Tuesday, August 11

Back to Basics: The Bubbles

The Mechanics of Bubbles:
Quite often I hear fellow wizards asking what those big bubbles are that surround a battle. The bubbles are a set of global spells, meaning they have an effect on every player in the battle, this include the computer characters that you are battling. Each school has their own bubble, and there are two basic groupings: Damage Boosters and Special Effects. We'll look at both groups separately, and each individual bubble within those groups. As an interesting side note, you may also hear these referred to as Ring Spells, Aura Spells, Dome Spells, or a variety of other names...we like the lighthearted fell of Bubble Spells, so we'll stick with that.

The Global Aspects:
A key thing to bear in mind about the bubbles is that they effect everyone. If you are a Fire wizard and are facing down a Fire mob, it is probably best that you not use the bubble. Because with the bubble in place, you will increase all of the Fire damage you suffer as well. Always assess the opposition to determine if you are going to give them as much or more of an advantage than you will gain by using the bubble before casting it. There are times that it is best relegated to the ash heap of the discard pile.

Damage Boosters:
All of the bubbles from the elemental schools (Storm, Fire and Ice) fall into this category as well as the Myth school. When these global spells are in effect that schools attacks get an increase in damage, regardless of who uses them. Here are the critical stats on each of these schools bubbles:
Storm: Darkwind
The Darkwind card costs 2 pips to cast and adds an extra 25% to all Storm attacks. This bubble is easily identifiable by the dark storm clouds overhead, and the rain that drenches you and leaves you feeling like you just stepped out of a monsoon.

Fire: Wyldfire
The Wyldfire card costs 2 pips to cast and adds and extra 25% to all Fire attacks. This bubble is easily confused by newcomers with the Balance bubble. Tips to help identify this bubble would include: look closely at the bottom of the bubble and make sure that you see flames, and watch for the ash that try to fall and cover everything that is being incinerated.

Ice: Balefrost
The Balefrost card costs 2 pips to cast and adds an extra 35% to all Ice attacks. This bubble is readily identifiable by the sudden drop in temperature, and the snowflakes that start to lightly fall. Watch letting this bubble be in place to long, or you might find Scarecrows trying to make snow angles in the center of the dueling ring. That is quite a disturbing thing to see.

Myth: Time of Legend
The Time of Legend card costs 2 pips to cast and adds and extra 25% to all Myth attacks. This bubble is easy to identify because of the eyes that swirl all around you. It can have a tendency to start giving you that feeling of being watched, so unless you are Myth, I would suggest replacing this with one of your own before you find out that it is Orthrus that has been watching you.
There you have it, what each of the Damage Boost Bubbles do, and how to identify them. Now lets take a look at the Special Effects class of bubbles.

Special Effects:
The remaining schools (Life, Death and Balance) fall into this category. How Myth wound up with the elemental schools is a puzzle to me even now, but that is a topic for a different time. Each of the bubbles for these schools has a unique impact on the playing field. Lets look at these individually as well and see what they can do for us...or against us as the case may be. Here are the critical stats for each of the remaining bubbles:
Life: Sanctuary
The Sanctuary card costs 3 pips to cast and increases all healing spells by 50%. This bubble is easily identifiable with is Life like coloring (green) and the relaxing, gentle drift of leaves as the float to the arena floor. Be careful with this one, because all of those leaves lying about becomes a high fire risk should someone follow it up with Wyldfire.

Death: Doom and Gloom
The Doom and Gloom card costs 3 pips to cast and decreases all healing spells by 50%. This bubble is readily identifiable by the since of despair you will feel as your pixie suddenly generates only 200 health. Then you become even more glum as you watch those sap health spells from the Necromancers still operate at full power.

Balance: Power Play
The Power Play card costs 4 pips to cast and increases every players power pip chance by 35%. As noted earlier, this bubble is easily confused with Wyldfire, if you don't notice the flames or the ash watch your power pips show up more often. A word of warning on this bubble. While it might excite you to be getting more power pips, remember that those same pips are now accumulating to empower Lady Judgment, might be wise to let those pips build at a normal rate.
There are the details on the Special Effect Bubbles, what they do and how to identify them.

Once you have seen these in use a few times, you will begin to get a firm handle on when you can put another players bubble to work for you, and when you should plan to remove it posthaste. Just remember that you may be helping out your opposition when you use it though.

I hope this helps you understand the bubbles and their global effect on the cards and players.

2 comments:

  1. Very well put. I'll be sure to hop in more often now, I'm following blogs on twitter. Cya round the spiral,
    Sean E.

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