There are a lot of negative views towards the arena, but I feel that the image of human-vs-human play has been tainted unjustifiably by a magnitude of poor sports and cheap shots. However, KingsIsle recently made some fixes to the game that has arguably increased the call for creativity over cookie-cutter techniques. Brian, also known as The Overachieving Necromancer, mentions two notorious "methods" for what was heavily deemed unfair: Wild Bolting and Chain Stunning. We'll explore the former in this post.
"Wild Bolting" is a tactic that involves attempting to "spam" (cast over and over) a primary Storm Spell (meaning it's not available as a Secondary) called Wild Bolt (pictured below). (Ahh, attack of parenthetical explanations!)
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Zap, zap! |
The reason that this card is widely despised is because of the damage output (a whopping 1,000) for such a low cost (2 Pips). Now, there's only a 10% chance of hitting, naturally. But, with a Sniper (+20% Accuracy) enchantment applied to it, and if the user wears Arena Gear, Wild Bolt then has a 46% chance of hitting. Add in a Pet giving Storm-Shot and/or Sharp Eye, and that player can reach the odds of 51-56%. Before KingsIsle implemented the fix on Enchantments, players were able to distribute "Snipered" 'Bolts to others.
It was a game-bending issue, since players with twice as much heath than a Storm player, such as Ice, Life, and Balance, had access to this potent spell. What was the point of using a Diviner when you had more endurance with other classes, AND the same chance to hit with universal accuracy boosts? It became totally uncalled for when someone with over 2700 hitpoints to spare was taking advantage of their health to try to "spike" (an action that causes a very sharp health loss; think about losing half of your max health in one turn) the other player. With a possible 51-56% chance, given today's windows.
Fortunately, a past update has stopped imports and exports of enchanted cards between Wizards. Bolts that were made right before the updates (rapid manufacturing due to anticipation of patching) turned into Storm Elves, according to Ronan Dawn and Cheryl Fire. Thus, access and utilization of this ability was minimized to Storm Wizards, and PVP was a little more balanced.
More recently, in the early Test Realm (Celestia debut), this seemingly endless window of accuracy was shut down by this change:
More recently, in the early Test Realm (Celestia debut), this seemingly endless window of accuracy was shut down by this change:
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| Zzz or Zip or Zap or POW-BOOM! |
...which more recently changed to "10 or 100 or 1000."
Now with two tiers of probabilities to go through (whether the spell Fizzles or not, and what value of damage is generated), winning by "Wild-Bolting" has been significantly reduced, and should someone claim a victory doing 1,000+ damage with one of these, it's all down to real great luck on their part, and empty of strategy (in my opinion, at least). If someone claims to use these as "shield breakers," I'd call them out on it; Lightning Bats does a solid 245-285 damage (equivalent to a 100-damage bolt with a Critical), and is a much better use for two pips. Consistency is more reliable than chance (Hey! An advanced PVP concept to explore in the future!).
Thus, fear not the tales of 4-minute battles against Storm Wizards. Losing easily in the arena is, well, not so easy anymore!
Now with two tiers of probabilities to go through (whether the spell Fizzles or not, and what value of damage is generated), winning by "Wild-Bolting" has been significantly reduced, and should someone claim a victory doing 1,000+ damage with one of these, it's all down to real great luck on their part, and empty of strategy (in my opinion, at least). If someone claims to use these as "shield breakers," I'd call them out on it; Lightning Bats does a solid 245-285 damage (equivalent to a 100-damage bolt with a Critical), and is a much better use for two pips. Consistency is more reliable than chance (Hey! An advanced PVP concept to explore in the future!).
Thus, fear not the tales of 4-minute battles against Storm Wizards. Losing easily in the arena is, well, not so easy anymore!








