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wizard101 schools weakness

The Moon School is focused on polymorphing. Myth - Great for tactical play. Storm - Get it over with, quick. Balance - Useful but only if you know how Your character can never change schools, but all spells from your school are FREE to learn. Every school of magic has its own strengths and weaknesses, so you’ll have to learn each one differently. In a way it makes them on par with the elemental schools when it comes to damage vs Balance. Ice has Tower. Has judgement, a very strong spell when used correctly 4. Storm is a fun school to play, but the constant threat of them dying can be troublesome. Can assist any school in battle 2. Dispels are far more powerful than this suggestion of School Specific Weakness. The auras in the star school are pretty useful, but not enough so that I would rank it as the best school on Wizard101. Has heal over time duration 3. Pros: Healing Spells, Good health and resist, Good Accuracy, good block, High Pip Percent Cons: Low Damage, very few AoEs, one DoT (Received very late in-game) Life, as you can assume, is the healing school/class/whatever you want to call it of Wizard101. With that said, only certain mobs in Celestia go by this system while others go by the original system and yet others go by both. Other Useful Spells Weakness Weakness is a spell taught by Alhazred in the Balance school at … All other schools (that is 5 schools) just have to take it on the chin. Storm, balance, and death wizards have the option of skipping this one because those school come with healing current, availing hands, and hit to heal spells respectively. Each school is very different and they play differently. Hard. Spirit schools have low damage per pip in general. Sun and Moon resist the schools that make them up, but are weak against the schools that make up each other. There are 7 Schools of Magic in Wizard 101, which are: School of Storm School of Fire School of Ice School of Myth School of Life School of Death School of Balance When you Create a Character you can only choose one school to be in. They look cool enough, though. Here's my list: Death - Extremely good for questing with little need for healing. That change comes with all the strengths, weaknesses and spells associated with the chosen creature. The best solution I saw posted there was a split turn order. Balance is a school with many weaknesses but is most acociated with different schools also many strengths to balance it out Strengths: 1. We do not have a boost vs any other school because only one school has a shield that can defend against us. I still play all of my grandmasters and I pull them out for different reasons. Ice - Everyone loves tower shields. Has a shield for all schools except balance itself 5. I also believe that star resists everything but balance if I remember correctly. It is up to you to know which of the seven schools of magic is best suited for you and how to properly adapt to it in order to independently play Wizard101. Life - Why won't you die?! Instead of focusing on each schools strengths and weaknesses, I thought I’d offer some comparative facts and my take on why I like each school. Polymorph is a way to play Wizard101 where players can use a spell card to transform the caster into another being and swap out their spell deck! There is also a post on Wizard101 about PVP changes to improve fairness. From best to worst, go ahead and rank the magic schools on Wizard101 (excluding astral schools). Shield that can defend against us vs balance this suggestion of school Specific Weakness on par with the creature. Go ahead and rank the magic schools on Wizard101 about PVP changes to improve fairness my and! 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To play, but wizard101 schools weakness spells from your school are FREE to learn one.

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