Tag Archives: Deck
Visionary Life Guide to 100% Critical and Max Damage
Note: This guide is created for level 130 life wizards and requires a pet with 2.0 (max stats) to be successful.
Life School
The Life school is a beautiful school. It’s one of the few schools that can do everything whether it’s tanking, healing, or hitting. Because of this there are many strategies that a max-level Life Wizard can choose for both PvP and PvE.
What You’ll Need
For the best setup, here is the gear you’ll need:
Hat: Lively Paradox Conical – 134
Boots: Lively Paradox Boots – 112
Wand: Tormentor’s Skullsplitter – 181
Ring: Lively Paradox Ring – 89 (+18 Jewel)
Athame: Dark Woman’s Dagger – (+18 and +18 Jewel)
Deck: Paradox Deck – 49
Amulet: Spirit of Darkmoor’s Jewel – 35
Robe: Ornate Light Brigade Armor – 91
Pet: A quint-critical pet – 112.32 (with life-giver and life-bringer damage talents)
Total: Damage 120% – Critical 857 (100%)
That’s a good amount of damage for running 100% critical as a Life. Here’s a breakdown of all the gear and its stats:
Calculations
Possible Alternative Gear
Things You Can’t Go Without
– Quint-critical pet
– Tormentor’s Skullsplitter
Check out the rest of our Gear Guides, we have a guide for every school at Ravenwood Academy!
Death Guide to 100% Critical
Death School
What You’ll Need
For the best setup, here is the gear you’ll need:
Alternative Gear
Since the Death school only needs two critical talents on a pet to reach 100%, you don’t need this exact set to reach full critical! This means you could choose gear with lower critical and higher resistance/health. All you need to do is replace the missing critical with a triple or quint-critical pet. Note that the above gear goes to 839 critical, but you need to reach 838 critical to be 100%.
Things You Can’t Go Without
Check out the rest of our Gear Guides, we have a guide for every school at Ravenwood Academy!
Visionary Fire 100% Critical and Max Damage Guide
This is a guide on achieving high damage and 100% critical for Fire school at Visionary, currently max level 130. It is possible for all the schools in the Spiral to attain 100% critical. However, when you boost a particular stat, you decrease others. With this critical and damage build you will sacrifice resist, pierce and power-pip chance.
Note: All pets must be 2.0 (or max stats) for this guide to be successful.
Fire School
Ah the school of fire. This is my main school and I use this build questing anywhere outside of Empyrea. With my guide, Fire school can get 157% damage and 100% critical. This is one of the highest critical builds in the game, second only to Storm.
Advantages of the Fire School
One of the main advantages of fire school is the d.o.t.s. or, damage over-time spells. With this build, fire dots or other spells can wipe out mobs in a single turn. You will also have over 6k health with this gear set. This high health is a huge advantage over the storm school, which boasts higher damage.
What You’ll Need:
The gear you need:
Robe: Radiant Light Brigade Armor
Hat: Fiery Paradox Hat
Boots: Fiery Paradox Boots
Wand: Kapudan’s Boarding Hook
Pet: Quad critical Double damage pet
Athame: Edge of the Shadow Web (with two (2) +18 critical ruby jewels)
Ring: Fiery Paradox Ring (With one (1) +18 critical ruby jewel)
Amulet: Talisman of the Daystar
Mount: Fire Ghulture
Deck: Fiery Paradox Deck
Total Damage: 157%
Total Critical: 839 (100%)
Gear Build
Calculations
Alternative Gear for high damage and 100% critical
This setup is the previous Max damage and 100% crit that fire could have gotten before the new Sinbad and the Iron Sultan gear. This gives you 149% critical and 100% critical.
What you’ll need
The gear you need:
Robe: Radiant Light Brigade Armor
Hat: Fiery Paradox Hat
Boots: Fiery Paradox Boots
Wand: Jack Hallows wand
Pet: Quint damage critical pet
Athame: Edge of the Shadow Web (with two (2) +18 critical ruby jewels)
Ring: Mithraya’s Blazing Loop (With one (1) +18 critical ruby jewel)
Amulet: Talisman of the Daystar
Mount: Fire Ghulture
Deck: Fiery Paradox Deck
Total Damage: 149%
Total Critical: 844 (100%)
Calculations
Check out the rest of our Gear Guides, we have a guide for every school at Ravenwood Academy!
Legendary Ice PVP
Today’s topic is going to be pretty chill as we get into Legendary Ice PvP. The best level for Legendary Ice is definitely 66. My character was level 66 for the purposes of this article. Now, why Legendary ice? As ice you have loads of health a lot of resist so tanking long enough to stay alive and hit isn’t usually a problem. I had a fun time getting to Warlord.
I went with a well balanced setup. I chose to play to this schools strengths with lots of resist, decent damage, and pierce. For ice, it’s easy to get these stats especially with a ward pet. My basic strategy for this school was to save pips and use a combo.
Gear
ScHool Specialty
Your goal as an Ice is to keep applying pressure. Chip away at their health with attacks. Using over time attacks will deal damage, and suppress their attacks as well. Blades are your best friend.
Deck Setup
Treasure Card Deck
General Strategy
A Game Changing Deck Strategy
Have you been spending your training points on a secondary school thinking it’s the best option to help on your questing journey?
Well, I have a little game changer for you! Personally, this helped me so much in my journey through the spiral. I am a life wizard and everyone knows us life wizards don’t hit hard in the beginning. It’s a struggle until we get Forest Lord. So, I thought learning the spells of the strongest school in the game would help me out a lot. I was wrong. I struggled through all the worlds until I got to Celestia, which is main world no.6! I spent all my training points on the wrong cards.
It wasn’t until I found a useful set up that saved me more times than I can remember that life in the Spiral got a bit easier.
Let’s elaborate shall we?
ICE - Tower Shield
Tower shield is a necessary spell in case you are facing an enemy you don’t have a shield for or didn’t pack a treasure card for. It reduces 50% damage from any school. I don’t take this spell out of my deck unless I have a shield to match the school of the enemy I’m facing in battle. You have to be level 16 to learn it. All spells require 1 training point but you will have to learn Frost Beetle, Snow Serpent, Volcanic Shield, and Evil Snowman before getting access to train the spell. You will need a total of 5 training points.
Tower Shield is also available as a Treasure Card which gives an additional 5% shield. It can be bought from the Bazaar in Wizard City Olde Town.
DEATH - Feint
Feint is one of my favorite spells from the death school. It’s a trap that adds 70% damage with a small catch of also casting a 30% trap on you. It is not linked to another school, so can be used on any enemy to add more damage. You will have to be level 26 to be able to get this spell. You will have to learn Dark Sprite, Ghoul, Dream Shield, Banshee, Vampire, and Skeletal Pirate before getting it. You will need a total of 7 training points.
Feint is also available as a Treasure Card too! Instead of a 30% trap on your self it reduces to 20%. Also can be bought from the Bazaar.
BALANCE - Reshuffle
Reshuffle, a spell I had no idea was actually trainable in Wizard City itself! This spell is another favorite of mine and never leaves my deck. It is a massive help when you’re fighting a boss, or even a mob battle and haven’t packed enough attack spells or heals. Reshuffle does exactly what it’s called, reshuffles all your cards back into your deck. This spell is located in Colossus Boulevard in Wizard City. Mildred Farseer has the spell for you to train along with a few others. You will have to be level 20 to be able to train it and will only be 1 training point. You do not need to learn all the spells that she offers in order to train one.
Reshuffle can be bought from the Bazaar. If you haven’t trained the spell and see it in the Bazaar, buy it quick as it is fast to go. You can also buy Reshuffle from the Library in the commons of Wizard City.
Below is a picture of Mildred Farseer and a map of where she is located in Colossus Boulevard.
BALANCE - Spirit and Elemental Blades/Traps
These 4 spells are great for setting up a boss or mob to increase your damage. The blades adding 35% and traps adding 25% damage. They are not only great for yourself but if you are working with a team of other wizards, you can also help out by trapping the enemy they are aiming to hit or casting the blades on them. So these are a multi-useful spell. I would only get the cards that match your school.
Niles, the Balance tree has these spells. He is at the entrance of the Krokosphinx in Krokotopia, which is the second main world in the Spiral. You will have to be level 15-25 to get these spells and you also must complete all the Wizard City main quests to gain the Krokotopia Spiral Key. Each of these spells needs 1 training point.
Below is a picture of Niles and where he is located.
Training Points
To learn all the spells above, you will need a total of 15 training points. Don’t panic! Every four levels, you gain 1 training point and your school spells don’t cost anything! Also, doing Prospector Zeke’s quests in every world, which involve you exploring the world you are in to find whatever item he has requested, will help you gain another training point in each world.
A picture of Prospector Zeke along with 2 of his quests are below.
I hope this guide helps you the way it did for me!
Basic Deck Building
INTRODUCTION
This is a guide that is designed to help people build their decks accordingly, as a lot of people tend to overcrowd, under-pack, and/or leave out some useful cards.
This focuses on max level decks, however lessons learnt here can be applied to any level of play.
This guide is broken down into 4 categories of decks, of which each category will go into further specifics and detail: Offensive, Supportive, Healing, and Defensive.
Just remember that there is no rule to sticking to one certain build type. Logically mixing sets and types for maximum output within the game makes a whole lot of sense. A very basic idea of this is how Defensive and Healing can easily be mixed, for a little less here and a little more here. It’s not all about min-maxing.
We also recommend having multiple decks, and having each of them set up for their certain task. This will make going into battles easier and will ensure you won’t be That Guy who takes 5 minutes before every boss to “Fix your deck.”
Please note that we differentiate between a “boss fight” and a “dungeon”.
A boss fight would be a single boss, no cheats etc. A dungeon is, well… a dungeon!
OFFENSIVE
Single target hits ARE NOT always needed. While they may be useful in solo boss fights, all of the offensive schools have AOE hits that can rival a Single Target attack in damage. (e.g. Glowbug Squall VS Rusalka’s Wrath) Unless you’re in a boss fight alone, you typically only need a max of 4/5 blades, a few hits, and epics for those hits. And potentially some feints depending on the health of the boss.
- This is an example of a basic, offensive Storm deck. With an amulet and pet blade, this can OHKO just about anything with a bugs or lord. Tempest would be used against really weak minions or to clean up low HP enemies.
- This is an example of a basic, offensive Fire deck. The exact same principle as the storm deck, just fire!
Of course, the addition of traps, potents, and auras can all work to your advantage, too, should you require them. However if you’re not alone, someone else can normally help out with these. There’s a lot of class specific traits too, Death’s LOVE to use frenzy but Storm tends to be a little too squishy for those drastic means. One thing I’d never recommend using are bubbles. For 2-4 pips, they’re usually not worth using! Try keep your Offensive decks slimmer and more concise. You don’t want someone dying because you couldn’t pull a hit!
SUPPORTIVE
This Class we’ve created is a little oddly named. But it is by far the most versatile and in some cases important role in the team. This role will consist of various uses, all very different yet important.
- This variation of Storm deck would be used if you are required to spam hits in order to prevent a certain cheat. But it also allows for you to help set-up should the opportunity present itself.
- This sort of deck is a set-up deck, including side. You aren’t hitting, merely making sure whoever is does so much damage everyone simultaneously says “overkill lol”. However should the enemy survive, your back up hit can clean up the 1k health or so.
Supportive by nature is there to support your team in whatever way is needed. You may be used to bypass a cheat system, set-up your attacker or help out with shields and healing. It’s an ultimate mix of whatever is needed by your team, but this is also the easiest build type to overcrowd your deck. Try and know what you’ll be doing more of before the fight, so you focus more on that. Important to note, if the main hitter is fully bladed and just waiting on pips or to pull, feel free to blade yourself up, just don’t hit. You don’t want to clear any feints or traps in place. Sounds obvious, but you’d be surprised!
HEALING
This one is fairly self-explanatory. You’re there to refill those little red spheres when they get low. This is by far the hardest role for anyone to just randomly pick up, and is normally very class dependent Eg: Life or Death
- This is a pretty healing-focused Life deck. You worked your way up to 159% outgoing and you’re gonna make sure your team knows it! It’s just all about healing here. You’d also include some Pigsie, sadly I’m not that good.
- This is a more balanced healing deck for Death. This allows them to pump out high intensity healing, but still provide some extra Support. This is more of a Supportive/Healing build. Healing in combo with traps, blades, feintsetc.
Healing is normally only really needed inside of dungeons. A core thing to note is you’ll want to expand on these decks further. Find what works for you. Reshuffles are also rather important. Running out of cards to heal your team is never a good thing! It also wouldn’t hurt to incorporate shields into your deck, so support your team in a bulkier way, but that is for our next category!
DEFENSIVE
This is quite possibly the most useless of the classes, in modern Wiz that is. Nowadays the dream of an Ice or a Jade entering first to pull their aggression, with the rest of the team entering late doesn’t exist thanks to the wonderful addition of Late Cheats. However it can still find use when used in combination with other class types. But the basic premise is shields, or debuff spamming the enemy.
- This deck for Death would be used against a Storm boss. Of course this isn’t all you’d use, but these are the core ideas for this concept.
So you’ve got all your shields, and then all your weaknesses. Then you’re gonna wanna throw in some extra debuffs, soinfections, mantles etc. Lastly, adjust it to suit who you’re fighting, by changing out dispels and set shields! This class has basically been absorbed by Supportive and Healing builds in today’s game. But I figured I’d include it due to the cards being really useful and worthy of their own section. But these decks are basically used to increase your teams longevity, and make those pesky hits hurt a lot less! But alone they will be rather weak, so make sure to mix these in with other builds.
DUNGEON EDITS
This idea isn’t too hard to understand. Do some research on the Wiki and learn a bosses cheats. Then simply adjust your deck accordingly to help you better fight it! You can find a variety of boss guides on this site to help you out! Below I’ll go through some nifty examples to help you understand:
- Omen Striborg: It’s kinda funny that the boss in this fight isn’t the challenge, it’s his minion with way too much health. However, you can’t blade! So no supercharge! But traps work, so get a fire to hit after using a backdraft or two, on top of a million traps.
- Rasputin: You’re gonna need to spam a lot of hits, as every time you do just about anything he’ll summon a minion.
- Malistaire: You’re gonna need to learn his cycle if you’re gonna wanna hit. He’ll clear all blades, traps, shields etc every 4 rounds. So pack multiple of each type of blade, you’re gonna need them. Also, Doom and Gloom is needed.
- Fight Club: This one is a pain to fight. You can’t blade other people, you have to spam hits, and you cannot feint. This dungeon is just not enjoyable all round.
So please, look up your bosses and cheats! You don’t wanna be that guy who triggers an enfeeble cheat the round you hit!