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Heavy neutrino posted:I'm in as a Xelor (good god Ankama's names are dumb) called Neuts. I don't have a clue how to build him but I'm being cute using Aging with fire spells on tick turns and water spells on tock turns. Where should I put stat points? That's pretty much the basic Fire/Water Xelor right there, that poo poo gets powerful once you get up in levels and your gear starts boosting fire/water damage. For stat points, put them wherever until you hit lvl 31, then use the lvl 30 respec to drop your points into either +AP, +MP or +Range. Usually people do +AP first, since it lets them do more things per turn.
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# ? Jul 7, 2014 08:22 |
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# ? Apr 24, 2024 15:07 |
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hello is there something I need to do in order to be able to make an account in wakfuasia? this: https://secure.wakfu.asia/en/account-creation leads me to the page but the blank space below "Create an Account" is just that... blank space
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# ? Jul 7, 2014 12:57 |
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ropa posted:hello is there something I need to do in order to be able to make an account in wakfuasia? That's really weird. I'm getting the same problem and I made another account yesterday.
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# ? Jul 7, 2014 13:38 |
Same way on my phone as well, I can't check my browser due to I'm at work but I would assume it's the same way. I would just wait a bit and see if they fix it or try a different browser.
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# ? Jul 7, 2014 14:58 |
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What's the gear progression like after Gobbal? Is it worth upgrading to Royal Gobbal if you're poor/lazy?
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# ? Jul 8, 2014 05:05 |
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Played this a fair amount in beta, there any classes we need in particular?
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# ? Jul 8, 2014 06:25 |
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Kamer Kamer Cola posted:Played this a fair amount in beta, there any classes we need in particular? Nope, play whoever you think looks fun!
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# ? Jul 8, 2014 06:49 |
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Vadun posted:What's the gear progression like after Gobbal? Is it worth upgrading to Royal Gobbal if you're poor/lazy? Whether royal gobball has anything to offer you depends on your class's priorities. Browse the market boards for sets and you'll be able to start making a mental roadmap for what you're going to want to wear.
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# ? Jul 8, 2014 07:17 |
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Brain Fog posted:Nope, play whoever you think looks fun! What's the ideal cra spec nowadays? I remember knockback beacons being able to do hilarious amounts of damage. Are they still strong?
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# ? Jul 8, 2014 07:28 |
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Elections are in progress right now, if you want to run and have the CP to do so send me a note and I'll fund you! Remember, you need to be a subscriber to run for office or vote.
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# ? Jul 8, 2014 10:11 |
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I've tried a Sacrier and an Iop and found a lot of the time I was just doing the same thing every turn. What's the best class if you want to have a lot of different viable options at once, with a mix of damage and support? I'll be playing with a friend so solo ability isn't a huge deal.
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# ? Jul 8, 2014 11:07 |
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Tuxedo Catfish posted:I've tried a Sacrier and an Iop and found a lot of the time I was just doing the same thing every turn. Pandawa becomes very flexible - they're capable of stacking -resist on enemies, +damage on allies, picking up and throwing enemies and allies to a location a considerable distance away, even over enemies/allies. The problem is they're probably one of the most complicated classes - a lot of your abilities revolve around a barrel of booze you toss around, and you have to be able to predict where you are going to place and move this booze for it to be useful, and knowing when you're better off ignoring it altogether and using your abilities in a lesser form without it Wolpertinger fucked around with this message at 23:10 on Jul 8, 2014 |
# ? Jul 8, 2014 14:51 |
quote:We would firstly like to apologise for the lack of communication on the compensation of the recent issues you have been facing, notably with the drop rates and Srambad bugs. As such, we would like to announce the compensation package we have prepared for you, in light of the recent events. Today's forum post.
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# ? Jul 8, 2014 16:28 |
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As an Enutrof, how do you rearrange your Drheller's skill bar? It won't let me move anything during a fight, but that's the only time the bar is accessible.
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# ? Jul 8, 2014 16:54 |
Holy crap double xp is going to own.
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# ? Jul 8, 2014 17:06 |
Space Jam, can you write some about Water Escaflips?
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# ? Jul 8, 2014 18:16 |
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Tuxedo Catfish posted:I've tried a Sacrier and a Iop and found a lot of the time I was just doing the same thing every turn. Also try a Feca.
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# ? Jul 8, 2014 19:08 |
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I can't write an extensive guide on Water Ecas, but I can write some words. Water Ecaflips are tempting to call a healer class since, well, multiple of their spells do heal. They're not though. At best, they're off healers, or maybe sustainers. Their healing abilities (sans Lick) are built around healing while also doing damage. Fleahopper lets you throw a pretty weak flea that also heals any ally within three range of it. It's also very cheap. This healing is almost always going to be lesser than to a Masq or Enrispa, but that's fine, it works for what its job is, which is to keep someone meleeing a mob alive for a few extra turns. Flea Love is a lot more interesting. It has two methods of casting - one is to throw it on a single enemy, who takes damage for two turns, and then you get a big heal. This big heal heals anyone adjacent to you... but it takes two turn, so you need actual coordination to use it. The other use of Flea Love is my favorite - you lay down a really big AOE that hurts all enemies within it, and heals one ally, every time an enemy takes a turn inside it. I've briefly shown off the low level uses of this to some people in the guild via the House of X dungeons, where I managed to trap five people taking consecutive turns in it, who ended up killing each other taking 30ish damage each turn start. It's amazing if you've got a class that can move people. With an Air Masq, Air Sac, or one of the other 'i move people' classes, you can basically sustain healing that, if not outdoes, almost matches any damage the enemy can cause someone standing in the middle of your AOE. Their other non flea movesa re a little more boring. Lick has you either lick an enemy to damage it (for okay but not great damage) or lick an ally to heal it (for okay but not great healing). It's boring. It doesn't do much at all. Up To Scratch is a movement spell that lets you charge in and do AOE damage to a bunch of enemies, for a cost that makes it possible to, eventually, cast Flea Love in an area, then Up Too Scratch yourself into it, to rely on the heals. It's pretty good. I'd say it can also be used to escape, but Ecaflips get Feline Leap, so who cares. Hunter's Trap is... weird. You lay it down, it ends your turn, if an enemy walks into any of the squares near it, you automatically teleport behind them and hit them for some good damage. But it leaves you way open. And you really shouldn't be in melee as a water ecaflip, unless you're specifically trying to lure guys into a Flea Love. As for Specialties, only a few REALLY matter for you - Feline Leap is basically the exact same as Iop's leap, except you'll sometimes want to use it to get out of danger. So it's even more useful. Flealine army gives you a flat +water% damage and every time you do damage with a Flea spell, as well as a flat amount of +heal. Flea spells include Flea Love and Fleahopper. however, the buff goes away if you don't deal water damage on your turn, which means to build it up, you need to constantly be dealing water damage. Flea Love and Hunter Trap do not count as on your turn so you have to either Lick, Fleahopper, or Up To Scratch (or hit them with a water weapon, if that's what you have) on your turn to build up your water damage. Flealine army is the best skill you'll get Ecaflip Precision is amazing. You get a 40% chance to just staight up add between +30% and +130% damage to any attack you do. Paws off passively has a chance to just shove away any enemy who tries to get into melee range with you, as well as inflicting them with Critical Failures if they do stay. As a water ecaflip, you can pretty much ignore every luck based mechanic. You are a ranged damage dealer/healer who throws fleas that happen to heal people, and lays down amazing damage tiles for your allies to take advantage of. The weakness of this, of course, is that your best spell pretty much requires someone who can move enemies around, if you want its max potential. But mobs are stupid anyways, so just charging your astrub knight into the middle of it tends to get 4 melee mobs to crowd around him constantly taking damage, so it's easy to work around. The other Weakness is also tied to your strength, of course - you will never deal the spike damage that a lucky Ecaflip will. You'll never randomly heal all your allies for 200 HP right when you need it. You'll never gain +4 AP for no reason. You're consistent damage, that wont spike, but also wont become a straight up liability or cause harm to your allies.
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# ? Jul 8, 2014 19:10 |
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It should be noted that Fleahopper, in addition to it's other effects, also applies a stacking +3% crit buff(+5% if it crits) to any ally adjacent to your target. On another note, I should stop being lazy and actually apply to the guild. IGN is Selenya, I'll probably try to give someone a poke later.
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# ? Jul 8, 2014 19:28 |
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This has apparently been in the steam DB for a while: http://steamdb.info/app/215080/ The steam wrapper's in all the clients, so hopefully the Asian version shows up there too.
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# ? Jul 8, 2014 19:34 |
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Unoriginal One posted:It should be noted that Fleahopper, in addition to it's other effects, also applies a stacking +3% crit buff(+5% if it crits) to any ally adjacent to your target. Oh, yeah. This is part of why Air Masqs are particularly great with them. since Air Masq's give flat damage to everyone in the group when they get a crit, giving them up to like, +15% more crit chance is great. Overall, Water Ecaflips are amazing in groups and really good, which is funny since fire and earth ecaflips tend to screw their groups more than help them.
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# ? Jul 8, 2014 19:53 |
Those are some awesome words thanks! What order would you suggest for specilizations?
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# ? Jul 8, 2014 20:00 |
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KittyEmpress posted:The other Weakness is also tied to your strength, of course - you will never deal the spike damage that a lucky Ecaflip will. You'll never randomly heal all your allies for 200 HP right when you need it. You'll never gain +4 AP for no reason. You're consistent damage, that wont spike, but also wont become a straight up liability or cause harm to your allies. This is all in how you build your Eca, and this can't stay true at mid-higher levels. Eventually you get your essential specialties and have to put points into something. Precision stacks with crit damage, so Ecaflip Die and Roll Again end up being pretty great. Some rounds I look at my character sheet and have 100% crit rate, whatever. I run up and lick someone for 1K heals. There's no reason you can't take Tarot as a water build, if you want. Have fun. quote:And you really shouldn't be in melee as a water ecaflip, unless you're specifically trying to lure guys into a Flea Love. Also I really have to disagree with this, Paws Off is one of the best defensive skills in the game but you can't apply it without being in a monsters face. A defensive frontline mobile EMT water Eca is great fun, let Enis hang out in the back. YES bread fucked around with this message at 20:05 on Jul 8, 2014 |
# ? Jul 8, 2014 20:02 |
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Paws off is true, as is die at high levels, but there's a lot of things you want before then. Though I guess it depends on what kind of build you want to play. A water ecaflip can sorta-tank with their healing and paws off, which means you can run up into people's faces and try and tank. I, personally, think that's kind of silly, because Water gear isn't really built for tanking ever, which means you'll always fall behind on lock, while a ranged build can continually build up and heal something actually good at tanking, like a Sacrier, Feca, Pandawa, or Foggernaut, without having to waste time healing themselves. But that's just like, my opinion. Either way of running it works just fine, and the melee one probably does more damage. Edit: As for the order of specializations, I'd probably go something like Flealine Army to max, Precision to max, Feline Leap to max, then you'll probably want to, as above, grab either some Ecaflip Die, or some Paws Off. After those... Cat Tree if you're not going for a tanky build, since it'll pull you off monsters when you're attacked, which is not what you want when you're a tanky person. You could throw points into tarot but... yeah. If you want to be going full on luck based, you could easily go non-water and get more benefit. Also, even with Ecaflip Die, you wont be as bursty as a firebuild, because while it gives +CH (and AP and stuff), it also gives fire damage, which you wont gain the benefit of. It will still make you more bursty than without it. KittyEmpress fucked around with this message at 20:18 on Jul 8, 2014 |
# ? Jul 8, 2014 20:13 |
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Fleahopper heal autotargets the lowest HP, so it doesn't really matter who's tanking as long are you're near them. Lock I actively avoid because of the anti-exploit bandaid in dungeons, and aside from that Eca has more than enough mobility to make up for it. As for other defensive stats, plenty of water gear has block and resists. The real strength of Water Eca is that you can heal, damage, buff, and debuff all at the same time in the right situation.
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# ? Jul 8, 2014 20:29 |
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YES bread posted:Lock I actively avoid because of the anti-exploit bandaid in dungeons Could you go into more detail on this?
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# ? Jul 8, 2014 20:55 |
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Vadun posted:Could you go into more detail on this? If you lock the boss of a dungeon multiple times in arow, it becomes immune to damage because Ankama doesn't know how to just fix AI.
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# ? Jul 8, 2014 20:56 |
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Yeah, the magic number is three, which we almost hit the first or second time we did Mussly Hammam. Lots of laughs and horror in group chat
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# ? Jul 8, 2014 21:09 |
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KittyEmpress posted:If you lock the boss of a dungeon multiple times in arow, it becomes immune to damage because Ankama doesn't know how to just fix AI. Why the gently caress am I playing a tank then?
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# ? Jul 8, 2014 21:19 |
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Vadun posted:Why the gently caress am I playing a tank then? The mechanic is a band-aid for a big revamp of lock/dodge they're planning to do, where failing a dodge no longer ends turn but drains MP. They supposedly implemented the current fix as people were abusing bad AI and lock forfeiting turns to beat raid bosses without any risk. I don't imagine it will remain after the revamp, and it will probably be many weeks until there's a large enough population of goons at raiding levels for it to be of significance. (You also need ridiculous gear to unfailingly lock a raid boss)
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# ? Jul 8, 2014 21:25 |
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Because it's fantastically useful to lock things, generally. Bosses too. It's really only going to be an issue for another few weeks until the lock and dodge revamp.
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# ? Jul 8, 2014 21:26 |
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Super Space Jam 64 posted:The mechanic is a band-aid for a big revamp of lock/dodge they're planning to do, where failing a dodge no longer ends turn but drains MP. They supposedly implemented the current fix as people were abusing bad AI and lock forfeiting turns to beat raid bosses without any risk. I don't imagine it will remain after the revamp, and it will probably be many weeks until there's a large enough population of goons at raiding levels for it to be of significance. (You also need ridiculous gear to unfailingly lock a raid boss) Yeah, the mechanic wasn't around when I played I don't think, because we used to pretty much beat the UBs by abusing our Feca's huge lock to and damaging our squishies so that the boss AI would be like 'MUST ATTACK SQUISHY', while keeping them just enough out of range to force them to try and move. I mean I can see why the stuff was put in, with how we used to be able to beat UBs without even a single fuckin' issue, but it still feels dumb.
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# ? Jul 8, 2014 21:34 |
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Ijuuin Enzan posted:Because it's fantastically useful to lock things, generally. Bosses too. It's really only going to be an issue for another few weeks until the lock and dodge revamp. Is this coming at the same time as the rework of the resist formula? So many exciting nerd numbers getting pushed around, I can't wait.
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# ? Jul 8, 2014 21:36 |
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Lock, dodge, resistances and mounts are purportedly all coming in or around the same patch. But that's Ankama schedule, so.
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# ? Jul 8, 2014 21:40 |
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Super Space Jam 64 posted:The mechanic is a band-aid for a big revamp of lock/dodge they're planning to do, where failing a dodge no longer ends turn but drains MP. They supposedly implemented the current fix as people were abusing bad AI and lock forfeiting turns to beat raid bosses without any risk. I don't imagine it will remain after the revamp, and it will probably be many weeks until there's a large enough population of goons at raiding levels for it to be of significance. (You also need ridiculous gear to unfailingly lock a raid boss) Wait, I didn't realize Wakfu had raiding content. What're the group sizes? I'm still flailing around trying to figure out what to play.
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# ? Jul 8, 2014 21:42 |
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Megaboss group sizes are still six. It (was? is?) possible for two more solo players to join a full group already in battle as long as they're still in the prep countdown. There's been murmurings about multigroup content sometime way off in the future, though.
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# ? Jul 8, 2014 21:45 |
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Tsurupettan posted:Wait, I didn't realize Wakfu had raiding content. What're the group sizes? I'm still flailing around trying to figure out what to play. I was poking around and exploring Brakmar the other day and stumbled across the Gobbalrog dungeon. I think its rated at being lvl 115, must be at least lvl 90 to enter. Outside of the instance there is a machine with raid gear for tokens. Something like 6 tokens each for 4 seperate pieces of gear. I imagine there is a similar dungeon for each country
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# ? Jul 8, 2014 22:00 |
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To be clear about the current locking invincibility band-aid, you need to lock the boss a certain number of times in a row without it dodging once before it occurs. You'll need loads and loads of lock to do this in most cases (basically, be a Feca with a very specific build and gearset) so don't worry about it much.
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# ? Jul 8, 2014 22:22 |
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Super Space Jam 64 posted:To be clear about the current locking invincibility band-aid, you need to lock the boss a certain number of times in a row without it dodging once before it occurs. You'll need loads and loads of lock to do this in most cases (basically, be a Feca with a very specific build and gearset) so don't worry about it much. Does it have to dodge, or just move? Would it be possible to still trivialize UBs by making a Feca with that build/gear, then having a sacrier or someone else who can move you pull you away after two locks, then run back up after the boss moves, to repeat it? Because if the UB only had one move for every three it should, that'd still make it a lot easier.
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# ? Jul 8, 2014 22:25 |
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# ? Apr 24, 2024 15:07 |
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KittyEmpress posted:Does it have to dodge, or just move? Would it be possible to still trivialize UBs by making a Feca with that build/gear, then having a sacrier or someone else who can move you pull you away after two locks, then run back up after the boss moves, to repeat it? It's triggered by consecutive locks in a row. If the boss doesn't get locked in a turn the counter resets. It'd probably still be possible to abuse as you say but if you mess it up or forget the boss will go invincible. It is, after all, just a band-aid.
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# ? Jul 8, 2014 22:31 |