Patch 11.0.5 Now Live
Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
The Waterworks gear in Wizard101 is a highly sought-after set for mid-level players (around level 60), especially for its strong stats and resistances. However, its balance has been a topic of debate over the years. Heres a breakdown of its strengths, weaknesses, and overall balance: Strengths of Waterworks Gear: High Resistances The gear provides solid universal resist (especially the robe and boots), making it great for survivability in PvE. Strong Damage & Critical For its level, the damage and critical stats are competitive, especially for schools like Storm and Fire. Good Accuracy Boost Helps reduce fizzle chances, which is crucial for schools like Storm and Myth. Balanced Pip Chance Decent power pip percentage, aiding consistency in battles. Versatility Works well for most schools, though some (like Ice and Life) benefit more from the resist. Weaknesses & Balance Concerns: Power Creep With newer gear (e.g., Darkmoor, Catacombs, and later dungeons), Waterworks is no longer "best-in-slot," but at level 60, its still dominant, which can make progression feel stale. School Imbalance Some schools (e.g., Storm, Fire) benefit more from the offensive stats, while others (e.g., Ice, Life) may prefer alternative sets like Wintertusk crafted gear for better defensive utility. PvP Viability While great for PvE, Waterworks gear is outclassed in PvP by specialized sets, making it less relevant there. RNG Farming The dungeon can be tedious to farm, leading to frustration for players who dont get their desired piece quickly. Is It Overpowered or Balanced? For Its Level (60): Its slightly overpowered compared to other options at that tier (e.g., Tower of the Helephant gear, crafted gear), but this is intentionalits meant to be a major upgrade before Darkmoor (level 100). Longevity: It remains useful even into early Arc 3 (up to level 90), which some argue is too long for a level 60 set. Alternatives Exist: Players can opt for: - Wintertusk Crafted Gear (better for tanky builds) - House of Scales Gear (slightly different stat distribution) - Tartarus Gear (level 90, but not always better for all schools) Suggested Improvements (If Balancing Were Needed): Slight Nerfs to Universal Resist Reduce resist by 3-5% to make other gear more appealing. School-Specific Adjustments Tweak stats to better fit each schools role (e.g., more block for Ice, outgoing heal for Life). More Mid-Tier Alternatives Add new level 60-70 gear to diversify options. Final Verdict: Waterworks gear is strong but not game-breakingly unbalanced. It serves as a well-designed milestone for mid-game wizards, though its dominance could be softened by introducing more competitive alternatives at the same level. Would you like a comparison with other gear sets (e.g., Darkmoor vs. Waterworks)?
The Waterworks gear in Wizard101 is a highly sought-after set for mid-level players (around level 60), especially for it...
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Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
Celebrate the season with special quests, unique rewards, and festive activities throughout Azeroth. Event runs until January 2nd.