I've had a busy month, and by now, you've all heard my excuses. Honestly, there have been more important things in my life than W101; but I think you guys should know I think posting at long intervals is better than no posting at all. It's about time that I gave you guys a good read, and I hope not to disappoint.
Last August, I decided to throw my casual efforts into what I hope will be the most comprehensive Death PvP guide around for a while. Here's what I call comprehensive:
- Training Points a la Stormthief
- Section 1: The Ravenwood Schools
- Section 2: The Astral Magics
- Section 3: Special Purpose Spells
- Death on the Attack (The Way of the Wraith- my personal method)
- Deathfense (split into several posts)
- Holding against the Storm
- Playing with Fire
- Balancing the Odds
- Breaking the Ice
- Life and Death Situations
- Mything the Point
- Defying Death
- Endgame Tactics
- Spellbook: A Rundown of All Death's Spells, and their use in PvP Combat
- Special Article: "DoT or Health-stealers?"
- The Final Word
This installment is the The Astral Magics; and their uses in PvP. The Astral Schools neither send your opponent scrambling for his heals (Well, the Storm Polymorphs are an exception; if a player turns into a shady looking kitty or weird water spirit/cyborg thing, I usually discard the nonessentials from my hand and pull my Tower Shield TCs and wave bye bye to my health globe), nor do they magically raise the dead (But if anyone starts looking like Broccoli, alarm bells start wailing. They're like Balrogs for Death wizards. Well, big, squishy Balrogs; love that Death damage boost.).
The Astral Schools have different roles, but really, they're support spells. While they didn't rock the Spiral like the Critical did (Doubling the damage of your spell is no joke; today; the opening squeak of my fully-bladed Bone Dragone hit for over 1500, and the next tap was double that. Yeah, sorry about the overkill there, Mr Fire Wizard.),
The Sun School
Is the School I really really really wish I'd trained in. Based around Enchantments; boosting your cards to do higher base damage is deadly. In fact, if I had my way; the "blade-spirit blade-critical boost aura-Gargantuaned Bone Dragon" may just be the deadliest damage set up in the arena. From what I hear, those tough cookies we call Ice Wizards even wobble their heads when they meet Bone Bone on steroids (Paraphrasing and elaborating a quote from the deadly Thaumaturgess herself, Sabrina Frostshard. Now, that's one scary scary wizzy.).
Ok, the point of that ramble was: if you like an extra oomph with your spells; a Gargantuaned Vampire is probably more affordable than an Elucidated Wraith. Final Recommendation: If ya like killing, get all the Damage Boost Enchantments.
The Moon School
Is an ok School PvP wise. I keep the Gobbler and Treant in my deck in case I ever need to beat a sudden retreat to heal and regroup.
The Gobbler Poly turns you into a very smelly Gobbler, who knew. And as much as that might cramp your style; your Death-symboled Elegant hat doesn't scream cocky defiance very well when its spinning like a top. Aside from giving you access to Tower Shield and Steal Ward, the Gobbler is also kind enough to include an absolutely decent heal with an exquisite combat animation. Plus: The Resist All with the awesome health and shields means that you shouldn't be too scared when you're looking down the barrel of a well buffed Judgement.
The Treant is an ok Spell.... Ouch! Why are you throwing things at me? ok, I like dressing up as the Life School mascot as much as you do, but as I said... wait, what are you doing with Brandy? ... Just bring him back before midnight with a full tank of Wraith-food. Well, the Treant is good, but not good enough to get just for PvP.
Final Recommendation: Maybe get Gobbler (First one, easy point), but don't get Treant just for PvP.
The Star School
Fortify, Amplify, and Vengeance make for decent investments, but the only one I use is Vengeance. Vengeance goes two ways; it can double incoming healing or outgoing damage. Amplify is nice, but really, I don't need to be hit any harder before I get the healing. Fortify is very nice against Fire Wizards.
I've heard good things about Conviction, but I don't see particular use for it in my default deck. Maybe in an anti-Myth wizard deck, those Conjurers can be very tough, took a drubbing from one today (put up a good fight though; the fight lasted over an hour.).
Final Recommendation: Have Vengeance and maybe Amplify, but as a Death Wizard, Critical should be your favorite word.
So concludes Section 2 of Part II. The Astral spells aren't really critical to your survival, but they could be critical to your opponent's fate.
Stormthief out.
PS Next time, expect pictures from my trip to Romania. The country is really beautiful, and the people are friendly. Just watch your wallet if you should choose to stop by
The last aura spell is cool too. The purple aura actually coverts 4+ spells and above into pips for you. I prefer to use that spell and Vengence.
ReplyDeletewill you be posting deck setups?
ReplyDelete