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Magic online reimbursement refers to the process of compensating players for technical issues or glitches encountered while playing Magic: The Gathering Online, a digital platform for the popular trading card game. As with any online game, technical problems can occur, leading to frustrating gameplay experiences or interruptions. Wizards of the Coast, the company behind Magic: The Gathering, acknowledges these issues and has established a system for reimbursing players for any losses experienced as a result. To request reimbursement, players must report the issue they encountered, providing relevant details such as the date, time, and nature of the problem. This can be done through the Magic Online client or by contacting customer support directly. It is important to provide as much information as possible to ensure a prompt and accurate assessment of the situation.


Base projectile rate at stage 1 without any increased cast speed is .625 per second.

0 metres Requires Level 49 , 85 Str, 85 Int 20 Chance to Block Attack Damage while wielding a Staff Socketed Gems fire 4 additional Projectiles Socketed Gems fire Projectiles in a circle 15-20 to all Attributes 5-7 to all Elemental Resistances 60-100 increased Projectile Damage 20 increased Light Radius That which was broken may yet break. Next up, there s attacks, mostly mitigated through a tiny bit of Evasion, a decent amount of Armour and this cannot be stated enough through movement speed.

Witchcraft winter orb

It is important to provide as much information as possible to ensure a prompt and accurate assessment of the situation. The reimbursement process aims to restore players' lost resources, such as cards, boosters, event entries, or playpoints. Depending on the severity of the issue, reimbursement may be provided in the form of account credits, replacement cards, or additional event entries.

Winter Orb Occultist 3.19 - Long post. I go over everything

3.22 edit: I barely touched this guide for updates - since I havent built a Worb guy since i made this post. I updated a couple trade links, updated a couple points on this post, but mostly, the guide remains untouched. The build is still viable - but keep in mind, Winter Orb Occultist is for those that enjoy the skill. Its by no means a "powerful skill". This guide is for those that want to enjoy Winter Orb for what it provides.

Here's my pob in 3.19. Still building it now. its not good.

UPDATED POB AS OF SEPTEMBER 30, 2022

current Sanctum 3.20 pob

If you look up my profile there are 2 past winter orb builds there. The characters are "SurlyPoison" and "SurlyZapper". (Poison was a MB build, lent MB to buddy in std)

I'm just writing a quick long text post cuz im drunk and bored, and I've run Winter Orb enough to explain how to gear the character. I wrote a novel and reviewed it at least 10 times but forgive me if I've made mistakes. I'll review it again tomorrow and edit anything I think could be improved.

First I should mention I drew a lot of inspiration from BalorMage's Worb and it's been amazing. If you don't wanna read this novel of a post, watch his video. It's still relevant. Frankly, you might just stop here and watch his video and get the same info I'm about to write. I hate to say it, but the video is good.

Quick note - don't read this if you are a noob. My post is written using language for experienced players, and I am also assuming you have my PoB open while following along.

#0. PRICE

  • DO NOT RUN WINTER ORB UNLESS YOU HAVE THE MONEY. WINTER ORB COSTS AT LEAST 40-80 DIVINES TO START, AND HONESTLY PROBABLY LEANS TOWARDS THE 110-150 DIVINE MARK TO FEEL GOOD, AND 200+ DIVINES TO MIN MAX, AND THESE PRICES ARE WITHOUT HEADHUNTER OR MAGEBLOOD.

#1. Occultist.

  • I think it's the best. There are other ascendencies, but Occultist gives Power Charge, +1 curse, and Cold Damage (with freeze immunity). Worb isn't a tanky character, it's a mapping build, and doesn't boss.

#2. Brief Overview of Worb building.

  • Winter Orb is a crit build. The tree heavily relies on jewel slots, clusters, power charges, crit wheels on the passive tree, and mana reservation for auras. That's basically it
  • Other nodes on the passive tree are life/strength/dexterity/mana(kinda)/aoe/. But your main goal is crit multi, and a lot of that comes from your jewels.
  • To LEVEL winter orb, just level any witch build and use a ton of regret orbs to respec your tree. This isn't a league starter. Cold Dot Occultist is an easy respec.

#3 Clusters.

  • These are important. Why? Leech. You need Life and ES leech.
  • I get ES leech through clusters (the notable called Thaumophage), megalomaniacs (again, Thaumophage), or find a lucky notable in my Timeless Jewel (Glorious Vanity). I generally put Thaumophage on a megalomaniac. There's another variation of Worb where you path to the right side of the tree, and there's an ES leech wheel there. But this build is left side tree. You can Poe.ninja the other variant that paths on the right side.
  • For LIFE leech, I ALWAYS CHOOSE DORIYANI'S LESSON ON A LARGE CLUSTER. PSA FOR TRADING CLUSTERS: Be careful you don't buy a fire/lightning large cluster (instead of cold) because they have similar notables. At the bottom of this post I linked an example of how you would search trade for these large clusters. This is a bare bones example and you should consider PoEDB to add more notables that might make buying cheaper.

#4 Timeless Jewel.

  • Glorious Vanity, the "sacrificed in name of Doriyani's". the one that gives that "15% of life as ES, and Elemental damage is split 50/50 between es/life" Keystone. This is huuuuge for defense. Why? You run Life/ES leech, so "double" leech, plus this build doesn't really have spell defense, so high life/es pool is good to avoid 1 shots.
  • An important note here - there are now 3rd party tools to search for your timeless jewels. so you might be able to get ES leech on a notable from your Glorious Vanity and forego the requirement of getting ES leech elsewhere.

#5 Clusters again.

  • Run at least 2 clusters.
  • First, remember you want Life leech (Doriyani's Lesson) and ES leech (Thaumophage) somewhere. ES leech is also on tree (if you're right side tree), and both ES leech and Life leech can be found using Glorious Vanity. I also think there's an ES leech Synthesized mod on Jewels (but that takes away from getting good crit multi jewels).
  • Then, you want "Blanketed Snow" and "Blast Freeze". Blast freeze is essentially a "freeze proliferation", Blanketed Snow reduces enemies cold resists. Blast freeze can be found as an eldtrich implicit mod on gloves, so if you min max, try to roll this mod on gloves to drop Blast Freeze on Clusters, and roll 2 Blanketed Snows instead. Ideally you run as many Blanketed Snows as possible. Some builds run 3 clusters and have 3 Blanketed Snows.
  • Prismatic Heart is also an AMAZING notable, since this build struggles to cap resists when min/maxing.
  • Keep in mind you can find these notables on a Megalomaniac, so I strongly consider setting up a trade search dedicated to as many relevant notables as you can. You can also search other interesting notables like Wish for Death, or Enduring Composure. Moreover, you can also add crit notables from medium clusters to your search, as "filler" notables. What I mean by "filler" is if you're targeting 1 or 2 "important" notables (aka searching Thaumophage + Blanketed Snow), you'd add a "filler" as a separate search filter (Add a search filter, choose the "Count" filter, set to 1, and add filler nodes). Be creative with your megalomaniac search. I listed a trade link example below.
  • Edit: Medium clusters. Use a Crit medium (or two) to fill out your crit, and get a Vast Power notable on an AoE cluster. You probably want to consider running two of the Vast Powers. You want AoE to be around 28 or higher to increase overlap for boss damage. I believe this AoE number has been tested and 28 is the sweet spot. It might be 29. TBH I don't really care since this build isn't a bosser. But if you want single target damage get enough AoE.

#6 Power/Frenzy charges.

  • To get your max power charges, you run 2 void batteries, occultist +1 power charge, and 3 power charge nodes on passive tree (I annoint the one +1 power charge on the right side of the tree, and path to the other 2). You then get a +1 power charge helmet. You can min/max with +1 power charge ring implicits.
  • Badge of the Brotherhood Amulet gives "max frenzy charges is equal to max power charges".

TO GENERATE THOSE CHARGES,

  • 1. Power Charge on Critical Strike gem in your Worb 6l, and
  • 2. a Frenzy Charge on hit Redeemer body armour.
  • If you look at my PoB, I crafted my body armour and its very simple. I awakener orbed a "T1 spell crit" Hunter chest and a "frenzy charge on hit" Redeemer chest. I chose Astral Plate base for extra resistances and Armour. I chose a 6 white socket this league cuz they removed Harvest colour craft, and this build requires a lot of blue/green sockets. If you look at my (original) PoB, my current chest is SHIT. So I'll craft another later.
  • To finish the chest craft after the awakener orb, pray you have an open prefix so you can Lock Suffixes, reforge Caster for an extra curse, then Lock suffix again, Aisling t4, then craft life. Aisling T4 isn't necessary if you don't wanna spend the money because you risk removing the extra curse when you use her craft. Frankly, avoid Aisling T4 until you're min/maxing your gear.

#7 Maxing out Crit Chance.

  • Initially, the build runs Critical Strike Chance gem in Worb 6l. This should be dropped later once you find crit chance elsewhere, or decide not to run 100% crit chance without enemies on Bottled Faith.
  • Hunter Flat Spell Crit chest I mentioned in #6.
  • Watchers Eye Hatred Flat Crit Strike Chance (try to lean towards 1.6+ crit chance, it ranges from 1.2-1.8).
  • I like to buy the Sirus Gloves (Hands of the High Templar) that give me a 0.6-0.8 flat spell crit chance on implicit. That isn't necessary, but It's great QoL.
    • SIDE NOTE: You can also get the Elemental weakness on hit implicit on these gloves. Curse on hit for your gloves is huge QoL for mapping. Curse on hit rings are the alternative. Since Winter Orb is a mapper, finding curse on hit is desirable, almost necessary. Otherwise you're left running a setup like hextouch + vortex + curse for your mapping setup. BTW, use Snipers mark as your third curse.

    #8 Exposure.

    • Past builds just used Hydrosphere. You still can, but it is sad to watch how Worb interacts with Hydrosphere after the nerf. Hydrosphere is useful still because it directs the projectiles of your Worb.
    • You can also opt for incursion gloves (damage against chilled enemies) and eldritch implicit the cold exposure, or you can get the Corrosive Elements Cluster Jewel notable (through the large cluster or a megalomaniac). Frostbomb is also an option. Throw frostbomb on an arcanist brand setup with your curse if you want. . Or just use Hydrosphere.
    • Like I mentioned in above paragraph, there's cluster node called "corrosive elements" that also applies exposure, but this really isn't a good choice, considering how hard pressed this build is for cluster nodes. Hydrosphere is the best option IMO, if you don't use eldritch gloves. When you min/max though, use Incursion gloves with eldritch implicits. Way more powerful than sirus gloves.

    #9 Other gear?

    • HELMET - Blizzard crown. Best in Slot. This is really important to slot. It trumps the +2 winter orb stages enchant. I've compared a +2 worb enchant hubris vs a blizzard crown without enchant, the blizzard crown does more damage. Once you got the base, awakener orb +1 power charge warlord and redeemer -9 cold res (or mana reservation if you want). Unfortunately, you can't get ilvl 85 blizzard crowns any more, which means you need to alt spam +1 power charge on a warlord base blizzard crown (ilvl 75+) before awakener slamming the redeemer -9 onto ur power charge base. Sorry. Lab Enchant a +2 Winter orb Stages for end game (pay a lab runner or buy a Blizzard Crown base with the enchant before warlord exalting.) Again, Blizzard crown out performs any other helmet. This is a HUGE dps boost.
    • RINGS - BIS are +1 Power charge synth rings, but they're for min/maxing. The +1 Power charge rings should be the last gear item you upgrade. Otherwise just a Vermillion or Amethyst with resistances/attributes/chaos res. Grab -7 non channeling on one ring, -3 channeling on the other. You could potentially drop these mana craft mods if u do some testing and dont get mana fucked. the -7 is for your guard skill and vortex/brand setup, so you could always run lifetap as a gem link in order to drop this craft. -3 generally is required.
    • BELT - Unfortunately, HH is Best In Slot. Mageblood feels good too, obviously. But, a good stygian with res/chaos res/armour/life/es/and STRENGTH. Get creative here, the belt slot without HH could be anything you want, really. The thing that sucks about not slotting HH is that you lose a TON of dexterity/strength which needs to be found elsewhere (dexterity in particular). HH is expensive this league so don't consider slotting this item until you have the other gear. I'd farm HH before crafting elevated gear. Except maybe for boots. your choice cuz boots are huge for making you go fast.
    • BOOTS - Elusive + onslaught + life to start. Ideally you get elevated tailwind, elevated onslaught, elusive, crafted life to min/max. Two Toned Base is ideal, or an armour base. You should know how to craft these, or just buy the 30-40 divine pair that's guaranteed listed on trade.

    #10 Gems.

    • 21/20 worb
    • inspiration
    • awakened gmp
    • crit strikes/crit damage, or both (drop ice bite if both)
    • power charge on crit
    • ice bite. (run awakened added cold lvl 5 late game)
    • CWDT (lvl 1)
    • Molten Shell (lvl 10)
    • Inc duration if you want

    You can always up the levels of the guard gem setup if you have a high enough life pool, and mayb even get a Divergent CWDT.

    • Determination
    • Hatred
    • Herald of Ice

    Defiance banner if you do Enlighten. Make sure you grab the Determination reservation mastery by your Glorious Vanity. (edit the determ mastery was killed, so looks like u need enlighten now)

    • Curse gems if you dont have curse on hit rings/gloves. Can self cast or do a hextouch setup with stormbrand. Arcanist brand curse setup is also an option.
    • Bonechill somewhere - vortex + bonechill, or skitterbots + bonechill in lieu of defiance banner, if you get enough reservation (by getting enlighten 4/5, and potentially having to run a reservation small cluster).

    #11 DEFENSES.

    • Defensive gems are determination, and Defiance banner if you have space. Astral Plate for Armour, Granite flask for more armour. Molten shell for guard skill.
    • Flasks are granite, diamond, quicksilver.
    • Other two flasks? Life flask is my go to, then you can do w/e you feel.. BIS is Dying Sun. You can run bottled faith, amethyst, quartz etc. Swap out granite for any other flask if you're willing to forego phys defense.
    • On your flasks, try to get Curse reduction, armour %, stun avoidance (and get stun avoidance on boots lab enchant). The reason for stun avoidance is because you don't really need Brine King (occultist gives freeze/chill immune) so you generally use another major pantheon. Consider maybe a poison immune/burn immune if you want.
    • shock immune on your power charge wheel at top of tree.
    • Eventually you can drop your life flask if you feel comfortable with your leech. I personally always run life flask, but its not required.
    • Consider a cast on death portal. Yes, I put this in the defenses section lol
    • This build is NOT gem pressured so be creative. I've run Frost Shield, Enduring Cry, and experimented with other gems like golems, but obviously those are extra button presses and up to you. BTW, you can run Enduring Composure small cluster instead of a crit multi jewel if you want some added defense. I did this on a few of my builds.
    Magjc online reimbursement

    While the reimbursement system is in place to address technical issues, it is important to note that not all losses will be eligible for compensation. Players are responsible for understanding the terms and conditions of Magic Online and should familiarize themselves with the reimbursement policy to know what types of issues are covered. Overall, Magic online reimbursement is an important aspect of maintaining a positive and fair gaming experience for players. By providing a system to address technical problems and compensate for losses, Wizards of the Coast demonstrates its commitment to ensuring a high-quality digital gaming experience for all Magic: The Gathering enthusiasts..

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