Pirate101 Witchdoctor Guide (Summer 2016)

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Pirate101 Witchdoctor Guide

Ever wanted to be the best summoner around? Well don’t you worry my fellow lvl 70 Witchdoctors, I have just the thing for you! Have a Pirate101 Witchdoctor Guide! Let’s crack open the meta piece by piece together! Here is the official Summer Guide just for you!

This guide will cover :

  • Class Pros and Cons
  • Practice Points
  • Gear (And the best places to farm them)
  • Companions
  • Power Set Up
  • Match ups and Strategies

Just remember this guide is specifically designed for ranked pvp and if the population demands I’ll make a follow up for all you spar fanatics! 

Pros and Cons

Every class has their own ups and downs obviously but here are the major ones you’ll note in Ranked PvP.

✔ High Spell Power

✔ A lot of Summons

✔ Lots of AoE’s

✔ Ranged

✘ Squishy

✘ Low weapon damage

✘ Low Accuracy

✘ Low Dodge

✘ Minimal Protection

 

Practice Points

First of all, spending your Practice Points is very important. At lvl 70, after completing all the Zeke Quests, you should have a total of 21 Practice Points.

Witchdoctor Hidden Trainer: x2 Forbiddance&Witch Hunter
x2 Sneak Attack&Walk in Shadows
x3 Valor’s Shield

x9 Elusive Rank 2

x5 Wind Spirit

So why this set up?

Hidden Trainer:

The idea behind training Forbiddance is simple. There really is nothing else to train into so why not? It can be useful for faster matches You can hold onto it if you want but I just find that it’s waste of a power for more grindy matches (Specifically in mirror matches and vs Privy).

For Witch Hunter it’s simple: it’s a great way to deal with shroud as well as Old Scratch’s AoE natural attack,  so why wouldn’t we?

Swashbuckler:

Walk in Shadows is just nice to have because you can time out a Buccaneer’s or Swashbuckler’s hide to avoid the x2 damage. It’s also 2 turns of immunity on its own, which is something Witch needs.

Privateer: 

First of all: elusive is straight forward, because any dodge is welcome. As such, obtaining a pet which grants Elusive is quite the trend for most classes these days, so they can achieve Elusive Rank 3 on every class. Witchdoctor is no exception, unless you decide to drop it and train Fast Rank 2. In that case, you should put your other points into Buccaneer for Kraken’s Coil and Triton Song.

Their powers as well are completely staple to the meta. While a minor heal is always welcomed with Rouse, Refresh just isn’t worth the 2 extra points, neither is the will buff. While Privateers have those luxury turns to do whatever they want and toss it up randomly, as a witch you won’t have this luxury.

Valor’s Shield is also a welcome addition to helping our low protection problem. As Witchdoctors we’re always looking for the long lasting Value powers, because with them we can start barraging our enemy into the defensive position while being far away ourselves. Valor’s Shield is perfect just for that!

Musketeer:

Barricade is just a Spar option personally. For the old school or F2P players who want a consistent counter to Swashbuckler, the Barricade strategy (discussed later on) is a way to help lock your opponent out from abusing their Black Fog. In addition, it can be useful vs Buccaneers if you get the chance to.

Wind Spirit is also a major factor that I put an extra point into, because we’re almost always using Bonnie. Bonnie is already amazing with Great Juju but getting a 10 turn agility buff is definitely helpful. My MVP this season so far has been Bonnie, specifically in the Privateer match ups. She cleans out the board so well with these buffs. As such, having another buff is gladly welcomed!

 

The Gear

Now the most important part about PvP: the gear. Great… Fun… Good luck farming fellow Summoners! Or for those who have already survived the grind, enjoy it!

hats

Corrupted Wushi’s Hat : Tower of Moo Manchu

Scout’s Headband : El Kaboing (Cool Ranch)

robes

Imperial Robes of Moo Manchu : Tower of Moo Manchu (Moo Manchu // Mooshu)

Robe of Houndini : Bishop or Underdog (Marleybone)

Boots

Gladiator’s Gaiters : Empire Bundle (Bazaar Version with +8 Weapon power also works)

Devil Doctor Boots (Note not the max lvl version because I’m lazy) : Tower of Moo Manchu

Wands

Fall Champion’s Sceptre : Champion Wand Fall season

Nefarious Staff : Tower of Moo Manchu (Nefarious 5 // Mooshu) 

eyepatches

Death’s Bargain : Tower of Moo Manchu (Nefarious 5 // Mooshu)

Tiresias’ Clairvoyant Patch : Medusa, Medea, or Zeena (Aquila)

 

totem

Earthen Charm : Earth Guardian, Water Guardian, Shan Hong, or Timur Khan (Mooshu)

 

charm

Spirit Walker’s Charm : Buck Bronco (both battles), Frank Cranes, Ike Bronco (both battles), The Bird with No Name (Cool Ranch)

rings

Wrangler’s Ring : Johnny Ringo or Kid Marmot (Cool Ranch)

Ring of Recalcitrance : Lo Pan, Shan Hong, or Water Guardian (Mooshu)

pets

Recommended as minimal requirements of a pet:

  • Scent 2 or 3
  • Revive
  • Kraken’s Lament

 

The Companions

Companions are another very important piece to our strategy and decision making. Hence, here are the companions I highly recommend you use as a Witchdoctor, specifically to compliment the play style we’re using with the gear I showed above!

scratch

Epics: Improved Mojo Blast Rank 3, Mojo Echo Rank 3, Witch Hunter Rank 1

Talents: Accurate, Rough, Tough, Spirited Rank 4 and Dodgy Rank 1

Staple (Must Use)

bonnie

Epics: Double Tap Rank 2, Burst Fire Rank 2, Overwatch Rank 3, Return Fire Rank 1

Talents: Tough, Accurate, Rough, Agile Rank 4 and Dodgy Rank 1

nausica

Epics: True Grit Rank 3, Burst Fire Rank 2, Quick Adjust Rank 1

Talents: Accurate, Rough, Tough, Agile Rank 4 and Dodgy Rank 1

 

 An extremely good companion for snowballing/rushing and killing units quickly with large amount of haste. 

 

ratbeard

Epics: Hold the Lines Rank 2, Cheap Shot Rank 3, Repel Boarder Ranks 3

Talents: Tough, Accurate, Rough, Dodgy Rank 4 and Strong Rank 1

 

Great for stopping Buccaneer’s from rushing quickly as well as other melee units. Cheap Shot 3 helps give a 50% chance to webs a unit for free, consequently making him a very technical unit that can really shut down teams and your opponents play. He has amazing utility powers as well to combo. If you use him make him last in your line up.

Replacement for Nausica

toro

Epics: Riposte Rank 1, First Strike Rank 3, Relentless Rank 2

Talents: Accurate, Rough, Tough, Dodgy Rank 4 and Agile Rank 1

First of all, although I have El Toro down as a replacement for Bonnie, this doesn’t mean you should bring both him and Ratbeard. Use one or the other, because you need one of them for burst and chains. Toro is very helpful as the technical unit since he can’t be targetted by hidden melee units. Using this set up, you also give trees/scorpions more accuracy and dodge, which will  help you win the late game summon war. His riposte and first strikes help as well to remove incoming units that target him. Since he is very squishy and normally has no intention of taking a 1 for 1 unit trade, he is simply utility and a punching bag. Sorry El Toro fans, but that’s how cruel this meta is. 

Replacement for Bonnie (More Summon Style)

Power Set Up

Much as in Wizard101 with Deck building, Power set up and management is an art form. I’ve always followed my own rule known as the “as I dream” rule set, where you set your powers in the order you WISH for them to show up during the stages of the game. Hence, the powers you want to show up turns 1-4 should be focused and ordered on rows 1-2. You set them in order of priority of what you would prefer to come up the most to what you don’t mind having. You should follow this pattern of 2 turns per row as you go when setting up your powers.

Most of all: don’t feel stressed if you get confused by this. Simply use the pictures below for your bases and replace/add what’s necessary or where you feel it’s comfortable. Also remember it takes trial and error to find what the best slot is for each power, so don’t feel shy to change things up after a couple of matches if things don’t work out. Golden rule is 3 tries before you change it though! We will possibly have another guide in the future going more in depth on this, so stay tuned!

Barricades

You may end up not using the same gear as me and not have access to a Hide piece of gear. If this is the case you should move Barricades up to the spot where the Walk in Darkness is and also move up the Walk in Shadows to slot #20 to help deal with hide #2.

Match Ups

Buccaneer Icon_Class_Buccaneer

First of all, I’ll say this right now to be clear: as a Witchdoctor this is our hardest match up. Buccaneers are the top tier class in ranked pvp at the moment due to the board size and how fast the meta is. They’re the worst class to fight, regardless of what class you are. I had no intention of winning vs Buccaneers as a Witchdoctor but this doesn’t mean just flee then and there. Try your best and do not get angry, upset or discouraged due to a loss against them. Regardless of making the best plays, having the best gear and getting the best powers, you still need A LOT of luck to win this match up.

With that said, here is the best strategy to win vs Buccaneer:

Step 1: First of all set up your trees as fast as possible. If you go first you should slow Goro. If they aren’t bringing Goro/Nausica, slow Pete. If they bring both Goro and Nausica, you need to go Hidden ASAP.

Step 2: If you went first (which is bad in this match up), set up your trees now and move your units behind them. If you already set up trees and you’re not being pressured too much, feel free to drop the Terracotta Warriors at this point. If you’re under pressure and your opponent could get to your Pirate in any way shape or form, Hide.

Step 3: Kill Peter Quint. Peter Quint is the most disgustingly broken Companion alive. Thank goodness he can only move up to 9 Squares with Brutal Charge (+1 if he goes straight) so kill him ASAP. Use a buff to let Bonnie go off on him. In addition you should absorb your Bonnie or do whatever possible to protect her. Start killing Pete and protecting your Bonnie, because we need Overwatch 3 to stay a threat vs this Buccaneer as long as possible to give us more freedom vs Frenzy.

Step 4: Repeat. If you somehow managed to get a lucky chain and kill Pete, you’re winning. If not then you’re in a stalemate and since this match up doesn’t naturally favor you at all, you’re losing. Hurry up, kill Pete. Then get to work on Goro. If they have a Nausica, fort yours and rush her at their’s.

Step 5: Repeat until you win! You just have to keep running and letting your summons soak up the damage and chains for you, while you Mournsong and use Bonnie to kill their Pirate. Eventually you’ll win from getting them into a life range that is unable to Frenzy you. Also, as long as you’re above 70% health you should live any chains, as long as you have some sort of protection like an Absorb, Kraken/Levy, Fort on. It also helps if Bonnie stays alive. If your opponent uses Frenzy and you survive it, you also have a greater chance of living because now you just need to stay above the range where a chain kills you. Shroud will be a win condition of its own (assuming you have it) or your vast amount of drains to chip away and stay healthy.

This is the best advice I can give as a Witchdoctor vs Buccaneer. It’s a difficult match up in ranked and will probably always be. I highly suggest to use Ratbeard over Nausica, if you see a lot of Buccaneers in the queue. The same advice applies if Buccaneer ever becomes a clear tier 1 (like Privateer is at the moment).

Privateer Icon_Class_Privateer

Privateer is the exact reason Witch is so playable at the moment. The entire meta constantly wrapped around the idea that Blast of Discord is an automatic win. Hence we Witchdoctors can swoop in with our high will to just ignore it and treat it as an epic gunnery turn 1, only to put them into a corner from the start of the match.

Strategy to win vs Privateer:

Step 1: Ocuboros, there really is no better play than this. Unless you’re on the Cool Ranch board or didn’t pull it, slow Nausica.

Step 2: Slow Nausica or Ocuboros if you haven’t already and move up your units.

Step 3: Absorb Bonnie or Nausica, just gotta ensure they won’t die.

Step 4: Mournsong or move up and Trees. If you don’t have trees, just move up. You need to start pressuring them during these 5 rounds, because you have to snowball the game into your favor drastically. This way you can set up a late game, which is already tilted into your favor, so you can almost never lose at this point.

Step 5: Use the last few turns to start chipping away their utility units (specifically Scratch first), so you can get your summons out safely. Once units such as Scratch and Toro are off the board, your summons are safe from dying to them and to bombs from the enemy pirate.

Step 6: Chip, chip baby. All the way! At this point in the game it’s just chipping away at the units health and keeping up the pressure. Don’t give them any breathing room and before you know it they’ve fled or are too far behind the come back.

This is a pretty straight forward match up, as long as you ocuboros before they can pressure you. You almost always win this match up, unless RNG is really against you or you make a major misplay. 

Swashbucklers Icon_Class_Swashbuckler

First of all, if you see a lot of Swashbucklers queuing up or you’ve been queuing into the same Buckler’s over and over, I highly suggest swapping out Bonnie or Nausica for Toro at this point. His buff is very helpful for your summons to hit and he also won’t be targettable by Fog companions or will just be a punching bag for Fog Nausica. It is much better for us to have Toro die to Nausica, because then our Nausica has a chance to not die to their hidden Nausica. Toro also isn’t too bad in trading vs other melee units (specifically Goronado) in this match up.

Strategy to win vs Swashbucklers:

The main win conditions are 1. Survive Fog; 2. Survive Assassin’s Shroud. If you have Soul Shroud, after surviving these 2 win conditions, you should be able to simply tank out the rest of the enemy team with Soul Shroud and your Drains.

Step 1: React. Sometimes you won’t have your pet spawn nor will you be blue. If you’re Blue and your pet spawns, you pretty much win by just following it around the entire game LOL! But if it doesn’t spawn, you have the back up protection to survive the first win condition Swashbuckler’s have, Black Fog. So the first strategy is to just use Walk in Darkness. This way – even if they rush you before you can set up the Barricade strategy – you will simply just survive with your pirate, which is still the best case scenario. 

What is the Barricade Strategy you ask? It this:

betterbarricade

 

Color Code:

Blue : Bonnie (If you’re not using Bonnie, Scratch)

Green : Pirate

Red : Old Scratch (If you’re not using Bonnie, Nausica)

Yellow : Punching Bag, so Nausica (If you’re not using Bonnie/Nausica, Toro or Scratch) 

 

 

Pink is where the Barricades will go when you place them

At this point you sit out the Black Fog. If they rush without the Black Fog, great!, because now you kill them based on their priority rate.

The Priority for killing Swashbuckler’s companion pool is as so: Fan, Goronado, Toro, Any Buccaneer Unit, Bonnie, Nausica. While Nausica is the least threatening unit they can bring, it still does damage with Fog. However, after that she just does chip damage. As such, she doesn’t really chain compared to other Buccaneer units or Bonnie, so that’s why I placed her last. Fan has the most damage burst potential so obviously a target to fear. Goronado and other Buccaneer units are also very scary. Due to us being a Witchdoctor they can easily get a full chain on us even without buffs on them. Toro is pretty scary but because he’s a swashbuckler and the Pirate may bring powers to synergize with other Swashbucklers (specifically if they’re bringing 2 or bring a full team of agility units) we should get rid of that potential burst damage ASAP. 

Icon_Class_Musketeer Musketeer

Musketeer is again an easy match up for us due to Ocuboros being such a powerful tool in our tool kit. It’s the same strategy like when fighting Privateer except this time we rely a lot more on Nausica.

The strategy to win vs Musketeers:

Don’t rush Nausica on her own though, Ocuboros turn 1 then move up with everyone, get into a position where you can also summon your Terracotta warriors offensively to avoid overwatch, might as well also summon trees as you move up just to keep them back. At this point barrage them with Mojo Storm, drains, mournsongs and a Forted Nausica. Don’t give them breathing room to freely purge kill your Nausica. If they decide to do that at least be moved up enough to punish them with a boosted mojo storm on everyone. 

All in all this is a simple match up, almost 100% win in most cases, you can also just sit back and force them to rush you then Mournsong everyone down constantly and stay out of range then rush Nausica in when they miss place a unit or they’re all low and she takes a kill guaranteed. 

Icon_Class_WitchDoctor Witchdoctor (Mirror Matches) 

In the mirror match, only use Scratch’s +25%. Mojo Burn can be devastating against us. If the opponent goes first and ocuboros you, do it right back. During these 5 turns focus on getting out your summons. I’ll gladly state this right now: the Witch on the offensive will win this match up 80% of the time. Moving up with your summons to use your companions to help kill there summons is extremely important. Killing them as fast as possible helps as well. 

The strategy to win against Witchdoctors is quiet simple:

  • Avoid Mojo Burn
  • Ocuboros ASAP
  • Set up summons
  • Kill the enemy summons quickly with mojo storms/drains and your companions chains
  • Push the enemy back
  • If they use Scratch’s 100%, Mojo Burn and rush there face to death!

In conclusion I’d like to say that the only rule in mirror matches is to summon control.

Over all that’s really everything you need to know about Witchdoctor. Witchdoctor has been probably the most entertaining class to play for me personally, so I hope you find it the same or even better. Remember though that winning may be everything but at the same time you should be trying to have fun as well! Mostly if you’re winning, nah I’m joking. I hope to see you fellow summoners in the Brawling Hall soon.

But one last question…

What’s your favorite part about being a Witchdoctor?



The post Pirate101 Witchdoctor Guide (Summer 2016) appeared first on Duelist101.

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Magus Death 1v1 Guide: The Cruel Smite of Death

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Magus Death 1v1 Guide

“Opportunities multiply as they are seized” -Sun Tzu, The Art of War

Magus Death 1v1 Guide

At level 30 there are many fearsome schools. Ice has its insanely high health and aggressive minion. Balance can deal astounding damage with Judgement and their Helpful Mander minion. Myth can hit with a plethora of effective spells, and these can surpass shields along with leaving their opponents helplessly stunned. Myth also has a large amount of minions that can easily take down their opponents. One school that is an outcast at the Magus PvP range is Death. However, Death can prove to be the most powerful of them all. Utilizing the advantages of a Death and a Myth via a Myth mastery amulet, this Magus Death 1v1 guide will allow you to triumph over your enemies and complete astounding feats.

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Before we get into the decks (I’m going to give a few options that have worked out well for me), let’s go over the gear. 

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Initial Gear

Your initial gear doesn’t matter all too much aside from the wand, athame, mastery, and deck. If you have any gear from Mount Olympus you can put that on, but bazaar gear would also be suitable.

Here’s the gear I used as a private:

Click here to learn more

Hat:

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Robe:

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Boots:

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Wand:

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Athame:

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Amulet:

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Ring:

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Pet:

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Obviously you don’t need to have an enchanted armament. However, it is helpful. Talents that are great for this setup include may cast Enfeeble, Spell Proof, Spell Defying, Pain Giver, and any type of ward.

Deck:

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Eventual Gear

Gear that you should eventually aim for:

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Jewels honestly don’t matter too much. Don’t waste your time grinding for them. Nevertheless, if you happen to have any, affix health jewels, power pip jewels, heal boost jewels, and any jewel given card that you may find useful.

 

Ending Statistics

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Deck Setup

As I previously mentioned, there are a few deck options. I have used all of these, and I found that you can be successful with any of them. If you find one that you like better than another, either due to the types of treasure cards I use or due to a specific combo you particularly like, feel free to only use one. 

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Experimenting with either with trained Ninja Pigs or Otomo Fury may be worthwhile, but I simply haven’t found a need for these two spells in particular.

A quick note about drains: Death is the only school that has drains, so make sure you take advantage of this. Sometimes it is better to go for a drain even if you have a heal in hand. They can give quite a substantial amount of health back while being impervious to Infection and other healing debuffs. 

Main deck (same for all three variations)

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Description of each spell:

  • Tower Shield – Rather self explanatory. It’s an all purpose shield that’s good for nullifying incoming damage. This is also the only shield that can save you from Balance damage. 
  • Volcanic Shield – Good to use against Fire and Storm wizards along with those with a Fire or Storm mastery amulet. If you are fighting an enemy who doesn’t fit this description, discard any volcanic shields immediately.
  • Cloak – An often underrated spell that keeps your opponent guessing. It is beneficial to use it on debuffs such as Weakness, Plague, dispels, and Infection along with any shields. They also multiply the spells if you happen to Reshuffle.
  • Pixie – These Pixies will be the primary heal during matches. Drains will often account for any other healing that occurs.
  • Conviction – Helpful protection from stuns along with criticals that you’ll face as your rank rises.
  • Animate – One of the most useful spells for Death. 95% percent of the time this minion should be used when you have three to five pips. The other 5% includes when you have a high amount of pips such as fourteen pips. This will only be utilized during a long match such as against an ultra defensive foe. Each pip is equivalent to 100 health for your minion and the three to five pip minion is a great shield breaker along with being capable of spamming both Plague and Weakness.
  • Deathblade – A must have for this Death strategy in order to bolster damage.
  • Dream Shield – Great to use against both Life and Myth wizards in order to mitigate damage. It can also be used against those with a Myth or Life mastery amulet. Discard any Dream Shield right as it comes up if your opponent does not fit the preceding description.
  • Feint – An effective spell to use from first to drastically boost damage. It can also cancel out a feint from your opponent making it so they can only use the +30% portion for the next hit on you before making their way to their +70% feint.
  • Infection – A more convenient way to stop heals over Doom and Gloom due to the fact that it cannot backfire on you.
  • Plague – A great way to use up pesky normal pips while weakening your opponent’s damage.
  • Sacrifice – A rarely used heal that will often times be used to free you of Feints, stacked debuffs, or a life dispel that prevents you from using a Pixie. You can also kill yourself with sacrifice, and this can sometimes be useful. It should be noted that you will lose all you pips when doing so.
  • Death Dispel – This is a great spell to rob another Death of their pips. This also can be used with Cloak to relieve you of a potential dispel when you’re going second.
  • Vampire – A simple way to deal with minions when you have few blades without having to draw. Can sometimes be used as finishers as well. An important thing to note about drains such as Vampire is that they are able to completely ignore absorbs.
  • Spirit Blades – Gives you a Mythblade and Deathblade along with using up a normal white pip. What more could you ask for?
  • Weakness – A somewhat pesky (and effective) way to preserve your health. Hopefully you minion uses some of these to keep your enemy in an endless stream of Weaknesses.
  • Sharpened Blade – Very effective in order to stack more blades. Not a necessity, but it is very helpful to have.
  • Minor Fire Scorch – A good way to easily dispense with Tower Shields, Weaknesses, and the like.
  • Deer Knight – Could be used as a finisher or just to take out a minion before you start stacking blades. This majestic spell is also more of a luxury. 

Side Deck #1

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Description of treasure card deck:

Triage: A good spell to use in order to get rid of Life dispels and get rid of any threatening DoTs.

Basilisk: A hard hitting Myth DoT that will also stun your opponent. 

Medusa: A hard hitting Myth spell that leaves your opponent a sitting duck for two rounds. It can be used to relieve pressure or act as a useful aspect of a combo. 

Frenzied Minotaur: A low pip double hitting spell that deals significant damage. It also does more damage than a normal tc Minotaur.

Infallible: A large accuracy and pierce boost to strengthen your attacks. Great to use before a combo. 

Dr. Von’s Monster: Your most potent drain that gives health back along with leaving a healing debuff on you opponent to hinder their recovery. 

Skeletal Dragon: A hard hitting Death DoT that is a must have for Death wizards.

Vampire: A good way to get health back and deal some damage with low pips. Make sure they are enchanted with Monstrous treasure cards. 

Reshuffle: Useful for long battles when you need to get spells back into your hand.

Scorpion: Powerful minion killers that can also act as a way to whittle down your opponent’s health. Enchant these with Monstrous treasure cards. 

Spirit Blade: Gives you another powerful blade for both Death and Myth.

Favorite Combos:

Skeletal dragon into Frenzied Minotaur: Allows for your Death blades to go towards the powerful overtime while the Myth damage is there to guarantee your victory. 

Medusa, Feint, Vampire: Allows for a powerful string of attacks that makes use of Medusa’s stunning ability.

Basilisk into Vampire: Great at leaving your opponent open for a devastating attack with Vampire.

Scorpion into Dr. Von’s Monster: A great combo to pull off from first. The Scorpion can deal significant damage if an Infallible is first put up.

Side Deck #2

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Description of tc deck:

Triage: A good spell to use in order to get rid of Life dispels and get rid of any threatening DoTs.

Basilisk: A hard hitting Myth DoT that will also stun your opponent. 

Orthrus: A powerful double hit that can be used when you want to deal a large sum of Myth damage while bypassing pesky shields. 

Infallible: A large accuracy and pierce boost to strengthen your attacks. Great to use before a combo. 

Deadly Minotaur: The Death version of Minotaur deals even more damage while also acting as an effective double hit spell. 

Poison: A weak, low pip, Death DoT that deals a decent amount of damage. It also is back loaded to ensure that the overtime deals the most damage.

Vampire: A good way to get health back and deal some damage with low pips. Make sure they are enchanted with Monstrous treasure cards. 

Reshuffle: Useful for long battles when you need to get spells back into your hand.

Scorpion: Powerful minion killers that can also act as a way to whittle down your opponent’s health. Enchant these with Monstrous treasure cards. 

Spirit Blade: Gives you another powerful blade for both Death and Myth.

Skeletal Dragon: A hard hitting Death DoT that is a must have for Death wizards. 

Favorite Combos:

Poison into Orthrus: Poison is great at breaking shields and dealing just enough damage to ensure that Orthrus can finish out the match. 

Basilisk into Enraged Minotaur or Vampire: Leaves you opponent open for one or two Death attacks in addition to the Myth DoT. Enraged Minotaur is often the best option here due to the higher base damage and the ability to get through a shield. 

Basilisk into a Scorpion Spam: When faced with Death shields a simple Scorpion spam is needed in order to get you opponent’s head spinning. 

Side Deck #3

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Description of tc deck:

Triage: A good spell to use in order to get rid of Life dispels and get rid of any threatening DoTs.

Basilisk: A hard hitting Myth DoT that will also stun your opponent. 

Medusa: A hard hitting Myth spell that leaves your opponent a sitting duck for two rounds. It can be used to relieve pressure or act as a useful aspect of a combo. 

Frenzied Minotaur: A low pip double hit spell that deals significant damage.

Orthrus: A powerful double hit that can be used when you want to deal a large sum of Myth damage while bypassing pesky shields. 

Infallible: A large accuracy and pierce boost to strengthen your attacks. Great to use before a combo.

Dr. Von’s Monster: Your most potent drain that gives health back along with leaving a healing debuff on you opponent to hinder their recovery. 

Deadly Minotaur: The death version of Minotaur deals even more damage while it acts as an effective double hitting spell. 

Vampire: A good way to get health back and deal some damage with low pips. Make sure they are enchanted with monstrous treasure card. 

Wraith: A nice drain that lies right in between Vampire and Dr. Von’s Monster. It gives substantial health for its average pip cost.

Reshuffle: Useful for long battles when you need to get spells back into your hand.

Scorpion: Powerful minion killers that can also act as a way to whittle down your opponent’s health. Enchant these with Monstrous treasure cards. 

Spirit Blade: Gives you another powerful blade for both Death and Myth.

 

Favorite Combos:

This deck allows for the most combos. Despite the claim that having only one of each spell can clog your hand, I never have a problem with this setup. That is mostly because you can find every single treasure card that you need within three rounds. Also, combos can be changed midway through them depending on the situation. 

Medusa, Feint, Vampire: Allows for a powerful string of attacks that makes use of Medusa’s stunning ability.

Medusa, blade, Enraged Minotaur: This combo is often easier to pull off than the previous one due to the sheer amount of blades that are in this deck. It deals a great amount of damage as well.

Basilisk into Deadly Minotaur or Vampire: Leaves you opponent open for one or two Death attacks in addition to the Myth DoT. Enraged Minotaur is often the best option here due to the higher base damage and the ability to get through a shield. 

Basilisk into a Scorpion spam: When faced with Death shields, a simple Scorpion spam is needed in order to get you opponent’s head spinning. 

Skeletal Dragon into Frenzied Minotaur: Allows for your Death blades to go towards the powerful overtime while the Myth damage  guarantees your victory. 

Basilisk into Deadly Minotaur: This combo compliments the previous one and is just as effective. 

Double Minotaur (the order of the Frenzied Minotaur and Deadly Minotaur does not matter as long as you use one of each): This combo deals hefty damage while ignoring a set shield to both death and myth. 

Scorpion into Dr. Von’s Monster: A great combo to pull off from first. The Scorpion can deal significant damage if an Infallible is first put up.

In preparation for going over the overall strategy, I have to admit that Death and Myth are my favorite schools. This is due to the flexibility that these two schools have when it comes to utilities along with the paramount finishing options that these schools employ.

General Strategy

Be hyper aggressive when you need to and discard rather quickly. Right as the match starts check the school of your opponent along with their mastery if they have one.

Try to get a minion up when you have three to five pips. If your opponent summons a minion, I recommend that you draw for a scorpion and kill it as soon as you can unless you have some way to kill it with your main deck.

Stack blades from your main deck first, and then from your side deck. Heal if it is absolutely necessary. Also, be sure to debuff or blade to do something while gaining pips. Once you have enough pips to initiate a combo, put up an Infallible and finish your opponent in a few calculated attacks. This means that once you have a few blades and whatever else you need in your main deck, don’t be afraid to mass draw for different spells.

Lastly, if your combo fails don’t be afraid to simply start preparing another one. 

 

Strategies for specific schools

Balance:

Mainly watch out for Loremaster and Judgement.

Due to a lack of diversity in their hits, a Balance will often need to conform to relying on spells that you can easily reduce with debuffs. They should not be too difficult to kill, as long as you keep them busy with weaknesses and other debuffs. It may be a good idea to use Volcanic Shield in order to protect yourself from any elemental damage.

Using a cloaked Death dispel on these guys could be helpful in order to prevent a Feint into in Judgement combo.  If you are getting hit with loremasters respond with high aggression.

Ice:

Take a look at your hand. Take out a box of tissues and hit the flee button. Allow for tears to hit the tissues so you don’t completely mess up your computer.

No, but seriously, these guys aren’t really as bad as people make them out to be. They are often wickedly predictable. If you don’t need anything else in your side deck I’d recommend drawing for a Triage to keep in you hand.

Against these wizards, a minion along with heavy blade stacking will be effective. Attempt to get your minion into the battle as soon as possible. Try to use an Infection before hitting if they have a life mastery and kill any minion as soon as it comes up.

All in all, these guys shouldn’t be too difficult. Expect to face many Ices (magus and grandmaster) in the arena! Ice is a very popular school.

Fire:

Be wary of Burning Rampage, Heckhound, and Efreet. I often pre-draw a Triage against this type of opponent.

I would not recommend hitting big from second when a Fire has eight pips, as an Efreet could completely destroy any combo. Take advantage of their lower health in order to quickly force these opponents down.

Storm:

Storm is ridiculously easy… in most cases. The only thing you really have to worry about with these guys is a lucky Wild Bolt.

I honestly wouldn’t suggest summoning a minion in this matchup. This is due to the fact that many Storm wizards carry and use Storm Lord, and it is always a shame when your minion gets to do nothing more than cast a blade on itself before it is killed.

Discard heavily in order to get shields up. I would suggest using only a blade or two or going right into Infallible before hitting them with a barrage of devastating attacks. Take advantage of their low health and go for any stun opportunities when you see them.

Life:

Lifes have a hard time bypassing shields even if they utilize Spinysaur since it is a front loaded DoT spell, and this makes it unlikely for them to deal any significant damage in one hit once you get a life shield up.

These wizards will often use a myth mastery. Look out for similar combos as with Myth. Kill the life minion before going in for any major attacks. This is especially important because their minion can revive them the round that they are killed. Infections will be your best friend in this match up so be sure to make use of them.

They will probably have Triage so overtimes are not recommended against these guys. However, if you use one the same round as your minion Fire Elves, they can be an extremely tricky way to avoid a triage. Lastly, be wary of stacking too many blades since most Lifes carry Earthquake to coincide with their myth mastery.

  

Death:

Death shouldn’t be too bad to deal with. Make use of your Death dispel and don’t be afraid to rely more heavily on your Myth attacks for this match up. Both set shields and dispels are commonplace among this opponent.

Their health shouldn’t be very high, so a well-placed Basilisk or Orthrus is usually enough to finish out the match. This is especially true if you manage to hit them a bit via your minion or a Scorpion treasure card.

 

 

Myth:

Myth will be a very common match up. Kill a golem minion immediately if they bring it up, yet you should only use a wand to do so. In this battle I’d rely mostly on Death attacks due to the threat of a Myth dispel. Try not to blade too much because of the threat for an Earthquake, and don’t stake too many shields or your opponent will likely shatter. Having extra resist from your pet can really be useful against this opponent.Also, use you Convictions to prevent devastating stuns.

A Myth will usually use a life mastery so it will be helpful to use some Infections while a steady Weakness spam will greatly inhibit their offensive prowess. 

 

Picture 2016-06-28 22-41-34

After all this, I am obliged to show you proof of how effective this strategy is. Below there is a picture of my Death wizard’s rank at the end of the second age along with his third age rank that I have earned thus far. I personally use Deck #3 when I PvP simply for its enormous diversity.

 

guide 6

 

By the end of the second age I was taking down wizards from level 60 to level 80 every other match.

guide 6

The only two losses in the third age were from bad connection. With this gear and deck setup, getting to overlord should be a cakewalk. 

guide 6

Have fun with this guide, and feel free to leave any questions in the comments below!



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Pirate101: So You Want to Be a Champion? Part 1

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So You Want to Be a Champion?

Pirate101 PvP Champion Series: Part 1

TAL_Rough

If you’re reading this, you may be new or struggling in the Pirate101 Arena, or just need that extra push to become a Pirate101 PvP Champion!  Well lucky for you, you’ve come to the perfect place!  I’ll be giving all of you a series of articles explaining the bare bone basics to Pirate101 Ranked PvP with tips from the Champions themselves!

This first article will discuss:

  • The current class tiers
  • How to adapt to the current class tiers, including key powers
  • Suggested companions and tips for setting them up

Class Tiers

In any game with classes or specifics, such as (for Pirate101), Companions, Gear, etc., they can affect how powerful a specific class or character is prior to stepping into battle. Tiers are assigned to a class based mostly on:

  • How often they are played,
  • How consistent they are against all match ups, and
  • How powerful their arsenal of powers as well as companions are. 

Currently this is the most common tier list you will find coming from a competitive player’s thoughts:

Tier 1

Privateer: Naturally trained protections (Valor’s Fortress, Armor and Shield) as well as able to easily obtain more through dropped gear, able to slow down the game with their large amount of protection and heals to out value other players. Firstmate’s Boon allows for a large amount of burst out of nowhere in combination with high haste companions (Such as Goronado/Nausica).

Buccaneer: Naturally trained protections (Leviathan’s Call/Triton Song and Chorus/Kraken Lament), Chorus allows us to out value trade other melee units, Tide 3 and Elusive 3 makes our dodge insane (even musketeers miss), we can chain down units very effectively, Vengeance strike cleans up summons very easily and helps stop our units from being chained, massive amounts of haste with Vicious Charge and Highland’s.

Tier 2

Swashbuckler: Black Fog allows for a lot of early game pressure and burst. 50% chance to be immune to traps (Summer Flames, Bombs, Gracie’s Trap, etc), insane amount of dodge, Hides are both amazing at being used for defensive and offensive capabilities, you can use Hides to prolong games and time out protection buffs, Assassin’s Shroud and Staff of Power’s Curse helps nullify your opponents ability to heal, mass amount of DoT’s to avoid Valor’s, Hide doesn’t break if it doesn’t break Valor’s Armor. Their Hides are easily removable with people making Scent in all there pet pools, Quick Draw 3 on Musketeers make there Nausica less impact as Black Fog is negated, Sundering Strike can target hidden units and trigger epics to remove their hide, very squishy and don’t have that much dodge for a “rogue” type class.

Witchdoctor: Amazing value with a lot of powers, best spell power in game to make their heals and absorbs stronger then average. Best summon controlling with AoE’s to remove there enemies. Juju line of powers to help make their companions of all classes go mayhem (specifically Bonnie Anne). They are super squishy and never dodge, if a Buccaneer gets through your Hold the Lines units and summons they can chain your Pirate with there own in one turn unless you get lucky.

Tier 3

Musketeer: Lots of large AoE’s, Chains with Super Strike, Overwatch 3 if you can achieve it is amazing. Nausica destroys us, ocuboros (Reduce spell power) turn one is very difficult to recover from, Double Tap 3 hurts us in Musket vs Musket then it does help us (only useful when reduced), doesn’t have any natural protection so falls into the problem of either not having enough powers or not enough protection, has to always bring Purge so they don’t waste their limited resources on trying to kill Nausica.

 

One very important aspect you should know is that, regardless of where your class stands on the Tier list, it will always be playable and able to reach champion.  However, I HIGHLY recommend that if you’re starting Pirate101 and are planning to PvP that you pick one of the tier 1 classes as they have a lot more leeway and help to teach you many aspects of the game. 

How you can adapt the Class Tiers into Ranked PvP

Now that you know which classes belong to the top tiers, let’s begin by figuring out some strategies we can use to help adapt this information into our PvP. Adapting is a very useful skill to learn. The first way to adapt is to play one of the top tier classes. This is normally the most common strategy. The second way is using a class that is heavily favored versus the top tier classes.

Using Tier 1

Using a tier 1 class is normally the easiest route to adapt to the Meta. You can create your easy path to Champion by following some of our other (upcoming) amazing guides on these pretty fantastic classes and the rest of this article, with a sprinkle of skill and such of course!

Using The Anti-Meta

This is the more complicated route but through practice it will work the best. You can use this strategy by still using a tier 1 class. The entire idea behind making anti-meta gear and companion sets is that it’s the best way to rank up. Why is that, you ask? Since the majority of our matches will be against the tier 1 classes, creating a set designed to target those 2 match-ups will give us an advantage (like setting for your opponent in Wizard101). We should win those match ups 90% of the time. The 10% losses will be caused by RNG or being outplayed/making mistakes. Since over half the players in ranked will be using the tier 1 classes and items, we can easily guess what they will use. We simply bring the best items that work against them. While we may be disfavored in random match-ups versus an uncommon class, we can take 1-2 losses while winning the rest. 

So, what are some key ingredients to disembody the current meta then? Lets get into our evil experiment!!!

Powers

purgePurge Magic

 Purge is an amazing power for dealing with the 2 top tier classes. Buccaneer and Privateer are both heavily defensive classes with Forts and Leviathan’s Call being in  their trained arsenal and Tower Gear pieces. Being able to threaten them with this  is extremely important. Alongside that, Purge Magic also gives +8 accuracy, which helps increase the chance of our hits landing on them while they’re in Elusive and Tide! 

 

 Reviverevive

Revive is more of an oddball tech choice. However, this card has overwhelmingly shined since the rise of Privateer and a more slow grueling late game orientated meta. In Wizard101 heals are straightforward. You can discard them, knowing you can shuffle and obtain more. Heals in Pirate101 are different because every power — including the heal itself — is only usable once. Once you use it, that power won’t return and you’re limited to what you’ve brought. There are no redo’s and every time you use a power, it matters. Value is the best word we can use to describe it.

Revives are amazing late game as they can keep you alive as well as allow you to bait out plays from your opponents. Revive also gives you a bit more health, which you can use as a resource as the game goes on. Bringing 1-2 is extremely popular at the moment and I personally bring 2 on all my characters. 

Note: Having rally on your pet can also help towards this! 

Companions

Companions are also a key resource to understanding in this game, they’re our loyal side kicks who will help us run down our enemies with no mercy! 

Here are some of the more common companions you will find being used across the Brawling Hall universally:

nausica1Nausica

I’m pretty sure, if you’ve ever stepped foot into ranked pvp or the Sparring Chamber, you’ve seen this girly before. She is by far the most common companion for Pirate101 PvP. She is from the Empire Bundle which if you decide to purchase after reading this, make sure to redeem her only after reaching max level (70) so she gets a juicy 3 level advantage and stat bonus. 

Common sets for Nausica are:

  • Control – True Grit 3, Burst Fire 2, Quick Adjust 1 (Basic)
  • Shredica – True Grit 2, Burst Fire 2, Double Tap 1, Quick Adjust 1 (Basic)

I highly recommend going with the Control Nausica set unless you’re a Privateer/Swashbuckler. If you are a Privateer/Swashbuckler going with the more offensive Shredica is a very good investment to combo her with Firstmate’s Boon/Black Fog.

Talents: Rank 4 of Tough, Rough, Accurate, and Agile, Rank 1 of Dodgy 

 

Old Scratchold_scratch

Next target on our most common companions list is none other than Old Scratch himself. While Nausica is just outright amazing for every class, Scratch comes in second due to his limits of mostly finding an auto select spot on the more ranged classes (Musketeer, Witchdoctor and Privateer). His amazing +100% increase spell power for 3 turns is insane. You can give a companion a 2.8-3k absorb, deal base 900+ bombs and much more! Along with that, he gets a +50% for just some more giggles. He also has a simplistic +25% for 10 turns, which normally is used right before he is about to die or just when you’ve used the 100% and 50% bonuses to last you the rest of the game.

Common Set I recommend using for Old Scratch:

  • Improved Mojo Blast 3, Mojo Echo 3, and Witch Hunter 1

Talents: Rank 4 of Tough, Rough, Accurate, and Spirited, Rank 1 of Dodgy 

 

 Goronadogoronado

Next up is the Golden Monkey himself, well his counter-part… Goronado. This monster of a companion easily found his way into the meta alongside the infamous Black Fog and new complaint of the year: Firstmate’s Boon. These 2 powers complement Goronado’s passive Jump well. He is able to cross the ranked board with his Vicious Charge power (with x2 damage), a x4 attack, and another guaranteed x1 damage on any adjacent unit to the original target or the original target themselves! Then, with Highland Charge and the Buccaneer’s offensive nature, Goronado fits on a Buccaneer’s team as well. While he is time to time substituted, you will find him in 3 out of 4 matches,  so it’s good to take note of him or try him out yourself! 

Epic sets commonly used on Goronado:

  • Control – Vengeance Strike 3, Relentless 2, Bladestorm 1 (Basic)
  • Aggro – Relentless Rank 3, Bladestorm Rank 3 

Talents: Rank 4 of Tough, Rough, Accurate, and Strong, Rank 1 of Dodgy 

 

Bonnie Annebonnie_anne

Our final member to the party is indeed the Queen herself, Bonnie!

Bonnie surprisingly is not seen as common anymore in some classes like Musketeer, due to her spot being taken by Scratch, while Nausica is obviously the better Musketeer choice for classes like Buccaneer and Swashbuckler. Even some Witchdoctor’s and Privateers switch her out for Goronado to create a more aggressively capable team composition. 

Some common sets for Bonnie are:

  • Anti-Musket – Quick Draw 3, Double Tap 2, Burst Fire 2, Return Fire 1
  • Conservative Buckler – Quick Draw 3, Double Tap 3, Burst Fire 2
  • Control – Overwatch 3, Double Tap 3, Burst Fire 2
  • Control Conservative – Overwatch 3, Double Tap 2, Burst Fire 2, Return Fire

Talents: Rank 4 of Tough, Rough, Accurate, and Agile, Rank 1 of Dodgy 

Overall, picking from these companions and messing around with team compositions is a great start. While other companions may be more appealing to specific classes, the ones mentioned here are seen in play in most matches, and you should take them into account when selecting your gear.

That’s it for our first installment of “So You Want to Get Champion?”, stay tuned for more. Hopefully this helps you learn to make the right decisions before even entering the arena!

Have fun PvPing!



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Wizard101 – Great Clockwork Bundle

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Brand new off the shelves come another bundle – to coincide with Pirate101’s update – the Great Clockwork Bundle! (un-confirmed name at this time).

This bundle comes with some exciting things – let’s take a look! (Credit to Cheyenne Nightweaver for the bundle and info)

MOUNT:

Clockwork Courser – comes with pierce! (Thanks to Kelsey Fireheart for pics!)

mount2

mount1

GEAR:

(only have a picture of the looks so far – no stats – will try and get ASAP)

gearlook

PET:

Battle Cherub:

cherubpet2

cherubpet

GAUNTLET:

Great Clock Gauntlet:

Fight 1

2 Clockworkers – Rank 12 Mob – 4050 HP

Picture 2016-06-21 18-31-07

FIGHT 2:

Clockwork Spinner – Life – 4270 HP

Clockworker – Balance – 4050 HP

Picture 2016-06-21 18-38-19

FIGHT 3:

  • Lugs – 5045 HP
  • Cheats: Will cast a -99% Tower every round until you have killed off at least one of the other clockworks in the battle (there are more depending on how many people you have in the dungeon).
  • Will mana burn late wizards.
  • If you try to steal ward the shield, he will steal ward it back.

Picture 2016-06-21 18-44-06

FINAL FIGHT:

Lucia – Star Boss Rank 15 – 6305 HP

CHEATS:

  • Summons clockworks – variant on how many people you have.
  • Will mana burn late wizards.
  • If you trap, she will remove them, and then use a mega buff spell – which gives herself and all clockworks a 30% bladestorm, a 20% accurate, a 10% dragonspear, and a 30% guiding blessing.
  • Will randomly use a mixture of enfeeble and steal charm – it will steal all your blades and then she will re-cast them on herself.

Picture 2016-06-21 18-59-00   

DROPS:

Phoenix Hoard Gear

Coldiron-line of TCs

New Reagent – Platinum

Steel Golem Pet

What are your thoughts of the bundle? Leave your comments down below!



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Want to be a Duelist 101 Writer?

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Have you enjoyed reading Duelist 101 articles? Are you a PvPer who wants to help others? Are you a PvE player that wants to share their knowledge and experience? If this is the case Duelist 101 may be the place for you. Here at Duelist we are currently opening our doors to new writers! Read on below to see how you can become part of the team.

 

book-unicorn

Application Requirements

The Duelist 101 application process is simple. Here is what you need:

-A valid email address that belongs to you(this is how we will inform applicants of their status)

-Your in-game character’s name

-Your preferred author name(No real names and keep it PG please)

-Your game of focus(W101, P101 or both)

-Your area of expertise and/or preferred writing topics(ex. PvP, Pets, Questing, Housing etc)

-An example of your writing- This can be a short paragraph in the application itself or any pieces you have done before such as a forum post or article on another fansite.

PvP Specific Needs

If you are applying for a position writing or commenting on PvP we will need some additional information to include:

-Your Wizard/Pirate levelArt_PvP_Rank_Warlord

-Your Wizard/Pirate school

-Last Time PvP/Frequency of PvP

-Your Rank in all Ages/Seasons played

-You may be required to go through an interview or duel with a Duelist 101 staff member.

 

Application Processing

-To apply send your completed application to applyforduelist2016@gmail.com.

-Duelist 101 will contact you to confirm receipt of your application.

-If you are selected you will receive a second email welcoming you to the team!

noob jump

 

FREQUENTLY ASKED QUESTIONS

Q: Do I need to be an overlord to write for Duelist?

A: While arena experience is a valuable trait Duelist 101 does not require a specific rank for it’s writers. Players of all experience levels are welcome to apply.

Q: Do I need to PvP to write for Duelist?

A: Duelist does much more than PvP articles. Players with expertise in varying other aspects of the game are a welcome addition to the team.

Q: Do I need to be a grammar/spelling whiz?

A: No you do not, Duelist 101 has great editors and an excellent comment section that will quickly identify and correct any errors.

Q: I can only write part time due to real life responsibilities etc. Am I welcome at Duelist?

A: Yes you are! Duelist 101 has many authors that write intermittently. We understand that real life takes priority. Simply write when inspiration strikes.

Q: When will I know if I my made the team?

A: Duelist 101 will start sending out acceptance letters as early as Friday and will continue to send them out until sufficient positions have been filled.

 

Hope to see you on the Team!

 

 



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Pirate101 Kane Gear Guide

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Pirate101 Kane Gear Guide

 

Kane-with-gunValencia 2 was released for Pirate101 last week and includes some gear with new powers!  If you’d like more info on the new powers, check out Eric’s Pirate101 new class powers guide.

The new gear is dropped by Kane in the final battle of Valencia 2 and Captain Handle, who you fight at the end of the your Presidio companion promotion quest.  Since the Captain Handle battle is not repeatable, Kane is going to be the main source.

Kane drops several hats, outfits, boots, totems, charms, and rings for every class.  We’ll attempt to gather as much of it as we can below.  If you get a drop and it’s not listed, please let us know in the comments.

On a side note, the Kane dungeon provides a lot of gold for a full team (roughly 75-100K in gold and another 40-50K from gear).  So if you need gold and grow tired of the Moo tower drop rates, you now have the option to spend some quality time with Kane…

Happy farming!

Many thanks to Sierra who provided the gear to help start this guide…

Buccaneer

Buccaneer Hats

 Sabueso Busby

Sabueso Busby

 

 

Buccaneer Outfits

Sforza Field Jacket 

Sforza field jacket

 

 

Buccaneer Boots

Brogans of the Torear 

Brogans of the torear

 Brogans of the Lidiar

Brogans of the Lidiar

Cutthroat Barbanti Brogans 

Cutthroat Barbanti Brogans - bucc

Buccaneer Totems

 

 

 

Buccaneer Charms

 Soldato Amulet

soldato amulet

 

 

Buccaneer Rings

 

 

 

 

Musketeer

Musketeer Hats

 Mija Campaign Hat

mijas campaign hat - musk

 Murica Campaign hat

Murcia Campaign Hat - musk

 Nerja Campaign Hat

nerja campaign hat - musk

Musketeer Outfits

 Bardigiano Cloak

Bardigiano Cloak - musk

 

 

Musketeer Boots

 

 

 

Musketeer Totems

 Fulsileer’s Precisio Stone

Fulsileer's Preciso Stone - musk

 

 

Musketeer Charms

 Bresciani Chain

Bresciani Chain - musk

 

 

Musketeer Rings

Bresciani Band 

Bresciani band- musk

 Bresciani Signet

bresciani signet - musk

 

 

Privateer

Privateer Hats

 Retana Cordoba

retana cordoba

 Muserola Cordoba

muserola cordoba - privy

 Mosquera Cordoba

Mosquera cordoba

 Frontalera Cordoba

Frontalera Cordoba

 Villarroel Cordoba

villarroel cordoba - privy

 Cordoba of Tirante

cordoba of tirante - privy

Privateer Outfits

 Baretta Bandolier

Baretta bandolier

 Dardi Greatcoat

Dardi Greatcoat

 Liberi Greatcoat

Liberi Greatcoat

Privateer Boots

 Pangare Sandals

Pangare sandals

 Brindle Sandals

brindle sandals

 Galician Sandals

galician sandals - privy

Privateer Totems

 Admiral’s Medal

Admiral's medal

 

 

Privateer Charms

 Capitano Chain

capitano chain - privy

 Capitano Necklace

capitano necklace - privy

 

Privateer Rings

 

 

 

 

Swashbuckler

Swashbuckler Hats

 Inesite Chilote

Inesite Chilote - swash

 Altafulla Chilote

Altafulla Chilote - swash

 Jalon Valley Chilote

Jalon valley chilote

Swashbuckler Outfits

 Catania Mantle

Catania mantle

 

 

Swashbuckler Boots

 

 

 

 

Swashbuckler Totems

 

 

 

Swashbuckler Charms

 

 

 

Swashbuckler Rings

 

 

 

 

Witchdoctor

Witchdoctor Hats

 

 

 

Witchdoctor Outfits

 Fabris Greatcoat

Fabris Greatcoat

 Agrippa Greatcoat

Agrippa Greatcoat - witch

 

Witchdoctor Boots

 

 

 

Witchdoctor Totems

 Magus’ Gildeed Globo

magus gilded globo

 

 

Witchdoctor Charms

 Benandanti Amulet

benandanti amulet

 

 

Witchdoctor Rings

 

 

 

 

If you receive something not listed, please crop it and post it in the comments!

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How to Become a Better Wizard

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How to Become a Better Wizard

Life is a learning curve. We’re constantly developing and striving to become the best person we can possibly be. Here are ten virtues that can help you become a better wizard. Not all of them are easy to achieve, but I’m confident that with time, we can all become the best version of ourselves possible.

(The screenshots are things I’ve overheard in the Spiral)

1. Resilience

This is the art of keeping going even when things are looking dark. Some dungeons in Wizard101 are tough (think of Darkmoor,  Baba Yaga or the Rat, if you’re a max level wizard). Resilience means that you try again after failing and/or dying. Dying occasionally is normal, don’t overreact. Remember that wizards are resilient. I’ve never seen a wizard fail to respawn with one health after dying.

Picture 2013-10-26 08-09-57

You need a resilient nature in PvP as well. PvP is all about testing your limits and facing people potentially better (or more lucky) than you. You’re not going to win every match. In fact, you may have periods during which you don’t win any matches at all. You may climb to the 2k rank range, and then lose 10 matches in a row. Resilience is accepting reversals as normal and keeping going regardless of the setbacks.

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2. Empathy

adultEmpathy is the capacity to connect imaginitively with the sufferings and unique experience of another person. Say someone got drawn into the same battle you were in. Don’t get angry at them right from the start. They’re probably feeling just as annoyed about having been pulled in as you do. Hatch with someone with a bad pet occasionally, after imagining how they must feel getting rejected by people all the time.

Understand that your opponent in PvP might feel the game is unfair when you dddkill them through a lucky unblocked critical. They might react unpleasantly to your “gg”. Think about how you would feel in the same situation and let it go. Surely you know how frustrating it is to lose because of bad luck. Accept that your opponent might not be very happy, and don’t get drawn into an argument.

 

3. Patience

Patience, young padawan! Lsteelet’s face it: we’re not good at dealing with things that go wrong. Maybe you’re trying to hatch the perfect pet. Maybe you’re farming a certain boss for a specific item. Or maybe you’re standing in the Bazaar waiting for someone to sell Steel.

We should be calmer and more forgiving, by getting more realistic about how things actually tend to go. Don’t be that person complaining: “I hatched once and failed at mega.” Hatching for a certain type of pet may require you to hatch 20 times. Accept the reality of 10 fails at mega. Don’t get a temper tantrum in the Bazaar or force friends into selling their reagents. Good things come to those who wait. True, the Loremaster is stingy and will most likely give you a totally useless spell. Don’t take it out on the friends that are nice enough to accompany you on your quest for the perfect spell.

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4. Sacrifice

We’re hardwired to seek our own advantage, but also have this miraculous ability to occasionally forgo our own satisfaction in the name of someone else. Help a friend out once in a while! Doing the Jabberwock all alone is scary for a wizard in Avalon. Lend your friends some help when they ask for it. It doesn’t take all that long, surely you can spare ten minutes for a friend. Your friendship will be stronger and a good friend will return the favor at one point along the road.

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You can also help strangers out through the Kiosk in Olde Town, if you feel like it. This gives you the nifty “Team Player” badge, so you’re benefitting from it yourself as well! Apart from sacrificing your time, you could also sacrifice your gold by buying Empower TC for your poor friends.

 

5. Politeness

Politeness has a bad name. We often assume it’s about being fake, which is meant to be bad, as opposed to really ourselves, which is meant to be good. However, given what most of us are really like deep down, we should spare others too much exposure to our deepest selves. We need to learn manners, which aren’t evil. They’re the necessary internal rules of civilization. Ask before you join the battle ring to defeat mobs. Talk about your strategy in a dungeon before you jump in the fight. Apologize when you’re late or inconvenienced someone.

how to become a better wizard

There is such a thing as being too polite, but after most PvP matches, say “good game”. You and your opponent both did your best, regardless of whether you won or lost. If you’re having trouble accepting what your opponent did in the match, think about what you did yourself. Did you fight a good game? Did you play fairly and to the best of your abilities? Then it’s a good game, regardless of what the opponent did.

Politeness is very linked to tolerance; to a capacity to live alongside people, who we won’t necessarily agree with, but at the same time won’t be able to avoid. Work together with others in boss battles. There is no need for you to personally kill the boss, as long as the boss dies. It can be a lot more effective to buff one wizard than to have everyone buff themselves. It’s a little rude to want to take all the honor for the battle. If you rank up a little in PvP, you will keep running into the same opponents. Be polite to them. They’re almost unavoidable, so accept that they’re a part of your wizardly life now.

 

6. Humor

Humor is seeing the funny sides of situations and of oneself. There’s always a gap between what we want to happen and what actually happens. Like anger, humor springs from disappointment. Say you were planning on doing the two round strategy for Baba Yaga, which depends on everyone joining the fight at the same time. If your friend or a stranger is late into the battle, don’t work your disappointment or irritation out on them. See the humor in the situation. Starting all over again really isn’t that bad.

If someone dies multiple times in a long battle, focus on the funny side of it. Humor is disappointment optimally channeled. It’s one of the best things we can do with our sadness. Everyone approaches humor in a different way and that’s fine. However, don’t let anger, disappointment or resentment occupy yourself.

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7. Self-Awareness

To know oneself is to try not to blame others for one’s troubles and moods — to have a sense of what’s going on inside oneself and what actually belongs to the world. Most of the rude PvPers I’ve met and got to know a little better, had something bad going on in their real lives. There is no need to work the frustration of your everyday life out on others. Nobody’s real life is perfect!

See your wizard life as a chance to get away from those imperfections and work on being the best wizard you can be. Be aware of your reactions in certain situations. We all have tendencies to overreact sometimes. When you know how you tend to react in a certain situation (like when you lose a PvP match or someone messes up in a boss fight), you can work on being a better person.

how to become a better wizard

 

8. Forgiveness

Living with others isn’t possible without excusing errors. I’m sure there are times when others have cut you some slack, so be prepared to do the same for them. If someone has the wrong deck equipped or no mana, forgive them for that tiny misstep and move on. If someone forgets to show up when you had agreed to hatch at a certain time, keep in mind that there might be very good explanations for this. Forgive people their missteps and guide them towards better ways of dealing with the situation. We’re all constantly growing and developing. Accept that you (and everyone else!) are learning to be better wizards all the time.

Forgive yourself as well. You’re bound to lose a few PvP matches because you discarded something important or forgot about a blade or trap. This is totally acceptable. Instead of beating yourself down, forgive yourself and learn from your mistakes. Nobody became good at anything without trial and error. Accept that you’re a flawed human being and will need time to be a better you.

 

9. Hope

The way the Spiral is now is only a pale shadow of what it could one day be. Pessimism isn’t necesasarily deep, nor optimism shallow. Some day, Kingsisle will deal with boosters. One day, the critical system will be fair.

There is also hope for you in PvP! Maybe you’re failing to get the rank you want right now. Don’t give up, there is always hope. Pessimism is like a self-fulfilling prophecy: if you think you’re going to lose, you probably will.

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10. Confidence

The greatest projects and schemes die for no grander reason than that we don’t dare. Confidence isn’t arrogance: it’s based on a constant awareness of how short life is and how little we ultimately lose from risking everything. Personally I have to work on this one.

Dare to ask people to hatch with you; don’t be afraid of getting a negative answer. You can only try. Step into a new battle after you’ve informed yourself about the cheats and be confident in the fact that you can do this. It might take so trial and error, but you’re never going to get through it if you don’t start. Step into the Arena and do your best. You might not succeed right away, but be confident that you can learn from your losses.

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Let’s try to keep these in mind and practise them a little every day!

 

 

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Rotating NPCs – Could It Be Expanded?

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With the new Darkmoor bundle – comes a very interesting mechanic, something that wasn’t picked up on until a few days after the bundle had been discovered. The bundle house comes with a rotating set of NPCs, which coordinate with what type of item the sarcophagus gives. While the NPCs in the current house don’t offer much besides telling you what type of item is currently available (and a backstory as to how they got the glorious position of gatekepper of said set of items), a possible expansion on this idea would be quite interesting – and a possible feature in the future.

halloween_spookybob-iconHow would this work, you ask? Quite simple actually, and it already exists in a certain capacity. As it stands, the seasonal NPC vendors are in a sense Rotating NPCs, but not on a consistent basis. They come around when their respective holiday comes, and then leave within a few weeks after that.  It is possible to introduce the idea of a set of rotating NPCs on a more regular, and consistent basis, however.

Take, for example, a shop NPC in the commons of a world. As it stands, there is one NPC that sells a certain type of item (amulet, ring, etc. etc.). What if we inserted rotating NPCs, 3 different ones (NPC A one day, NPC B the next, NPC C the next, then back to A and rinse and repeat.) It could depend on what they could sell, but the most practical could be pets, housing items, or things like reagents or pet snacks. Gear could work, but it would be a lot of work to put in 3 different days worth of gear into the game.

Tnpchere obviously would be some problems, with the main one being if one NPC had ‘better’ stuff than the others, people would complain that they would have to wait for that specific NPC to come back around – but overall, I could see this being a great addition into the game. It would add more variety to a part of the game that not many people think too much into, but definitely has endless potential to grow.

Would you like the idea of Rotating NPCs? What would your NPCs sell? Chime down in the comments below!



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