These past few weeks, I watched quite a few PvP matches, trying to figure our how often Level 70 Balance Wizards win. I saw a few very good Balance players, but not one that had an easy time in a match. I only saw one Balance Player use the Feint, TC, Hex, etc, strategy, and she did win her match. She didn't win it on the first setup, but had to set it up twice before she got the final hit in.
After the match, the opposing Wizard said that this Balance strategy couldn't be beat. This comment reminded me of the Myth double Orthrus strategy, that can't be beat.
I don't happen to like this Balance stratergy, and I think that it cost alot of gold to maintain. Plus if you don't pull it off quickly, your most likely in trouble, and will lose the match.
Plus, if you think about it, it doesn't work on Fire or Death. Not to mention that you are adding +30 hexs to you, for the incomming hit. If you are first, you have a chance of pulling it off, but if you are Second, anyone that is prepaired can stop it, or really reduce the imcomming hit, so that a heal will wipe out the damage.
What I want to list, is a few ways to defend against this stratergy.
1. I can Tower and Weakness, and I have just cut down the hit to a more managable 37.5% hit, before my Gear resist comes into play.
2. I can Tower, and TC Tower, and then Weakness, and I have just cut it down to 18.8% hit, before my Gear resist comes into play.
3. You can pack Remove Ward, and just remove the Feint when they cast it.
4. YOu can use combos of Weakness, Towers, and the -15 or TC version -20 of aura resist, (can't remember the name). Some put up the aura every time the other wizard gets above three (3) pips or puts up a blade.
5. Let them build up both Feints, while you put up a Death shield, and then use empower to remove both, take a limited about of damage, and get Pips back in the process. This is mainly what I use, (as it gives me extra pips to put up blades or hit with Low pip spells on Gar or colossal).
6. Another option is TC Weakness, a standard Weakness and then a Tower. This brings you down to an impact of only about 26%, before Gear resist kicks in.
7. Anyone want to add more, please be my guest...
Just as an example, lets say I have Judge setup, with Max Power pips, a total hit of 1400. Put up on Balance blade, and we get 1750. Add in one more TC blade and we are up to 2275. Now add in a Feint, and we got 3867. Add in a TC or Pet Feint and we got 6768, now that's a brutal hit. If we put up a Tower after the first Feint, we bring it down to 3384. Add in a Weakness, and it's down to 2538, and most wizards can live. Add in a -15 aura (or TC -20) and we are down to 2034, and time to heal.
We now have plenty of options in the game to live past these giant hits. It's not just Judge, as Myth, Death, Fire, Storm, Life and Ice can all generate huge hits, if allowed to blade and trap now. I get hit with over 2000 on a regular basis in PvP, and I have about 40% resist on most of my wizards.
I can remember back when I had 1500 or 1600 health, I was good, if I had a stun block up. That amount of health is too low after the Zafaria release. Now your not safe, even if you have 2000 health.
These past few weeks, I watched quite a few PvP matches, trying to figure our how often Level 70 Balance Wizards win. I saw a few very good Balance players, but not one that had an easy time in a match. I only saw one Balance Player use the Feint, TC, Hex, etc, strategy, and she did win her match. She didn't win it on the first setup, but had to set it up twice before she got the final hit in.
After the match, the opposing Wizard said that this Balance strategy couldn't be beat. This comment reminded me of the Myth double Orthrus strategy, that can't be beat.
I don't happen to like this Balance stratergy, and I think that it cost alot of gold to maintain.
Cost of a pvp match is irrelavent, being prepared is. If you lack the will to spend gold and time to get what you need, then you deserve to lose.
Plus if you don't pull it off quickly, your most likely in trouble, and will lose the match.
As opposed to any other scenario?
Plus, if you think about it, it doesn't work on Fire or Death. Not to mention that you are adding +30 hexs to you, for the incomming hit. If you are first, you have a chance of pulling it off, but if you are Second, anyone that is prepaired can stop it, or really reduce the imcomming hit, so that a heal will wipe out the damage.
And how exactly are only fire and death immune to this and not other schools? Can anyone not cast Empower or Dark pact? Can anyone not heal? What I want to list, is a few ways to defend against this stratergy.
1. I can Tower and Weakness, and I have just cut down the hit to a more managable 37.5% hit, before my Gear resist comes into play. 1. I can pierce and cleanse charm, cutting your reduction down to 0% 2. I can Tower, and TC Tower, and then Weakness, and I have just cut it down to 18.8% hit, before my Gear resist comes into play. 2. I can pierce, and pierce, or have my pet pierce for me, and then cleanse charm, so I have now cut your reduction down to 0% 3. You can pack Remove Ward, and just remove the Feint when they cast it. 3. And you can just cast Feint again, or tc feint. 4. YOu can use combos of Weakness, Towers, and the -15 or TC version -20 of aura resist, (????). Some case this every time the other wizard gets above three (3) pips or puts up a blade. 4. You can use combos of cleanse charm, pierce, and if they use fortify, that leaves them even more vulnerable to a critical hit, which doubles the damage. 5. Let them build up both Feints, while you put up a Death shield, and then use empower to remove both, take a limited about of damage, and get Pips back in the process. This is mainly what I use, (as it gives me extra pips to put up blades or hit with Low pip spells on Gar or colossal). 5. Yes and Sacrifice also works nicely here too, which is also a treasure card, so is cleanse ward, these are things everyone in pvp need to face. Balance can also use a tc infallible to gain 20% armor piercing through their resistance, which is even more valuable if going first, is it not? 6. Another option is TC Weakness, a standard Weakness and then a Tower. This brings you down to an impact of only about 26%, before Gear resist kicks in. 6. TC Cleanse charm, TC cleanse charm, pierce. This reduces your reduction to 0%. Then a TC Infallible reduces their gear resistance down another 20% and if you have the moon blade, another 3% armor piercing. 7. Anyone want to add more, please be my guest...
Yes, please try, because for every action, there is a reaction.
For example, lets say I have Judge setup, with Max Power pips, a total hit of 1400. Put up on Balance blade, and we get 1750. Add in one more TC blade and we are up to 2275. Now add in a Feint, and we got 3867. Add in a TC or Pet Feint and we got 6768, now that's a brutal hit. If we put up a Tower after the first Feint, we bring it down to 3384. Add in a Weakness, and it's down to 2538, and most wizards can live. Add in a -15 aura (or TC -20) and we are down to 2034, and time to heal. Interesting scenario, all of which can be countered, but you are forgetting basic facts. Let me explain.
Judge max pips 1400 oh wait, add in Colossal of 275 for 1675! Then you went to balance blade, but wait, Balance has a damage boost! Now, I will not be using exaggerated figures, although balance can easily have a 72% damage boost, I will lower that boost to a mere 60% boost. So, a 1675 damage is now 2680 now add in a 25% balance blade. 3350 Ok, now add in the tc blade of 30% is 4355. Add in a feint of 70% is 7404. That does not even include any other feints, hex, curse, or other possible blades. That does not even include a possible critical hit with a failed block. Now, you take 7404 without a critical, using infallible taking away 20% resistance. 5182 Now, you do have to deal with the resistance that is on the wizard, if you did not pierce or shatter the shields that were present. However, if you did successfully critical, any wizard is defeated!
We now have plenty of options in the game to live past these giant hits. It's not just Judge, as Myth, Death, Fire, Storm, Life and Ice can all generate huge hits, if allowed to blade and trap now. I get hit with over 2000 on a regular basis in PvP, and I have about 40% resist on most of my wizards.
I can remember back when I had 1500 or 1600 health, I was good, if I had a stun block up. That amount of health is too low after the Zafaria release. Now your not safe, even if you have 2000 health.
Yes, I agree with you, that all spells are getting more powerful as well as the enchantments. No, 2000 health is not much in the arena with these spells, however, I am not quite sure I understand the point of your post. If it is to show how to defend against Balance, that can and is easily countered, but same can be said for any school. They all can be easily countered.
Quote"And how exactly are only fire and death immune to this and not other schools? Can anyone not cast Empower or Dark pact? Can anyone not heal?"
Reply, These schools have the spells already, they dont' have to have an Amulet to use them without using excessive pips. Fire has Immolate and Death Empower both will easily take off Feints. I can't think of any other school that has spells like these. Plus they can carry up to 8 of each if they want too.
Quote"Yes, I agree with you, that all spells are getting more powerful as well as the enchantments. No, 2000 health is not much in the arena with these spells, however, I am not quite sure I understand the point of your post. If it is to show how to defend against Balance, that can and is easily countered, but same can be said for any school. They all can be easily countered."
Reply: The point I was trying to make here was, before Zafaria, if you had 1600 health left, you were still in the safe zone, in pvp. The average combo would hit around 1500, and wouldn't take you out. After Zafaria, with Infallible, and the New spells, the Combos can go over 2000 hit now. I have set up most of my combos to hit around 2200. So all I was saying, is that with the new stuff, if your health is down to 2000, you can be taken out. "Or in this case, if I see you on the battlefield and your health is down to 2000, I will take you out..... : ) ".
Darthjt said "Yes, I agree with you, that all spells are getting more powerful as well as the enchantments. No, 2000 health is not much in the arena with these spells, however, I am not quite sure I understand the point of your post. If it is to show how to defend against Balance, that can and is easily countered, but same can be said for any school. They all can be easily countered."
Darthjt,
I responded to this in the other post, but I just wanted to add to it here. The point of the post was two fold, #1 showing that the Judge/Feint can be stopped, if your prepared. I have seen quite a few Wizards sit there and get knock out with this strategy over the past few years, that it kind of amazes me. Then just the other day, one told me it couldn't be stopped. So I just wanted to show him, yes, it can be stopped, and it's not hard.
Second, I just wanted to point out that if your Wizard has 3600 health, and they had to get you down to about 1600 for the typical kill combo. After Zarfaria they only need to get you down to 2200 for the typical kill combo. As stated, typical, it all depends on the combo, wizard stats, etc, and what is set up for it, as you know.
Those where really the only points that I was trying to make.
Hey, want to be a dummy target so I can do some testing on Infallible? (just kidding).
Darthjt said "Yes, I agree with you, that all spells are getting more powerful as well as the enchantments. No, 2000 health is not much in the arena with these spells, however, I am not quite sure I understand the point of your post. If it is to show how to defend against Balance, that can and is easily countered, but same can be said for any school. They all can be easily countered."
Darthjt,
I responded to this in the other post, but I just wanted to add to it here. The point of the post was two fold, #1 showing that the Judge/Feint can be stopped, if your prepared. I have seen quite a few Wizards sit there and get knock out with this strategy over the past few years, that it kind of amazes me. Then just the other day, one told me it couldn't be stopped. So I just wanted to show him, yes, it can be stopped, and it's not hard.
No, it's not hard to stop Judgment, especially if you are first, however, if Balance is truly prepared, it is harder to stop than you realize, as I have pointed out. Second, I just wanted to point out that if your Wizard has 3600 health, and they had to get you down to about 1600 for the typical kill combo. After Zarfaria they only need to get you down to 2200 for the typical kill combo. As stated, typical, it all depends on the combo, wizard stats, etc, and what is set up for it, as you know.
Those where really the only points that I was trying to make.
Hey, want to be a dummy target so I can do some testing on Infallible? (just kidding).
Joe.
Joe, I wouldn't mind helping you in any way I can. I am sure I have you interested to see my views and why I think the way I do. Just let me know where and when. You do make some very good points Joe, you should give yourself more credit. Just because I don't always agree with you, does not mean you don't have good points.
Recently, I saw one balance that was a turtle, which hoards of TC and real spirit shields, and an ice mastery/2 full pip frozen armor. I cant really say how well he did, saying I didnt have a good point of comparison (accidentally had my mob deck on, never had it on in pvp, so I wasnt sure how good I was with it). I managed to wear him down, based almost completely on luck, no treasures (what I would have given for a shatter in that battle), and mostly a halfway support deck on, and he seemed to only carry 4 attacks, hydra, hydra, chimera, and of course, judgement. I know I would have lost if he hadnt hydra'd with a TC feint, a hex, and the leftovers of my feint, a balance blade, and a dark pact blade (brought 190 more or less to 1100, but only one head, thankfully).
I just want to make one more point, that I don't think I made very clear. Let me take my Myth, against a typical Wiz with 40% resist. Most that I go up against have 40% plus, so I just using this as typical. My Myth has 60% gear boost for hit. You know the numbers, but let me go over them just to explain my point. Basilisk, 825+325 = 1150, plus add in a TC gar for 1400 hit for only pips. The next round I will most likely have 2 pp and 1 pip for a hit, as the guy will be stunned.
1400 add in gear boost 1.6 and I got 2240. 2240 and add in one Myth blade and I got 3024. 3024 and add one tri - blade and I got 4082. 4082 and add in one TC myth blade and I got 5715.
Now I can Infallible, to take the resist down to 20%. Even if I have weakness on me, or two different weakness, I can wand them away, and take out any Tower Shield. Or I can just shatter and take out all the shields and then wand. If that doesn't work, I can wait and drop a new Infallible and start the process over. Once I finally get to what I want, I can drop the Basilisk on the Wizard, and then follow up with a free hit.
So Balilisk hits for 5715 minus (20%) resist, and I hit for 4,572. I most likely won't even need my follow up hit, but if I do, I can hit with Minoutar for the finish, or even better, I can dump feints each round for a killer finish... huge damage way above what the Judge can do. The odds of healing out of this are not real high.
I can come up with an option for every school to do a killer damage setup, and then sit there and wait for the correct time to release. Yes, I know, if they have the Myth amulet, but only Death, Life or Balance normally carry them. Most of the time I see Death and Balance still using the life amulet, for some reason.
Balance can't do this without losing it's Blades and it's feints, once it gets stuck with a TC weakness and a reg weakness. So you get -25% and then a -30% and no way around it.
This disadvantage is why I don't think the shield is needed, even though you have clearly shown the damage that Judge can do. Judge takes 7 pips, while the new spells can do just about as much damage for just 5 pips. Who knows what the next 10 pip spells will do....
I just want to make one more point, that I don't think I made very clear. Let me take my Myth, against a typical Wiz with 40% resist. Most that I go up against have 40% plus, so I just using this as typical.
Okay, use any scenario you want and I will match it. Just to say, I told you so! So be ready for it. My Myth has 60% gear boost for hit. You know the numbers, but let me go over them just to explain my point. Basilisk, 825+325 = 1150, plus add in a TC gar for 1400 hit for only pips. The next round I will most likely have 2 pp and 1 pip for a hit, as the guy will be stunned.
This varies, if the opponent did not cast conviction to protect against being stunned, or if the oppenent did not cast stun block which puts up stun shields.
Now, Take Judgment 9 pips 900 damage + 250 Gargantuan TC = 1150 1400 add in gear boost 1.6 and I got 2240. 2240 and add in one Myth blade and I got 3024. 3024 and add one tri - blade and I got 4082. 4082 and add in one TC myth blade and I got 5715.
1150 add in gear goost 1.6 and you get 1840. 1840 add in one Balance blade and you get 2300. 2300 add in one Bladestorm and you get 2760. 2760 and add in one TC Balance blade and you get 3588. Now I can Infallible, to take the resist down to 20%. Yep, both schools can use infallible, you are correct. Even if I have weakness on me, or two different weakness, I can wand them away, and take out any Tower Shield. Yes, this is true, unless you have a Myth Wand. However, you will not take away an 80% Myth shield or a 70% Myth shield, which would take your attack down to what exactly? Or I can just shatter and take out all the shields and then wand. Wait, you mean to tell me that Balance can't use shatter or pierce? If that doesn't work, I can wait and drop a new Infallible and start the process over. Once I finally get to what I want, I can drop the Basilisk on the Wizard, and then follow up with a free hit.
Free hit, unless the opponent has conviction or stun shields up, then what?
So Balilisk hits for 5715 minus (20%) resist, and I hit for 4,572.
Unless there is an 80% Myth shield up, then what do you have? But then again, same goes for Balance, there might be a balance shield up, oh wait, oops, sorry, guess that it is impossible to have a balance shield up. I most likely won't even need my follow up hit, but if I do, I can hit with Minoutar for the finish, or even better, I can dump feints each round for a killer finish... huge damage way above what the Judge can do.
DoT attacks are quite powerful, no denying that. Makes it tough for any school. But, you can have 70, 80, or even 90% shields for those schools, which makes any attack very very weak in comparison to Balance. The odds of healing out of this are not real high.
Really? You know, with Helping Hands and not Availing Hands, when I hit a critical heal, I heal for 800 or more a round. For 3 Pips!
I can come up with an option for every school to do a killer damage setup, and then sit there and wait for the correct time to release.
Yes, and Balance has to be included. Yes, I know, if they have the Myth amulet, but only Death, Life or Balance normally carry them. Most of the time I see Death and Balance still using the life amulet, for some reason.
Balance can't do this without losing it's Blades and it's feints, once it gets stuck with a TC weakness and a reg weakness. So you get -25% and then a -30% and no way around it.
You have never heard of Cleanse charm? It removes weakness without removing blades. Real simple to use. It is a storm spell, Evil Magma peas drop them all the time during elder harvests. I have a bunch of them if you want some. The bazaar is full of them. So, how can you say, all of these weakness's and no way around them?
This disadvantage is why I don't think the shield is needed, even though you have clearly shown the damage that Judge can do. Judge takes 7 pips, while the new spells can do just about as much damage for just 5 pips. Who knows what the next 10 pip spells will do....
Joe.
I have also shown exactly what Judge will do with 9 pips or as you put it, 5 pips. Which, as I have clearly stated, those spells can also be blocked with school shields and with tower.
Which is the exact same reason, I am not asking for an 80% balance shield, but a 50% balance shield, to even out the damage and scenarios.
All true, but the bottom line is that you can only carry so many TC in your deck. Cleanse Charm, Cleanse ward, etc and you often can't get them when you want them. No to mention, that by the time you reshuffle, your most likely out. Just for the fun of it, lets say the battle has been going on for an hour, not unreasonable at all. TC are gone, and I need to set up for a hit. We both know that the following schools have built in spells to removed shields without any issue at all, (Death, Fire, Myth, and Ice). Four of the seven, have the option to remove the only shield that can shut them down. Tell me how many Storm do not carry a Storm wand... not many. Plus Storm has a spell with a stun affect, for a second hit KO. They all use small decks, fastest tempo in the game, to get those wands back to remove shields. Storm is not all that good when going second in 1v1, I will agree. But from First, they should be able to stop any school in their tracks. Storm tempo is by far the fastest in the game, it can use the myth amulet, it can use an amulet and a pet amulet to remove shields. It doesn't need that many cards to get past shields. It only needs to blade and hit, and even without a blade it can do massive damage. The tempo plays a big part in how this school is set up. Finally, Life, slow tempo, they can live forever, no one can kill them, if they have the myth amulet, and they can play out the shield, Life dispel, game and take anyone down (even balance with infection). Both of these two schools have different tempo, different option.
Balance has been and always will be the odd man out. It tempo can be played slow or fast, depending on the player. It has no default way to remove shield, unless it has the Myth amulet. It can't really blade up like other schools, without them being wanded away. Yes you can use treasure cards, but it's just not realistic in PvP "most of the time" to try to use remove ward, remove charm, etc. If you start packing these, you lose other options, and when you get stuck second, your done. Balance needs the threat of a Judge to be able to open up a doorway. You take away Judge from an already suffering school, and you have shut it down. The key here is more of "How many players can afford the Myth Amulet", and from what I have seen, not many Balance have it. A balance shield would drop out many of these players from the game. KI and the PvP arena would lose players, who would just give up. I really see the Balance shield as a kill Balance Wizard spell. It would ruin the game for most Balance players, and that is my concern.
I have the Myth Mastery Amulet on my Balance, I can use shatter, earthquake, Monitor, it's not going to bother me in PvP. I'm not complaining for myself, I'm worried about all the other players out there that can't afford a Myth Mastery Amulet. They don't have the overall hitting Power of Storm, they can't heal like Life, they will really end up on the short end of the stick. Why, for not one good reason that I have seen listed.
You say, that you can only carry so many cleanse charm and cleanse ward.
Same can be said about weakness.
Not everyone plays the same or uses the same strategies.
A 50% balance shield, how would it effect pvp? Good question. Some would train this shield, while many would not. How many school shields have you trained?
At the same time, just as any other shield, it can be removed easily with pierce. Or pet with Pierce train.
Now, the one thing I do have a problem with, if people say, that weakness is their biggest downfall, why would they not have cleanse charm in their side deck? I mean, we have done the math, shown the figures, and all of that, is without a critical. Add in critical with no block, and it equals instant defeat.
I have also watched pvp lately and I know, most people don't know how to play balance correctly. However, just because people play incorrectly, does not mean that a balance shield of 50% will not be needed and you know it.
Right now, Armor Piercing is still low, but it will be raised, you know it will. And the higher it gets, the more advantage balance will have, you know this is true too, that or you are fooling yourself. Sorry, but the time is coming soon for a balance school shield my friend.
You say, that you can only carry so many cleanse charm and cleanse ward.
Same can be said about weakness.
Not everyone plays the same or uses the same strategies.
A 50% balance shield, how would it effect pvp? Good question. Some would train this shield, while many would not. How many school shields have you trained?
At the same time, just as any other shield, it can be removed easily with pierce. Or pet with Pierce train.
Now, the one thing I do have a problem with, if people say, that weakness is their biggest downfall, why would they not have cleanse charm in their side deck? I mean, we have done the math, shown the figures, and all of that, is without a critical. Add in critical with no block, and it equals instant defeat.
I have also watched pvp lately and I know, most people don't know how to play balance correctly. However, just because people play incorrectly, does not mean that a balance shield of 50% will not be needed and you know it.
Right now, Armor Piercing is still low, but it will be raised, you know it will. And the higher it gets, the more advantage balance will have, you know this is true too, that or you are fooling yourself. Sorry, but the time is coming soon for a balance school shield my friend.
Ok, your looking at the future, lets look at the past. Judgement is received at level 28, if I remember correctly. Balance Blade is received at level 12. Bladestorm before level 30, at the end of marlybone. I am sure that I had it before I hit level 30, because I finished MB before I hit level 30. I don't do any side quests at all.
I know my Balance had around 33 hit at that time (with pet). My Ice's universal resist was around 39 (included a +15 pet) at or around level 29 to 30, according to a notebook I keep.
This was back in 2009, or maybe towards the end of the year.
Judge, at full pips, with Power play up, I know I almost got all Power pips. But lets say I only go 3 reg and 4 power pips.
11 x 100 = 1100, (1175 plus Monster) times the gear boost (1.33) = 1527 Add Balance blade 1.25 = 1909 Add Bladestorm 1.2 = 2291 Add TC blade 1.3 = 2978 and just for the fun, lets add hex 1.3 = 3872 and to top it off, a TC Feint 6,582 on a Wizard that has no resist, unless he's ice, and even then he would get hit with 4,015 enough to kill him. I can remember hitting higher than this in pvp one time just after getting Judge. What's the average Health at this level, 1250 or so?
So we played with number before, here is a ratio of about 6 to 1, hit versus health. What are the ratios today hit versus health, remembering that Ice has over 4000 now. You would have to boost Judge up to 20000 plus to get the same basic ratio on todays Level 70 wizards at the average health.
Anyway, back to the past.... So killer judge has been going on since 2009, and maybe before, idk. Now, if Digby Strongheart, Nick, Dehund, Onion, Turkish, Shinedown, and a bunch of others can stop Balance and win a Tourney at this level (included the top rated death at level 28), without a Balance shield, what makes you think one is needed now. All they had was a balance shield, even at this level. At level 28, other than Ice, the Wizards have no gear defense, that I can remember. You talk about Infallible and pierce, but it's just taking us back to Level 28, no difference in my eyes.
Plus, if this has been going on since 2009, and KI had done nothing in the past three years, why would they do something now? If they could stop the Judge back then, what has changed? Now we have resist, 40%, we have more boost another 30%, which just about counter each other (but the resist has the edge).
So, let me finish this by quoting you..... "I have also watched pvp lately and I know, most people don't know how to play balance correctly. However, just because people play incorrectly, does not mean that a balance shield of 50% will not be needed and you know it."
So you are saying that because of the very very few that know how to play Balance correctly, we need a Balance shield?
Once again, you are talking people again on Central, and they are what, Tournament winners?
You do realize, that in these tournaments, that you know what school you are facing, before you begin a match? You know what shields to have, what to carry... Is this not a fact?
Yes, these tournaments have rules, as to how much resistance you can have, what spells you can use. Do they also have rules to how much critical you can have? How much critical block you can use? How many shields you can carry and use?
Do you know who over there sets these rules? Is it a majority vote? Is it the player that won the tournament? How exactly are they made?
Yes, the past is the past, we all know what the past held. No criticals, no critical block, no armor piercing, etc. What does the past have to do with here, now, and the future of the game? As spells get stronger and stronger, and critical gets higher, armor piercing becomes amplified, things need to change to also keep balance, is this not a fact?
What is the difference between tower and a balance shield? Only a balance attack, Balance wand, pierce, or shatter will remove it. No fire attacks, or myth attacks, or any other attack will remove it like they do tower shield. Makes it a little more difficult, but not extremely.
I haven't pvped since WT, but its seems to me that the problem with balance has gotten worse. Balance can no longer be played skillfully, you must use gimmicks in order to win. PVP needs a nice makeover.
Once again, you are talking people again on Central, and they are what, Tournament winners? Answer, most have played in Tournaments, many have written the Manuals over on Central.
You do realize, that in these tournaments, that you know what school you are facing, before you begin a match?
Answer: Not true, you can guess, but you never really know. --------------------------------------------------- You know what shields to have, what to carry... Is this not a fact?
Answer: Incorrect and not a fact, as you know the person, often not the Wizard. ---------------------------------------------------- Yes, these tournaments have rules, as to how much resistance you can have, what spells you can use. Do they also have rules to how much critical you can have? How much critical block you can use? How many shields you can carry and use?
Answer: Not all Tournaments have the same rules, each Tournament can change the rules. Some have almost no rules, like a limit on Resistance and no Shatter can be used. ---------------------------------------------------- Do you know who over there sets these rules? Is it a majority vote? Is it the player that won the tournament? How exactly are they made?
Reply: Some times it's a Majority volt, some times it based on complaints, and some times the maker of the Tourney sets the rules. If you don't like the rules, you don't join. ----------------------------------------------------- Yes, the past is the past, we all know what the past held. No criticals, no critical block, no armor piercing, etc. What does the past have to do with here, now, and the future of the game?
Reply: Good point, as the average Balance player still has very low Critical, compared to the average Death, Storm, Fire, and Life. So Balance is way behind, and needs to be brought up to current standing with the other wizards. Some times you need to look and understand the past to really understand what is happening now in the game. ----------------------------------------------------- As spells get stronger and stronger, and critical gets higher, armor piercing becomes amplified, things need to change to also keep balance, is this not a fact?
Reply: Your correct, and KI has kept perfect Balance in the game, only you seem to really disagree. Why do you think that KI constantly changes thing in the Test Realm? They have all the data, facts, and know where the game is going, do you think you have the inside edge, when you have no facts on what is happening in the game? ----------------------------------------------------- What is the difference between tower and a balance shield? Only a balance attack, Balance wand, pierce, or shatter will remove it. No fire attacks, or myth attacks, or any other attack will remove it like they do tower shield. Makes it a little more difficult, but not extremely.
Reply: That is where we disagree, I see a huge difference in how this affects the Balance wizard, you do not. I see it as shutting down the Majority of the Balance wizards in the game, you do not. You see this from your playing ability only, not from the ability of all the other players now playing the game. What damage will a simple Balance shield make ----------------------------------------------------- Have a cookie Joe, give it some thought.
Reply: OK had my cookie, now how about providing some proof of what you are saying. So far, all I have seen is the comment, "Now with Infallible, Balance is too strong". No proof, just means you making smoke.... and have no real fire behind it. So lets take a look at the fire you got going.... --------------------------------------------------------
Once again, you are talking people again on Central, and they are what, Tournament winners? Answer, most have played in Tournaments, many have written the Manuals over on Central.
Written the manuals over on Central? What manuals? The how do I become the worst Balance wizard in the spiral? Or how I can handicap my oppenents without handicapping myself? Where are these genius people that write these manuals, I would love for them to challenge my thoughts.
You do realize, that in these tournaments, that you know what school you are facing, before you begin a match?
Answer: Not true, you can guess, but you never really know.
So, you know the player you are going to face, but you wont know what school they are? How exactly then, do you join the battle? How are tournament brackets made? Who decides who faces whom? --------------------------------------------------- You know what shields to have, what to carry... Is this not a fact?
Answer: Incorrect and not a fact, as you know the person, often not the Wizard.
As I have stated, I have not done any tournaments on central, so I don't know these things for facts, but how do you join this battle? How could you not know who you are facing or what school they possibly are? ---------------------------------------------------- Yes, these tournaments have rules, as to how much resistance you can have, what spells you can use. Do they also have rules to how much critical you can have? How much critical block you can use? How many shields you can carry and use?
Answer: Not all Tournaments have the same rules, each Tournament can change the rules. Some have almost no rules, like a limit on Resistance and no Shatter can be used.
You might want to fix that statement, because you are contradicting yourself. Some have almost no rules, like a limit on resistance and no shatter can be used? That is almost no rules?
Mute point, you probably meant, Most have rules such as: Which is exactly my point, rules are made on these tournaments by people. People of which in their mind, see their rules as keeping balance in the tournaments, but at the same time, they are tying one schools hand behind their back, making another school pull their punches, and allowing other schools to be no holds barred... How is that a fair fight or tournament? How does that show true standings of the schools? It doesn't. It shows biased and no real skill. ---------------------------------------------------- Do you know who over there sets these rules? Is it a majority vote? Is it the player that won the tournament? How exactly are they made?
Reply: Some times it's a Majority volt, some times it based on complaints, and some times the maker of the Tourney sets the rules. If you don't like the rules, you don't join.
You read these posts Joe, you know that complaints come from everywhere. From no minions, to no treasure cards, to no bolt, to limit resistance, to taking out critical, the list goes on and on.
So, who do you listen to, how is it decided. Like you said, if you don't like the rules, you don't join the tournaments. Which is also why you will see some schools winning these tournaments more than others. Can you not see the biased in these tournaments? ----------------------------------------------------- Yes, the past is the past, we all know what the past held. No criticals, no critical block, no armor piercing, etc. What does the past have to do with here, now, and the future of the game?
Reply: Good point, as the average Balance player still has very low Critical, compared to the average Death, Storm, Fire, and Life. So Balance is way behind, and needs to be brought up to current standing with the other wizards.
I was almost with you there Joe, except life has almost as low of critical chance as balance. Ice is even lower. And with critical block as high as it is, it is almost pointless for any school, unless you are using critical for heals, which Balance and Life have that advantage. Some times you need to look and understand the past to really understand what is happening now in the game. ----------------------------------------------------- As spells get stronger and stronger, and critical gets higher, armor piercing becomes amplified, things need to change to also keep balance, is this not a fact?
Reply: Your correct, and KI has kept perfect Balance in the game, only you seem to really disagree. Why do you think that KI constantly changes thing in the Test Realm? They have all the data, facts, and know where the game is going, do you think you have the inside edge, when you have no facts on what is happening in the game?
Yes, actually, sometimes I do feel I have an inside edge. I said a long time ago about the issues of Smoke screen, I also stated a long time ago about the issues of critical, I also stated about how Basilisk is going to Boost Myth up in the rankings. I have also given my thoughts on the new armor piercing ability... I analyse and think about what things mean, where they will go and what they will lead to. ----------------------------------------------------- What is the difference between tower and a balance shield? Only a balance attack, Balance wand, pierce, or shatter will remove it. No fire attacks, or myth attacks, or any other attack will remove it like they do tower shield. Makes it a little more difficult, but not extremely.
Reply: That is where we disagree, I see a huge difference in how this affects the Balance wizard, you do not. I see it as shutting down the Majority of the Balance wizards in the game, you do not. You see this from your playing ability only, not from the ability of all the other players now playing the game. What damage will a simple Balance shield make
You got me there Joe, I am seeing this from my ability and not everyone elses. I can't deny that. Which is why I am trying to make my points here Joe, because there are some very good players that are Balance here. If I can get you and some of the others to see what I see, to help you understand, then it is worth all this debate. One day, you will catch on, I am sure of it, and with a sudden overwhelming realization of what I mean, you are going to say, "Oh!, now why didn't I see that? So, that's what he meant." ----------------------------------------------------- Have a cookie Joe, give it some thought.
Reply: OK had my cookie, now how about providing some proof of what you are saying. So far, all I have seen is the comment, "Now with Infallible, Balance is too strong". No proof, just means you making smoke.... and have no real fire behind it. So lets take a look at the fire you got going.... --------------------------------------------------------
Joe.
Where there is smoke Joe, there is fire. Mind you, it is not a an out of control wyldfire yet, but given time, it can easily become one.
I am trying to give a heads up, and state where things are headed. Keep an open mind Joe you will see where it leads in the future.