
Take your time now.
I'm not going anywhere.
And I haven't worked out how to do a "more after the Break" thing in my Blog, or I'd put the answer after a "break".
Instead I have to rely on cheap delaying tactics, like this ;)
So, what order do you apply those Debuffs for maximum effectiveness versus another Death Wizard? You must cast Death Prism prior to casting Death Trap. Curse can be cast at any time, but you must cast Death Prism before casting Death Trap.
Why?
Because (currently) debuff spells go off using the LIFO method, that is the last Debuff you cast is the first to go off, while the first Debuff you cast goes off last.
So if you cast Death Trap before Death Prism (as I found out, to my detriment), Death Prism will go off prior to the Trap, thus converting your lovely Death School Damage into Life School Damage. And your Death Trap debuff, the one which increases the amount of Death Damage inflicted by 30%? It does nothing for Life School Damage.
But if you cast Death Prism before Death Trap, the Trap will go off and add 30% more damage to your Vampire Spell, then Death Prism will go off and convert your Death damage to Life, and Life has a boost effect on Death-school Mobs which is why we're using Death Prism ;)
So, Prism before Trap except after...well...never, really :P
P.S. For Bonus Marks, can anyone tell me if the Pips next to the Cards mean anything? Coz I have no idea why they're there. And it might be important. It's not the Pip/Mana cost of each spell, because all of those Debuffs are free to cast, hence the zero in the top left corner of each card.
9 comments:
Hey Cap,
Those pips are seen on your card book and represent how many copies you can have of that card in your deck.
In my current deck (the one from Marleybone deck store) I can have 4 copies of death cards and 3 copies of cards from any other school.
Ahh, thanks, Wyrm.
So if I'm reading that correctly I can have a maximum of 4 each of those cards in my Deck (total number of Pips, both yellow & red), and at the time of taking that snapshot I had 2 Traps, 2 Curses, and 1 Prism in my Deck...or maybe I had 3 Prisms.
3 prisms, you got it.
How did you fare in Marleybone? I reckon my deck is crap for i can barely face two o'leary's in hyde park alone... :(
My Death Wizard is faring pretty well. I think I mentioned here somewhere that I solo'd The Ironworks on him.
The only headaches (so far) have come from fighting multiple Gearheads, because Storm opponents whose spells aren't Fizzling can do a lot of damage very quickly.
My RMT Robe comes with the Tempest spell, an X-Pip Storm AOE (85dmg/Pip), and I have a necklace that gives me two +35% Storm Trap debuffs, so when I run into a couple of Death Mobs or Life Mobs who are likely to put up Shields versus my primary magic, I can fall back on Tempest and buff it with Curse and/or Storm Trap. And if they don't throw up Death Shields/Wards, my Vampire spells suck the life right out of them.
hmmmm, thanks cap...
i'll have to check what prospector zeke has to offer. :)
I wouldn't call them PIPs. I don't think they're meant to be associated with PIPs. It's just a radio button letting you know based on your current deck, how many of that card you have placed in your stack out of the maximum number allowed.
That maximum number changes based on the deck you're using. Class specific decks allow more class specific cards to be placed in your hand/stack.
Being a huge fan of a short deck, it's not as important to me. I have only one large deck which is used in groups or PVP.
Great advice on the casting of those cards. I'll have to keep that in mind if I ever get around to rolling my Death Mage or we get to respec secondary schools.
@wyrm - something to try if you're having problems soloing two mobs. Trying walking behind one and pulling just that one at first by sliding to the side or front of him once he's space away from the other mob. This will give you at least one turn against only a single mob and sometimes two turns depending how far apart the mobs are that are walking by.
It seems trivial but if they buff or debuff first, this gives you a couple of rounds where you're not taking any damage and the 2nd one who joins has to go after you. Personally, I think when it's two and three against one, the one should get to go first but it doesn't work that way. At least this way you can force one of them to let you go first.
While we're talking tactics and shields, using a prism (Fire Prism changing Fire to Ice) and a DOT (Fire Elf) only makes the conversion on the initial hit, not on later rounds.
I need to tell my hubby about the LIFO debuffs, he's playing a Necromancer too and casts those a lot.
Any idea what order buffs like Blades trigger? Or buff/debuff combos?
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