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Enutrof - How to improve its gameplay
posté January 07, 2012, 02:07:49 | #1
Enutrof - How to improve its gameplay Hello everyone. I've been playing with Enutrofs for a while, and so far I've noticed that they're very underrated and most people do not know which powers hide behind an Enutrof. They're one of the coolest classes to play with, but after a few patches I realized that they could be much more enjoyable than now... I'm offering some suggestions to make this class more interesting than it is now.




The Dhreller

This amazing creature will help you tank mobs, reduce their mp and also find hidden mines. This spell only suits the fire build for now, if you level it being water or earth it will be mostly for tanking rather than anything else - that's what bothers me, spending 180 points just to get 2 spells maxed for... a tanker? C'mon Ankama, you can do more than that.

After last patch I realized that this game isn't prepared for an official release, check some spells, check some classes... they're completely messed up! Changing subjects; Hammle Mark (1-2 range, 5 AP) does more damage than Coney Mark (1-1 range, 5 AP)... that's nonsense. The damage of Deadly Nighspade has been reduced and now it's weaker than Killer Spade. If you're trying to make Enutrofs a class that is able to reduce effectively the MP of mobs why not just reduce the AP cost of DN along with its damage.



The New Drheller

This little monster should be changed in order to make the gameplay of Enutrofs better. It will learn 2 new spells from combat training now; Groundwater and Stalagmite.

New Feature: Naming your Dhreller.
New Feature: The Dhreller's color will be based on you character's color.
HP: remains the same
AP: remains the same
MP: remains the same


Groundwater: digs up a groundwater source, it can be used to recover some hp (by walking over it) or to slow down enemies (by freezing it).

Heal: 2 (1), 10 (50), 20(100). The water healing is based on Dhreller's characteristics. After drinking the water from the source it disappears.

AP cost: 2
Cooldown: 3 turns

Stalagmite: the dhreller invokes a stalagmite which will block line of sight and possibly do damage to surrounding targets if destroyed. The earth damage is based on Dhreller's characteristics.

HP: 20(1), 70(50), 120(100)
Damage: 3(1), 15(50), 30 (100)
Cooldown: 3 turns

Dhreller Claws: base damage increased by 5.
Furrowing: healing based on chance now.

Deadly Nightspade: the spell now costs 2 AP and 1 MP. Damage is reduced to: 1(1), 14(50) and 26 (100). The probability of reducing an MP remains the same.

Firedamp Explosion: the area of effect of this spell is increased when cast on a mine. It goes to size 2 (circular) area of effect. The AP cost is increased to 5.

Damage is also increased to:

Normal damage: 4(1), 23(50), 45 (100).
Mine damage: 7(1), 35(50), 67(100).

Treasure Tracker: it also adds now Prospecting Bonus. +1/level (+20 at level 20).

Living Items: this spell should be fully changed in order to give the Water Build a better gameplay. This spell gives the chance of turning inanimate bags into living creatures by using purge on them, the bag will become animated in the end of Enutrof's Turn. It also gives the Enutrof the Poacher state,

Purge (3x): Living Bag

Living Bag:
25 MP
2 AP
Artificial Intelligence: always beside its owner.
HP: 20% of caster.
Spells:

Item Collection
(1 AP, collects a bag, the Living Bag then becomes bigger). The item is given to its owner in the end of the fight.
Suicide (passive): the bag receives a portion of the damage dealt to the Enutrof in order to protect its owner. The percentage is based on spell's level. 10% chance of reducing 10% at level 1, 50% chance of reducing 30% at level 20.

Poacher State: the Enutrof will reflect 1~20% of the close combat damage received if the enemy is Broke.

Cutting: just one thing, if target is broke: base damage is increased by 5.
Rascalry: just one thing, if cast on groundwater source it freezes it. Then the next target that walks over Frozen Water will lose 2 MP.


That's it, thanks for reading. That's my last suggestion of my favorite class before the official release, I hope they do something about it...


This post has been edited by [Dalikaeor] - January 09, 2012, 16:04:51.
posté January 07, 2012, 02:59:10 | #2
Yeah , enutrof is lacking totally any water builds...


This post has been edited by LeoAdeliet - January 07, 2012, 03:02:07.
posté January 07, 2012, 04:06:32 | #3
I like where this going, I think they need give them more of an MP manipulation role (more MP reduction and increase spells) since they are focusing more on group combat now. Currently Enu doesn't really bring anything to an optimal group setup and is easily replaceable.


posté January 07, 2012, 07:48:50 | #4
Living bag would be really cool for water brach . Current way of water branch is not funny at all actually boring. i loved the idea . Also yes they should add prospecting bonus to treasure tracker . Prospecting is what enutrofs MUST possess as passive skill.

But cooldown states belongs to dofus not wakfu and i dont think they can add it to game for 2 spells of dhreller...


posté January 07, 2012, 13:04:21 | #5

Quote (otep-vodoo @ 07 January 2012 07:48) *
Living bag would be really cool for water brach . Current way of water branch is not funny at all actually boring. i loved the idea . Also yes they should add prospecting bonus to treasure tracker . Prospecting is what enutrofs MUST possess as passive skill.

But cooldown states belongs to dofus not wakfu and i dont think they can add it to game for 2 spells of dhreller...


Actually the spell Poisoninig of lv. 15 Rats has a cooldown of three turns. They sure can do that, in fact it's the best way of balancing classes and their spells ._.

So far they've added so many things, including not really needed features such as the characteristics, that are very similar to Dofus. I don't see why making spells work this way since it's the best known way of balancing stuff hehe


posté January 07, 2012, 18:05:12 | #6
Well , i guess you re right , cooldown could be useful for balancing instead of adding a lot of useless stuff distorting games (almost good) balance .


posté January 07, 2012, 19:06:54 | #7
Cooldown was already used in past versions of wakfu and ruined every one spell and support it touched, cooldowns are not cool.


This post has been edited by LeoAdeliet - January 07, 2012, 19:07:56.
posté January 09, 2012, 04:22:29 | #8
I like this, too. Currently the Fire branch seems to be the most well-developed (And least in need of changes), Earth is so-so and Water is pretty boring. And I certainly agree that MP manipulation needs to be boosted - after all, no other class seems to be very adept at it.

The Drheller changes in particular seem interesting: the critter certainly lacks tactical depth.

The thing I don't like is the changes to the Fire branch you're proposing. Works well enough for me, Firedamp Explosion's cross-2 AoE in particular.

And cooldowns, no please. Tie it to WP one way or another if you want to limit its use, but cooldowns generally don't seem to work all that well in Wakfu.


posté January 09, 2012, 16:16:42 | #9

Quote (Grichmann @ 09 January 2012 04:22) *
I like this, too. Currently the Fire branch seems to be the most well-developed (And least in need of changes), Earth is so-so and Water is pretty boring. And I certainly agree that MP manipulation needs to be boosted - after all, no other class seems to be very adept at it.

The Drheller changes in particular seem interesting: the critter certainly lacks tactical depth.

The thing I don't like is the changes to the Fire branch you're proposing. Works well enough for me, Firedamp Explosion's cross-2 AoE in particular.

And cooldowns, no please. Tie it to WP one way or another if you want to limit its use, but cooldowns generally don't seem to work all that well in Wakfu.

I wanted to change it because fire build works well with 8 AP, 7 AP works too but it's less strong than 8. Making it cost 5 AP with higher damage will probably balance out the differences between an enu with 8 AP and on with 7...

Dhreller

I was thinking about other abilities that Enutrof lack, instead of adding those 2 spells I suggested, I'd keep the water one and make it cost 1 WP and 3 AP, the Dhrelle would have 5 base WP when maxed though.

The Earth spell could be changed to Headbutt, it pushes an enemy 1 square and reduces the monster Hypermovement State.

Damage: 2(1), 15(50), 30(100)
Range: 1 to 1
AP cost: 6
Effects: -10 Levels of Hypermovement, 1 square pushback.


This post has been edited by Arthropoda - January 09, 2012, 16:17:49.