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Making Monstrology Summon Spells Trainable

AuthorMessage
Survivor
Jun 02, 2017
5
This post was originally made in the monstrology section of the forums. I figured also placing it here would give it more exposure:

I have full confidence that KingsIsle was planning to what i say below this sentence anyway, but even if they hadn't; I renounce any credit or intellectual property I posses in this comment... I just really, really want KI to listen...

The Myth school's original quality and strength was its minions, aside from it's shieldbreaking (which isn't useful against enemies who don't bother shielding anyway). Over time however, more emphasis has been placed on the school's damage output than on what they can summon, especially since the minions given don't scale with the character; you summon it, then it dies from some AOE without being given time to do anything. Monstrology removes the majority of the problem by introducing beefier, more predictable minions: after fighting a few monsters over time, you can start to realize certain patterns that they take when when you are fighting them, which means there are more minions out there with several different roles you can choose from.

Monstrology however, has a few different problems... the main one being that these minions are temporary. While farming for tenporary tcs might not be a problem for a storm wizard, Myth's primary AOE before shadow spells (humungo frog), requires the sun spells for damage to be effective, which don't work in conjunction with animus collection cards, making farming animus incredibly tedious for a myth wizard.

Instead of having to completely rework minions and how enchanting spell cards work, make it possible to craft permanent/trained monstrology spells. These spells would be different from regular mostrology summon spells, because the pip cost depends on the scaling of the monster to its boss level (on lower levels, monsters don't have that much of a health and attack difference, so they could remain 2 pips, but as they get higher, boss and elite health increases exponentially in comparison to the minions, so depending on the boss, pip cost should cost between 3-10 pips instead of the flat 2 pip rate we have in game).Trainability could also be restricted to wizard level, but if any other school can also train for the cards; a myth mastery amulet can be more appealing to them.

As for the cost, I would imagine the animus be 200 for a regular henchman, while bosses could be 400-600, and as for currency... either 10,000 gold & double for bosses, or actual crowns (if i need to, i would be willing to pay crowns for a much needed minion improvement). or, if its possible, a simple yet expensive crafting recipe that is identical amo ung the monster types. As always, these minions should be non-pvp, unless everyone wants them to be...seeing as an update like this would actually make minions viable in PvP. Constructive feedback on the concept is greatly appreciated! :D