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Pandawa - A few suggestions
posté October 31, 2011, 01:30:29 | #1
Pandawa - A few suggestions Hey everyone.


The earth build is ok, but fire and water build are facing some problems.

- Difficult to keep enemies beside barrel.
- Only useful if hybrid
- Dizzy state is something too repetitive, no changes when a spell gets a higher level
- Water branch has too similar spell arsenal, and their effects are only useful for fire build


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Water Branch

I'd like to suggest some changes to their spells, something that would create a link between the water spells, and not only to fire ones.

Milky Breath
3 AP, 1-2 range, cannot be increased.
Level 1: 4 water damage, if Dizzy: 7 water damage, instead of normal damage.
Level 20: 9 water damage, if Dizzy: 13 water damage, instead of normal damage.
Level 50: 17 water damage, if Dizzy: 21 water damage, instead of normal damage.
Level 100: 29 water damage, if Dizzy: 33 water damage, instead of normal damage.

Critical: 50% more damage, (43 water damage at lvl 100 for example)


Bubble Trouble
3 AP, 1-6 range, cannot be increased.
Level 1: 2 water damage, if Dizzy: Confusion (+1 Level)
Level 20: 9 water damage, if Dizzy: Confusion (+2 Levels)
Level 50: 15 water damage, if Dizzy: Confusion (+5 Levels)
Level 100: 22 water damage, if Dizzy: Confusion (+10 levels)

Confusion: attacks adjacent targets in the beginning of the turn. Damage based on Pandawa's Chance. More chance power, stronger is the bamboo milk effect :p

Level 1: 2 water damage
Level 2: 3 water damage
Level 5: 6 water damage
Level 10: 11 water damage
...
Level 20: 21 water damage


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Fire Branch

Explosive Flask
Blindness effect is way too strong (5 turns duration).
+5% chance of adding Blindness State for each level of Dizzy, starting with 30% chance at level 1 Dizzy.

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Bamboozle
4 to 2 AP cost, 1-3 range. Effects are changed.

The spell does not cost WP anymore, but has a cast limit of 1 per turn.
Effects: pulls all targets in a cross area of effect of size 3 toward the barrel, +1 Level of Merry (Panda).

Level 1: Pulls 1 square, 4 AP
Level 3: Pulls 2 squares, 3 AP
Level 6: Pulls 2 squares, 2 AP
Level 9: Pulls 3 squares, 2 AP

Barrel of Laughs
Useless spell, I don't know why the... Ankama keeps adding exploding-like spells to the game. First Sadidas (OP), then Pandawas and now Fecas... It needs to be changed. I'm sure this spell was added because of the lack of creativity on adding another one passive ability to the class.


New effect idea: the barrel would have kind of an aura that heals all allies and reduces the lock of enemies around it in the beginning of Panda's turn.

Level 1: heals 1% HP, -5 Lock.
Level 10: heals 3% HP, -25 Lock.
Level 20: Heals 5% HP, -50 Lock.

That's it, thanks!


posté October 31, 2011, 02:29:42 | #2
i think this is a great suggestion +1

but what i would find really cool would be changing the pandas picking up / throwing spell

max lvl instead of throwing cost 2 ap , make picking up cost 2 ap

throw/ pick up
lvl 1 3 | 3 range 2
lvl 9 3 | 2 range 6 (for some reason it costs 15 skill points from lvl 8 - 9 just for extra -5%)

and throwing should not reduce allies resistance , and if you throw barrel at an enemy it could do some sort of damage and add dizzy state? would make a great combo for positioning barrel.


personally i don't use pandas for damage i play them as tank / positioning support + offensive support cause with a devotion xelor you can do -150% resist all elements and get them where you want
or if an ally is on 1 hp you can carry them so they wont die, sacrificing your ap for their survival

(pandawa initiative is best after the enemies take their turn and before your teammates start theirs, so when fighting kraloves ideal initiative is 199 most support roles play like this)


This post has been edited by MarsQuake - October 31, 2011, 02:37:39.