April 11, 2012Guides,Wizard101,Wizard101 UK
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There's quite the buzz going around about everything that's new in Avalon, and while I refuse to familiarize myself with the areas and storylines, I'm trying to get an idea of which bosses cheat and what I'll be looking for when it hits the live realm! Meanwhile, I'll be updating you on a few of highlights of the updates, all while rushing through Zafaria. Here's a few words on the new spells.
You'll already be level 70 when you hit Avalon, so as soon as you make enough progress, you'll be set to get your first new spell - a mass prism. Think of all those times when all of the enemies were your school... or multiple enemies, anyway. Now, for two pips, equal to one turn, you can prism every opponent. Six of the seven schools can obtain this spell, because there is no Balance prism. These spells are trainable, so any school can get them.
Take a few notes here, this is where things get interesting. For three pips, Storm will completely wipe out your blades, so don't stack too many. For
2pips, Snow Drift will steal a heal over time spell from an opponent (eyes on Regenerate). For three pips, Life can remove a damage over time effect from everyone on their team. Snow Angel and Fire Dragon beware. For four pips, Fire can immediately remove a DoT on you and do all of the damage it would have done over the remaining turns. Beware of Heckhound. For four pips, Mass Infection will infect all enemies with a reduced ability to heal. Throw a few of these the first round and you'll be in good shape. Four
4pips, Myth can push a damage over time effect to an enemy. Finally, for five pips, Mana Burn will hit for opponent for 80 damage for every pip they have, and remove three of their pips. Perfect before a rank 7, 8, or 9 spell.
Pay attention to the descriptions here, some of these spells have changed. Healing Current gives Storm the opportunity to heal 1100 health to any teammate... or they could do 10,000 damage to themselves. We don't know the percentage split at this time. Ice gets Cooldown, which removes one tick (hit) of a DoT spell from all enemies. Kind of a downgrade from Mass Triage, which costs the same pips, and removes the whole effect. Life hits a homerun with this next spell. Guardian Spirit, for five pips, will revive you with 25% health after you've died. On the second turn of a battle, cast it on yourself, then begin shielding up. On one hand, an opponent can completely kill you, and be out of pips when you're revived, and on the other, you could probably heal more than 25% health for 5 pips. It does, however, mean you can't be one-hit-killed. It can also critical to give 50% health when you are revived. Fire gets Backdraft, which takes all of your pips and adds a 15% trap per pip on the enemy. So if you have four pips, the trap is 60%. Death gets Bad Juju, which is currently
fourpips, a complete waste. You take 500 damage, and it's Death, which means you lost all blades, and then your opponent gets a 90% weakness. Myth gets Dimension Shift, which trades all hanging effects with their minion. I'm not entirely sure how this works, but I imagine it trades all blades, traps, shields, and other wards that are on you with your minion. Strategy - buff you're minion, then if your opponent uses weaknesses on you, use this spell. For 9 pips, Balance can use Supernova! This spell, I think, hits all enemies with an aura for 535 damage... not very effective, considering you can pull a Ra for 8 and do more damageguaranteedto everyone.
No level 78 spells with the Avalon update, but there are some level 80 spells. They're all new blades that add armorpiercingto your next spell. They are trainable, too, so you can grab that Elemental or Spiritual Spear, too.
Spells are still in the process of changing, and things are constantly being updated and discovered. I'm stillquietlywaiting in Zafaria, looking at a few of the pretty pictures of Avalon.
See you in the Spiral!