u/korisucks20

answering a rather controversial weaving question

answering a rather controversial weaving question

***this graphic is in 100% agreeance, accordance, and compliance to the magic wheel and roshambo. whether or not to stay in compliance with this graphic is at the player's discretion.***

after receiving MANY questions and comments about certain schools not working together, i decided to quickly create a small infographic to clear up the confusion. i think everything in it explains it pretty decently. however, ask any questions you may have incase i missed anything.

!!!BALANCE HAS BEEN EXCLUDED due to it having MAXIMUM SYNERGY with ALL schools!!!

u/korisucks20 — 4 hours ago

the ideal modern-age Ice enemy

stay warm guys, a real Ice enemy just walked in

after seeing so many complaints about enemies using shields, i decided to cook up a max-level (180+) enemy that encompasses the true identity of Ice.

if i had to fight this, i'd weave into Myth IMMEDIATELY so i'll have the ability to just completely bypass all the shields with stuff like Basilisk (B) and more. meanwhile Fire and Myth wizards by themselves alone would literally just obliterate and eat these things for breakfast

how would YOU handle this?

u/korisucks20 — 6 days ago

death/storm proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE WITH THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

death and storm... the two most popular schools in the game as far as my knowledge goes. death with its drains and shields, storm with its millions of damage hits and blades, who wouldn't want to combine the two? not only that, how do they work together then? let's start with their hanging effects.

Death generates:

- Negative Charms

- Positive Wards

- Positive Charms

Storm generates:

- Positive Charms

- Negative Charms

- Healing over Time

both schools share 2 similar effects, which grants them **maximum synergy**. this will even allow them to, if further, delve into both of their 3rd effects for extra bonuses and still maintain a good flow. typhoon weavers can benefit from death's shield generation, and drowned weavers can benefit from storm's chromatic blade generation and even healing over time if things get rusty.

you'd start with either a triple shield (labeled by the Death symbol) or a triple weakness (labeled by the Storm symbol). from there, you can go any route depending on your hand or your enemy. you'd maintain pip economy by using the spells off to the right, in addition to your normal 0-pip buffs like your deathblades and stormblades, and obviously dark surge. death of course has the luxury of bringing empower.

one thing i noticed while making this chart was that, despite death being the school of negative charms, the one thing death sucks at (on its own) is actually **using** those negative charms for helpful gambits. this is exactly why it pairs so well with storm, because storm is **VERY** good at using negative charms for gambits, of which benefits death. death on its own is very good with using positive wards as gambit fuel, which storm can utilize for extra positive charms. see what i mean? they both cover each other's weaknesses **EXTREMELY** well, **AND** benefit from it on both sides. the synergy between these two schools is right up there with ice/myth.

typhoon/drowned weavers are also very strong when it comes to longer/tougher boss fights. they can maintain a really good grind game, and actively heal themselves with death's drains from gravestorm and wraith. it absolutely destroys any chance for enemies to heal themselves due to the sheer amounts of infections this weave can spit out. typhoon weavers especially can maintain great survivability by benefitting from death's shield generation and drains for healing, as well as their own healing over time to compliment.

in my opinion, typhoon/drowned is one of the **easiest** weaves to learn. its very very simple and straight forward compared to other general weaves and more advanced weaves such as soul/ghost and burn/mist. you also gain quite a huge benefit from maintaining a rather easy flow. i played with this weave for a while and definitely had a blast with the insane amount of blades i had. one of my personal favorites for boss fights where i cant use shields.

anyways, i think thats all ive got for this chart. im still working on the soul/ghost chart, so enjoy this in the meantime.

-kori

u/korisucks20 — 8 days ago

ghost/soul weavers... i have something special for you

i've been doing heavily extensive testing on this weave and how to connect the dots. took a few weeks but...

i've got a special flowchart coming up soon for you all. this is a sneak peek of what's possible with it.

💀🍃

u/korisucks20 — 11 days ago

storm/fire proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE WITH THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

guess who's back with another flowchart? i had a lot of fun making this one, the idea of putting the 2 most low-survivability schools together to create just a cannon of electrical flaming obliteration. this is a pretty sick combination from the aura alone. how do they work together? lets chat.

ya know, i see this weave a lot in the wild. pretty sure we just have an influx of fire wizards running around weaving storm. despite that, before i put this chart together, i already knew beforehand that storm and fire while, quite different, do share a rather important effect. lets discuss their hanging effects.

Storm generates:

- Positive Charms

- Negative Charms

- Healing over Time

Fire generates:

- Damage over Time

- Negative Wards

- Healing over Time

since they share 1 effect, they can work together to create their own unique effects by combining their efforts to utilize Healing over Time. the jest of this weave is that you would start with either a triple weakness or a triple trap, and then whichever one you cast is the school's route you take (as labeled behind the cards themselves). Storm creates healing over time by using weaknesses, and Fire also creates healing over time but by traps instead. you just pick the route you wanna take, because eventually as soon as either route creates that healing over time, you can go any way you please depending on what's in your hand.

fire can take full advantage of the positive charms that storm generates, both storm and chromatic (in this case, fire being the chromatic target). on top of that, you also get to generate lots of large value fire traps, which allows fire hits to be buffed to infinity and beyond while creating more healing over time. the healing over time effects serve as both constant healing and gambit fuel for further plays, and can be easily facilitated by any ignition trigger.

an oddity with this one you may notice is Tree of Strife. for fire wizards, that card may be a bit more difficult to cast since you need both storm pips as well as the required life pip. however, the payoff of that spell is so extremely valuable to this weave that its actually worth going through the effort to cast it. a successful cast of tree of strife just means more damage and even more combo extensions for both storm and fire plays. healing over time is just that powerful with combos.

so like i said before, the goal of this weave is to generate as much healing over time as possible for both your survival and combos. up above at the top are spells that either school can use, and the spells on the far left and far right are spells that only that school can cast. like i said in my other charts, using the treasure card versions of spells you cannot train is more than valid. oh, and don't forget your elemental blade for tree of strife plays and buffs!

if anything, i'd be more excited to see this weave in action. hopefully i get to do so with anyone who decides to go this path, and if you do, good luck and have fun! show me what you can do. see you guys later with more charts!

-kori

u/korisucks20 — 17 days ago

balance/storm proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE WITH THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

well would you look at that. by 2nd place popular vote, the spiral has spoken and thy shall receive. balance/storm proactive gambit flowchart is here, and lets talk about it a bit.

balance is a special school. its the only school that can produce ALL 3 hanging effects that ANY school plays around with. while not particularly "great" or "powerful" at weaving, it can still do its job and another school's job at the same time very conveniently. with weaving, balance itself pretty much becomes its secondary school. its like adding some delicious creamer or honey (secondary school) to a regular cup of coffee (balance).

as i said before on the previous balance chart, you'll be heavily relying on balance's ignition triggers/non-conditional extenders to produce storm combos. not only that, but as far as my knowledge goes, this weave is the only weave that can hold up some decent synergy with the infamous 10-pip darkmoor spells, it being Wheel of Fortune. also, while executing combos, you'll be able to freely benefit from shields, which is what storm needs for survivability. you can either choose to protect yourself, or use them as gambit fuel to turn them into healing over time, which in turn can be converted to other things storm needs. you have the power of choice here, and a good one.

off to the top right are the necessary ignition triggers/non-conditional extenders needed for this weave. just below are 0-pip buffs and utility spells one can use to build pips or create more free gambit fuel.

exclusive to Dust Weavers is a spell called Overloaded Gearhead, which is a 6-pip spell that can Gambit 1 Heal over Time + 2 Positive Charms to deal 1945 Storm Damage to a single target. i did not include that in the chart, however, that spell is absolutely useable for Dust Weavers only, and can be quite good for a massive hit at a relatively low pip cost.

keep in mind that for Balance wizards, using spells that generate chromatic blades (blades that match your school) are universal and are created at a lesser value (instead of +55% blades from Rusalka's Wrath, you get +45% blades). this is important to know for when you decide to go for plays like Siren and Tree of Strife.

overall, fairly solid combination. quite advanced in my opinion, but a fun payoff.

u/korisucks20 — 18 days ago

fire/life proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE WITH THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

i'll be honest: i dreaded making this and procrastinated it for a week. fire + life is one of the most insane combinations in terms of raw synergy and the amount of options for combos is off the charts. i knew i was gonna be in my editor for a while (3 hours). but nonetheless, the spiral has spoken, and here you go.

this is by far the biggest flowchart i've ever made. i needed to nearly 2x the size of my normal canvas to put everything on the screen. i didn't want to crop it so i can keep the consistency, i guess. anyways, i know some of the cards may look small (due to the canvas size), so hopefully reddit's zoom function works for you all.

fire + life is definitely another one of those "as KI intended" weaves. why do they work so well? lets look at the effects both schools have.

Fire generates:

- Damage over Time

- Healing over Time

- Negative Wards

Life generates:

- Healing over Time

- Positive Charms

- Damage over Time

both schools share 2 effects, which grants them maximum synergy. the main ignition triggers are Damage over Time and Healing over Time, which are also the 2 effects they share. you can begin your combo with either, but for this flowchart, we started with Pigsie, which gives 2 Healing over Time effects. from there, thats when you can unlock a plethora of combos to do.

one of the most important things to note is try not to focus using positive charms for Fire's damage over time effects. fire is one of the schools that does NOT benefit from positive charms, because that is not one of their effects on the magic wheel. fire's main purpose here is to absolutely SCORCH your enemy alive with MILLIONS of damage over time effects, and then utilize spells like Lord of the Jungle to get some positive charms off of them. life is the school you want to generate positive charms with, because thats one of their effects on the magic wheel.

also, i just want to point out that Wings of Fate is an EXTREMELY powerful card. it does BOTH damage over time AND healing over time in the same card. once you get off a nice cast of that, you can literally go any route you please. its EXTREMELY versatile for both fire and life's gimmicks, and is legit the best possible card in your deck for this weave.

off to the left are spells you can cast to help with pip economy. you can always buff between your hits and heals without consequence. and on the top are all of the ignition triggers that you may use to begin your combos. again, this flowchart started with Pigsie, but you can use any trigger you like. they are also cards you can use to further stack effects you may need for more combos. obviously if some of those spells your school cannot learn, just get the treasure card versions.

this weave's goal is plain and simple: ARSON. burn everything to the ground, while also constantly restoring your health while the enemy burns alive. do not be afraid to use healing buffs, as those are important aswell for both your pip economy and your survival. oh also, i did not include Detonations here aside from Krampus. you can still use them as you please. no problem with that.

i think thats all ive got to say for this chart. youve got millions of options, and very versatile extenders and enablers. enjoy! and dont be afraid to ask questions

u/korisucks20 — 19 days ago

VOTING TIME! 🔮 next gambit flowchart!

alright weavers, its that time again to vote for the next gambit flowchart. i'm genuinely at a loss for which one to do next. so i need YOUR help to decide 😁

i'm also on vacation for a few davs so i'll definitely let this one cook for a while. oh and, comment down below your favorite weave and why. i'm curious to see what the spiral is up to with weaving these days

see you all on monday! 🇺🇸

View Poll

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u/korisucks20 — 21 days ago

balance/life proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE IN THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

the spiral has spoken!! as per popular vote, Balance + Life flowchart is here! thanks so much for all your voices. now lets chat.

the school of Balance.. ah yes, the "good at everything, great at nothing" school. the jack of all trades, the "man-in-the-middle" per say. balance has always been dragged into the depths of "buff wolf stormblade or we leave" deal, and can never really have any fun. however, with weaving, now balance can take matters into their own hands, especially with the power of life. not only will i buff myself, but ill also constantly stack tons of healing AND shields. how, you may ask? lets talk about that.

this one was a tad bit tricky to make, solely because of the design of Balance itself. Balance quite literally does everything, but only to a balanced (no pun intended) degree across all the other 6 schools. in Balance's case, their secondary school is really doing all the heavy lifting. Balance just has the luxury of dabbling into every part of every school, and has their own unique tools to compliment their secondary.

as i stated before, Balance's secondary school (whatever they chose) is doing the heavy lifting. in this case, you'll be taking advantage of all the healing over time Life can stack, and turning those into shields, which can in turn be turned back into healing over time, depending on what you want to do. the goal of this weave is to stack as many healing over time & shields as possible, and then, if the situation calls for it, utilize Dustorm Jinn to go for a massive hit.

while playing, you'll be heavily relying on the various ignition triggers (the spells on the left side of the chart) to extend your combos, and then utilize whatever effects they leave behind as part of your main plan. i know pip economy may be a problem, however, the spells on the bottom right of the chart are all various 0-pip spells one can use to build up to their hits and casts while also saving pips. obviously depending on your school, just get the treasure card version of the card you can't learn.

"A skilled Strength/Oasis wizard will excel at going turtle mode, which means protecting oneself in copious amounts of shields while also restoring their vitality quickly overtime with abundance of healing over time effects. Strength/Oasis wizards are also taught to litter their enemies with many damage over time effects, and utilize those effects to create even more protective shields. Strength/Oasis wizards are commonly seen with Ice wizards and Life wizards, while showing discomfort and fear around Death wizards and Fire wizards, due to their prowess at not only completely eliminating protective shields with ease, but also entirely negating attempts for Strength/Oasis wizards to restore their health with various infections."

my take? yeah, this combination is definitely solid. my personal favorite style of play is to be tanky, and this weave is EXTREMELY good at that. Life wizards can also get 20k health now, so just imagine that covered in tons of shields and constant healing. god help us all

u/korisucks20 — 23 days ago
▲ 115 r/Wizard101

need help learning about gambits and advanced spells?

***DISCLAIMER: DO NOT ENGAGE WITH THIS POST IF YOU DO NOT CARE FOR GAMBITS/ADVANCED SPELLS. PLEASE GO ABOUT YOUR DAY AND LET THE REST OF US HAVE FUN IN CLASS.***

then i'm your gal ;)

i've been posting (and still am) a lot of introductory gambit flowcharts for everyone to see how it all works. i'm not sure about you all, but if it were me, i would need a live demonstration or some sort of hands-on learning session to really get a grasp of it. i know there's others like that aswell, and i want to be able to reach out to them and anyone else to help them learn about gambits.

we can do 1 of 3 fights together:
- Krokosphinx (Life, chance for the mount drop)
- Didgeri-Dragon (monstrodome)

- Pharaoh Rama-Krok (monstrodome)

all 3 are decently tanky bosses, enough for a good session to last a while instead of ending so quickly. i'm more than happy and willing to live demonstrate curious wizards how to utilize gambits for their school. all you have to do is reach out to me here or on discord (provided below) and let me know your combination/weave, so i know how to help you.

***DISCLAIMER 2: I CANNOT HELP DEATH/FIRE, MYTH/STORM, AND ICE/LIFE. THEY ARE THE ONLY 3 COMBINATIONS THAT CANNOT FUNCTION TOGETHER ON THE MAGIC WHEEL.***

i'm looking forward to helping you all out further, for anyone thats curious. just let me know.

discord: korisucks

u/korisucks20 — 23 days ago

ice/storm proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE IN THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

ice.. the school with the best defense. but the worst offense. combined with storm... the school with the worst defense, but the best offense. these two schools have faced so much disparity over the years when compared to each other. but now, thats coming to an end, because they can finally work together as one. how so? well, lets talk about each school's main gimmicks and effects.

Storm creates:

- Positive Charms

- Healing over Time

- Negative Charms

Ice creates:

- Positive Wards

- Negative Wards

- Negative Charms

the two have an intersecting effect: Negative Charms. with this, this is what can bring the two rivaling schools together and work as a team. you can start it all with a simple tri-weakness, and then decide which route you want to take from there. 1 tri-weakness unlocks a realm of possibilities!

from my observation and planning, Ice wizards can generate A LOT more positive charms, both for their school and Storm. Ice wizards can not only excel further at stacking weaknesses and shields, now they can acquire almost TRIPLE the amount of blades than before. just how cool would it be to see an Ice wizard in the wild with 6 iceblades and 4 stormblades at once?

Storm wizards on the other hand also finally have access to the very effect that compensates for their low survivability: shields. on top of their insanely high damage output, now they can cover themselves in far more protective shielding than ever before. instead of being a glass cannon, this can turn them into a TUNGSTEN cannon. oh, and the healing over time to restore their health while also creating shields? talk about overkill. i mean, come on. a skilled enough Squall/Hail wizard can retain high damage output while constantly protecting themselves with various different stacking shields. if its a Hail wizard, then honestly, this is terrifying. on top of that, skilled Hail wizards will also be stacking WEAKNESSES as insult to injury. good lord.

you'd start your combos by using a spell that places multiple weaknesses at once. you can then decide to go the heal over time route, or the trap route. this is just the starting sequence. once you get that going, youll have more than enough effects to pretty much do as you please. especially with the spells on the rightmost and leftmost sides of the chart, they can all help you progress towards that goal by keeping up the pressure, snowballing your progress!

funnily enough i actually ran out of space on the bottom. i wanted to include Everwinter Oni and Iceburn Jinn as the massive hits for Ice, which are absolutely possible options at one's disposal, given the conditions are met.

the next flowchart will be Balance + Life as per popular vote. that one is already being cooked up in the meantime. thanks for your voices!

u/korisucks20 — 24 days ago

fire/myth proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE IN THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

fire/myth, as KI intended for them. the weave of malus, and the weave of certain annoying enemies in novus. both schools are skilled at stacking traps and damage over times/bombs, and can dabble with their own unique gimmicks.

with this weave being one of the main "intended" combinations, there's truly a lot you can do. excelling at traps and DoTs, fire wizards can take advantage of free shields, and myth wizards can take advantage of free healing. they blend so well and compliment each other. its also possible to use both, and that point you'd be doing a little bit of turtling. with myth having the most insane statlines in existence, being able to turtle while dishing out high damage with all the traps to buff them should honestly be illegal.

yes, i did this one even more differently. i wanted to try to keep it as organized as possible, so it isnt a mess to look at with things going any which direction. i also decided to put in 2 ignition triggers: a DoT, and a trap. as soon as i put those at the top and bottom, i knew damn well how i was going to move forward with this one.

honestly, Phoenix is such a powerful spell. it has 3 paths, 2 of which myth can both utilize to great extent. i think this is why they allowed us to use different spellement paths in our decks now, since now you can bring both phoenix spells! no matter which one you draw, it will never be a dead card in your hand if you already have either of the 2 ignition triggers active. it also does good damage. absolutely VITAL spell for this combination.

while doable according to this flowchart, i kinda reccommend against using tick-damage with traps, unless you can gambit them the very next turn with followup. that being said, its much smarter to try and use deferred damage (or "bombs) so that way your traps don't get eaten up. however, the potency of trap stacking of this weave is just so god awfully strong, a skilled fire/myth will find this to be no issue.

i also included some smaller cards next to the larger ones to try and signify "use this spell along with it for increased effects" or something like that. the more i make these, the better ill get, promise. so for example to increase the potency of medusa, you'd use your weave trap or any multi-trap spell along with Hound so she can gambit more traps. hopefully i conveyed that right.

anyways, enjoy! tell me which combination to do next.

u/korisucks20 — 26 days ago

fire/ice proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE WITH THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

a rather unique combination- fire and ice. to mostly everyone's surprise, do these two opposites actually have some function together? indeed. also, while being "opposite" schools, they do share a gimmick: Traps. with fire and ice, your primary ignition trigger is anything that can apply multiple traps. in this case, we started with a simple elemental trap.

now, both schools have their own unique pathway when using traps.

-Ice: trap -> shield and trap -> weakness

-Fire: trap -> damage over time / trap -> heal over time

***for this chart, i excluded Fire's trap -> damage over time gimmick.

depending entirely on the enemy you're facing, you take any path you choose. while shield are not particularly useful on ice, given that school has such high resist by default, fire can utilize that part of ice's identity and stack enough traps to then fuel into shatterhorn -> blight hound. on top of that, fire can also stack enough heal over time effects to compliment their shields. niche scenario, but possible and then makes the fire go turtle mode (shielding + healing at the same time). i though that was pretty neat.

to note again: the spells at the top left and bottom right are all ignition trigger spells that wizards can use to start their combos, that way any hand they start with can allow them to begin with something small if things aren't so lucky. additionally, while using fire and ice this way, BLADES/POSITIVE CHARMS ARE NOT NEEDED AT ALL. so for most players, this combination allows them to be completely immune to things like earthquake, leviathan, etc any annoying spell that removes positive charms.

all the while, with enough traps that are being stacked, you can eventually prepare a massive hit with either Everwinter Oni or Caldera Jinn, each of which needs 4 traps to gambit in order to trigger the 2x damage effect. PRO TIP: as soon as you have more than 4 traps, what you can do is place another 3-4 traps on the enemy that you know you will not need for damage. this makes it so that the gambit effect consumes those traps first, and the rest of the remaining traps can be used to buff the damage of the spell. so once you set those fire and ice feints as well as those smaller traps, just stack a bit more so the actual meaningful traps don't get consumed, because any traps consumed by gambit effects DO NOT increase damage.

this combination is honestly pretty sick. two opposing elements able to work together to achieve rather amazing things for the wizard, pretty cool right? feel free to ask questions, and tell me which combinations to do next!

u/korisucks20 — 27 days ago

storm/life proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE IN THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

storm/life... a combination so extremely potent with blades and healing over time that a skilled wizard can become a tanky glass cannon.

it all starts with a tri-blade as the ignition trigger. star blade is obviously the best choice here since it buffs both schools. you start there, then you can branch off into the life route or storm route, with the storm route having a rather potent loop with just 2-3 spells.

you can eventually branch out into the weakness route, but youd be going entirely storm with some death aspects. ignition trigger for this route are anything that places a harmful charm, and iron sultan is the bridge to that.

this gameplan is EXTREMELY reliable, since everything (except the weakness route) has to be present on the WIZARD instead of the enemy. this makes it so even if you deal the killing blow, youll still get your effects. most weaves struggle with this.

what more i did here was add in LIFE/STORM WEAVE EXCLUSIVE: heaven's thunder. that spell is actually really good here and can help the storm generate more lifeblades to compliment lord of the jungle. again, that spell is ONLY for LIFE/STORM WEAVERS. i made a graphical error in the flowchart so forgive me.

i also connected wings of fate and tree of strife to branch off to iron sultan's weakness path. i ran out of space lol

anyway, this weave is super fun. sometimes i wish i had a max storm just to be able to experience this but, as if i had the brain the pilot that school.

u/korisucks20 — 27 days ago

ice/myth proactive gambit flowchart

***THIS IS NOT FOR PVP. I DO NOT ENGAGE WITH THAT REALM OF THE GAME. THIS IS STRICTLY FOR THOSE WHO WANT TO PLAY PVE DIFFERENTLY.***

i'm back with another one of my most favorite weaves-- ice + myth. in my opinion the most BROKEN combination, i had a lot of fun with this one.

with proactive gambits, there are many different ignition triggers (or starting points) to begin combos, but in this case, i started with a simple triple-shield.

tl;dr with 1 triple shield or any of the shield generators (on the top right side of the image), you can begin your combos into either path you want. the path you choose is entirely dependant on the player, or the enemy being fought. i.e. if youre fighting an enemy that destroys DoT (like a storm or life enemy), then take the shield -> trap path. so forth and so on

fusion spells are NOT included in the combos, instead the fusions are considered ignition triggers. all of the in-weave ignition triggers and free extenders are on the rightmost side of the image.

feel free to ask questions. this ones a little new since i actually put some effort into making it a little nicer to look at.

and tell me which weave to do next!

u/korisucks20 — 28 days ago

i spent about 25-45 minutes thinking about this

***THIS IS NOT FOR PVP. I DO NOT ENGAGE IN THAT REALM OF THE GAME.***

my least favorite weave is storm (because of its lack of tanking capabilities) but i wanted to dive much deeper into it since it works so god awfully well with death.

the work was so mentally intensive that i had to make an interactive graphic so that i wouldn't lose my train of thought. (it was a ton of fun though). this was made with the gameplan of PROACTIVE casting, rather than REACTIVE casting. (reactive casting = using a spell in response to an enemy's hanging effect, while proactive casting = using a spell to non-conditionally progress your gameplan)

tl;dr it all starts with threefold fever or lord of night, then you can branch into either path of gambit weakness -> heal over time OR gambit weakness -> blade. all personal preference or depending on the enemy youre facing

if you wanted to extend it even further, you can tech in sirens and/or wraith to make use of the millions of blades you'll end up generating, but in my opinion thats overkill. sirens is a whole 9 pips too. wraith is iffy since damage weaknesses are MUCH easier for enemies to get rid of, when all they have to do is simply hit. infections are your best source of fuel for all this.

that being said, this was EXTREMELY fun to do, and i want to do this for more weave combinations. what should i do next? (also feel free to ask questions)

u/korisucks20 — 29 days ago

brand new raider looking for help

i want to learn how to do Crota's End, King's Fall, Root of Nightmares, and Salvation's Edge

ive only done Deep Stone Crypt but no one seems to really care to teach the other raids anymore

looking for kind guardians to help a poor clueless warlock, thank u

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u/korisucks20 — 1 month ago