The Boost/Resist aspect of PvE

May 12, 2018 in Uncategorized

The boosting and resisting aspect of bosses and mobs is as interesting part of the PvE aspect of Wizard101. In the 1st Arc, between Wizard City and Dragonspyre, all the mobs and bosses boosting/resisting was based only with its school and the respective opposite (excluding balance, which never boosted on any). To give an example, storm enemies are vulnerable to myth damage and have higher resist to storm damage.

Then, in the 2nd Arc, we went into Celestia and its Astral schools, and new boosts were added to enemies based on the division given by Moon blade and Solar blade (death wizards boost on myth enemies, myth wizards on ice enemies and ice wizards on death enemies. Similarly: life on storm, storm on fire, and fire on life). All the schools with prisms had a new class of bosses with vulnerability to its spells. And it was kept until Darkmoor and Polaris.

    

But at the later worlds, starting with Mirage, we went back to the pattern of the 1st Arc: no more second school boost. With the bosses health cap getting higher and higher, a cool aspect being taken out isn’t something to celebrate in my opinion. If it returns, could even be a reason to grow up the health value in the mobs, something that isn’t happening too much since Khrysalis. All being exposed, I will show you the shadow my ideas about the second school boosts.

My first mind hints of this concept were thought when I saw Darkmoor for the first time. I loved (and still love) the astral bosses with his astral based cheats: Sir Blackwater, Tatyana (Spirit of Darkmoor) and Yevgeny NightCreeper. Specially their tri-items: Moon Blade, Star Blade and Sun (not Solar) Blade, and their respective traps and shields. The moon tri-items were already known since Celestia but the other two were made specially for this place. So, they are what builds this theory.

        

Before I show it, two last things:

First, differently of Celestia boosts/resists, based on all the Moon/Solar aspects, this one bases only on 2/3 of Moon/Star/Sun aspects, as follows:

Moon: Myth on Ice, Ice on Death

Star: Death on Storm, Storm on Life

Sun: Life on Fire, Fire on Myth

And second, I also added a second resist along with second boosts, to difficult the things a little more. They could be added with a smaller percentage (or not be added at all).

For better understanding, I divided it in two parts: Enemies Perspective and Wizards Perspective.

Enemies Perspective:

(The arrows here means “get boosted by”. Example: Life —> Storm means “Life enemies get boosted by Storm spells”. The colors refers to their astral relation, being violet=star, white=moon and yellow=sun.)

Enemy school: Fire

How was it between Celestia – Polaris:

Get boosted by: Ice and Storm spells

Resists: Fire spells

How is it now:

Get boosted by: Ice spells

Resists: Fire spells

How could be:

Get boosted by: Ice and Life spells

Resists: Fire (and maybe Death) spells

Reason of “maybe Death“: opposite of the second boost

Enemy school: Ice

How was it between Celestia – Polaris:

Get boosted by: Fire and Myth spells

Resists: Ice spells

How is it now:

Get boosted by: Fire spells

Resists: Ice spells

How could be:

Get boosted by: Fire and Myth spells

Resists: Ice (and maybe Storm) spells

Reason of “maybe Storm“: opposite of the second boost

Enemy school: Storm

How was it between Celestia – Polaris:

Get boosted by: Myth and Life spells

Resists: Storm spells

How is it now:

Get boosted by: Myth spells

Resists: Storm spells

How could be:

Get boosted by: Myth and Death spells

Resists: Storm (and maybe Life) spells

Reason of “maybe Life“: opposite of the second boost

Enemy school: Myth

How was it between Celestia – Polaris:

Get boosted by: Storm and Death spells

Resists: Myth spells

How is it now:

Get boosted by: Storm spells

Resists: Myth spells

How could be:

Get boosted by: Storm and Fire spells

Resists: Myth (and maybe Ice) spells

Reason of “maybe Ice“: opposite of the second boost

Enemy school: Life

How was it between Celestia – Polaris:

Get boosted by: Death and Fire spells

Resists: Life spells

How is it now:

Get boosted by: Death spells

Resists: Life spells

How could be:

Get boosted by: Death and Storm spells

Resists: Life (and maybe Myth) spells

Reason of “maybe Myth“: opposite of the second boost

Enemy school: Death

How was it between Celestia – Polaris:

Get boosted by: Life and Ice spells

Resists: Death spells

How is it now:

Get boosted by: Life spells

Resists: Death spells

How could be:

Get boosted by: Life and Ice spells

Resists: Death (and maybe Fire) spells

Reason of “maybe Fire“: opposite of the second boost

Enemy school: Balance

Get boosted by: Myth, Life and Death spells

Resists: Balance spells

(nothing changes)

Wizards Perspective:

(The arrows here means “boosts on”. Example: Storm —> Life means “Storm spells boosts on Life enemies”. The colors refers to their astral relation, being violet=star, white=moon and yellow=sun.)

Spells: Fire

How was it between Celestia – Polaris:

Boosts on: Ice and Life enemies

Get resisted on: Fire enemies

How is it now:

Boosts on: Ice enemies

Get resisted on: Fire enemies

How could it be:

Boosts on: Ice and Myth enemies

Get resisted on: Fire (and maybe Death) enemies

“maybe Death = result from enemies perspective

Spells: Ice

How was it between Celestia – Polaris:

Boosts on: Fire and Death enemies

Get resisted on: Ice enemies

How is it now:

Boosts on: Fire enemies

Get resisted on: Ice enemies

How could it be:

Boosts on: Fire and Death enemies

Get resisted on: Ice (and maybe Myth) enemies

“maybe Myth= result from enemies perspective

Spells: Storm

How was it between Celestia – Polaris:

Boosts on: Myth and Fire enemies

Get resisted on: Storm enemies

How is it now:

Boosts on: Myth enemies

Get resisted on: Storm enemies

How could it be:

Boosts on: Myth and Life enemies

Get resisted on: Storm (and maybe Ice) enemies

“maybe Ice= result from enemies perspective

Spells: Myth

How was it between Celestia – Polaris:

Boosts on: Storm, Balance and Ice enemies

Get resisted on: Myth enemies

How is it now:

Boosts on: Storm and Balance enemies

Get resisted on: Myth enemies

How could it be:

Boosts on: Storm, Balance and Ice enemies

Get resisted on: Myth (and maybe Life) enemies

“maybe Life= result from enemies perspective

Spells: Life

How was it between Celestia – Polaris:

Boosts on: Death, Balance and Storm enemies

Get resisted on: Life enemies

How is it now:

Boosts on: Death and Balance enemies

Get resisted on: Life enemies

How could it be:

Boosts on: Death, Balance and Fire enemies

Get resisted on: Life (and maybe Storm) enemies

“maybe Storm = result from enemies perspective

Spells: Death

How was it between Celestia – Polaris:

Boosts on: Life, Balance and Myth enemies

Get resisted on: Death enemies

How is it now:

Boosts on: Life and Balance enemies

Get resisted on: Death enemies

How could it be:

Boosts on: Life, Balance and Storm enemies

Get resisted on: Death (and maybe Fire) enemies

“maybe Fire = result from enemies perspective

Spells: Balance

Boosts on: NONE

Get resisted on: Balance enemies

(nothing changes)

Inside this meaning, based in Sun, Star and Moon schools, I keep the standards for Balance spells. But out of it, I think that could be fair if Balance spells could have a small boost on Storm and Myth enemies. Why? Look at the Elemental and Spirit divisions. Storm and Myth are the only opposites that belongs to different divisions (Fire and Ice are both elementals, and Life and Death are both spirituals). This is a good reason for me.

3 responses to The Boost/Resist aspect of PvE

  1. I always wondered why they took this part out in Polaris! Never did make sense to me… plus, it always gave me an excuse to rough up some Storm enemies. :p

    Great article! Love the ideas!

  2. Oh, I didn’t even really realize it had changed! I like your suggestions!

  3. Great idea! It makes sense, even though I’m not exactly an eager quester. Love your card art too <3

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