Interesting Test is back up and the Lore spell audit wasn't up an hour or so ago. Anyone think KI is trying to delay it so players don't see it? I'm watching KI.
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Interesting Test is back up and the Lore spell audit wasn't up an hour or so ago. Anyone think KI is trying to delay it so players don't see it? I'm watching KI.
I'm not sure 'why', but the patch will be tomorrow at the earliest. Don't know if that patch will include any Lore Spell updates.
KI posted on their social media site today. See Post #8 here. So keep watching.
Dare to catch your best dreams and live them with eyes wide open. Sweet dreams always.
The DreamCatcher.
Thanks for sharing! I'm wondering mostly right now, can I cast these spells without a school pip. If not it will set back Life & Death back many yeas. How it will effect Pigsie and other schools ability to be a healer in the wider game, questing and farming. It would be a huge loss too for Reindeer Knight.
Let's hope they are reworking PVP only spell versions and banning original Lore spells. The consequences otherwise would be huge.
So the changes have occurred to fire, storm, headless Horseman spells. I think this is probably the worst thing KI has ever done. It now means without the appropriate school Pip, even with a mastery amulet on you can't cast. You can't even evaluate how often you would get school pips because it's not the real setting. At least Deer Knight and Pigsie Haven't been changed (yet). I'd love to go on a big rant but honestly this change has just sucked my will to care. Horrible horrible horrible![]()
They made headless horseman 5 total pips, and the upgrade gives you 2 shields of some kind. Either it's like sabretooth or it's like upgraded evil snowman. Kind of hard to test it if no one can upgrade it right now.
And it does seem that it requires a death pip, even though you might be death, which is definitely not right. Hopefully, that's a bug and it will be fixed.
Last edited by Happy Fun Ball; 11-15-22 at 6:38:22 PM.
5 pips oh lol, no point caring about Wiz PVP(new name for wiz). Ignoring the new school pip stuff. It may as well be a 6 pip change. Who has under 100% pips at top level? I was expecting a nerf to "horseman" after NO spellements and easy spell drops from Loremaster.They did it because they knew they were gonna ruin the spell... For me while I'm still in game(PVE) shadow is dead, Lore spells dead, I'll be rocking my level 48 spells and???
Newbies will keep the game alive for now. For me I want suggestions of literal free games that are NOT click intensive.
Last edited by bluedreamer; 11-15-22 at 6:41:24 PM.
So I was just in Ratbeard's stream asking about School Pips potentially preventing the PVE "first turn Ship of Fools/Rat Spin" plays, and while Ratbeard himself wasn't able to answer since Artie was talking about stat progression, Cam and some other chatters was able to hint to me that players should be able to get School Pips once a turn so long as your Archmastery is higher than your opponent's. And I believe that enemies won't have Archmastery at all until Novus, so players who are at least Level 50 would just get a School Pip every single turn (Power Pips willing). Like how it is in Test Realm atm; the messages about the formula on Test not being the one that'll be on Live must be more of a PVP thing I suppose.
(This happened within the first 15 minutes of today's stream, so it shouldn't be too time-consuming to find and verify for yourselves. I know that trying to use streams as a source of information can take way longer than it should!)
So it looks like that these School Pips should not hinder Lore Spells in PVE at all. The only exception would be a player under level 50 trying to use a Lore Spell, they won't be able to unless they get an Archmastery Jewel. I do not have any idea how easy it would be for them to get one though.
It's actually 2 school-specific weaknesses matching the target's school, similar to Snowman but jinxes instead of shields
And it's correct to require a Death pip, that's how the audited lore spells are supposed to work, a Death wizard will need to generate and consume a Death pip in addition to 3 pips.
~R
Let's hope so! Thanks for asking by the way. I still wouldn't trust their answers because they lie. I've pretty much resigned myself to rarely using those spells in future, at least the fire and storm ones. We'll have a good idea before they get to Reindeer Knight, Pigsie, Rat Spin & Deer Knight if we will be guaranteed first round to use those spells while playing PVE.
The Wizard101 Developers social media account sent out this message a few hours ago, confirming that School Pips generate if you have any archmastery rating:"Coming with the Fall Update: Up to level 150, PvE Players will be generating one school pip every turn (as long as you have 1 or more power pips) including the first turn of combat. To make this happen, you need to have any Archmastery rating.As a lower level, School Pips will slowly develop from regular "white pips"... In Test Realm, there are the "Any Level" Archmastery Jewels, providing a single archmastery rating. That jewel can be purchased from the Jewel Shop in the Shopping District! And in a future patch, a Pet Talent will also be seen (for those who want archmastery at before the jewel becomes socketable).
-Cam"
Basically, the Lore changes to Ship of Fools, Ratatoskr's Spin, and Deer Knight shouldn't have much of an effect on Death and Life players. Just one small extra step.
Court
Last edited by icourt; 11-18-22 at 3:05:05 PM.
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