Sunday, September 30, 2012

Pvp Guide For Death Legendary Wizards

Note that this is not my post. All rights given to wizard101 central. No copyright intended. Just to help people out.
Preface; This guide will be effective at it's maximum if you are able to obtain a Myth Mastery Amulet. However, it will still be worth reading even if you won't be able to train earthquake. I may be no Warlord but it's only because I didn't feel like going the extra mile.





That may seem like a lot of losses but I'm not perfect


Ice to Tower Shield: It's a must. It helps a long way with Balance. Be sure not to use it at the start of battle because that would be the perfect time for your opponent to use a wand spell.

Myth To Earthquake: Earthquake is the optional part. If you don't have a Myth Mastery Amulet, get Minotaur and then take a trip to stormriven and obtain Death Minotaur.

Entangle: A good way to stop Triage and Guardian Spirit. It's gotten a lot more useful since Guardian Spirit became available to Theurgists.

Vaporize: You wouldn't wanna get Earthquaked so I suggest keeping it until you fully determine your opponent isn't myth and doesn't have a Myth Mastery Amulet.

Death Minotaur: Key component in using your Myth Secondary to it's fullest without the Myth Mastery Amulet.

Reshuffle: It's going to be more useful then ever now that Guardian Spirit is in the game. Be sure not to discard it when your up against a Theurgist.

Infallible: Combined with Unstoppable or Extroadinary, it can cut through a lot and can go above and beyond a potential threat to your opponent. Be sure to have weakened their healing and life dispelled them to avoid triage (It's best to use Skeletal Dragon as your main attack).

You may question why I don't use Gargantuan or damage enchantments but if you have room, it doesn't hurt to put a couple in.



I began doing Ranked PvP at Level 60 so that's why the deck seems stuffed or short a few of the necessary cards but it never ended up becoming a problem. If you feel you need to add another poison or to Animate, go ahead.

When your up against Ice or Myth, it's best that the first shield that goes up is Stun Block. Ice and Myth are very likely to use Frost Giant and Medusa. Triage is going to be very important because almost every school has an effective dot now. It'll be even more essential if you won't have Earthquake to remove blades. They're hard to get so keep your eyes open. Tower Shields are there in case the trained ones don't wanna come up or you run out and the rest of the side deck is extra precaution against bad charms (dispels, weaknesses, infections) and shield spammers. Keep an enchanted Skeletal Dragon (Extroadinary or Unstoppable) in your Side deck in case it doesn't come up in your main deck.



It's important you step into the arena with resist gear equipped. You won't get anywhere by replacing a certain piece of gear with something without universal resist.

Hat: Hangman's Hood
Robe: Hangman's Robe
Shoes: Hangman's Shoes
Wand: Anything with 30+ Critical Block (I recommend Lifeforce Blade)
Amulet: Myth Mastery Amulet/Nightshade's Choker
Athame: Garnet Bear Claw/Lexicon Blade
Ring: Wintertusk Ring of Valor/Aureate Band/Morgantine Signet/Stellar Signet
Deck:Anything with room for 60+ Spells
Pet: I recommend using a pet with Spell Proof and Sharp Shot. Death fizzles at the oddest times.
This is the pet I use:


Nothing tops the Waterworks gear at all so if you don't have a certain piece, I don't recommend stepping into the arena without it.





The Gear I use:
Hat: Hangman's Hood
Robe: Hangman's Cape
Shoes: Hangman's Boots
Amulet: Myth Mastery Amulet
Athame: Garnet Bear Claw
Ring: Wintertusk Ring of Valor
Wand: Lifeforce Blade
Deck: Deck of Ordeal





Wizard101-2v2 Katherine/Alex vs. Life/Ice - YouTube

I personally don't record any of my matches so I was actually kinda lucky that Alex recorded this and told me nothing until after xD. There isn't many differences between the Level 65 deck and the Level 60 deck except a few changes in numbers, and Ice Shields! xD. I'm constantly teased by my friends whom I also PvP with when they say I'm weird for carrying Ice Shields. It's not necessary since I was able to get to Commander without them. It did come in handy here and there, just not that often.

Quote:
Originally Posted by ~Katherine~ View Post
This is a 2v2 so there were some small modifications made (Replacing Vamp. with Virulent Plague and one other COMPLETELY unessential thing). In the video, I leveled up a bit to use the level 65+ Deck (I'll upload that later). I actually recommend going to Level 65 just for the extra space. Those 4 extra slots actually helped me out a lot. The deck I made for Level 65 was actually better because I was able to fit more of the bare necessities that I didn't have to wait for.
Btw, that Mana Burn/Super Nova wasn't actually going to do bad for a couple hundred damage and Alejandro's pips getting removed for the amount of pips Alex was gonna use on it so that's why I ignored Alex when I wanded Alejandro. It wasn't a loss at all (:

Fire; Don't discard any Vampires/Poisons that come up. This school is best known for using it's minion for Smoke Mantle, Link and Fire Elf so they can blade up and take you down with with Efreet or RoF. Work fast and try not to play it safe because this school won't need time to hit big unlike Balance, Myth, Ice, Life, and Death. Shield a few times, kill the minion (likely to be summoned before they have enough pips for Fire Dragon and Above), Blade up, Enchant your Skeletal Dragon, Use Infallible, and Attack (unless they have ate pips, that's when you should use Cleanse Charm to get rid of the weakness).

Storm; You'll have to work twice as fast to kill them, which shouldn't be a problem because they never use minions so that's 4 pips saved. However, the real problem is that they can spam bolt every 2 rounds at most (every 1 round if they're pips don't fail) so shield and weakness while you prepare your attack. If your opponent bothers to use darkwind, replace it with Doom and Gloom but if they don't, don't bother putting it up because this battle won't last long.

Myth; This is the most threatening school you can face because they have your secret weapon (Earthquake). Vaporize (Myth Dispel) them before they reach 6 pips because they're likely to attempt to remove every positive charm you have on you. That may keep them busy for a few rounds if they can't find a 0 pip myth spell to remove the dispel or don't have Cleanse Charm. In the meantime, shield as much as you can and get ready to attack. If you can, use a treasure link (if Vaporize isn't available) after you use Skeletal Dragon because they may try to give your attack back for 6 pips (I don't know what the spell is called and I may be wrong about the pips but this spell is something to watch out for).

Life; They're the least threatening school you can face. Just infecting them or dispelling them will make them hesitant to heal or use anything. Be sure to keep gloom up the entire time because if they get away with using Guardian Spirit, Doom and Gloom will make a huge impact. Be sure to use Ether Shield because they may try using prisms to get around the life shield. Keep your vampires and your poisons because they're the type of school that love to use their minion. About half of the Theurgists in Ranked PvP like to buff up and feint. Use Sacrifice or Cleanse Ward to remove the universal traps and weakness to, well, weaken their attack.

Ice; The first thing that should go up is Stun Block. A lot of Thaumaturges tend to use Frost Giant to remove your minion and get a free round. They're not that threatening either cause if you have decent resist (37+), they're still going to be throwing weak hits. That doesn't mean you should let them buff up so I suggest using Earthquake if they use blades from Raven Hoard wands, their Wintertusk Hat, an Amulet, or even their pets. If they just have one blade and a lot of shields, just use shatter and save yourself the pips. They also like to use their minion so save your vampires and poisons. Keep Doom and Gloom up because practically all Thaumaturges have Life Mastery Amulets.

Balance; Use weakness after they blade and tower shield after they use Hex or Feint. Shield every chance you get because they don't have a proper shield breaker and their Judgements can be very strong. Try to defeat them as fast as possible because you don't want to give them the chance of using a full pip-ed Judgement. I don't recommend using any Star Spell when your against them but if you must, use it at your own risk.

Death; Discard any Doom and Gloom that show up because they won't heal with a satyr (unless they use a Life Mastery Amulet, which I really don't get because I see that more often than I should) and neither will we. Blade up and kill them fast because they have Skeletal Dragon as well and they won't hesitate to use it. Keep Triage available if the Skeletal Dragon they attack with is a potential threat. If they do have a Life Mastery Amulet, remember to life dispel and infect them (you should use infection even without a Life Mastery Amulet because they'll have sacrifice to use).


Quote:
Originally Posted by Matthew Shadowstrider View Post
Hit the nail on the head. Pvp is 1/5 deck construction and 4/5 seeing into the future. You must constantly analyze the opponents':
  • health (low will heal/shield, high will attack, high and your pips are high will shield. also, if your health is low, they will most likely try to finish you off. therefore, you ought to shield or heal. if their health is low, take the opportunity and kill them),
  • pip count (what kind of damage are you about to take? Do they have enough to kill you? Do they have too few pips to make a dent? if so, they won't attack this turn),
  • buffs (a super-bladed ice snake does as much as a non-buffed Leviathan, for instance), etc.
  • spells the opponent has based on their level and school (ice now has a heal, but only at a high level. Therefore, if your ice opponent does not have a life mastery amulet or a high enough level to learn the spell, you most likely will not see much bigger than a pixie or sprite
pet; pets now have a HUGE influence on PvP, therefore it is important to see what kind of feral heat your opponent is packing (many species of pets are simply not easy to get good enough to bring to the arena; many hybrids, for example. oppositely, typical pvp pets may be pvp ticket pets and gift card pets)
This couldn't be more true. PvP truly is mostly about looking into the future so you know when to hit and when to shield. I couldn't have said this any better.

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