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Member Since : 2010-06-13
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Most active in : Character Classes
posté May 12, 2013, 17:47:01 | #1
Finally, they have awaken

Good to see, that this topic has some active players.

Anyway, if we collect all those combos I may put them all together in some sort of table.

Crit hits are important, yes, I know it, but they occur randomly, depending on ur % chance of causing critical hit. What I have written, are 100% sure strikes, so they can be increased by critical hit bonus.

I would also like to see other branches' combos. I am fire-fog so in near future I will put some of my combos here [like landing behind enemy to do backstab damage].

There is also nice strategy with hit and run using microbots and rails.


Thread : Foggernaut  Preview message : #541413  Replies : 3  Views : 303
posté May 09, 2013, 08:49:57 | #2
ok, checked still, the damage is horrible x_X


Thread : Foggernaut  Preview message : #540049  Replies : 9  Views : 268
posté May 08, 2013, 15:49:05 | #3
To all pro/advanced fog players: share your tactics/combos with us :) I don't know if people are interested to show their combos to other players, but it would be nice for beginners and semi-advanced players to see fog's potential and the final form + how to use it.

I am speaking of all 3 branches, couse every one of those is good for something + support branch.

Standard tactis in stasis branch [spell dmg at level 100]:

12ap : 2 x Aynaloxide [2 x 6AP, 1WP] [when in close combat, with few monsters] - nice damage to all nearby enemies, but if WP steal won't work, u can use it only 3 times in battle Base 486 dmg.

11ap: 2 x Heart of Steam + Ray of Stasis [2 x 5AP + 1AP, 1MP] - good for fast stasis weakness stacking. After one turn 46 stasified effect. Mid-ranged, stright line strategy. Base 415 dmg.

10ap: 2 x Heart of Steam [2 x 5AP] - as above, 30 stasified effect per turn. Base 350 dmg.

9ap: 3 x Stasis Shot [3 x 3AP] - far ranged [can be boosted] combo. 36 stasified effect per turn. Downside- when locked, cannot use this spell, couse of 2-7 range. Base 297 dmg.


Thread : Foggernaut  Preview message : #539657  Replies : 3  Views : 303
posté May 08, 2013, 15:08:10 | #4
microbots have area of effect ??

I must check it out, couse last time i tried, they activated only when someone stepped on them, and stayed there for 1 turn.


Thread : Foggernaut  Preview message : #539637  Replies : 9  Views : 268
posté May 08, 2013, 15:05:19 | #5
general AI of monsters:

1) anyone with attack range [of prefered spells if many]
2) someone with lowest res to specific element
3) random target with absolutely no logical explanation why this one [* boowolf family]

As mentioned: level of our fog char determines the level of those 3 ranged spells.
Keep in mind that all 3 spells have second effect, apart from hitting target:

- stasis attack stacks stasis weakness
- fire attack when used on empty space leaves fire on the cell where we clicked
- earth attack when used on empty space leaves blockade on the cell where we clicked

While in motherfogger state u cannot move UNLESS u have set railways. Motherfogger can use them to move from one microbot to another. This gives u nice and simple strategy: hit and run, or rather: hit and glide.

max groove to have more microbots at a time, and to extend rails


Thread : Foggernaut  Preview message : #539635  Replies : 2  Views : 112
posté May 06, 2013, 19:12:31 | #6
We all make mistakes

Anyway, Stasis 5th spell + maxed microbots + maxed groove - those are all things u need to do max microbot damage

I don't think it is much, considering 100 lev of this spell will take a while till that point, u will have another great strategy

If i remember good - microbots do damage only on the beginning of the victim's turn. I didn't check it, but if putting microbots under enemy is impossible, this strategy will be... weak

still - everybody has it's own tactics  


Thread : Foggernaut  Preview message : #538635  Replies : 9  Views : 268
posté May 06, 2013, 15:27:09 | #7
If I read correctly:

At level 100, Aynaloxide does 243 stasis damage

Microbot at level 9 does 15% damage of Aynaloxide: 15% from 243 equals 36,45

Groove at max level gives 100% to microbot damage, so 36,45 x 2 = 72,9 damage


Thread : Foggernaut  Preview message : #538555  Replies : 9  Views : 268
posté April 20, 2013, 18:53:48 | #8
i am working on it [hazel wood]

I have an idea, which would help us all.. we could do an event in which top players [maybe from gov] would help lov-mid-level players to complete some sufokian dungeons in exchange for hazel wood

[like: 60 hazel wood [20 planks] for an entry]

What would it give:

- low/mid players would see that sufo is friendly and helpful [for sufokian and non-sufokian]
- the most troublesome material would gather faster itself [one machine every 10 players]
- rumor about something happening in sufo would spread across all nations - more visitors

just my idea, in theory

Just got 50 hazel planks from my guild + my Guild Leader plants hazel trees in sufo in every area hope it will help a little


This post has been edited by JaSkaR - April 21, 2013, 10:19:01.
Thread : Politics  Preview message : #528999  Replies : 5  Views : 228
posté April 12, 2013, 19:43:17 | #9
with maxed classic mask it gives 7% dmg to allies - in last post i have written that but with MAXED mask, so i guess u will aim for maxing all masks ?

and AP bonus aplies only to urself - be aware of that


Thread : Masqueraiders  Preview message : #521485  Replies : 26  Views : 710
posté April 12, 2013, 19:19:34 | #10
I was thiking which words are the most important ones.

Thinking about:

- Hi / Hello
- Follow me
- Start a fight
- Trade / Buy / Sell
- Good bye / Bye
- Sufokia ^^ (it MUST be Sufo ! )
- Looking for a group
- Want to do dungeon raid

I think that finding the best words describing those phrases would make ideal "basic language" of Sufokia

I don't know how many people approve this idea. It would be nice if I/we got some feedback  


Thread : Politics  Preview message : #521475  Replies : 34  Views : 999
posté April 12, 2013, 15:32:42 | #11
I hope, that everything we had discussed will not only stay in theory, but also becomes real in practice

I would love to witness Sufokia's changes for better future of the nation itself, as also for its citizens.

I told Cloudy about my idea of making a bit of our own, sufokian language. Nothing too complicated, just some basic words.

I really enjoy saying "Sufo" instead of "Sufokia". When going on mob hunt, I go "fishing", like "fishing time! Catch that Wolfie!"

or sth like that.

After a while, people would recognize "oh, u r from Sufokia!"

I try to do some things on my own, like inviting friends on sufo dung raids, doing some achievements etc.

I have also noticed, that our emotes are in high demand  


Thread : Politics  Preview message : #521321  Replies : 34  Views : 999
posté April 12, 2013, 10:16:31 | #12

Quote (Mtibbs @ 09 April 2013 18:59) *
As my title stated, I'm looking at investing my points for a TRI-Masq and was wondering if it is viable to pump dodge points for a masq?

1) What was the reason to start this topic, when u already know the answer ?
2) I have mentioned about artful dodger in my guide, while speaking about water masks
3) About dodge: moving freely is not as beautiful as seems to be [in theory]. Max cap of dodge is 95%. It seems like "almost 100%", but in practice, there are many times when u really need this dodge, and u get stuck because of some low lev mob. Every mask should take that into consideration when doing dodge
4) To do a decent damage in every branch, u will have to focus on all spells [used the most] from all branches. As it is possible, to increase levels of every branch spell to a high degree, it is quite tireing and time consuming - I know, this is only a theoretical topic, once u become tri-branch-mask, u can declare - I made it. Just don't get bored with spell-level-grinding, ok ?

Please, check in practice if fighting as a tri-build u will be useful for your group.

As water mask I already know, that my healing spells are medium, compared to eni [and I am keeping my spells at high lev], so I guess your water spells will be even worse, since u will be concentrated on all branches, and not water alone. If in ur opinion water branch mask will be used only to get ur allies from danger, by dragging them out, or changing position with them - then u do not need to focus on spells from this branch, the range of spell effect will remain the same, no matter how high ur spells will be If u wish to use MP and heal bonus, u should level up ur coward mask to high lev.

Fire mask, as mentioned -do Aoe only, and must be used wisely. Fire mask is reasonable only when u have maxed psycho mask skill, to get +100% dmg bonus as fast as u can. And by changing to another mask, ur dmg bonus will be lost. Of course u can keep this skill at low level, but then - ur fire spells won't be impressive and won't be good in any way. Pure fire mask is concentrated on doing high damage to few mobs in short time, because ur res goes down, and u do not have any block or armor ability. Taking hits for few turns [when having low psycho mask skill] to obtain some dmg bonus won't do u any good. So, to deal good damage in psycho-state, u would have to level up ur psycho mask to high lev.

Air mask uses skills to crush enemies on obstacles etc. doing additional collision damage - true.. In theory this mask can be useful - in practice - not so much.. Please, understand, I am talking about group usefulness. To be good in any way as air mask, u must put your enemy against wall or obstacle, meaning ur allies will be behind ur back, and u will be blocking their sight. Three spells from this branch require movement points to be used, so after ur combo of air spells I don't think u will have any MP left to move away from enemy, so that ur allies could attack. If all u want to do as an air mask is to displace enemies and allies - u do not have to level up those spells. +AP bonus is a great deal (also giving %dmg to allies [max 7%]), but to let it happen, u must have ur classic mask skill at high lev, because even if u master it, u will have only 75% chances to obtain this bonus.

My point is - to be a good tri-build mask and to obtain main benefit from all 3 branches, while doing decent damage in all those three and be a great support to ur group, u must have mask-skills on high lev + artful dodger maxed to deal good damage in all 3 branches, and there are more nice support skills that should be considered, but u won't be able to make all of them maxed.

The main question in this topic was if dodge stat is better than elemental stat- for masks yes it is.
As for tri-build, I recommend 2 + 1/2 build Focus on 2 branches, and use third one only as support skill.

Enough theory - practice is the only reasonable teacher in here. Speculating won't change it much. I am eager to see results of ur "work", and I hope u will put some examples in this thread, after u obtain the mask u wanted to have.

Enjoy ur experiment  


Thread : Masqueraiders  Preview message : #521157  Replies : 26  Views : 710
posté April 10, 2013, 20:07:11 | #13
U must really think it over by doing all 3 branches, u will be weaker in every branch than other masks.

I asked about ur role, because u can pass on some things. Air branch is good for displacement [ I have written huge tutorial for beginners here in masks section] and if that is all u want from air - don't waste ur time to level up air spells, just unlock them. If u want to have air res - grind those spells when u become 50/60 lev.

Fire branch is a bit dangerous in group play: u have ONLY AoE spells, so u must use them wisely, not to burn ur allies. And of coures water branch is for mid-ranged attacks and healing.

If I were u, I would focus on water and fire branches, leaving air branch aside. Air can be deadly only if u focus on air alone.

I am water mask, but I use all 3 branches if I need to. But surely - I am not 3-build mask. I can do good water damage, medi-heal and some fire dmg [also good air dmg with 2MP spell].

I am worried about ur possibilites - will u truly become Mr All, or Mr Nothing.

Choose ur spells and role carefully plz  


Thread : Masqueraiders  Preview message : #520095  Replies : 26  Views : 710
posté April 10, 2013, 09:46:45 | #14
This really depends on your main role in a battle.. I know, I know- u want to use all 3 branches.

My point is.. dodge is a great stat for water masks, couse they get 1MP every time they do a successful dodge, and +20% heal bonus. Pumping dodge gives water masks additional damage [with artful dodger], high chance to move freely between enemies with more MPs then they have, get heal bonus.

Putting stat points into elemental is not an option for masqueraiders

As all-branch mask, do u have a plan on how will your character work ?

U must have some specific position in mind, which would fit more or less in most battles ?


Thread : Masqueraiders  Preview message : #519663  Replies : 26  Views : 710
posté April 10, 2013, 09:31:32 | #15
It would be really helpful if all sufokian players, who are interested in sufokia itself - have some sort of contact/connection to this whole group... i mean: we are doing things but each of us works alone, separated. Doing things alone won't have much effect.

Most of sufokian players just does not know what to do, how to behave or that we are discussing about it right now on the forum

is there a way to let them know ? Is there a way to wake them up, shake them and force them to pay attention to their nation ?


Thread : Politics  Preview message : #519657  Replies : 34  Views : 999
posté April 08, 2013, 20:31:46 | #16
almost-dead market...

well, i have found few reasons for that:

- higher tax rate for selling things [and that's why the most expensive item is for 100K]
- only low-level items on the market [advanced players won't find anything interesting there]
- lack of items [cannot compare with other items of the same kind to know, how much should i charge for my item]

I know those reasons are quite obvious, but that's the main reason for a "graveyard market" [I do not count friday events].

I am just wondering, how will any Sufokian King encourage people to put items on the market in Sufokia.


Thread : Politics  Preview message : #518493  Replies : 34  Views : 999
posté April 03, 2013, 09:55:25 | #17
well.. the easiest way in this case: your problem is to determine if collision damage is from air or neutral/earth, yes?

solution:

two battles: one with air-res monster, and another with earth/neutral-res monster..

results should be visible in an instant  


Thread : Masqueraiders  Preview message : #515291  Replies : 10  Views : 349
posté April 03, 2013, 09:49:29 | #18
Hmm... I might be a nooby 50-sth mask, but am I the only one, who is using wakfu game guide from main page? I mean, it is stated that collision damage from air spells does air damage, and this collision damage increases with air spells level... isn't that obvious or sth?

Or maybe my logic is too simple x_X ?


Thread : Masqueraiders  Preview message : #515287  Replies : 10  Views : 349
posté April 02, 2013, 17:55:14 | #19
corrected, thanks

writing that much at one time makes mind tired a bit  


Thread : Masqueraiders  Preview message : #514941  Replies : 2  Views : 577
posté April 02, 2013, 14:09:01 | #20
Masqueraiders for beginners Welcome!

So.. you have decided to start playing as a masqueraider?

Well, isn't that nice?

First of all, you must be aware that this class has many options for combat strategy AND that is it's most valuable asset.

Many players criticize this class that every branch is worse than other classes branches with the same abilities [healing, damaging AoE, moving]. That is just ones point of view.

Never mind, lets get into the class characteristic right away !

Masks have the following three branches available:

water branch - mix of sac and eni spells
fire branch - area of effect spells ONLY
air branch - displacement & collision spells

Water branch

This branch is dedicated for people who prefer mid-ranged attacks and healing allies.

Below, short characteristic of water branch spells and their usage in battle:

Fugue [cost: 2AP, 1MP] - melee attack used for escaping. Hits the target and makes mask to jump one square back. Uses 1 MP, so recommended when we want to finish off a weakened monster and move back, or to be 100% sure that after retreating, we won't lose our turn by being locked.

Backbeat [cost: 4AP] - mid-ranged attack with great effect. Pushes our target back and makes us jump back one square. Very nice spell for increasing distance between our target and us. After one use we the difference increases to two squares. Range 1-3 gives us a chance to run away just as the target is getting closer. With 8AP we can increase the distance for 4 squares + run. Good in early game.

The following 3 spit-spells will be active after we put Coward Mask on [1 AP cost]. This state lasts till we change it for another mask. Coward Mask is the first support spell we can obtain.

Spitfall [cost: 3AP, 1MP] - ranged attack which I strongly recommend. Main damaging and healing spell you want to use. 2 attacks per turn [limited to two] with nice range of 5 [can be longer with buffs "+range"]. The downside of this spell is MP cost. Using it twice will substract 2MP points, so it would be good if you increased your total MP [i overdid a little, currently 7MP], so you can move and attack, not just stand in one place. When you cast this spell on an ally,not only will it heal him/her, but also give dodge bonus.

Spitbull [cost: 4AP, 2MP] - mid-ranged spell. This spell has many downsides like high MP cost or not so good damage... BUT ! It also has 2 great advantages: 1) no line of sight, so you can cast it through obstacles and players/monsters, 2) when you cast it on an ally, this spell will heal him/her, and switch your position with that player [like sac spell transposition]. Those 2 points make this spell valuable. You can rescue surrounded players or damage target, which you cannot hit with other ranged spells]

Spittoon [cost 5AP, 1WP] - this spell may look bad, because of low 3-squares range in stright line only, but it has good sides too, really. It is the most powerful spell in water branch, that equals damage/healing of 2 spitfalls . When you cast it on an ally, he/she will be healed and attracted to our character by max to squares [so standing next to us]. Good spell for doing major damage without using MP, and rescuing allies.

If you wish to heal better, and move further from your enemies when locked, you should really consider upgrading your Coward Mask support skill. When maxed, this spell will give you 100% probability to get additional MP with every successful dodge, and a bonus of +20% heal, so if you are confident about your dodge, you can spam heal bonus many times [till you almost run out off MP] and then use it to heal ally. Rememer to leave some MP or you wont be able to cast spitfalls and spitbull. Once a battle you can heal yourself using Masked Spirit spell.This support spell summons your double for 1 or 2 turns [cost: 6AP, 2WP, geez!!]. Beware! Every damage your summon suffers is redirected to you! If you wish to heal yourself, be sure to have your coward mask on, your double will be summoned in the same state as you are. You can also use it to save you from enemy that has locked you.

Most people stick to using 2 spitfalls for 6 AP, but I use another strategy. With my base 7AP and maxed Burst of Wakfu skill [when WP used, gives 1AP every 2 turns and +20% resist bonus] i use spittoon [7AP - 5AP =2AP, +1AP from Burst skill = 3AP] and spitfall. Inflicted damage/heal is 1/3 greater. Then, after 1 turn I use 2 x spitfall. Yes, target must be in a stright line, not further than 3 squares away, but with my 7MP it is not a problem. Aiming for 10AP build I can use 2 spitfalls [2 x 3AP, 2 x 1MP cost] + 1 spitbull [4AP, 2MP cost] for total of 10AP and 4MP and every 2nd turn spittoon [5AP, 1WP cost] + 2 spitfalls [2 x 3AP, 2 x 1MP cost] for a total of 10AP, 2MP, 1WP cost. Everyone has its own strategy, my is just an example.

Air branch

This branch is dedicated for players, who like to mess up a little with targets on the map.

Air spells involve many displacement moves either forward or backward with nice collision bonus damage [when our target hits something]. They are as follows:

Kickoff [cost: 5AP] - highest AP cost in air branch. Melee spell that pushes the target 1 square back. Target face is turned to the side, so you can prepare it for other allies, causing higher damage. When something is behind the target, it will suffer additional damage as collision bonus.

Scherzo [cost: 2MP] - melee spell with no AP cost, good for all 3 branches to do additional damage, when our mask has run out of AP. This spell is weak itself, but better to use it, than not using it at all. It pushes target 1 square backward & moves our character to square, where the target was. If anything stands behind the target, it suffers additional collision damage.

The following 3 class-spells will be active after we put Classic Mask on [1 AP cost]. This state lasts till we change it for another mask. Classic Mask is the second support spell we can obtain.

Classtanet [cost: 2AP] - mid-ranged attack [max range 3], makes our character jumping behind the target and then pushes it "backward" [well, actually forward, considering our previous position], following target to it original position. Small collision bonus damage added if target hits something. Very nice spell that can give you a lot of strategy options. If you just want to punch, just use it many times. Cheap AP cost enables you to do so. This spell works like a mid-ranged teleport, that could be very useful if properly used.

Classerole [cost: 4AP] - melee attack with nice push-back-2-squares effect. Not only it pushes target backward, but also makes our character following the target those 2 squares. Very good for making tactics with classtanet and classablanca. I will write down my strategy at the end of this branch. Small collision bonus damage if target hits something. Notice: you can run away with one target 2 squares forward without using any MP.

Classablanca [cost: 2AP, 1MP, 1WP] - mid-ranged attack [range of 3]. Our character jumps max 3 squares, hits target, and pushes it backward 1 square, leaving some gap between you and it. If target hits something - collision bonus damage added. When used correctly, it's cost is not that high, considering what it can do. Notice: while spending 1 MP, you move 3 MP forward, push your enemy, and make a small distance between you two, to make you a place for free movement.

Air branch is not so damage-dealing, but the role of air mask in a team is not to be powerful, but rather agile. The main role is to be a support unit for the rest of the crew. If you want to aid them more: upgrade your Classic Mask to max level. When you deal a critical hit, all allies will get additional 7% damage bonus, and there will be 75% probability of obtaining 1 additional AP by you [giving you more ways to attack, consider crit-build].

Most people don't recommend this branch, because of it low damage [we are talking about PvE]. Remember, the role of air mask is not to be a rampage beast. Air mask is a pusher, stalker, mover, whatever. This character is good for separating one enemy from the others, pushing it forward your melee allies, hitting it to death in 1 or 2 turns. Every action we make damages our target so it is not, that we are only pushing - we are also damaging [with good equipement we can do some nice damage too for low air-res targets]. My favourite strategy is to run for my target, use classtanet to stand behind the target [2 AP used, enemy pushed 1 square] + use classerole to make it even closer to our allies [2+4 AP used, enemy pushed 1+2 squares] + push it one more time with scherzo [6AP used, 2 MP used, enemy pushed 3+1 squares] and if able, finish this combo with classablanca [6 + 2 AP used, 2+1 MP used, 1 WP used, enemy pushed 4+1 squares, gap]. 5 squares away from the original position makes our enemy right in front of our allies, feeling their breath. My tactic of course, not that you ought to do it. Involves 8AP, 3MP + some more to run forward, 1WP.

Fire branch

This branch is dedicated for players who love to attack groups of enemies. Why? Because ALL fire attacks of this charater have Area of Effect [different shapes though]. Lets see:

Fracture [cost: 3 AP] - cheap attack with cone AoE [like this unwanted tetris block 3 squares + 1 square in the middle]. Good for attacking 2 squares-away enemies if used all MP to get to them. Simple, yet, effective. range as melee attacks, but this second line of 3 squares make this spell lil-ranged.

Hornito [cost: 4 AP] - aura attack [range 0] with AoE around you [all 8 squares around you]. If you cannot hit your enemies on diagonal with other spells [because they need stright line], and they are on the "corners" of your character, then use this spell. That's it.

The following 3 psy-spells will be active after we put Psychopath Mask on [1 AP cost]. This state lasts till we change it for another mask. Psychopath Mask is the third support spell we can obtain.

Psykotik [cost: 3AP, 1MP] - your must-have in fire branch. 5 x 5 [2 squares on one side + your character + 2 squares on the other side] cross AoE aura spell with nice damage. Remember to have some spare MP while running toward your enemy. MP cost is the only downside of this spell.

Psynapse [cost: 5AP] - love this spell.. Enemy too fast for you? Just stand in stright line not further than 4 squares away, use this whip attack and get attached to your enemy. Line mid-ranged attack. Fire mask jumps in front of the enemy, hitting it, and 3 adjacent targets. Nice pursuing spell.

Psyk-Out [cost: 6AP, 1MP, 1WP] - high cost for high damage. Line attack with 3 squares range [damaging all enemies along the way] and jumping on the 4sth square. Good for damage dealing and escaping. Forces all enemies to turn to your character, making good combo with other allies [to hit targets from behind, dealing additional damage].


Keep in mind, that fire branch has AoE spells only, so if there are many melee allies in your group, you may find it difficult to use your attacks without harming allies. This branch requires caution or selfish behavior.. Upgrading Psychopath Mask is a must! At max level this spell gives +15% damage bonus per attack inflicted upon us. The downside of this spell is, that it also lowers our resistance by -8% per hit [recieved]. Those buffs/debuffs stack to a max amount of +100% damage and -50% resistance. Just like a berserker - it gets hits - it is more angry - it deals more damage, but at the cost of it's armor. Artful Dodger will give us additional damage bonus. 30% [at max] of all our dodge will become damage bonus [so, having 100 dodge will give 30% bonus to our damage. Remember, it is "%" to our damage, not points of damage].

Spamming Psikotik is a common tactic in this case. Good spell, good damage, nice AoE. Remember about keeping some MP after running. Psyk-Out is a good alternative, which can be combined with Psikotik [in any order] causing massive destruction [6AP ,1MP, 1WP + 3AP, 1MP gives total cost of 9AP, 2MP, 1WP]. Psynapse acts like support spell for catching and locking enemies. I use psynapse a lot and I am not a fire-branch mask even! It really helps [most monsters are really annoying with their hit and run tactics].

Support Branch

5 active spells to use in battle, 5 passive states. Short description for all of them [those already described above will only be mentioned]:

Active:

Coward Mask
Classic Mask
Psychopath Mask
Masked Spirit
Dance of Death
- when maxed, gives you and your allies +7 levels to your/allies spells [cost: 1WP].
Before considering this spell, check how much will your spells increase..

Passive:

Burst of Wakfu
Artful Dodger
Charade
- when maxed, gives renewal state that stacks [max 30 per turn]: 5 per dodge, 10 per CH, 20 per kill. When renewal reaches 100 it gives 1WP back [user cannot have more than 6WP]. Worth considering only if you need WP abilities that much for a long battle.
Carnival - when maxed, allows to put mask on other allies with 80% probability that it will last for another turn[and so on]. AP cost rises to 4. Is it really that "awsome" ? Hard to say.

Mask Master - when maxed, gives +40 dodge bonus, +40% damage to critical hit damage, AND gives 10% of your life back for each killed enemy. Good for self-healing! Love this one. I think it is a nice support skill for all branches.


In my opinion: mask master is a must, burst of wakfu and charade for WP-skill users, artful dodger for damage dealers [if you have high dodge of course!], carnival - hard to say.

Summon can give you some strategy options, but I really don't know if putting so many points to have it for 2 turns is really worth an effort. Dance of death- really think it over if you really get that much. Maxing masks is up to you [fire branch masks should have it at least at level 6].

Well.. that's it for beginners. If this tutorial helps in any way, let me know.

I will consider writing something for advanced tactics or sth.


This post has been edited by JaSkaR - April 03, 2013, 10:26:28.
Reason for edit : minor error
Thread : Masqueraiders  Preview message : #514811  Replies : 2  Views : 577