what about the soothe spell and all the other school equivalents, and what about mass infection? is that good? i have a death and i don't pvp so i don't know.
Water Elemental is pretty useful in PvE tbh, as he has high health, uses taunts to get enemies to attack him instead of you, and heals himself so he doesn't die. His purpose is really just to buy you some time while adding blades and traps.
asparagoose true. Storm is a very squishy school that dies easily so having a minion with high health who is essentially there to take hits fits perfectly with the school.
Bruh that minion is awesome. It use sprite to get rdy for tanking. Also, it doesn't have hits because the storm wizard IS the hitter and if it has hits then it would mess up traps. Good thing the taunt spells are not on the list because its very very useful, its just people don't know how to use it. Ahem ice and people that say they're "tanking", but they just stand their with low threat and let the others take hits.
Yes thank you, you see my point. Also, instead of healing everyone, the life can pack satyr to heal the ice only. Another thing is they can make a good use of the x pip absorbs because I've heard people saying those shields r useless.
Also, Water Elemental saved my @$$ against some forced solo battles because it doesn't attack, so you never have to worry about losing all your traps to a Lightning Bats. In fact, it can help by rarely using Storm Trap! I admit it needs to be more user-friendly with its Sprite and Shields (it is so greedy and keeps protecting itself) but I'd say the most useless spell is Insane Bolt because it's a 70% chance to always one-shot you. :(
Christian Groff It uses taunt often. I believe the main use for the storm elemental is to taunt the enemies in PvE, so that it takes the attacks instead of the wizard, which explains why it heals and shields itself so often, instead of the caster.
Well, ice doesn't need a complete triage or a shift; They're OP enough as it is. I know you say the card just shouldn't exist at all, but it does have uses. But now, I have to COMPLETELY disagree with your #1 one pick; Sure storm's minion is far from being the best minion, but it is an incredibly useful minion; Take note that you get this card at level 18.. Yeah, It would be nice if the Water Elemental was able to hit & do damage, but that's not what a storm needs in questing. (A storm is strong enough). Wizard101 gave storm wizards their other half by giving them the Water Elemental. Storms are glass cannons, the minion is a tank; It's main card is to taunt, it draws all the attention to itself, so bosses/minions are more likely to hit it and leave you unharmed. I can go more in depth with that explanation, but I shouldn't need to & I've already typed a lot. XD So... good video, great concepts, but imo Detonate would be #1 & Storm Elemental wouldn't be on the list at all.
Keira Dark I actually completely agree. as a storm if you are fighting against an elemental boss it is super helpful. it shields itself, heals and then taunts and repeats. gives the storm wizard enough time to set up a hit without worrying about their health.
I'm not sure it applies in higher levels, but I find this minion quite useful at lower levels when fighting a boss. They can't attack, though they can cast Sprite, Spirit Armor, Storm Trap, Taunt, and Elemental Shield.
Yesterday, my minion tanked over 2 thousand damage for me since it used taunt. It took care of itself by using Spirit Armor and Sprite, while I only used sprite on it once to keep it alive. I was fighting 3 enemies, one of which was a boss with more than double my health. If the minion wasn't there, I would've lost :)
+Black Beard oddly my minion keeps shielding itself and using Sprite on itself without using taunt at all while I'm dying in the corner. It's just the experience for certain people.
but storm has the same thing instantly, fire has to use 2 spells on 1 person to do extra damage...which will probably get halved by tower shield. (also you can't use heckhound and then detonate...in 2v2 that is a X + 4 pip waste)
I arrive at the Pendragon with a Fire and Myth in my party. "Eternal" DoT: cast Shift: cast Detonate: cast I AM FORCIBLY MADE VICTORIOUS AGAINST THE PENDRAGON
actually, there was a spell called dampen that stopped pips from going higher than 4 pips. it was taken out of the game but they somewhat brought it back with one of the mirage bosses
My idea to fix detonate would be to get rid of all overtimes and deal 130% damage. Also maybe lower the pip cost. I also could see the effect being added to a loremaster fire spell.
For the ice spell, cooldown, it's extremely useful, it helps in pvp and pve, removing 1 tick of damage for all DoT spells for everyone on ur team, it's a defensive spell, it's purpose is to support other players, say someone criticals on a rain of fire, you remove one tick of that, that's 1/3 of it's attack GONE, to EVERYONE
Top 10 Useless Spells 10. Samoorai (Balance) -Savage Paw, Judge, and Mana Burn make this spell useless 9. Precision (Balance) -Are you fucking kidding me? Balance already has good accuracy. 8. Dimension Shift (Myth) -Besides going against Juju, which is rare now, this spell is useless and very situational. 7. Guidance (Life) -Same thing as Precision, but this time it costs pips. 6. Animate (Death) -This minion costs you your entire pips. Has around same health as Myth's Talos but without the usefulness. 5. Cool down (Ice) -Besides being used against a Rampage, this is the poor man's version of Triage. 4. Spear Blades (All Schools) -I don't even have to explain. 3. Detonate (Fire) - Too many pips, doesn't detonate the entire over time, and honestly- the overtime is better anyways. 2. Accuracy Enchants - These are ONLY good if they have the pierce part which you can just buy in TC form. These are absolute garbage and are made obscure by damage enchants. 1. Taunts (Ice) - Subdues are alright because it stops enemies from attacking you, serving as a distraction to heal and such, but Taunt gets enemies to attack you. WTF!!! I can't see this being useful unless you're a jade but Ice is rarely ever a jade!
Taunt isn't useless people just don't know how to use them. Even though taunt is useless for be pvp, taunt is really useful for pve such Darkmoor and regardless if the Ice is a jade or not they have the most resist and health in the game so they can tank hits easier than any other school.
ProDEEDgious That's why I said it depends on when and how you use but I do agree that it's a situational spell. Still, Taunt is useful and there are plenty of other spells definitely deserve to be number 1 on being useless, I just don't think taunt is one of them
In regards to the storm minion, it's been known to really help in teams at low levels. Why? Minion tank. That's why it heals and shields itself a bit, then mass taunts the enemy. It was never intended to be ultra useful. It's made to help buy time. In my personal experience, it actually healed and shielded me more than it did on itself. Don't get me wrong, it's not the most useful spell, especially since it only helps out in low-level PvE. However, it honestly isn't as bad as you make it sound. Detonate, in my humble opinion, shouldn't even be on this list. It's a very powerful and useful spell if used correctly. For example: Say you're on a full team. A myth as your hitter with max blades uses basilisk. Second wizard places a potent feint, third wizard uses a regular feint. The fire wizard at this point would use detonate. Now, Depending on the boss, instant one-shot. This is especially true at low levels, even on teams of 2 people. (The Myth and Fire is the best example for this.) I was able to get one-shot kills up 'til Avalon or Azteca. Again, depending on the boss. And in the end, you have to look at it by what you're play style. Me? I like doing a ton of damage in an instant, and detonate is one of the best ways, at least in my case, to do it. Thanks for this video, and stay awesome!
Not sure if this has been mentioned yet, but with the water elemental summon, you can reduce the threat on you after summoning the minion to stall for time and since the minion heals itself so much then it'll give you even more time to build up pips or find a certain card in your deck.
I paused the video to check if anyone had pointed that out - yep, he just reinvented dampen magic. Sadly it is retired though and no trade so if you haven't got any, you literally can't get them now :( It would be fun to see it brought back though :)
Yo, I just wanted to shine some light on detonate. Used correctly it is OP in PvP. Look at this scenario, say you had an ice and a fire engaging in some jolly cooperation (i have used this strategy on multiple occasions,) and the ice does some blade stacking and uses a snow angel. The fire times detonate whereas to right when the first hit of the angel does damage and breaks shields, it detonated the entire damage stack and BOOM, instant kill.
I tried using minion spells. This is what I found: 1. The minion we get for death... I don't remember if we get one before marleybone. By the time you learn it, it is completely useless. Takes all your pips, and to even make it good you need 14 pips. I easily soloed most of this game. The first maps, I didn't even use blades and traps because i thought they were a waste of time. When the enemies used them, I still easily killed them. I didn't even use strength or shield boost clothing. I don't remember when I realized they were a good thing. I tried a minion a couple of times and it didn't help me. 2. If you die, the minion dies. If you trap the enemy, it will ruin the trap. If it casts a dot spell, you cannot trap. 3. Minions tend to cast spells from classes different then their own. Don't know if that changes later on, because I don't use them. If you have someone who can use feint, don't get a minion. If you are a fire wizard, do not use a minion. The only class that benefits from minions is storm, since they blade. 4. They do not help you. The AI needs updating so bad. It feels like something a newbie programmer who found out how to set up an ai (easy, just set up a few commands and it will do one of them.) would create. It is old school. Minions need updating and even now the new ones are still bad. 5. You can't command them. In stories and some games (video games especially), if you summon something it will follow you. The only restraint these minions have is that they cannot attack you. 6. MY OPINION. This is an ages 10+ game. I'm not sure how well they work in pvp, but in pve using a minion makes you look like a noob or a kid. I don't know how to pvp and that is that. I should've tried when I was a lower level, because I want the aura. I grew up with games and an older brother who played games and was really good at strategy. I "competed" against him. I'm referring to video games, card games, and board games. Not strategy games like chess, checkers, shogi, war strategy games, etc.
Water Elemental is actually useful because it's meant to tank, the reason why it heals and wards itself is so that once it casts taunt all enemies that target it can't kill it immediately. The whole point of this minion is to take the damage off of you so you can defend yourself and prepare for a strong attack it's actually very helpful early on (I'm not sure about Celestia But I have used it up to dragonspyre). The actual strategy with using this minion is to make sure you cast it first turn or as soon as possible and don't damage the enemies (you can damage them but don’t do it too much or attack on the turn of taunt is being cast otherwise they ignore the first taunt) once taunt is cast you try to stockpile as many Pips as possible by using any non attacking 0 pip spells to unleash a devastating attack attack like Tempest or stormzilla Or a barrage of low level spells. Very useful for solo storm play.
detonate could be a trap that destroys the damage over time and does the damage in one round. Like you use fire dragon and when the damage over time thing comes up and then it pops. and make it like two pips at the least.
Berserk: Better for low-damage schools who need to deal big damage (or death) ie Ice, Myth, Balance. Remember, we also have frenzy! Power Play: Unfortunately, you cancelled your own argument. Yes, it’s too many pips. HOWEVER, giving minions power pips is good, giving your friends power pips is good, and giving yourself power pips is good. (I also believe this boost shadow percentage.) Since clockwork is a tc, it makes sense they would include PP anyway. Cool down: A support spell. Good against bosses who spam DOTs, slightly good counter to fire pvp, etc. Although Triage and Mass triage are there, it’s a good substitute if you’ve only got ice. (Honestly should be number 1). Detonate is important for things like fire dragon, where, you get a good hit in but don’t want to wait 3 rounds for them to die. (Snow Angel, Deer Knight also good with these) Taunts are crucial to being a tank in PvE. nuff said. Elemental is good for PvP, and combined with power play (like you mentioned earlier) it can be AMAZING in Magus (ish) PvP, and especially things lower.
Ahhhh! Stand still! xD Otherwise, I agree with these. 5. Berserk is in theory a good spell, and logical (You go into a frenzy that leaves you open), but it's way too risky as it is. Like you said; flip it. 4. Power play is something i never use, because of the fact that it gives enemies the same benefit. 3. Cooldown is just no xD 2. Detonate could be very useful as an enchant i think. Enchant a Heck hound and it would cast like a Judgement 1. I think the idea of that minion is to support, cause you are the attacker as a storm, but still, it does more to itself than the player.
Detonate is as he said a nearly useless card unless worked with by a teammate. I think what they should do is drop the cost from 4 to 2, or like he said an Enchant would be just as good and it activates on the DoT after its second activation, just incase you get stunned or something happens. Btw, there is a reason for the storm elemental. This game works like most MMORPG's, when you heal you draw agro, in a duel we have to deal damage equal to or grater than the healers pip cost x 2 in order to sway a heal target. The elemental is making itself a target because storm isn't supposed to have a lot of life, which makes the elemental both useful and useless. And your spell choices, I completely agree.
Water Elemental healing itself the first round? I guess it was fixed in a recent update because when I use Water Elemental his first 2 turns are taunting, which is definitely better than healing itself, ngl. He's definitely more effective against elemental enemies(fire, ice, storm) because of those shields though
for #4(Power play) That limit spell used to be a thing. It was called dampen Magic and it required 3 pips and limited everyone to 3. So with that being said, you were totaled at 6 pips max (3pp). The spell retired after beta in early-mid 2009 however
I agree, Cooldown is a pretty dumb move, but a change for the spell that might make it better is that if it "freezed" one person's DOT (latest one) for 3 turns. As in, let's say you're with a hitter that's Storm, and he/she is going to die from a Basilisk DOT soon, an Ice could stall the damage for 3 turns, giving time for the hitter to wreck the opponent.
Water Elemental is meant to be a protector because storm is a vulnerable school. Sure it stupidly heals itself sometimes, but in PvE, when he casts taunt on all enemies and takes the heat off me, he's really helpful. He shields and heals both himself and others.
The spells you missed: 1. MY OPINION Most dot spells. If they are for lower levels, they don't critical, or the possible "damage and then set a dot on enemy" like the fire volcano is done by someone who hasn't bladed enough to deal at least a threshold of damage, or it isn't one that was good in the first place (heck/storm/etc. hound is good in certain situations, but almost never in team play (for spamming a boss, it is good). OP, but situational.). It never helps against a boss. Unless a minion pisses you off, always go for the boss first our use an aoe spell. These spells are very situational, and do not help at all once you reach dragonspyre (unless you have a tc for a higher level spell, vitality, luck,etc.), and wintertusk/celestia. The reason these spells are useless is because you can kill your enemy faster with a single hit than a dot can. *****I think these spells are good in some situations, but I once saw a mute fire wizard spam dot spells on Hades. I was carrying because of good manners and Hades took at least an hour. The other player was lacking too. That is an example, but not one to judge these spells' worth on. 2. What was the name of that spell where you either deal 1000 to enemy or 10000 to self? 3. Avenging fossil, and the skeleton spell. Death relies on blades and traps. I mean, feint here. *We don't have time to let a dot spell work its magic. It also costs more pips than poison, which is good for spamming bosses that chat if you don't hit. 4. Death minion spells. Same reason for death. 5. Tell me if taunt has ever been useful. Or pacify. 6. Beguile. Its only useful if the enemy casts it. A minion can't kill a boss, and then you can't kill the boss. It is only useful if you can spy and warn, and it isn't a cheat and you have the initiative. If you are beguiled and casts an aoe nuke, you are dead. You also receive the damage. 7. Steal charm (this should exist, right? Steal shield does.) Pretty sure it costs pips, and the charm is random. Steal shield is OP, if an absorb is involved. Can't think of any others right now.
I believe that the water elemental minion helps you after it heals because he ends up using Taunt. When it uses Taunt all the monsters will go after the minion so you are able to heal and attack on your own while he takes all of the damage. The only thing I think it could use some work on would be the damage. If you are in a high level then it can only take so many hit's. So He does help a lot but, it takes him a while to get prepared to use Taunt. If he used Taunt right away he would just die but, if he healed himself it would last a few turns so he would be able to live a little longer. :)
For detonate, I think a good use for it would to surprise one shot someone. The first team mate could feint, the second team mate could do a heck hound, and then you do detonate, doing the full damage of the heck hound all in one with the benefits of the feint.. Detonate is horrible for 1v1, ok for 2v2, and one-shot useable for 3v3 and 4v4.
To be fair, berserks damage is justified by saying if you stacked it with a feint it would be busted if it wasn't how it was now and thats kinda the idea for it. The power play spell was actually a huge thing for lower level balance because all they had was judgment back when 50 was capped so made sense then. cooldown as your right not very practical but if youre squad is struggling with bosses that cast spells that leave a dot first turn it would be useful as a ice you are normal support tank to your group anyways. Detonate was useful, just like the past ones at the time it was released, cause fire has a lot of dot spells and if you are say duoing you can have you boost use the volcano spell (forget the name) then have your friend say feint or if you doubled up then poped it, it would turn the dot damage ( which added up is more than most spells) and pop for one huge hit saving both time, and potentially your life. the storm minion i have absolutly nothing to say about as it is completely useless and was put in just cause the other elemental schools got minions.
Cool down is so underrated. It has great uses especially in darkmoor. It’s even a great counter to fires burning rampage card. Nightbringer cooldown into a regular cooldown or nightbringer into a shift so they can’t triage it. Boom end of DoT
I think what cooldown needs is to keep the pip cost the same, but instead of just removing 1 tick of damage, shift that tick onto the caster of the DoT. The more wizards and ticks it takes off, the more damage the DoT casters have to deal with. Perhaps make it cost X pips, and make it 1 pip per wizard on your team with a DoT (but it can still work with multiple DoTs on the same wizard without increasing pip cost). It's sort of like a mass shift, but less powerful as it only shifts 1 turn of the DoT, hence costing fewer pips per person than a mass shift would.
Shift and detonate are cards that were basically created for one single boss, a dragon that puts a round spell on the players that does damage over 99 rounds on the first round. Fire wizards can shift his 99-round spell back to him and detonate it in the next round, killing him in 2 rounds. The spells aren't useless; wizards with a joint strategy could use shift and detonate in the same round to accomplish this in one round, or in other gameplay, one wizard could cast any round spell and the other player could detonate that spell within the same round.
Okay all these spells have a very good thing about them they make us appreciate spells better because by comparison they don't feel nearly as dumbed down..
For detonate, if you use rampage then detonate in a quick match tourney or if you detonate after a death wiz uses deer knight. That would make the waiting for the dot faster and insure they don't shift the dot or remove it.
The water elemental is supposed to tank for storm cause they are so squishy. They gave it all school shields and taunt so that enemies would attack it, and it's programmed to heal it'self because mobs are supposed to attack it instead of your character
Taunt fix- Only use attacking spells. Major taunt ( the x pips ) round per pip. Soothes/Calms- Cant use attack spells. ( X amount of pips = X amount of rounds.)
12:50. A good change for detonate could be to take an overtime and get rid of and do the full dmg of the overtime before the other ticks. For example, if an overtime does 50, then 100, then 150, the dmg would do 300 rather than the last 150.
Since this video they made it so Water Elemental taunts on his first turn instead, which is a HUGE buff to him as it helps redirects enemy attacks to him, which is just damage you don't have to take time to fix
The purpose of the storm minion is to draw attention to it's self in Battle, if you use it enough you'll see that it uses taunt, then shields in heals it's self
5. Berserk is a good idea, but in it's current state it's more situational than bad. Although with Frenzy being a thing now i suppose this one is partially irrelevant. 4. My proposition for this one would be to add a chance to get 2 power pips in a round instead of one (Say you had 100% power pip chance already and then used Power Play for 135%, that would allow for a 35% chance to get 2 pips instead of one). At least then there would be a viable reason for this thing to cost as much as it does, as well as have reasonable use for high power pip builds. 3. So it's a crappier Mass Triage? Oh Boy. I guess it does remove one tick from ALL DoT's to the entire team, but the only time this would really be more viable over Mass Triage would be if everyone had 2 or 3 DoT's on them at the same time. And in most cases where that happens, you're probably gonna die anyway. 2. Looking at the spell selection Fire has, this is only one of two i'd say is legitimately bad (The other one being Immolate). With every other spell, the worst you could say about it is that it's just average. What makes it worse is that Detonate is now even more irrelevant since Incindiate came around! For this to be even remotely useful and worthwhile, i'd say at least make it explode for 200% like Incindiate does, at least then this would be worth using. (Shift + Detonate on the Pendragon never gets old though.) 1. Thank god this one got buffed.
The #1 most useless on this list is actually decently useful but only in lower levels. What it does is taunt all the enemies so they go for him and he heals himself and shields himself so he basically acts like a meat shield. It's actually pretty good if you think about it.
As a fellow ice player, when overtimes were being used quite often, such as snow angel, fire dragon, or any of the other DOTs in a 4v4, I have used cooldown and have saved a teammate or two. Maybe, that's just me. But I have used it. It is situational and has come in handy. I don't carry it now (I don't think) but with no life players, if multiple players did use it, you could almost get rid of a DOT first turn. Lol
#2 detonate: sacrifice something big and then detonate 150% plus. I've seen this in another game, but it would have to come from a pack. Either that or remove the sacrifice and... Yeah. You'd need to make it part of an outfit item you gain from a real money pack.
water elemental is the bomb!! helped me sooo much in the lower level bosses. it's such an op tank and it kept all the damage off of me so i could actually deal damage without healing myself. i think they fixed the minion though because now, he ALWAYS taunts on the first round.
They must have changed the AI of the storm minion because mine would be the reason I survived krokotopia. I would summon him and he would taunt so all the attention was on him he kept himself alive and even once put spirit armor on me. He's definitely stepped up his game
Okay, Cooldown is a useful spell when you are doing Meowiarty Exalted or Archmage duel to get rid of the myth DoT that Meow casts. You can't use triage unless you want to get insane bolted. So, use Cooldown. You just have to wait 4 rounds and then use it
If you ask me, cool down can have it's uses. I use it frequently due to its vastness (in comparison to triage tc) in pvp as a sub for triage. People use burning rampage in low lvl PvP so often, I just use cool down to get rid of it. It has its uses
Tbf detonate was useful vs pendragon (idk if that trick still works) and storm elemental can be useful for a low level storm as with its (relatively) high health and taunting and defensive nature, it tanks what the player can't allowing them to attack. For the most part, however, I agree with your points.
The funny thing is that CoolDown is actually a useful spell in team pvp for defensive ice. plus making it one pip doesnt change much if a person gets power pips every round.
Making it 1 pip sort of can change things with pip conversion. I think what it needs is to keep the pip cost the same, but instead of just removing 1 tick of damage, shift that tick onto the caster of the DoT. The more wizards and ticks it takes off, the more damage the DoT casters have to deal with. Perhaps make it cost X pips, and make it 1 pip per wizard on your team with a DoT (but it can still work with multiple DoTs on the same wizard without increasing pip cost). It's sort of like a mass shift, but less powerful as it only shifts 1 turn of the DoT, hence costing fewer pips per person than a mass shift would.
I personally kinda liked the minion, it didn't help much but it helps enough if you know what I'm saying, mostly by fixing a early game storm problem, their low health. It tanks itself up and then starts taunting to draw aggro to itself, after that it starts tanking damage enough for the player to get the pips to tempest, but late game, it becomes completely useless, really wish it could have some use in PvP
The Water Elemental takes the cake. I'm a level 67 Balance Wizard and I use Spectral Minion to fight the battles I never could. In case you don't know. Spectral Minion spell summons a random school elemental minion, either storm, fire, or ice. When I get the damn storm elemental. I end up dying thanks to it. Here is why, he intentionally, persistently, annoyingly recasts over and over again spirit armor and sprite on itself when it didn't take damage for shit. I'm the only one getting hit and the minion is as useless as ever. I groan every time I get that minion because he sucks except for the one tiny occasion he casts spirite armor on me.
I actually like the water elemental during early game. It pretty much flips a coin whenever it casts a spell and will sprite itself even if you're at 1 health and he's at full. BUT he does taunt, diverting attention from yourself, and he doesn't have any attacks, meaning he won't eat up any traps like other minions would. blades and traps would be much appreciated on the minion, but really I would settle for some improved AI. as in, DON'T SPRITE YOURSELF AT FULL HEALTH WHEN I'M ABOUT TO DIE YA DINGUS. The whole point of the water elemental is to serve as a meat shield which is why all his spells are defensive, still the AI ends up doing things that are straight up insulting.
for the third spell, there actually is a tc called dampen magic that limits everyone across the battle field to 3 pips max. not sure if you know it but it's a retired card and no trade
I was using storm minion when soloing wintertusk and was pretty low level. His taunts got a lot of attention from enemies and his selfishness was good enough for him to survive. It was much easier for me to set up for a kill.
Water Elementals are actually pretty good because, they don't attack and use your traps, they do heal you sometimes, and they shield quite a lot, AwesomeTheSauce just has bad luck with his minions, for beating Krokopatra, I used my storm wizards's water elemental to heal and shield me, storm doesn't get their prism until kinda far into the first/second ark, I think, so I needed the minion
what you can do with cooldown is make it so you can use on enemies ex being burning rampage going off after two rounds could turn into 1 round or if you used a dot you can lower the tick count so you can put on traps for next hit.
Water elemental is actually good. It has saved me so much. The buffed it so he does a new attack. 125 per pip attack. That's good! Also the point for it is to set up and taunt the enemies so they attack him and not you!
In my opinion, detonate could be useful against some bosses, like pendragon with his infinite fire dragon dot, use the myth shift spell to throw it back at him, then use detonate to finish him off.
also the storm minion isn't designed to invoke any damage because this is a utility minion created for low level storms to survive low level minion & boss battles because of the extremely low health they are starting in game for the first time
I just use a water elemental because it sometimes heals me, it sometimes gives me blades, it sometimes attacks, and most importantly, I use it so I dont get attacked that much.
Water Elemental is supposed to be a tank and make the enemies target him while you do the attacking since you can do more damage. It's ok for pve in the earlier levels
The spells you've shown as useless actually are usable provided the person knows how to use them. The water elemental, for instance, is designed as a decoy that can suck damage and heal itself. Storm wizards are notoriously bad at taking damage. I used it a ton with mine.
The storm minion is good against myth wizards at lower level pvp tiers, as it turns any minion they cast irrelevant without the need to do 750+ damage to it. That being said its a meta call minion and much less useful overall than any other minion except in that case. Though it can be used to stop other minions at low levels as well, most others can be killed by a shark anyway , so it depends on how many minions the opponent is casting
Taunt is actually surprisingly useful in pve ya'll! Maybe a future video idea?
what about the soothe spell and all the other school equivalents, and what about mass infection? is that good? i have a death and i don't pvp so i don't know.
AwesomeTheSauce HOW O_O
AwesomeTheSauce your high af
AwesomeTheSauce luv ur vids ma man's keep em up let's go
cooldown can be used for rampage and triage is rare without plants
Water Elemental is pretty useful in PvE tbh, as he has high health, uses taunts to get enemies to attack him instead of you, and heals himself so he doesn't die. His purpose is really just to buy you some time while adding blades and traps.
Yeah!
KI should change its first move to taunt then heal then shield
asparagoose true. Storm is a very squishy school that dies easily so having a minion with high health who is essentially there to take hits fits perfectly with the school.
yeah but we are talking about pve at let's say level 60 because at level 130, 700 health is nothing
@@edweisai doesnt that apply to most minions?
I think detonate should be an enchant.
Blargh - good idea actually
Would be op
Yes!
@@latoshawashington9982 It would be an enchant for utility, so you'd use it instead of Aegis.
they just made it cheaper. they want the effect. but they will make it cheaper to use.
Surprised the taunt spell wasnt in here
Wait, taunt? Taunt can save life in team play! When you fighting powerfull boss, you just use tanut, shield yourself and take damage for your team
The set of spells that Taunt is part of could all be used to make a video on its own.
just taunt over and over, absorbing all the damage, while your team is just blading it up safe from harms way
Taunt is an ice spell and since ice is a tank then they can take all the damage for the team.
Cwiss T what is the taunt spell
Bruh that minion is awesome. It use sprite to get rdy for tanking. Also, it doesn't have hits because the storm wizard IS the hitter and if it has hits then it would mess up traps.
Good thing the taunt spells are not on the list because its very very useful, its just people don't know how to use it. Ahem ice and people that say they're "tanking", but they just stand their with low threat and let the others take hits.
Yes thank you, you see my point. Also, instead of healing everyone, the life can pack satyr to heal the ice only. Another thing is they can make a good use of the x pip absorbs because I've heard people saying those shields r useless.
All the minion does is heal and shield itself. Never in my 6 years of playing this game have I seen it do anything useful.
I don't get the ice thing? I'm an ice and I usually tank by using the shadow spell and several shields
I used Berserk on my Storm, it's pretty decent if you have good resist because it's not a trap, but I can see where you are coming from.
Also, Water Elemental saved my @$$ against some forced solo battles because it doesn't attack, so you never have to worry about losing all your traps to a Lightning Bats. In fact, it can help by rarely using Storm Trap! I admit it needs to be more user-friendly with its Sprite and Shields (it is so greedy and keeps protecting itself) but I'd say the most useless spell is Insane Bolt because it's a 70% chance to always one-shot you. :(
Altho' I do agree that it's not great for PvP.
Finally someone who sees my point of view!
Christian Groff It uses taunt often. I believe the main use for the storm elemental is to taunt the enemies in PvE, so that it takes the attacks instead of the wizard, which explains why it heals and shields itself so often, instead of the caster.
me too lol, it's basically another blade for us as storm, and with a resist pet you can get it to balance out when you have 40% resist
I'm probably the only one who likes Thomas' jokes. They are actually decent.
AwesomeTheSauce I love how much you say mans
Well this comment is random
For cooldown I think it should convert the dot into a heal over time healing the same amount the damage should be
Well, ice doesn't need a complete triage or a shift; They're OP enough as it is. I know you say the card just shouldn't exist at all, but it does have uses.
But now, I have to COMPLETELY disagree with your #1 one pick; Sure storm's minion is far from being the best minion, but it is an incredibly useful minion; Take note that you get this card at level 18.. Yeah, It would be nice if the Water Elemental was able to hit & do damage, but that's not what a storm needs in questing. (A storm is strong enough). Wizard101 gave storm wizards their other half by giving them the Water Elemental. Storms are glass cannons, the minion is a tank; It's main card is to taunt, it draws all the attention to itself, so bosses/minions are more likely to hit it and leave you unharmed.
I can go more in depth with that explanation, but I shouldn't need to & I've already typed a lot. XD
So... good video, great concepts, but imo Detonate would be #1 & Storm Elemental wouldn't be on the list at all.
Keira Dark I actually completely agree. as a storm if you are fighting against an elemental boss it is super helpful. it shields itself, heals and then taunts and repeats. gives the storm wizard enough time to set up a hit without worrying about their health.
He has a pvp mentality
I'm not sure it applies in higher levels, but I find this minion quite useful at lower levels when fighting a boss. They can't attack, though they can cast Sprite, Spirit Armor, Storm Trap, Taunt, and Elemental Shield.
Yesterday, my minion tanked over 2 thousand damage for me since it used taunt. It took care of itself by using Spirit Armor and Sprite, while I only used sprite on it once to keep it alive. I was fighting 3 enemies, one of which was a boss with more than double my health. If the minion wasn't there, I would've lost :)
+Black Beard oddly my minion keeps shielding itself and using Sprite on itself without using taunt at all while I'm dying in the corner. It's just the experience for certain people.
that limit pip bubble was in the game and taken out
Gaming oD I remember that spell 0:
When was it added and taken out?
Dill pickle in the first year of the game idk when taken out
Holy f*** just saw it. Would love to try that spell out. Make pvp fight more fair.
There was a tc in the game that actually limited everyone's pips but it got retired and is now one of the rarest tc in game.
MrEpicWind990 Yeah along with storm hound and elucidate. Which I have a character dedicated to just tc ;-) Mad empowers too so I never go broke
The TC I'm talking about was called "Dampen Magic"
I remember elucidate too
How many voice cracks can you have in one sentence?
Make detonate 250-300%
Triage exist so it won't be that op anyways.
but storm has the same thing instantly, fire has to use 2 spells on 1 person to do extra damage...which will probably get halved by tower shield. (also you can't use heckhound and then detonate...in 2v2 that is a X + 4 pip waste)
Kana Fukakami in a 2v2 you have your friend go second and he detonates
to kill 1 person at the cost of 2 turns.
Kana Fukakami You see triage wouldn't make that balanced.
Kana Fukakami if that was to be seriously implemented you could kill Pendragon in one turn, that's insane.
15:38 "he's misproving my point"I'm dead 😂😂
I arrive at the Pendragon with a Fire and Myth in my party.
"Eternal" DoT: cast
Shift: cast
Detonate: cast
I AM FORCIBLY MADE VICTORIOUS AGAINST THE PENDRAGON
5:39 "It's not just about about PvP" OH MY LORD. RELATABLE QUOTE OF TEH YEAR.
actually, there was a spell called dampen that stopped pips from going higher than 4 pips. it was taken out of the game but they somewhat brought it back with one of the mirage bosses
* gets stressed because he is nOT picking up that wooden chest *
My idea to fix detonate would be to get rid of all overtimes and deal 130% damage. Also maybe lower the pip cost. I also could see the effect being added to a loremaster fire spell.
For the ice spell, cooldown, it's extremely useful, it helps in pvp and pve, removing 1 tick of damage for all DoT spells for everyone on ur team, it's a defensive spell, it's purpose is to support other players, say someone criticals on a rain of fire, you remove one tick of that, that's 1/3 of it's attack GONE, to EVERYONE
Just discovered your channel and made me want to start playing W101 againn
Top 10 Useless Spells
10. Samoorai (Balance)
-Savage Paw, Judge, and Mana Burn make this spell useless
9. Precision (Balance)
-Are you fucking kidding me? Balance already has good accuracy.
8. Dimension Shift (Myth)
-Besides going against Juju, which is rare now, this spell is useless and very situational.
7. Guidance (Life)
-Same thing as Precision, but this time it costs pips.
6. Animate (Death)
-This minion costs you your entire pips. Has around same health as Myth's Talos but without the usefulness.
5. Cool down (Ice)
-Besides being used against a Rampage, this is the poor man's version of Triage.
4. Spear Blades (All Schools)
-I don't even have to explain.
3. Detonate (Fire)
- Too many pips, doesn't detonate the entire over time, and honestly- the overtime is better anyways.
2. Accuracy Enchants
- These are ONLY good if they have the pierce part which you can just buy in TC form. These are absolute garbage and are made obscure by damage enchants.
1. Taunts (Ice)
- Subdues are alright because it stops enemies from attacking you, serving as a distraction to heal and such, but Taunt gets enemies to attack you. WTF!!! I can't see this being useful unless you're a jade but Ice is rarely ever a jade!
ProDEEDgious someone went off lol
ProDEEDgious Taunt isn't useless...
explain
Taunt isn't useless people just don't know how to use them. Even though taunt is useless for be pvp, taunt is really useful for pve such Darkmoor and regardless if the Ice is a jade or not they have the most resist and health in the game so they can tank hits easier than any other school.
ProDEEDgious That's why I said it depends on when and how you use but I do agree that it's a situational spell. Still, Taunt is useful and there are plenty of other spells definitely deserve to be number 1 on being useless, I just don't think taunt is one of them
In regards to the storm minion, it's been known to really help in teams at low levels. Why? Minion tank. That's why it heals and shields itself a bit, then mass taunts the enemy. It was never intended to be ultra useful. It's made to help buy time. In my personal experience, it actually healed and shielded me more than it did on itself. Don't get me wrong, it's not the most useful spell, especially since it only helps out in low-level PvE. However, it honestly isn't as bad as you make it sound.
Detonate, in my humble opinion, shouldn't even be on this list. It's a very powerful and useful spell if used correctly. For example: Say you're on a full team. A myth as your hitter with max blades uses basilisk. Second wizard places a potent feint, third wizard uses a regular feint. The fire wizard at this point would use detonate. Now, Depending on the boss, instant one-shot. This is especially true at low levels, even on teams of 2 people. (The Myth and Fire is the best example for this.) I was able to get one-shot kills up 'til Avalon or Azteca. Again, depending on the boss.
And in the end, you have to look at it by what you're play style. Me? I like doing a ton of damage in an instant, and detonate is one of the best ways, at least in my case, to do it. Thanks for this video, and stay awesome!
I feel like Berserk could find a home in a very tanky Ice build
Thanks to this video I learned that I can take spells out of my side deck. Have a max Ice and just learned that...
They could change the "Detonate" to some kind of Trap that you put on your Enemy, it will proc when you put your next DOT on it.
Not sure if this has been mentioned yet, but with the water elemental summon, you can reduce the threat on you after summoning the minion to stall for time and since the minion heals itself so much then it'll give you even more time to build up pips or find a certain card in your deck.
Have you heard of the treasure card "Dampen Magic?" I heard about it in a Dakota Earthhorn video, and it's exactly what you were talking about at 4:47
Also that Water Elemental saved my ass many times in early Krok
I paused the video to check if anyone had pointed that out - yep, he just reinvented dampen magic. Sadly it is retired though and no trade so if you haven't got any, you literally can't get them now :( It would be fun to see it brought back though :)
As a person who has a decent Smith pet,I use cool down quite frequently
Yo, I just wanted to shine some light on detonate. Used correctly it is OP in PvP. Look at this scenario, say you had an ice and a fire engaging in some jolly cooperation (i have used this strategy on multiple occasions,) and the ice does some blade stacking and uses a snow angel. The fire times detonate whereas to right when the first hit of the angel does damage and breaks shields, it detonated the entire damage stack and BOOM, instant kill.
I tried using minion spells. This is what I found:
1. The minion we get for death... I don't remember if we get one before marleybone. By the time you learn it, it is completely useless. Takes all your pips, and to even make it good you need 14 pips. I easily soloed most of this game. The first maps, I didn't even use blades and traps because i thought they were a waste of time. When the enemies used them, I still easily killed them. I didn't even use strength or shield boost clothing. I don't remember when I realized they were a good thing. I tried a minion a couple of times and it didn't help me.
2. If you die, the minion dies. If you trap the enemy, it will ruin the trap. If it casts a dot spell, you cannot trap.
3. Minions tend to cast spells from classes different then their own. Don't know if that changes later on, because I don't use them. If you have someone who can use feint, don't get a minion. If you are a fire wizard, do not use a minion. The only class that benefits from minions is storm, since they blade.
4. They do not help you. The AI needs updating so bad. It feels like something a newbie programmer who found out how to set up an ai (easy, just set up a few commands and it will do one of them.) would create. It is old school. Minions need updating and even now the new ones are still bad.
5. You can't command them. In stories and some games (video games especially), if you summon something it will follow you. The only restraint these minions have is that they cannot attack you.
6. MY OPINION. This is an ages 10+ game. I'm not sure how well they work in pvp, but in pve using a minion makes you look like a noob or a kid. I don't know how to pvp and that is that. I should've tried when I was a lower level, because I want the aura.
I grew up with games and an older brother who played games and was really good at strategy. I "competed" against him. I'm referring to video games, card games, and board games. Not strategy games like chess, checkers, shogi, war strategy games, etc.
Water Elemental is actually useful because it's meant to tank, the reason why it heals and wards itself is so that once it casts taunt all enemies that target it can't kill it immediately. The whole point of this minion is to take the damage off of you so you can defend yourself and prepare for a strong attack it's actually very helpful early on (I'm not sure about Celestia But I have used it up to dragonspyre).
The actual strategy with using this minion is to make sure you cast it first turn or as soon as possible and don't damage the enemies (you can damage them but don’t do it too much or attack on the turn of taunt is being cast otherwise they ignore the first taunt) once taunt is cast you try to stockpile as many Pips as possible by using any non attacking 0 pip spells to unleash a devastating attack attack like Tempest or stormzilla Or a barrage of low level spells. Very useful for solo storm play.
detonate could be a trap that destroys the damage over time and does the damage in one round. Like you use fire dragon and when the damage over time thing comes up and then it pops. and make it like two pips at the least.
Berserk: Better for low-damage schools who need to deal big damage (or death) ie Ice, Myth, Balance. Remember, we also have frenzy! Power Play: Unfortunately, you cancelled your own argument. Yes, it’s too many pips. HOWEVER, giving minions power pips is good, giving your friends power pips is good, and giving yourself power pips is good. (I also believe this boost shadow percentage.) Since clockwork is a tc, it makes sense they would include PP anyway. Cool down: A support spell. Good against bosses who spam DOTs, slightly good counter to fire pvp, etc. Although Triage and Mass triage are there, it’s a good substitute if you’ve only got ice. (Honestly should be number 1). Detonate is important for things like fire dragon, where, you get a good hit in but don’t want to wait 3 rounds for them to die. (Snow Angel, Deer Knight also good with these) Taunts are crucial to being a tank in PvE. nuff said. Elemental is good for PvP, and combined with power play (like you mentioned earlier) it can be AMAZING in Magus (ish) PvP, and especially things lower.
Marry Christmas AwesomeTheSauce!
Ahhhh! Stand still! xD
Otherwise, I agree with these.
5. Berserk is in theory a good spell, and logical (You go into a frenzy that leaves you open), but it's way too risky as it is. Like you said; flip it.
4. Power play is something i never use, because of the fact that it gives enemies the same benefit.
3. Cooldown is just no xD
2. Detonate could be very useful as an enchant i think. Enchant a Heck hound and it would cast like a Judgement
1. I think the idea of that minion is to support, cause you are the attacker as a storm, but still, it does more to itself than the player.
Detonate is as he said a nearly useless card unless worked with by a teammate. I think what they should do is drop the cost from 4 to 2, or like he said an Enchant would be just as good and it activates on the DoT after its second activation, just incase you get stunned or something happens. Btw, there is a reason for the storm elemental. This game works like most MMORPG's, when you heal you draw agro, in a duel we have to deal damage equal to or grater than the healers pip cost x 2 in order to sway a heal target. The elemental is making itself a target because storm isn't supposed to have a lot of life, which makes the elemental both useful and useless. And your spell choices, I completely agree.
Storm minion taunts and attracts enemy attention then heals itself so they keep attacking it and not you
Pretty good for a storm with low health
Water Elemental healing itself the first round? I guess it was fixed in a recent update because when I use Water Elemental his first 2 turns are taunting, which is definitely better than healing itself, ngl. He's definitely more effective against elemental enemies(fire, ice, storm) because of those shields though
yeah he got updated
for #4(Power play) That limit spell used to be a thing. It was called dampen Magic and it required 3 pips and limited everyone to 3. So with that being said, you were totaled at 6 pips max (3pp).
The spell retired after beta in early-mid 2009 however
I agree, Cooldown is a pretty dumb move, but a change for the spell that might make it better is that if it "freezed" one person's DOT (latest one) for 3 turns. As in, let's say you're with a hitter that's Storm, and he/she is going to die from a Basilisk DOT soon, an Ice could stall the damage for 3 turns, giving time for the hitter to wreck the opponent.
Water Elemental is meant to be a protector because storm is a vulnerable school. Sure it stupidly heals itself sometimes, but in PvE, when he casts taunt on all enemies and takes the heat off me, he's really helpful. He shields and heals both himself and others.
The spells you missed:
1. MY OPINION Most dot spells. If they are for lower levels, they don't critical, or the possible "damage and then set a dot on enemy" like the fire volcano is done by someone who hasn't bladed enough to deal at least a threshold of damage, or it isn't one that was good in the first place (heck/storm/etc. hound is good in certain situations, but almost never in team play (for spamming a boss, it is good). OP, but situational.). It never helps against a boss. Unless a minion pisses you off, always go for the boss first our use an aoe spell. These spells are very situational, and do not help at all once you reach dragonspyre (unless you have a tc for a higher level spell, vitality, luck,etc.), and wintertusk/celestia. The reason these spells are useless is because you can kill your enemy faster with a single hit than a dot can.
*****I think these spells are good in some situations, but I once saw a mute fire wizard spam dot spells on Hades. I was carrying because of good manners and Hades took at least an hour. The other player was lacking too. That is an example, but not one to judge these spells' worth on.
2. What was the name of that spell where you either deal 1000 to enemy or 10000 to self?
3. Avenging fossil, and the skeleton spell. Death relies on blades and traps. I mean, feint here. *We don't have time to let a dot spell work its magic. It also costs more pips than poison, which is good for spamming bosses that chat if you don't hit.
4. Death minion spells. Same reason for death.
5. Tell me if taunt has ever been useful. Or pacify.
6. Beguile. Its only useful if the enemy casts it. A minion can't kill a boss, and then you can't kill the boss. It is only useful if you can spy and warn, and it isn't a cheat and you have the initiative. If you are beguiled and casts an aoe nuke, you are dead. You also receive the damage.
7. Steal charm (this should exist, right? Steal shield does.) Pretty sure it costs pips, and the charm is random. Steal shield is OP, if an absorb is involved.
Can't think of any others right now.
I believe that the water elemental minion helps you after it heals because he ends up using Taunt. When it uses Taunt all the monsters will go after the minion so you are able to heal and attack on your own while he takes all of the damage. The only thing I think it could use some work on would be the damage. If you are in a high level then it can only take so many hit's. So He does help a lot but, it takes him a while to get prepared to use Taunt. If he used Taunt right away he would just die but, if he healed himself it would last a few turns so he would be able to live a little longer. :)
For detonate, I think a good use for it would to surprise one shot someone. The first team mate could feint, the second team mate could do a heck hound, and then you do detonate, doing the full damage of the heck hound all in one with the benefits of the feint.. Detonate is horrible for 1v1, ok for 2v2, and one-shot useable for 3v3 and 4v4.
To be fair, berserks damage is justified by saying if you stacked it with a feint it would be busted if it wasn't how it was now and thats kinda the idea for it. The power play spell was actually a huge thing for lower level balance because all they had was judgment back when 50 was capped so made sense then. cooldown as your right not very practical but if youre squad is struggling with bosses that cast spells that leave a dot first turn it would be useful as a ice you are normal support tank to your group anyways. Detonate was useful, just like the past ones at the time it was released, cause fire has a lot of dot spells and if you are say duoing you can have you boost use the volcano spell (forget the name) then have your friend say feint or if you doubled up then poped it, it would turn the dot damage ( which added up is more than most spells) and pop for one huge hit saving both time, and potentially your life. the storm minion i have absolutly nothing to say about as it is completely useless and was put in just cause the other elemental schools got minions.
Cool down is so underrated. It has great uses especially in darkmoor. It’s even a great counter to fires burning rampage card. Nightbringer cooldown into a regular cooldown or nightbringer into a shift so they can’t triage it.
Boom end of DoT
I think what cooldown needs is to keep the pip cost the same, but instead of just removing 1 tick of damage, shift that tick onto the caster of the DoT. The more wizards and ticks it takes off, the more damage the DoT casters have to deal with. Perhaps make it cost X pips, and make it 1 pip per wizard on your team with a DoT (but it can still work with multiple DoTs on the same wizard without increasing pip cost). It's sort of like a mass shift, but less powerful as it only shifts 1 turn of the DoT, hence costing fewer pips per person than a mass shift would.
Shift and detonate are cards that were basically created for one single boss, a dragon that puts a round spell on the players that does damage over 99 rounds on the first round. Fire wizards can shift his 99-round spell back to him and detonate it in the next round, killing him in 2 rounds. The spells aren't useless; wizards with a joint strategy could use shift and detonate in the same round to accomplish this in one round, or in other gameplay, one wizard could cast any round spell and the other player could detonate that spell within the same round.
The list probably goes like this right? Taunt, that other taunt, that life taunt, that myth taunt and that other taunt.
lol I missed the taunts :(
AwesomeTheSauce don't forget dimensional shift.
Detonate: Two wizards blades the fire/traps the boss/bubble, fire uses max pip enchanted heckhound, and the last guy uses Detonate.
Okay all these spells have a very good thing about them they make us appreciate spells better because by comparison they don't feel nearly as dumbed down..
Really glad you brought up team play with detonate bc detonate + heckhound crit is dummy broke
For detonate, if you use rampage then detonate in a quick match tourney or if you detonate after a death wiz uses deer knight. That would make the waiting for the dot faster and insure they don't shift the dot or remove it.
The water elemental is supposed to tank for storm cause they are so squishy. They gave it all school shields and taunt so that enemies would attack it, and it's programmed to heal it'self because mobs are supposed to attack it instead of your character
Taunt fix- Only use attacking spells. Major taunt ( the x pips ) round per pip.
Soothes/Calms- Cant use attack spells. ( X amount of pips = X amount of rounds.)
12:50. A good change for detonate could be to take an overtime and get rid of and do the full dmg of the overtime before the other ticks. For example, if an overtime does 50, then 100, then 150, the dmg would do 300 rather than the last 150.
Since this video they made it so Water Elemental taunts on his first turn instead, which is a HUGE buff to him as it helps redirects enemy attacks to him, which is just damage you don't have to take time to fix
Your suggestion for power play was already a spell, it's retired now
it was called "dampen magic"
The purpose of the storm minion is to draw attention to it's self in Battle, if you use it enough you'll see that it uses taunt, then shields in heals it's self
5. Berserk is a good idea, but in it's current state it's more situational than bad. Although with Frenzy being a thing now i suppose this one is partially irrelevant.
4. My proposition for this one would be to add a chance to get 2 power pips in a round instead of one (Say you had 100% power pip chance already and then used Power Play for 135%, that would allow for a 35% chance to get 2 pips instead of one). At least then there would be a viable reason for this thing to cost as much as it does, as well as have reasonable use for high power pip builds.
3. So it's a crappier Mass Triage? Oh Boy. I guess it does remove one tick from ALL DoT's to the entire team, but the only time this would really be more viable over Mass Triage would be if everyone had 2 or 3 DoT's on them at the same time. And in most cases where that happens, you're probably gonna die anyway.
2. Looking at the spell selection Fire has, this is only one of two i'd say is legitimately bad (The other one being Immolate). With every other spell, the worst you could say about it is that it's just average. What makes it worse is that Detonate is now even more irrelevant since Incindiate came around! For this to be even remotely useful and worthwhile, i'd say at least make it explode for 200% like Incindiate does, at least then this would be worth using. (Shift + Detonate on the Pendragon never gets old though.)
1. Thank god this one got buffed.
The #1 most useless on this list is actually decently useful but only in lower levels. What it does is taunt all the enemies so they go for him and he heals himself and shields himself so he basically acts like a meat shield. It's actually pretty good if you think about it.
Cool down is really effective in 120 4v4 when multi over time is done to your team because it gets annoying when the enemy uses it as well
As a fellow ice player, when overtimes were being used quite often, such as snow angel, fire dragon, or any of the other DOTs in a 4v4, I have used cooldown and have saved a teammate or two. Maybe, that's just me. But I have used it. It is situational and has come in handy. I don't carry it now (I don't think) but with no life players, if multiple players did use it, you could almost get rid of a DOT first turn. Lol
#2 detonate: sacrifice something big and then detonate 150% plus. I've seen this in another game, but it would have to come from a pack. Either that or remove the sacrifice and... Yeah. You'd need to make it part of an outfit item you gain from a real money pack.
water elemental is actually good at low levels, I've had great luck with them
water elemental is the bomb!! helped me sooo much in the lower level bosses. it's such an op tank and it kept all the damage off of me so i could actually deal damage without healing myself. i think they fixed the minion though because now, he ALWAYS taunts on the first round.
They must have changed the AI of the storm minion because mine would be the reason I survived krokotopia. I would summon him and he would taunt so all the attention was on him he kept himself alive and even once put spirit armor on me. He's definitely stepped up his game
Okay, Cooldown is a useful spell when you are doing Meowiarty Exalted or Archmage duel to get rid of the myth DoT that Meow casts. You can't use triage unless you want to get insane bolted. So, use Cooldown. You just have to wait 4 rounds and then use it
I use the cooldown a lot actually when I’m soloing or when I’m with friends questing .. it helps a lot
If you ask me, cool down can have it's uses. I use it frequently due to its vastness (in comparison to triage tc) in pvp as a sub for triage. People use burning rampage in low lvl PvP so often, I just use cool down to get rid of it. It has its uses
Tbf detonate was useful vs pendragon (idk if that trick still works) and storm elemental can be useful for a low level storm as with its (relatively) high health and taunting and defensive nature, it tanks what the player can't allowing them to attack. For the most part, however, I agree with your points.
The funny thing is that CoolDown is actually a useful spell in team pvp for defensive ice. plus making it one pip doesnt change much if a person gets power pips every round.
Okay that's just silly mass triage and triage are much better than colldown.
Mohamed Camara you ugly
Making it 1 pip sort of can change things with pip conversion. I think what it needs is to keep the pip cost the same, but instead of just removing 1 tick of damage, shift that tick onto the caster of the DoT. The more wizards and ticks it takes off, the more damage the DoT casters have to deal with. Perhaps make it cost X pips, and make it 1 pip per wizard on your team with a DoT (but it can still work with multiple DoTs on the same wizard without increasing pip cost). It's sort of like a mass shift, but less powerful as it only shifts 1 turn of the DoT, hence costing fewer pips per person than a mass shift would.
I personally kinda liked the minion, it didn't help much but it helps enough if you know what I'm saying, mostly by fixing a early game storm problem, their low health. It tanks itself up and then starts taunting to draw aggro to itself, after that it starts tanking damage enough for the player to get the pips to tempest, but late game, it becomes completely useless, really wish it could have some use in PvP
The Water Elemental takes the cake. I'm a level 67 Balance Wizard and I use Spectral Minion to fight the battles I never could. In case you don't know. Spectral Minion spell summons a random school elemental minion, either storm, fire, or ice. When I get the damn storm elemental. I end up dying thanks to it. Here is why, he intentionally, persistently, annoyingly recasts over and over again spirit armor and sprite on itself when it didn't take damage for shit. I'm the only one getting hit and the minion is as useless as ever. I groan every time I get that minion because he sucks except for the one tiny occasion he casts spirite armor on me.
I actually like the water elemental during early game. It pretty much flips a coin whenever it casts a spell and will sprite itself even if you're at 1 health and he's at full. BUT he does taunt, diverting attention from yourself, and he doesn't have any attacks, meaning he won't eat up any traps like other minions would. blades and traps would be much appreciated on the minion, but really I would settle for some improved AI. as in, DON'T SPRITE YOURSELF AT FULL HEALTH WHEN I'M ABOUT TO DIE YA DINGUS. The whole point of the water elemental is to serve as a meat shield which is why all his spells are defensive, still the AI ends up doing things that are straight up insulting.
for the third spell, there actually is a tc called dampen magic that limits everyone across the battle field to 3 pips max. not sure if you know it but it's a retired card and no trade
I can usually set up my heckhounds to do over 1000 damage per round. So Detonate would likely be a good way to get it over with if it wasn't 4 pips...
I was using storm minion when soloing wintertusk and was pretty low level. His taunts got a lot of attention from enemies and his selfishness was good enough for him to survive. It was much easier for me to set up for a kill.
Water Elementals are actually pretty good because, they don't attack and use your traps, they do heal you sometimes, and they shield quite a lot, AwesomeTheSauce just has bad luck with his minions, for beating Krokopatra, I used my storm wizards's water elemental to heal and shield me, storm doesn't get their prism until kinda far into the first/second ark, I think, so I needed the minion
Detonate could be an enchant that makes the spell cost more pips but makes all the ticks go of at once
what you can do with cooldown is make it so you can use on enemies ex being burning rampage going off after two rounds could turn into 1 round or if you used a dot you can lower the tick count so you can put on traps for next hit.
Wish I saw this BEFORE trying to use Detonate. And the Ice spell seems the most useless one to me. Good information.
with detonate you need 2 fire's and one backdraft with heckhound
and yea its broken
Water elemental is actually good. It has saved me so much. The buffed it so he does a new attack. 125 per pip attack. That's good! Also the point for it is to set up and taunt the enemies so they attack him and not you!
My Initiate Death Wizards Pet has May Cast Berserk. Sometimes I off myself with sacrifice to get rid of it during PVP :/
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In my opinion, detonate could be useful against some bosses, like pendragon with his infinite fire dragon dot, use the myth shift spell to throw it back at him, then use detonate to finish him off.
I got bezerk on my storm for farming purposes. It makes farming low-level bosses pretty easy, though I'd never use it questing.
Your version of power play existed when level 50 was max but got removed. And pacify,soothe,calm, those spells or taunt should replace the minion
also the storm minion isn't designed to invoke any damage because this is a utility minion created for low level storms to survive low level minion & boss battles because of the extremely low health they are starting in game for the first time
I just use a water elemental because it sometimes heals me, it sometimes gives me blades, it sometimes attacks, and most importantly, I use it so I dont get attacked that much.
Cooldown is good because it removes ramp without having to use triage
Water Elemental is supposed to be a tank and make the enemies target him while you do the attacking since you can do more damage. It's ok for pve in the earlier levels
The spells you've shown as useless actually are usable provided the person knows how to use them. The water elemental, for instance, is designed as a decoy that can suck damage and heal itself. Storm wizards are notoriously bad at taking damage. I used it a ton with mine.
i love the storm minion taunt can make it where he soaks damage for you :D
The storm minion is good against myth wizards at lower level pvp tiers, as it turns any minion they cast irrelevant without the need to do 750+ damage to it. That being said its a meta call minion and much less useful overall than any other minion except in that case. Though it can be used to stop other minions at low levels as well, most others can be killed by a shark anyway , so it depends on how many minions the opponent is casting
poweer play is incredibly helpful for lower levels while playing with friends
#2 make detonate an enchant card to to into a single burst dot instead of 3 turn dot. increases spell cost by 1 or 2 and decreases accuracy by 5
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