With the addition of school pips it has made lower level PvE significantly more difficult while questing for some schools. For example I spent months farming packs and bosses for Ratatoskr's Spin spellements for my level 25 Life wizard to have a 4 pip aoe like most other schools at this level. However now that it requires a Life school pip and the school pips aren't available for wizards below level 50 I cannot cast the spell. It makes me just not want to quest on that wizard because I have to hit multiple enemies multiple times whereas on my fire of a similar level I can usually get through fights with just one Meteor Strike.
With the addition of school pips it has made lower level PvE significantly more difficult while questing for some schools. For example I spent months farming packs and bosses for Ratatoskr's Spin spellements for my level 25 Life wizard to have a 4 pip aoe like most other schools at this level. However now that it requires a Life school pip and the school pips aren't available for wizards below level 50 I cannot cast the spell. It makes me just not want to quest on that wizard because I have to hit multiple enemies multiple times whereas on my fire of a similar level I can usually get through fights with just one Meteor Strike.
You can purchase a jewel from the Wizard City Jewel Vendor to allow you to get Archmastery below level 50. This way you can generate school pips.
You're such a gem on these forums! It's always great to see you posting!
However, yes! There is a new jewel sold by Katherine RockHammer that gives you a tear shaped jewel called "Cracked Archmastery Opal +1" that allows you to use Archmastery at lower levels!
Actually there are 2. A Tear and a Square. Both cost just above 10k gold.
In my opinion the cost is a little anti-low level. Seeing as you not only need to buy the gem at 10k gold but also get an equipment that can use that gem not to mention breaking the socket if it needs it.
That is not the only problem with archmastery. Yes, it's terrible for low levels but even over level 100, I often don't get an archmastery pip on the first turn. If it's a first turn kill, why would I pack a spell I often can't use on the first turn? If it's not a first turn kill, then I need a bigger hit so why would I wait and then use a smaller one? My hard won lore spells have no place in my deck anymore. Not happy about this.
KI, mastery is nice and all but I already had mastery amulets. I'd like to be able to use my own school spells again please.And I don't see how any of this enhances school identity when I'm blocked from using my own school spells that other wizards can use just as easily, (perhaps more easily? not sure whether you get more school pips at higher levels?).
Actually there are 2. A Tear and a Square. Both cost just above 10k gold.
In my opinion the cost is a little anti-low level. Seeing as you not only need to buy the gem at 10k gold but also get an equipment that can use that gem not to mention breaking the socket if it needs it.
I don't have the data but I suspect most true newbies (i.e. those without a higher level wizard to feed them gold/items) aren't learning lore spells.
You're forgetting those players are getting spells from packs!
I don't think there's a significant number of wizards that are a) spending tens of thousands of crowns on packs for lore spells and b) unable to make 10k gold. Honestly just selling the garbage the packs drop should get you there.
You're forgetting those players are getting spells from packs!
This exactly! While you can argue on the idea of packs all you want, its undeniable that people DO buy them (me included). I like the mechanic, but it could use a few tweaks, and probably could have gone through more testing and player feedback before pushing through to public access.
Life is a support school. I made mine in 2010 when it was pure support and rebirth was the 48 spell, and quested through celestia with nothing but centaur. I don't think rat spin was necessary in the first place, if you want to be hitting hard and fast then play your fire.