Myth is fun because you can solo if you want to, and have a nice AOE. At higher levels a lot of players have myth mastery so working with them can sometimes be rewarding
Go for really strong and cool 'cause I am in fire.
I thought fire was the opposite of cool, hot. I recommend fire or death. Those are good starter schools and good schools in general. Later, when you start to understand the game and it's mechanics more, you will start leaning towards myth, balance, and ice. That is my understanding of classes.
Ok so for the past few months now I have been trying to figure out what school is right for me to start out with. I am not really new to the game because once I made a balance person and made all the way to celestia. But I decided I did not want to be balance anymore so I am starting completely over but question is what school should I be? I have the personality of death, Almost all the time I get myth from the test and sometimes I get balance from the test. I also get death too and fire just seems really cool and useful. So if you guys could help me decide that would be great.
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It does depend greatly on your playing style. I am a life wizard so my player is great and most beneficial with groups especially because of the group healing spells. When I got to Krok that's when my interaction with others started declining and since then I have done many solos. So now since I am mostly playing alone, it is pretty hard for me at times.
i have always wonder wt other wizard had to think about this is the best school to them
There is no such thing as "best school," only those preferred by players. All schools have good and bad points; like Storm with their lowest base health, highest base spells but a fizzle rate that will drive you bonkers. :) There are a few schools I prefer over others: Ice and Death top my list.
Each school has its positives and negatives. It all depends on your preferred playing style as to which is best for you...
Fire - DoT's make up the heat of this school. Health/Manna seem average. I find they have adequate lasting power. Ice - These guys are tanks! On average have the most Health/Manna. They don't hit as hard out of the box as other schools, but have the lasting power to slowly whittle away at all enemies. Storm - These dudes hit the hardest out of the box. They need to... They have the lowest Health/Manna and the lowest spell success rate %. Lots of fizzles, but when they do hit, it is game, set match! Life - A really good support school. Does not have a lot of attack spell options, but makes up for it with healing spells. Death - Hurt enemies to heal yourself... Need not say more. Myth - Minions, Minions, Minions... I have not played this school much, but what I can gather is that combat is centered around. Balance - Another great support school. Augments... blades... shields.... traps... OK as a solo class, but a master during group situations.
The best school for me has been Life. Probably because I learned the game with that school and have the most time invested in figuring out how to make it work. I didn't experiment with other schools until I decided I wasn't going to play any further then the end of Zafaria. She was only brought out of retirement to help a family member get though AV and into AZ.
I have given other schools a go but seems Life is still what I play the best.
Each school has its positives and negatives. It all depends on your preferred playing style as to which is best for you...
Fire - DoT's make up the heat of this school. Health/Manna seem average. I find they have adequate lasting power. Ice - These guys are tanks! On average have the most Health/Manna. They don't hit as hard out of the box as other schools, but have the lasting power to slowly whittle away at all enemies. Storm - These dudes hit the hardest out of the box. They need to... They have the lowest Health/Manna and the lowest spell success rate %. Lots of fizzles, but when they do hit, it is game, set match! Life - A really good support school. Does not have a lot of attack spell options, but makes up for it with healing spells. Death - Hurt enemies to heal yourself... Need not say more. Myth - Minions, Minions, Minions... I have not played this school much, but what I can gather is that combat is centered around. Balance - Another great support school. Augments... blades... shields.... traps... OK as a solo class, but a master during group situations.
So I've been wondering which schools are the best to have since we can only have 6 of the 7. Tell me which school and why you think that school is the best. Or tell me which 6 of the 7 schools I should have on my account.