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Xelor Air
posté November 16, 2011, 01:41:18 | #21
Last time i checked Temporal images, when at maxed level, does not recirect any damage to xelor. I remember using nice combo of ai rbranch "o'clock" spells combined with temporal images. They can really be usefull in some situations. Obviously you need luck but it still gives enemies 20% chance of dealing damage to your copy instead of you. It wont protect you from aoe spells but not all classes have good aoe's (sadida for example have only strong earthquake that hit randomly, and eniripsa dont have aoe at all). And if you demotivate enemies then you might not be able to damage you that turn. Seriously they are awsome. Maybe they could not vanish if not hit but then it will be obvious who the real xelor is (unless xelor wont move/attack at all for some reason... wich won't happen since its pointless so its good the way it is).

3 o'clock and 9 o'clock are different in range then 6 o'clock simply to not make xelors easy way to move behind enemy and strike with boosted back stab damage. They could have the same range only if the mp cost would be increased.

Mummification could revive an ally and take control over it (or not) without making him die after. It could simply have 1 HP for the rest of the fight - it would die only if something would attack it again. If it would survive with 1 HP till the end of the fight, then it wont need to ressurect at phoenix. This would make this skill really nice and helpfull. Obviously mummified person would have incurable state or simply it will have HP 1/1 just like sadida's totem. Mummified target can attack but at its own risk.

Dial itself could be remade. I agree bonus for demotivated state dont need to be that high (considering passives and spell's chance for that effect). Also damage increase on dial hours could be nulified or maybe 10-15% maximum damage increase if its necessary. Then summoning dial could cost 1 wp and would vanish only if xelor will move away from it (no wp cost each turn). Timekeeper bonus would need limitation obviously but if the dial would work this way then xelor would be able to place some hydrants or sinistro's for longer (I really see no big point of summoning one of those just to block cell for jumping and waste 1 turn of dial and thats how it is now). Xelors mechanism would determine number of summons in play (and dial would count as summon itself just like totem count for sadida's leadership). Oh but dial would obviously need to redirect all damage done on it to xelor and not only in pvp. monsters should be able to attack dial (wich is why summoning hydrants or sinistro's can come in handy). This might make xelor harder to level but at high level it would be really great. Imagine few cells covering whole party from damage thanks to summons. Yeah sounds op? Its not if xelor will be able to summon only 1 sinistro/hydrant each turn and considering mechanism limitation. Not to say that xelor have limited range so if it block all cells then it might end up not able to reach enemy and will need to move from dial and re-make it. In my opinion its great idea overall.

Devotion is OP right now even with limitation to 10 ap as bonus to allies. Especcially if those allies have cheap spells (1 or 2 ap cost). As for me its obvious that xelor should give AP only to one ally but thats not all it should do (or else no one will bother leveling this spell). Xelor should receive INI or MP bonus (for example 20 ini for 2ap and 50% chance to get 1 mp). So it would simply work this way: when xelor will be in danger it will decide to run away but first it would give his ap to someone, then he might get up to 3 (2?)MP to move away for better distance. It could be also combined with Temporal images (with 6 ap xelor will use devotion twice and then will move away and use temporal images with additional MP gained).


posté November 17, 2011, 21:29:27 | #22
Yea, mummification could be tweaked/buffed a bit somehow (the 1hp version mentioned above seems alright).
but the last 3 air spells... Y U NO revamp them? D: they really seem silly.

PS: Eni should have some kind of "extend knocked out ally turn" also. Like smthing that can keep the knocked out ally in game or smthin.


posté November 18, 2011, 21:11:02 | #23
Enripsas should have a revive spell that would revive the ally with 1-5% of his life for 5AP and 2WP
when in "turns to KO".


posté November 24, 2011, 20:16:13 | #24
Xelor air got nerfed this patch in my opinion.


posté November 25, 2011, 01:25:50 | #25
Yes! finally! thanks chu :3 for the new air branch