Myth is the only school I currently have maxed and I did that mostly soloing. Probably a shocker to most people, but I actually have to thank minion play for that. The learned minion spells (cyclops, minotaur, Talos) are decent at the lower levels. However, around Dragonspyre or Celestia, they become pretty terrible options. However, Myth wizards have an underrated side activity of monstrology where you can make your own minions that are of equal rank to the mobs you're fighting. An added bonus, if you are a Myth wizard, you can actually summon three monstrology minions in a fight AT THE SAME TIME. Other schools have to play by normal minion rules even with monstrology minions. I agree with a lot of things said in this video, I just wanted to throw in my two cents.
I play this game on and off, but I love the school of myth as it is my main for when I do play. I've heard a lot of bad things about monsterology though like that the effort it takes to use isn't worth what actual damage and such you get out of it. I forget what level I'm at but I was questing in Grizzelhiem and was almost finished in Krakatopia last I rememeber, but I would really appreciate any advice on how to utilize monstrology to it's fullest as I really enjoy using minions and love the concept behind it.
@@joshowawood1786 straight up, he just made me realize the importance of monstrology going into the future for more developed minion play. At least experiment with some solo stuff on it.
Myth is my second most leveled character next to my life and my storm (which are both max). My myth is 100, and I’m loving it. Though I’m using my max Storm to level my myth, I do occasionally hit with my myth for fun (mostly because Khrysalis is boring). I will say, high level myth is pretty interesting. Once you get full Mali gear, you’re set. Plus I made a pet for my myth with good damage stats and a resist talent. Once I get my myth to max, he’s going to slap
They had to make orthrus hit all cause every school had a hit all 7 pip spell Storm had Storm lord. Ice had Frost Giant. Fire had Fire dragon. Life had Forest Lord. Death had the OP one where not only did it hit all enemies but it healed you for each enemy. And Even Balance had Ra
Honestly, I think a HUGE change that would help Myth a lot would be adding a mechanic for stuns on bosses, for example if a myth wouldn’t stun in one round then something negatively could happen, for example a -50 weakness or similar.
I feel like an accuracy debuff would make more sense than a damage one. Fizzling is essentially the same as being stunned just without the stun shield.
Just thought of the ideal minion overhaul: Let minions be summoned in combat, and they stand outside the ring, same as the final boss. And the myth wizard can command what the minion does depending on the situation. Shower thoughts are fun thoughts.
everyone underestimates myth. We are the one people drop out of in kiosk team ups. Decent resist, lots of utilities. We can hold our own because we had to be. It takes strategy to play myth well.
Ya know Kaiser I've been thinking a lot about this. I think there are only 2 ways to really improve minions in this game. One way I like more than the other. 1. Treat minions like pets instead of players. Where they don't take a player slot in the fight but rather they are small like a second pet. But they have their own spell deck you can control alongside of your own. Like a buff spell pet. There are some balancing issues with this. This is just the infancy of my idea, but it could be viable. They could balance the first part by having the minion share a bit of your health pool, where you also take whatever damage they take and their HP can at most be only like 50% of your total HP of something. 2. Treat minions like other players but at least be able to give them general commands like telling them to focus on buffing and healing you, or focus on hits but wait until you've bladed them up enough (so wait until you say you're ready for them to hit). Or just make them spam hits over and over for easier mobs. Technically these ideas aren't incompatible. You could mix around parts of these ideas. But I think overall if they made a change like this, it would make Myth a REALLY viable option even in full 4 player PVE dungeons.
I would even put Myth over Storm or Fire because if you Blade and Trap properly, Earthquake is vastly better than Orthrus as you get to continually make sure the enemy has 0 blades and shields, coupled with the fact that if you are Bladed and Trapping, your damage even at a mere level 35 is well over 1100 which is a 1 shot in that case. I agree, Humongofrog is a complete waste. To me Earthquake is for the win if you Trap and Blade like you should: Rotation>> Your Blade, Pet Blade, TC Blade (all same % blades) , Trap, attack with Earthquake. You get proper DPS each time and dont worry about their blades boosting their DPS. To me this is the most viable option, and what to me gives Myth the edge even over Storm or Fire even though Storm is the hardest hitters. This is just my personal view. And yes, abolish the minions lol. They were a bad idea from the start.
having myth lean into support / utility combined with a minion buff would be really nice. Myth is a good school, but doesnt really have a niche, other than maybe removal. interesting utility spells would let them excel in team situations, while minions would let them survive solo (combined with util)
for example letting dimension shift (6 pips, trade all hanging effects with minion) target any creature including enemies, it might be worthwhile, although some additional cost might be needed. it has some niche uses, but is overall worthless. letting it be an upgrade of shift/steal charm and act as removal would be interesting. It would also open the door for interesting spells with downsides that you could manipulate using dimension shift.
I think myth just has an image problem, every other school has a cool gimmick to attract people that also ends up being useful, but myth's gimmicks range from bad to situational, so no one really gives them a chance even if from a statline perspective they're still perfectly viable
for pvp myth is scary good and underrated. they may not have dots, but their roshambo skills makes it easy to counter shield stacking. double hits make single shields obsolete, and their roshambo converts shields to traps for 3 pips, 1 pip more than than the lowest dot. not to mention their good damage
Add humungofrog spellements, buff Medusa damage to 800, mystic colossus damage needs to be 725, and instead of minions being a seperate spell, I think it’d be nice in PvE if some hits summoned minions. Like for example, celestial calendar summons talos on crit, orthrus summons a Minotaur minion, etc. it’d give myth the luxury of being able to utilize minions while still playing normally and not having to waste turns+pips. However in a team oriented group this would have zero effect on myth (side note: these would be PvE features only. Every hit being a Baba Yaga in pvp would be busted)
Or even a spell that could grant a temporary boost to minion control or a spell that allows you to add minions regardless of how many teamates you have.
As a myth main since back when lvl 50 was the cap, I think myth should be an off utility school that can give gameplay utility like switching turns so your team goes first and such or being able to steal blades/shields and place them on teammates while still being another hitter if needed. I think they have made some good changes to myth and hopefully more will come to the school.
Noah, I think you should do a video on why death us the only school that is truly unique. What is each school's specialty? Fire-DOT but every school has a dit spell Storm-Glass cannon but with the damage cap just a school with a broken identity? Ice- High health and resist but death and life also can get extreme health and resist Balance-I'm not sure what is unique about balance other than being the best support. But death has access to a universal blade plus feint. Life- healing, but all school's can heal in one form or another Myth-minions/stuns all school's have access to minions and many have access to stuns Death- heal back this is the only mechanic that is strictly one school and unique Is this an issue? Should it be fixed? How would they go about making each school unique again? Or should they give another school a version of heal back?
@@snidlin Dark and stormy is Damage plus healing not heal back. The major difference is the amount of healing isn't based off what damage you do, it's a separate number
I thought myth was fine before the spell changes in pve. Though I was only in first and most of second arc during that time. At the time I had a double resist and double heal pet in second arc. Frog spam did the job in in the second arc with damage enchants even in battles such as aztecas final dungeon. Many times I would one hit the minon in a boss fight then one hit the boss. In dragonspyre and much of celestia minotaur then orthorus was good to one shot minons and bosses back when they had more health and can deal with shields easier. The nice thing about myth was all the utility. Lots of options such as double hits, the nine pip dot, peirce, shatter, shift (very useful against a few boss cheats I know of), stun. The stats of myth is well balanced.
Absolutely love myth. I have a max death , a lvl 68 ice. Got bored of the ice and started the myth , got it at like lvl 114 now and love every second of it. Such a good school and love the spells . About to get that $5 deal to play some more :)
Hearing you talk about zen master blue is pretty cool cause he was the first guy I really watched getting into w101. That myth walkthrough was indeed legendary haha
The new changes in myth spells have brought it forward amongst the hardest hitting schools. Yes, it can hit as almost as well as fire and storm. But It is a more complicated school to master bc of all the unique support cards. And a lot of ppl simply do not want to put in the effort or are not intuitive enough to effectively use the unique spell options.
I think as a Myth you should be able to control your minion’s moves. Like pick the card your minion uses each round. It would negate the RNG and make it viable to summon minions so you can double buff. Or blade and have your minion shield you. It would make Myth the solo school because you would basically be playing your character alongside playing a beast moon character pretty much. Didn’t fully watch the video before posting this. But yeah I think if they made minions more utility, they would be really helpful with soloing content.
Ever since school identity completely disappeared, every single school is a viable option. Myth is just icky. The spell visuals are nasty, colour scheme is meh and honestly, why would you wanna play myth when you can play any other school and have very similar if not exactly same experience without making your eyes bleed due to all those ugly myth spells. (To be fair, not all are bad but majority really needs a visual rework.)
Myth is for sure a underrated school and I can attest to it. I’ve been playing since 2011 and I’ve never liked myth ever and it’s like I think there is a reason why but can never come up with a good excuse. Some of us have that underlying issue from the past when everyone hated myth. School association is a bad thing as well a lot of the time, when I assist people they think I can’t hit as an ice but then I beat the fire to it or the storm and they o nice didn’t expect that. Yea damage numbers don’t lie we all need to stop this toxic behavior and stop being so judgemental. I’m sure I’ve done it to before to but it’s all about realizing our mistakes.
Worst part about myth is trying to get spirit blades from people that arent balance. They're always running elementals because fire and storm are the main hitters, and myth gets left in the dust in team fights.
i know i’m a late comment, but this is very helpful. along with most of your other videos i’ve watched. just recently started getting back into wizard 101 (haven’t played sense like 2017) and your videos are very well thought out, informative, and entertaining enough to keep me watching. great work👍🏼
Myth is a worse hitter only because most people learn elemental blades to support Storm and Fire, but only spirit schools learn Spirit Blade. Though I must say that I was pleasantly surprised when I had to hit at King Detritus as Death and everyone found a useful blade for me. Still, there are plenty of places, some highly farmed, where Myth is the best hitter. Waterworks, where noone resists Myth, same in Morganthe's chamber. Some cheating places, where Shift plays a good role (hello, Pendragon!) Speaking of which - Shift could become even more interesting if it had two targets - the "from" (an ally) and the "to" (opposition, as it's now). Oh, and The Great Beast (remember the submarine taking you from Crescent Beach to Ruined Alcazar?) is better helped by Myth than any other school. Having a Shatter which guarantees the destruction of all wards, unlike the two pip TC, is also great (Omen, anyone?) Now give us Mass Cleanse Ward, please... Strangely enough, the improvement of Orthrus made one of the best Myth's pets - Wandering Eye - worse because it's plugging a hole that no longer exists. 2nd turn Orthrus now finishes the vast majority of mob battles. Still, Myth remains one of the worst solo schools, somewhat mitigated by the remote possibility of Grendel Amends. Not as bad as Storm, but close.
Myth needs to take advantage of having/getting more utility than any other school. That could/should be their strong suit in this current state. *The only reason I have a lvl 44 Myth is because of the old days when that guy "hacked someone's Myth"...and I thought that was cool. But generally to me, Myth just is not that good at anything in particular, and that's its problem.
i mean ives always thought that myth (should be able to summon multiple minions) and balance should have had a area effect thing that give them that ability so that the two more support themed schools can have more fire power just like if life could overheal themselves or something like that
For me the discussion whether a school is good or bad is totally childish. Let‘s assume there‘s an imbalance and there‘re schools easier to play than others it’s like reducing the difficulty of the game from normal to easy. I want to have a challenging game experience. If you think a school is bad than improve your skills.
I wish KI would lean more into different play styles for different schools. I don't want Myth to be made into a harder hitter, because we already have 2 schools where it doesn't matter which you choose, it feels the same to play: max damage is king. At that point, you're choosing based on school colors, and that's a waste of potential. Balance really feels like a new playstyle because it deals a unique type of damage that bypasses a lot of enemies, and when dealing with other balances, they can pivot to elemental. They also get a unique amount of control, with spells that can buff or debuff any number of different stats, where storm will virtually only see damage and accuracy buffs emphasized. In summary, this is how they should fix myth. Adding more unique abilities like controlling minions would 1, make the minion mechanic useful, again (why did they even add them to the game if they're so heavily counterbalanced that no one wants them?) and 2, it would make Myth a unique and interesting school to play. Maybe myth minions share a percentage of stats with summoner, so they get better as you do. There are ways for each school to latch on to a particular mechanic and go ham with it that would make them different and fun to play
I remember back in the day when Dragonspyre was kind of new and I had a level 50 death wizard. I wanted to demonstrate that death could one shot Malistaire, but the stigma of death being very weak was so ingrained in the community back then that it blew everyone's mind when a death could one shot Malistaire. Also for me myth started getting good around Avalon/ Azteca, because the school got shift and dimension shift. Shift was crazy powerful against fire, ice, and death. If they criticaled on an over time spell the myth could shift it back and and hit then win right then and there. Dimension shift was great as well. You could blade up the colossus or any "passive" minion with buff minion then Dimension shift all the wards (if you had any) off of you and get all the blades from them and then blade up yourself some more then boom you have a lot of damage ready to go, too bad it took so long. But personally Dimension shift needs to be a 4 pip cost just to make it more usable.
i mean ortho being the highest base 7 pip spell kinda makes myth one of the best hitting schools on its own, if your stats are better than the other people in the group then your basically always going to be doing more damage than them, but you definitely get looked over for storms with 30 damage for some strange reason
I find it funny when I was a kid I picked death (never gotten far) now I picked myth as an adult since I like mythological creatures (one of my favorites is the kitsune.) I had a good time with it and it is surprisingly effective to solo with (never really use minions anymore when I hit a later early game.) Maybe because I had a different perspective on this school. 🤔
Myth is my main school and has been since I started playing about 12 years ago and I’m so glad that myth is seeing more love nowadays although I will admit that most minions pre Lvl 75 are useless late game though (like Talos and it’s pathetic amount of spells)
I think the problem comes from the fact that no one picks myth as a hitter. People like the concept of summoning. But summoning sucks. The reality is i think they have the concepts in game where summoning could be super cool and helpful at khrysalis. Instead of summoning being always a minion they change so that you can summon a wiz support aspect. For example a summon that stands with a targeted wiz and boosts their stats. or a summon similar to shad spells where they have likes and if you use what they like they provide some sort of support like a blade or a heal. Or as long as at wiz has a summoned support your minion spells can be applied to that wizard. Like everything they need there. They just don't apply it.
Great video. I agree with a lot of the talking points in this video and I would like to add my 2 cents. KI false advertised the myth class which was why most of the community hated the class during those vanilla years of Wiz. Yes the minions are TERRIBLE! They have brain dead AI. Maybe they cast a blade on you maybe a shield, or they just get killed and don’t help out at all. And it doesn’t get better. Talos and Minotaur were good at first but then they just fell off because or their bad spell strategies and dmg. We don’t even get spells that allow you to control the actions the unit you summoned which is what KILLS the identity of a Myth wizards; we are summoners. If I can’t dictate what my own units actions are then what was the point summoning said minion to begin with? The developers didn’t take StarCraft into consideration when crafting the play style of myth players and their minions. It is my opinion that StarCraft is how ANY summoner class should be designed. You summon a unit or units. You control their movements. You are given skills and resources to support and strengthen that unit or units to achieve a desired function. Sadly, all you get is the bare minimum of the play style seen in StarCraft.
Yo ZMB was my shit dude! I remember watching him when I didn't have a computer to play the game. He was so hyped all the time about wiz and I feckin loved it 😲
noah i am working on my myth now and i have ran across what you said about how myth isnt even considered to be a good hitter i have found that myth can do more damage with less blades and traps and feints than most fire or storm i wish people would watch what myth can do i love my myth wizard
I know this vid is a few months old but I'd like to share something I've been thinking about as a myth wizard for pve That is that out of all schools you could probably get away with playing myth like you would in pvp but just ignore the stuns. Like you could witch's house call a boss to kill them quickly and sacrifice the minion for pips or health. Also use the storm pip sacrifice spell because it's just better and crit doesn't matter on that but when it comes to health, if you have good myth crit then use the myth health sacrifice health instead of the balance one. I am also using the life mastery amulet and completely forgot that crit effects heals so myth based heals on a myth wizard is pretty good. That's probably why grendal's amends isn't just saytr two. You could also use golem minion so sacrifice but it's only really viable in later levels if you have the first turn A little bit of a rant: I wish that you always went first or the way turn based works in pvp should be applied to PvE because the amount of times I've gotten a -90 charm on me or boss shields last moment from going first is painful
I think Myth has really well balanced stats, perhaps the most balanced stats in the game maybe with fire. The problem is that the actual spells themselves aren't great and many times don't have any utility outside PVP. Orthrus helps, but myth really needs a really good healing minion at the least and maybe more hit and shield utility as opposed to stuns. To my knowledge only Balance and Ice can really do that to any extent.
the problem ive seen with myth is that its just fire but spiritual. just look at the spells myths spells do like the same or close to fires spells and whats the main difference between them? myth has minions, fire has over time. and so the overtime on fire is just a superior option over the uselessness of minions but because of that and because of the underratedness of the myth school i have mad respect for all those that lvl myth up to max or close to it or even main the school there's definitely stuff that needs to be done to myth to make it a better option to choose rather than its only selling point so to speak being annoying minions. I agree with and like the idea of "controlling" minions in a way and they seem to have already begun working on doing just that with that enchant golem spell that allows u to force golem minion to cast i think its taunt or something but yes myth is underrated and an ok school but needs to be better to make it on par with fire so they both become decent options
Yea they kinda are like brother schools in a way , they even get the same amount of health , only difference is fire has a little more damage and overtimes like u said and myth gets the minions and more pvp utility spells like shift , pierce etc but yea overall they play very similar in pvp and pve but I like them both they are both versatile and pretty well rounded
Myth is actually one of my favorites, (after Death and my main Life) . I'm trying to play through each school but I keep getting bored with my Fire and Storm. Maybe they'll be more fun in the later levels but right now it's just kind of a drag.
I think at level 150 myth might just be the most balanced school. And id argue myth is more viable than fire and storm in terms of endgame. The reason for this is fire and storm have a drawback. Fire gets high damage but lower health and storm gets high critical but has the lowest health in the game. Myth on the other hand gets high damage and decent health in late game and they have the strongest 7 pip aoe in the game which puts it above storm and fire in that aspect especially if youre a myth with higher damage than a fire or a storm. Im mostly talking about soloing btw i feel like fire and storm really shine when they are in a team where as they arent the best for soloing although fire can be. Id honestly say myths common problem is honestly the community over looking it and its far from the worst school in the game imo thats ice.
*tldr: i think KI made too many changes regarding the CORE of the game instead of a few minor changes that were needed. I've been a Myth main since 2009ish. I still want orthrus to go back to its OG damage, despite its weaker damage output (maybe bring the damage down to 50 + 600 and KEEP the AOE component. Each school USED TO BE unique. Myth was known for countering shields with spells like OG minotaur/orthrus, pierce/shatter, and earthquake/colossus. It was known (early game) for its minions taking the enemy's attention away from you and your teammates (if you dont have a full squad of 4), and it was know for the best stuns in the game. Myth was dominant in fighting in street battles, but only good for shield/trap removal against bosses (all bosses are stun immune). Myth was ALSO, meant to have the highest pierce stat among the schools. Because it could damage through shields better than any other school, it was supposed to have lower damage and crit stats than fire school, but higher crit resist and damage resist. Now every school's unique abilities seem to bleed into 1 or 2 schools.
I mean, at 150 Orthrus does more damage than storm lord with a max damage gear set for each. So does it hit hard? Yes. I'd it gonna be nerfed? Heck yes sadly. But while I can I'm gonna max out mine.
Myth has been strong in PvP now for ages, and since the Orthrus change they have been amazing in PvE. They are no longer a bad or struggling school. The only thing I have an issue with is their lack of identity/direction and how ugly Orthrus is. 😆
Bro myth is the utility school and is easily the best school for pvp and top tier for pve. Every other school is just completely overrated. Like people always be saying storm has high Damage but it is completely garbage at everything else. Death is also Super overrated Because they have some good PVE spells. Fire is so good at pvp yet they spam the same strategies and have no utility. I think that Myth,life,and balance are the most underrated most under appreciated schools. The people that still play this game act like we’re still in 2012 talking about ewe myth isn’t even popular get out of here with that 🤢
I recently got back into the game and happened to get myth after answering the questions and i stuck with it im enjoying it so far and im trying to breed for the wandering eye pet but i havent gotten it yet is it one you can get with crowns?
playing myth since 2011 i will say orthrus change really change pve aspect for game i really hated myth questing through khrysalis with just frog. or waiting for that one shadow pip that never appears. now i play myth a lot most team i end up main hit with 160 above damage. but myth need to address lot of spells like minions why only advantage with monsterology which is a grind itself
Lol thisssss 9:14 ! PREACH. as soon as someone in a team up says “[insert name of the storm wizard in the group here] sHoULd bE tHe HitTeR” or that person themselves says “i’LL hiT/ eVeRyOnE bLaDE mE” I just leave. ✌🏼 y’all aren’t the only ones that can have strong hits. 🤷🏼♀️ I love when a storm/ fire used so many blades and enhancements, then I hit with one blade and do the same, if not MORE damage than them (as myth 💛💙🥱). Smh
Myth sucks. Okay theres my opinion now heres what i would do to fix it. Give control of minions. Honestly this should've been a feature from the start. Give them a field that prevents enemies from removing buffs on allies. This right here would bring myth to S tier on its own, but i digress. Give myth an aura that hides their buffs and traps so boss cheats don't trigger. This one is more of a gimmick, but i thought it was neat enough to add to this list. Last but not least, give myth the ability to stun bosses, seriously. If its gonna in their kit LET THEM UTILIZE IT PLEASE. And of course if all of this were to be implemented, Myth without a doubt would be a school people want on their team. Instead of seeing a myth and disbanding on team up.
myth the only school i’ve never done. if pvp gets changed i’ll solo my myth and give it a shot but been playing 13-14yrs and it’s only one i just never cared for lol. i feel it’s forever a secondary character nd never the primary unfortunately
Should myth get a small damage buff? I’m not saying it should do more than fire, but I think (as an example) the 4 pip aoe should do more than 15 damage over blizzard.
Did you really just call Ice a healing school? Now I know you were on drugs during the recording of this video. Also, Myth isn't good at healing?! Have you not seen Grendel's compared to Ice's heal?
@@KaiserNoah In/Out on gear plus Mandar robe makes them more effective at healing and by the Life Mastery logic that makes all schools viable healers. Ice as a secondary heal school is just invalid. The only healing schools off the top of my mind are life (obviously) and death
I’d imagine basilisk would be the best bet. Only other thing I could think of would be if there is a myth version of heck hound in tc form, but im not sure if that exists.
Myth is the only school I currently have maxed and I did that mostly soloing. Probably a shocker to most people, but I actually have to thank minion play for that. The learned minion spells (cyclops, minotaur, Talos) are decent at the lower levels. However, around Dragonspyre or Celestia, they become pretty terrible options. However, Myth wizards have an underrated side activity of monstrology where you can make your own minions that are of equal rank to the mobs you're fighting. An added bonus, if you are a Myth wizard, you can actually summon three monstrology minions in a fight AT THE SAME TIME. Other schools have to play by normal minion rules even with monstrology minions. I agree with a lot of things said in this video, I just wanted to throw in my two cents.
I play this game on and off, but I love the school of myth as it is my main for when I do play. I've heard a lot of bad things about monsterology though like that the effort it takes to use isn't worth what actual damage and such you get out of it. I forget what level I'm at but I was questing in Grizzelhiem and was almost finished in Krakatopia last I rememeber, but I would really appreciate any advice on how to utilize monstrology to it's fullest as I really enjoy using minions and love the concept behind it.
This blows my mind
@@joshowawood1786 straight up, he just made me realize the importance of monstrology going into the future for more developed minion play. At least experiment with some solo stuff on it.
Myth is my second most leveled character next to my life and my storm (which are both max). My myth is 100, and I’m loving it. Though I’m using my max Storm to level my myth, I do occasionally hit with my myth for fun (mostly because Khrysalis is boring). I will say, high level myth is pretty interesting. Once you get full Mali gear, you’re set. Plus I made a pet for my myth with good damage stats and a resist talent. Once I get my myth to max, he’s going to slap
There is almost no point in using monstrology. You would have to kill them 30 times to get 3 minions instead of that you could just kill the enemy.
it would be cool if myth alone was able to control what their minions do
Storm: *Upset bugs no longer removes charms*
Myth: *Laughs in Earthquake*
I wish Medusa had a 50% stun block pierce where the spell reduces the percentage of the boss’ stun block chance by 50% before stunning.
Or if stun block only removed one turn of stun.
Myth don’t gotta be understood every myth has the unexplainable swag just cause we myth
They had to make orthrus hit all cause every school had a hit all 7 pip spell Storm had Storm lord. Ice had Frost Giant. Fire had Fire dragon. Life had Forest Lord. Death had the OP one where not only did it hit all enemies but it healed you for each enemy. And Even Balance had Ra
Honestly, I think a HUGE change that would help Myth a lot would be adding a mechanic for stuns on bosses, for example if a myth wouldn’t stun in one round then something negatively could happen, for example a -50 weakness or similar.
I feel like an accuracy debuff would make more sense than a damage one. Fizzling is essentially the same as being stunned just without the stun shield.
Myth is def a fun and unique school especially now with the spells changes
Just thought of the ideal minion overhaul:
Let minions be summoned in combat, and they stand outside the ring, same as the final boss. And the myth wizard can command what the minion does depending on the situation.
Shower thoughts are fun thoughts.
i have been a myth main for atleast 12 years now and im happy you made this video
everyone underestimates myth. We are the one people drop out of in kiosk team ups. Decent resist, lots of utilities. We can hold our own because we had to be. It takes strategy to play myth well.
Ya know Kaiser I've been thinking a lot about this. I think there are only 2 ways to really improve minions in this game. One way I like more than the other.
1. Treat minions like pets instead of players. Where they don't take a player slot in the fight but rather they are small like a second pet. But they have their own spell deck you can control alongside of your own. Like a buff spell pet. There are some balancing issues with this. This is just the infancy of my idea, but it could be viable.
They could balance the first part by having the minion share a bit of your health pool, where you also take whatever damage they take and their HP can at most be only like 50% of your total HP of something.
2. Treat minions like other players but at least be able to give them general commands like telling them to focus on buffing and healing you, or focus on hits but wait until you've bladed them up enough (so wait until you say you're ready for them to hit). Or just make them spam hits over and over for easier mobs.
Technically these ideas aren't incompatible. You could mix around parts of these ideas. But I think overall if they made a change like this, it would make Myth a REALLY viable option even in full 4 player PVE dungeons.
I would even put Myth over Storm or Fire because if you Blade and Trap properly, Earthquake is vastly better than Orthrus as you get to continually make sure the enemy has 0 blades and shields, coupled with the fact that if you are Bladed and Trapping, your damage even at a mere level 35 is well over 1100 which is a 1 shot in that case. I agree, Humongofrog is a complete waste. To me Earthquake is for the win if you Trap and Blade like you should: Rotation>> Your Blade, Pet Blade, TC Blade (all same % blades) , Trap, attack with Earthquake. You get proper DPS each time and dont worry about their blades boosting their DPS. To me this is the most viable option, and what to me gives Myth the edge even over Storm or Fire even though Storm is the hardest hitters. This is just my personal view. And yes, abolish the minions lol. They were a bad idea from the start.
having myth lean into support / utility combined with a minion buff would be really nice. Myth is a good school, but doesnt really have a niche, other than maybe removal. interesting utility spells would let them excel in team situations, while minions would let them survive solo (combined with util)
for example letting dimension shift (6 pips, trade all hanging effects with minion) target any creature including enemies, it might be worthwhile, although some additional cost might be needed. it has some niche uses, but is overall worthless. letting it be an upgrade of shift/steal charm and act as removal would be interesting. It would also open the door for interesting spells with downsides that you could manipulate using dimension shift.
Myth should be the universal school of versatility more so than balance, their whole theme is "if you can imagine it, you can create it"
I really hope they rework minions. I love the concept and it would make PvE/ PVP really interesting. (I know they’re already used for PvP)
I think myth just has an image problem, every other school has a cool gimmick to attract people that also ends up being useful, but myth's gimmicks range from bad to situational, so no one really gives them a chance even if from a statline perspective they're still perfectly viable
PICK UP THE REAGENTS
don’t need them, i have like 900 of each of the ones on the ground.
@@KaiserNoah PICK. THEM. UP.
@@hor7910 never
for pvp myth is scary good and underrated. they may not have dots, but their roshambo skills makes it easy to counter shield stacking. double hits make single shields obsolete, and their roshambo converts shields to traps for 3 pips, 1 pip more than than the lowest dot. not to mention their good damage
Add humungofrog spellements, buff Medusa damage to 800, mystic colossus damage needs to be 725, and instead of minions being a seperate spell, I think it’d be nice in PvE if some hits summoned minions. Like for example, celestial calendar summons talos on crit, orthrus summons a Minotaur minion, etc. it’d give myth the luxury of being able to utilize minions while still playing normally and not having to waste turns+pips. However in a team oriented group this would have zero effect on myth (side note: these would be PvE features only. Every hit being a Baba Yaga in pvp would be busted)
Imagine if Myth had the ability to control minions completely? THAT would be cool.
Or even a spell that could grant a temporary boost to minion control or a spell that allows you to add minions regardless of how many teamates you have.
As a myth main since back when lvl 50 was the cap, I think myth should be an off utility school that can give gameplay utility like switching turns so your team goes first and such or being able to steal blades/shields and place them on teammates while still being another hitter if needed. I think they have made some good changes to myth and hopefully more will come to the school.
Noah,
I think you should do a video on why death us the only school that is truly unique. What is each school's specialty?
Fire-DOT but every school has a dit spell
Storm-Glass cannon but with the damage cap just a school with a broken identity?
Ice- High health and resist but death and life also can get extreme health and resist
Balance-I'm not sure what is unique about balance other than being the best support. But death has access to a universal blade plus feint.
Life- healing, but all school's can heal in one form or another
Myth-minions/stuns all school's have access to minions and many have access to stuns
Death- heal back this is the only mechanic that is strictly one school and unique
Is this an issue? Should it be fixed? How would they go about making each school unique again? Or should they give another school a version of heal back?
Dark and Storny broke Death's unique identity.
@@snidlin Dark and stormy is Damage plus healing not heal back. The major difference is the amount of healing isn't based off what damage you do, it's a separate number
Been myth since oct 7th 2008 always will be my favorite school we have been through the shit since day 1 we will always prevail
I thought myth was fine before the spell changes in pve. Though I was only in first and most of second arc during that time. At the time I had a double resist and double heal pet in second arc. Frog spam did the job in in the second arc with damage enchants even in battles such as aztecas final dungeon. Many times I would one hit the minon in a boss fight then one hit the boss. In dragonspyre and much of celestia minotaur then orthorus was good to one shot minons and bosses back when they had more health and can deal with shields easier. The nice thing about myth was all the utility. Lots of options such as double hits, the nine pip dot, peirce, shatter, shift (very useful against a few boss cheats I know of), stun. The stats of myth is well balanced.
Absolutely love myth. I have a max death , a lvl 68 ice. Got bored of the ice and started the myth , got it at like lvl 114 now and love every second of it. Such a good school and love the spells . About to get that $5 deal to play some more :)
Hearing you talk about zen master blue is pretty cool cause he was the first guy I really watched getting into w101. That myth walkthrough was indeed legendary haha
Myth storm and fire is always brought up ice ,death and life isn’t
The new changes in myth spells have brought it forward amongst the hardest hitting schools. Yes, it can hit as almost as well as fire and storm. But It is a more complicated school to master bc of all the unique support cards. And a lot of ppl simply do not want to put in the effort or are not intuitive enough to effectively use the unique spell options.
I think as a Myth you should be able to control your minion’s moves. Like pick the card your minion uses each round. It would negate the RNG and make it viable to summon minions so you can double buff. Or blade and have your minion shield you. It would make Myth the solo school because you would basically be playing your character alongside playing a beast moon character pretty much. Didn’t fully watch the video before posting this. But yeah I think if they made minions more utility, they would be really helpful with soloing content.
Ever since school identity completely disappeared, every single school is a viable option.
Myth is just icky. The spell visuals are nasty, colour scheme is meh and honestly, why would you wanna play myth when you can play any other school and have very similar if not exactly same experience without making your eyes bleed due to all those ugly myth spells. (To be fair, not all are bad but majority really needs a visual rework.)
Myth is for sure a underrated school and I can attest to it. I’ve been playing since 2011 and I’ve never liked myth ever and it’s like I think there is a reason why but can never come up with a good excuse. Some of us have that underlying issue from the past when everyone hated myth. School association is a bad thing as well a lot of the time, when I assist people they think I can’t hit as an ice but then I beat the fire to it or the storm and they o nice didn’t expect that. Yea damage numbers don’t lie we all need to stop this toxic behavior and stop being so judgemental. I’m sure I’ve done it to before to but it’s all about realizing our mistakes.
I agree, watching my favorite RUclipsr at the time (Blue) playing myth inspired me to max a myth.
Worst part about myth is trying to get spirit blades from people that arent balance. They're always running elementals because fire and storm are the main hitters, and myth gets left in the dust in team fights.
i know i’m a late comment, but this is very helpful. along with most of your other videos i’ve watched. just recently started getting back into wizard 101 (haven’t played sense like 2017) and your videos are very well thought out, informative, and entertaining enough to keep me watching. great work👍🏼
i appreciate the kind words :)
This was was a great video. Especially the public opinion part of myth.
The only minions I kinda like are they ones that only use support spells
Myth is a worse hitter only because most people learn elemental blades to support Storm and Fire, but only spirit schools learn Spirit Blade. Though I must say that I was pleasantly surprised when I had to hit at King Detritus as Death and everyone found a useful blade for me.
Still, there are plenty of places, some highly farmed, where Myth is the best hitter. Waterworks, where noone resists Myth, same in Morganthe's chamber. Some cheating places, where Shift plays a good role (hello, Pendragon!) Speaking of which - Shift could become even more interesting if it had two targets - the "from" (an ally) and the "to" (opposition, as it's now). Oh, and The Great Beast (remember the submarine taking you from Crescent Beach to Ruined Alcazar?) is better helped by Myth than any other school.
Having a Shatter which guarantees the destruction of all wards, unlike the two pip TC, is also great (Omen, anyone?) Now give us Mass Cleanse Ward, please...
Strangely enough, the improvement of Orthrus made one of the best Myth's pets - Wandering Eye - worse because it's plugging a hole that no longer exists. 2nd turn Orthrus now finishes the vast majority of mob battles.
Still, Myth remains one of the worst solo schools, somewhat mitigated by the remote possibility of Grendel Amends. Not as bad as Storm, but close.
Myth is the Jack of all trades really and I feel like myth and other schools should have passive skills. Better aid in pve.
Myth needs to take advantage of having/getting more utility than any other school. That could/should be their strong suit in this current state.
*The only reason I have a lvl 44 Myth is because of the old days when that guy "hacked someone's Myth"...and I thought that was cool. But generally to me, Myth just is not that good at anything in particular, and that's its problem.
Id love to see you talk more about ice as well!
i mean ives always thought that myth (should be able to summon multiple minions) and balance should have had a area effect thing that give them that ability so that the two more support themed schools can have more fire power just like if life could overheal themselves or something like that
For me the discussion whether a school is good or bad is totally childish. Let‘s assume there‘s an imbalance and there‘re schools easier to play than others it’s like reducing the difficulty of the game from normal to easy. I want to have a challenging game experience. If you think a school is bad than improve your skills.
babe wakeup new kaiser noah video!
After I’m done questing with my death I’m going to do a myth. I absolutely love the school
I wish KI would lean more into different play styles for different schools. I don't want Myth to be made into a harder hitter, because we already have 2 schools where it doesn't matter which you choose, it feels the same to play: max damage is king. At that point, you're choosing based on school colors, and that's a waste of potential. Balance really feels like a new playstyle because it deals a unique type of damage that bypasses a lot of enemies, and when dealing with other balances, they can pivot to elemental. They also get a unique amount of control, with spells that can buff or debuff any number of different stats, where storm will virtually only see damage and accuracy buffs emphasized.
In summary, this is how they should fix myth. Adding more unique abilities like controlling minions would 1, make the minion mechanic useful, again (why did they even add them to the game if they're so heavily counterbalanced that no one wants them?) and 2, it would make Myth a unique and interesting school to play. Maybe myth minions share a percentage of stats with summoner, so they get better as you do. There are ways for each school to latch on to a particular mechanic and go ham with it that would make them different and fun to play
just getting back into the game and found your channel. thanks for giving the community good content you’re greatly appreciated
I remember back in the day when Dragonspyre was kind of new and I had a level 50 death wizard. I wanted to demonstrate that death could one shot Malistaire, but the stigma of death being very weak was so ingrained in the community back then that it blew everyone's mind when a death could one shot Malistaire. Also for me myth started getting good around Avalon/ Azteca, because the school got shift and dimension shift. Shift was crazy powerful against fire, ice, and death. If they criticaled on an over time spell the myth could shift it back and and hit then win right then and there. Dimension shift was great as well. You could blade up the colossus or any "passive" minion with buff minion then Dimension shift all the wards (if you had any) off of you and get all the blades from them and then blade up yourself some more then boom you have a lot of damage ready to go, too bad it took so long. But personally Dimension shift needs to be a 4 pip cost just to make it more usable.
Myth has the highest skill gap. You cannot be a bad player and be a good myth the same way you can with storm or fire.
you tripping if you think myth of all the schools take the most skill
@@ogreload1445 I guess I’m trippin
i mean ortho being the highest base 7 pip spell kinda makes myth one of the best hitting schools on its own, if your stats are better than the other people in the group then your basically always going to be doing more damage than them, but you definitely get looked over for storms with 30 damage for some strange reason
Always been a myth main. Will always love it
I find it funny when I was a kid I picked death (never gotten far) now I picked myth as an adult since I like mythological creatures (one of my favorites is the kitsune.)
I had a good time with it and it is surprisingly effective to solo with (never really use minions anymore when I hit a later early game.) Maybe because I had a different perspective on this school. 🤔
Myth is my main school and has been since I started playing about 12 years ago and I’m so glad that myth is seeing more love nowadays although I will admit that most minions pre Lvl 75 are useless late game though (like Talos and it’s pathetic amount of spells)
I think the problem comes from the fact that no one picks myth as a hitter. People like the concept of summoning. But summoning sucks. The reality is i think they have the concepts in game where summoning could be super cool and helpful at khrysalis. Instead of summoning being always a minion they change so that you can summon a wiz support aspect. For example a summon that stands with a targeted wiz and boosts their stats. or a summon similar to shad spells where they have likes and if you use what they like they provide some sort of support like a blade or a heal. Or as long as at wiz has a summoned support your minion spells can be applied to that wizard. Like everything they need there. They just don't apply it.
I’m glad there’s wiztubers like you, keep up the great content
Level 68 Myth Wiz here! My favorite school!
Great video.
I agree with a lot of the talking points in this video and I would like to add my 2 cents. KI false advertised the myth class which was why most of the community hated the class during those vanilla years of Wiz. Yes the minions are TERRIBLE! They have brain dead AI. Maybe they cast a blade on you maybe a shield, or they just get killed and don’t help out at all. And it doesn’t get better. Talos and Minotaur were good at first but then they just fell off because or their bad spell strategies and dmg. We don’t even get spells that allow you to control the actions the unit you summoned which is what KILLS the identity of a Myth wizards; we are summoners. If I can’t dictate what my own units actions are then what was the point summoning said minion to begin with?
The developers didn’t take StarCraft into consideration when crafting the play style of myth players and their minions. It is my opinion that StarCraft is how ANY summoner class should be designed. You summon a unit or units. You control their movements. You are given skills and resources to support and strengthen that unit or units to achieve a desired function.
Sadly, all you get is the bare minimum of the play style seen in StarCraft.
I love my myth level 52 and i was surprised at how much damage i could do
The school i got when i did the test all those years ago. Myth for life
I just finished Empreya on my myth wizard and with the spell Basilisk was a a great spell and I got it done in one try
that's weird I also have had a myth just sitting around level 80 for years just started questing him a lot too and its really fun
Yo ZMB was my shit dude! I remember watching him when I didn't have a computer to play the game. He was so hyped all the time about wiz and I feckin loved it 😲
noah i am working on my myth now and i have ran across what you said about how myth isnt even considered to be a good hitter i have found that myth can do more damage with less blades and traps and feints than most fire or storm i wish people would watch what myth can do i love my myth wizard
Fax myth was my first wizard and I loved it
I know this vid is a few months old but I'd like to share something I've been thinking about as a myth wizard for pve
That is that out of all schools you could probably get away with playing myth like you would in pvp but just ignore the stuns. Like you could witch's house call a boss to kill them quickly and sacrifice the minion for pips or health. Also use the storm pip sacrifice spell because it's just better and crit doesn't matter on that but when it comes to health, if you have good myth crit then use the myth health sacrifice health instead of the balance one.
I am also using the life mastery amulet and completely forgot that crit effects heals so myth based heals on a myth wizard is pretty good. That's probably why grendal's amends isn't just saytr two.
You could also use golem minion so sacrifice but it's only really viable in later levels if you have the first turn
A little bit of a rant: I wish that you always went first or the way turn based works in pvp should be applied to PvE because the amount of times I've gotten a -90 charm on me or boss shields last moment from going first is painful
I think Myth has really well balanced stats, perhaps the most balanced stats in the game maybe with fire. The problem is that the actual spells themselves aren't great and many times don't have any utility outside PVP. Orthrus helps, but myth really needs a really good healing minion at the least and maybe more hit and shield utility as opposed to stuns. To my knowledge only Balance and Ice can really do that to any extent.
I think myth is so under rated.
Minions aren't trash so far for me on both my Death & Myth
We need a Minion Buff only
Orthrus going aoe was a huge game changer. Before that it just felt a bit boring.
I hope to get that spell as soon as possible.
the problem ive seen with myth is that its just fire but spiritual. just look at the spells myths spells do like the same or close to fires spells and whats the main difference between them? myth has minions, fire has over time. and so the overtime on fire is just a superior option over the uselessness of minions but because of that and because of the underratedness of the myth school i have mad respect for all those that lvl myth up to max or close to it or even main the school there's definitely stuff that needs to be done to myth to make it a better option to choose rather than its only selling point so to speak being annoying minions. I agree with and like the idea of "controlling" minions in a way and they seem to have already begun working on doing just that with that enchant golem spell that allows u to force golem minion to cast i think its taunt or something but yes myth is underrated and an ok school but needs to be better to make it on par with fire so they both become decent options
Yea they kinda are like brother schools in a way , they even get the same amount of health , only difference is fire has a little more damage and overtimes like u said and myth gets the minions and more pvp utility spells like shift , pierce etc but yea overall they play very similar in pvp and pve but I like them both they are both versatile and pretty well rounded
Myth is actually one of my favorites, (after Death and my main Life) . I'm trying to play through each school but I keep getting bored with my Fire and Storm. Maybe they'll be more fun in the later levels but right now it's just kind of a drag.
I have always had a very boring time playing storm. I think i’ve deleted like 2-3 level 100 storm wizards.
I think at level 150 myth might just be the most balanced school. And id argue myth is more viable than fire and storm in terms of endgame. The reason for this is fire and storm have a drawback. Fire gets high damage but lower health and storm gets high critical but has the lowest health in the game. Myth on the other hand gets high damage and decent health in late game and they have the strongest 7 pip aoe in the game which puts it above storm and fire in that aspect especially if youre a myth with higher damage than a fire or a storm. Im mostly talking about soloing btw i feel like fire and storm really shine when they are in a team where as they arent the best for soloing although fire can be. Id honestly say myths common problem is honestly the community over looking it and its far from the worst school in the game imo thats ice.
I’ve had a max myth since before the orthotics change. Always thought it was a good solo school cause of the well rounded stats.
My first wiz was fire but I made a myth wiz to see if I liked it and now it’s my highest wizard and fav school.
*tldr: i think KI made too many changes regarding the CORE of the game instead of a few minor changes that were needed.
I've been a Myth main since 2009ish. I still want orthrus to go back to its OG damage, despite its weaker damage output (maybe bring the damage down to 50 + 600 and KEEP the AOE component.
Each school USED TO BE unique. Myth was known for countering shields with spells like OG minotaur/orthrus, pierce/shatter, and earthquake/colossus. It was known (early game) for its minions taking the enemy's attention away from you and your teammates (if you dont have a full squad of 4), and it was know for the best stuns in the game. Myth was dominant in fighting in street battles, but only good for shield/trap removal against bosses (all bosses are stun immune).
Myth was ALSO, meant to have the highest pierce stat among the schools. Because it could damage through shields better than any other school, it was supposed to have lower damage and crit stats than fire school, but higher crit resist and damage resist.
Now every school's unique abilities seem to bleed into 1 or 2 schools.
I mean, at 150 Orthrus does more damage than storm lord with a max damage gear set for each. So does it hit hard? Yes. I'd it gonna be nerfed? Heck yes sadly. But while I can I'm gonna max out mine.
I've always felt useless as a myth wizard lol
people hate myth but it’s littelry one of the best schools in the game. since the shatter nerf myth is op. Same with the 7 pip aoe
Myth has been strong in PvP now for ages, and since the Orthrus change they have been amazing in PvE. They are no longer a bad or struggling school. The only thing I have an issue with is their lack of identity/direction and how ugly Orthrus is. 😆
Bro myth is the utility school and is easily the best school for pvp and top tier for pve. Every other school is just completely overrated. Like people always be saying storm has high Damage but it is completely garbage at everything else. Death is also Super overrated Because they have some good PVE spells. Fire is so good at pvp yet they spam the same strategies and have no utility. I think that Myth,life,and balance are the most underrated most under appreciated schools. The people that still play this game act like we’re still in 2012 talking about ewe myth isn’t even popular get out of here with that 🤢
I recently got back into the game and happened to get myth after answering the questions and i stuck with it im enjoying it so far and im trying to breed for the wandering eye pet but i havent gotten it yet is it one you can get with crowns?
playing myth since 2011 i will say orthrus change really change pve aspect for game i really hated myth questing through khrysalis with just frog. or waiting for that one shadow pip that never appears. now i play myth a lot most team i end up main hit with 160 above damage. but myth need to address lot of spells like minions why only advantage with monsterology which is a grind itself
Lol thisssss 9:14 ! PREACH. as soon as someone in a team up says “[insert name of the storm wizard in the group here] sHoULd bE tHe HitTeR” or that person themselves says “i’LL hiT/ eVeRyOnE bLaDE mE” I just leave. ✌🏼 y’all aren’t the only ones that can have strong hits. 🤷🏼♀️ I love when a storm/ fire used so many blades and enhancements, then I hit with one blade and do the same, if not MORE damage than them (as myth 💛💙🥱). Smh
Myth sucks. Okay theres my opinion now heres what i would do to fix it.
Give control of minions. Honestly this should've been a feature from the start.
Give them a field that prevents enemies from removing buffs on allies. This right here would bring myth to S tier on its own, but i digress.
Give myth an aura that hides their buffs and traps so boss cheats don't trigger. This one is more of a gimmick, but i thought it was neat enough to add to this list.
Last but not least, give myth the ability to stun bosses, seriously. If its gonna in their kit LET THEM UTILIZE IT PLEASE.
And of course if all of this were to be implemented, Myth without a doubt would be a school people want on their team. Instead of seeing a myth and disbanding on team up.
myth the only school i’ve never done. if pvp gets changed i’ll solo my myth and give it a shot but been playing 13-14yrs and it’s only one i just never cared for lol. i feel it’s forever a secondary character nd never the primary unfortunately
Should myth get a small damage buff? I’m not saying it should do more than fire, but I think (as an example) the 4 pip aoe should do more than 15 damage over blizzard.
Potentially. I dont think that it should be massive but maybe make it a more firm 3rd place then it is.
why is fire considered the main hitter over storm? I never played a character over lvl 90
i just dont like it because I hate yellow aesthetic lol
rip x.x
Utility DPS. done.
I dont hate myth i hate mystic colossus back than that spell took actual years.
This game still alive 🥸
true, rip
Did you really just call Ice a healing school? Now I know you were on drugs during the recording of this video. Also, Myth isn't good at healing?! Have you not seen Grendel's compared to Ice's heal?
One of ices best functions is a life mastery. Also Grendels Amends is one spell that isn’t cost effective, that doesn’t make myth a healing school.
@@KaiserNoah In/Out on gear plus Mandar robe makes them more effective at healing and by the Life Mastery logic that makes all schools viable healers. Ice as a secondary heal school is just invalid. The only healing schools off the top of my mind are life (obviously) and death
I don’t look that deep into it. I’m a wiz vet so I know what I’m doing I hit when I hit
Hey Noah what's a good myth spell for Storm Titan’s Trident?
I’d imagine basilisk would be the best bet. Only other thing I could think of would be if there is a myth version of heck hound in tc form, but im not sure if that exists.
@@KaiserNoah ok thank you I'm planning on finishing Empyrea part 2 today
I just dont like Myth in general.
Im traumatised from fighting them PvE
Alorithm gang
Keep myth as is so I can keep up my hipster shiii lol
myth? more like midth lmao
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