one because of the spell effects. I gave you the reasons, take them or leave them. And if you need another reason, it would be a great supportive spell for team play instead of it just being a myth with minions.

Can't get much clearer than this. :/


Contrary to Efreet (no, I didn't forget about that one) none of the elements of this spell are inherently Myth, so technically it is a Balance spell. Just because you say the sky is red doesn't mean it is. What you're not getting is that this spell turns Myth into something it's not. There's a reason Balance has Weakness and Hex: Balance is a direct support school. Myth's medium is not support; dominion over minions, rendering shields futile, eliminating charms and wards completely, but not support. Every school has its strengths; by giving this spell to Myth you're kinda doing Balance a disservice.

Can't get much clearer than that.