KayleKhan's profile
Scary Polter
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Member Since : 2007-10-28
841 Posts (0.41 per day)
Most active in : The Old Dusty Corner
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 February 22, 2012, 09:41:05 |
#1
Quote (SupersunZeratul @ 17 February 2012 10:44)  I imagine water is going to be very strong.
In closed beta it was already the strongest ecaflip element. Flea Love and Fleeches are both really good.
When I looked at the new support spell list and saw Feline Leap, Precision, and that Double or Quits now worked with all branches...I knew that water is very likely just going to be stupidly immortal, as if they weren't hard enough to kill before.
I would stay away from tarot though with water.Crit fails and -1 HP combo could very easily get you killed in a fight you normally wouldn't lose while tarot really wouldn't give you THAT much benefit compared to the risk. Just want to point out it was Earth, not Water. Earth contained some incredibly high damage output that was ridiculous, and didn't even require all that much luck in order to achieve the damage.
Water Eca seems to be fine where they are. Since it's an Eca, the character will always have a high risk with it, and the amount of damage Water can do balances that out. Also all of these things require quite a bit of setup and WP, so it's not like you'll be able to do it ALL the time.
Honestly, the main thing I like about Water Eca's is the support capability of them with Fleeches. That spell is incredible as hell.
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 February 22, 2012, 09:35:14 |
#2
Quote (Orphiant @ 21 February 2012 23:16)  I don't think he's trolling. 100+ at level 22 sounds about right. I haven't seen enough of it to make a say as to whether or not it's overpowered, but just from basic every day fighting, every Eca I see does a lot more damage then me, and I know water is supposed to be the tree that requires the least luck, so I wouldn't be surprised if he was dishing out standard damage of 100+
That's pretty insane when you think about it. 100+ damage doesn't seem to ridiculous from the numbers because the consistency of getting that much damage, and the chance that you'll get completely screwed definitely balances the damage.
This post has been edited by KayleKhan - February 23, 2012, 05:09:32.
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 February 22, 2012, 07:42:27 |
#3
I just have to say, incredible job with the new Ecas. Seriously, the kit is incredible.
One massive problem, though, is the chance that you have to either instantly die or go to 1 HP with the Tarot cards. That's just straight out not fair.
This post has been edited by KayleKhan - February 22, 2012, 09:04:47.
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 February 08, 2012, 06:40:48 |
#4
Best way I've found is to make another account and use 2 Wakfus, one running a Sacrier or some sort of tank, and the other with the Enutrof. Then you can sit back and spam Rascalry/Tax, doing optimal damage at a long range, without worry of getting caught.
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 February 08, 2012, 06:36:38 |
#5
The problem isn't with the spell, but rather with Invisibility and the way Perception works currently, at least at low levels. Once it gets buffed/fixed or whatever the hell, then this spell should be nice (assuming you're using Invisibility), since you'll be able to stay Invisible for quite a long time.
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 February 08, 2012, 06:34:18 |
#6
Quote (Ragutou9 @ 05 February 2012 22:41)  Right.... you quoted me only because of that?
Lol.... Right.... you posted only to say that?
Lol....
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 February 08, 2012, 06:27:52 |
#7
Quote (Vensaval @ 08 February 2012 04:09)  Ask me just how much I care
Besides, it's been possible since Dofus. I hardly think it's too much to ask to keep that option open and viable. Doesn't really matter if you care or not, it still goes against the whole thing about the Panda.
In Dofus, you still had those like 85 levels or something where you had to use Boozer. Also, Dofus is a separate game anyways.
Quote I went pure fire and put most of points into Karchamrak.
It's an ok build atm. Hopefully with the next patch, barrel-less pandas will be a good option Why make them barrel-less, instead of just making it so it works when using the barrel? Just because the idea is not working right now, doesn't mean you should just abandon it. Just balance it, and make it work.
Almost all the classes, if not all, have some sort of thing they use that's very important to them. For Fecas it's glyphs/armor, for Pandas it's the barrel.
Changing the barrel to the flask idea is fine, but completely removing the concept behind the barrel isn't really the best way about going with this, in my opinion.
This post has been edited by KayleKhan - February 08, 2012, 06:42:26.
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 February 08, 2012, 02:07:46 |
#8
Quote (Vensaval @ 08 February 2012 01:51)  I don't want Merry status. I want to be sober.
I have/had a real strict goal of being a good sober Pandawa. Of course, I could always avoid using water on the barrel, but still. Er... that goes against the whole point of the Panda, quite frankly.
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 February 05, 2012, 18:56:40 |
#9
Quote (AnthonyClark @ 05 February 2012 01:45) 
Quote (odbj @ 04 February 2012 10:10) 
Quote (StrangerDanger @ 04 February 2012 04:49) 
Quote (odbj @ 04 February 2012 04:01)  Still wondering how pure Fire builds are supposed to Dizzy their targets without using another tree :\
Is pure (Dizzy-using) Fire not even an option? Does Fire have to use another tree for Dizzy? They can either use Bamboozle (Which I find a very useless skill to get) or use Water to stack Dizzy quickly. There's this one skill that adds 2 dizzy per use. Fire won't do damage unless their dizzy and the more the better (max being 20). You can use earth, but you'd have to put the barrel down, which essentially wastes the Dizzy stacks and a turn. According to notes about future Pandawa changes (posted elsewhere in the forums), they're replacing Bamboozle with another spell.
If this is true, unless they rework Fire somehow, a pure Fire build will never be viable, right? Relying on other trees to apply Dizzy is garbage design :| Do other class trees REQUIRE hybridization to be viable? Sram.
I don't think the developers meant for people to stick to one element builds, hence hybridization is actually something encouraged by developers, right? Sram is different, in that they use another spell from another tree as utility.
Pandawa is made so that they HAVE to expand to water if they go fire, and vice versa, in order to deal any damage.
I believe the developers, over the years, have made it clear that they want synergy between two elements to bet there, but they also want the trees to be able to stand by themselves. The way the +elemental damage works hints to that as well. They don't want reliance, I don't think, but rather freedom.
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 February 05, 2012, 18:54:10 |
#10
Quote (Vensaval @ 05 February 2012 08:47)  It's not Fire/Water that's broken in that scenario. It's the barrel itself. Much like the Sadida's Voodoll in the sense that you can hide behind it or trap an enemy with it as well.
Outside of that scenario, the current Fire/Water capabilities are terrible. Yeah if you weren't in that exact scenario, you'd get ripped apart by them, even if it was only one.
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 February 05, 2012, 18:49:34 |
#11
Quote (nyanc @ 05 February 2012 18:20) 
Quote (Ragutou9 @ 05 February 2012 12:56)  I currently am training a level 40 Water Sram but he's not a petty theft build.
I use 2x Fourberie and 2x Bloody Ripoff, I have all chance besides the 1 MP I got at level 21.
For my build the more damage I do the more I heal which is why I went for all Chance and I will be using justice set or something for Crits because that's all the better for me.
As for gear goes.. you are only level 31 DO NOT skip up on some other great pieces that can combo together.. this is my set at the moment.
Scarecrow Mask
Royal Gob Epaulettes
Royal Gob Cloak
Puddly Amulet
Puddly Breastplate
Puddly Ring
Kapow Thongs
Kapow Belt
Kapow Ring
And for the weapon a Perfect Crafted "The Astro"
I'm running roughly 151% Water Damage without stabber state bonus.
As for Specialties go with max master stabber, possibly maxed look around you and maxed sram reflex.. that's what I'm going for.. I've never heard of a water sram getting double leveled up though.
Gobball set at level 31?.. all because of 1 extra AP? really  and about the 8 AP and 9 AP thing.. you can wear Dragolyre/Celestial Brooch, 2 satisfaction rings or get points in AP there's many different ways. but if you do 2 fouberies then you would be in front of them? You would only end up behind if you started the turn behind them I think what he does is uses Fourberie, uses the x2 Bloody Ripoff, and then uses Fourberie again because a lot of times, it's less than optimal to move to the opponent's behind if you're not attacking it.
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 February 05, 2012, 18:46:11 |
#12
Quote (Mhaura @ 02 February 2012 21:17)  - Rascalry
Does not provide as much broke % chance as Cutting, but still a great spell to use. Use until broke. Requires MP, good to use with Prime of Life if you need to move to get within range.
- Tax
Alternative to Refinement. Does decent damage and doesn't cost any WP. Rascalry can be used 3 times per turn, bringing the chance up to basically 115% chance in one turn. Cutting goes to basically 100% chance over a turn. Furthermore, with the God of the Enutrof's Blessing passive, they both gain 20% chance more per swing, but Rascalry can be casted more times, bringing the chance up even higher for Rascarly (Sorry, I forgot how to figure out how to calculate the overall % that something will happen :<
Also Rascalry does 87 damage per turn with 6 AP, and cutting does 70 damage per turn with 6 AP. (This is all using level 100 numbers)
Overall, Rascalry is way better, assuming you can get 1 space away from them, and you can spend the 3 MP, which you should try to be able to do as a water Enutrof when fighting with a team.
Tax does 2 less damage than Refinery when the opponent is broke at max, but costs 4 AP, meaning it does more damage per AP than Refinery and doesn't cost any WP. The same thing about the range applies as above, as well. Refinement will only deal more damage on the turn it breaks something, assuming that the item is not very low level.
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 February 04, 2012, 23:07:35 |
#13
Click here
The changes that I have written there would make it a better skill, and more synergistic with itself.
This post has been edited by KayleKhan - February 04, 2012, 23:07:49.
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 February 04, 2012, 23:03:06 |
#14
Quote (StrangerDanger @ 01 February 2012 00:15)  Water/Fire Pandawas are beast at powerleveling if you choose the right mobs. At level 6 I could solo two beastly gobballs, since I hid in a spot with 3 arena cells next to me and barrel in front, they'd walk up to the barrel but not hit it and keep passing their turns.
I used the water skill that adds +2 dizzy per use, so I build up to 20 in 10 turns. After if I use light my fire, I could deal over 150 damage with the actual damage then 300 burning. Now I do up to 250 with Light my Fire, doing over 400 in the total of turns. I'm currently level 18, but against the mobs who walk up to the barrel and either pass turns or attack it, you just spam the water spell and then Light My Fire and bam, they're dead. At level 18-19 I can kill more than 4 gobs in a mob at Wild Prairies. It's not efficient for PvP or dungeon or grouping, but if you plan to just level for fun or drop hunt, I highly recommend trying this out.
Earth is stronger for PvP and Dungeons, but in normal solo PvE Water/Fire owns. That's not because of the power of the trees, that's just because there apparently is a glitch where the gobballs will pass their turns when in that situation. Abusing a bug=/=balanced/strong.
Quote Still wondering how pure Fire builds are supposed to Dizzy their targets without using another tree :\
Is pure (Dizzy-using) Fire not even an option? Does Fire have to use another tree for Dizzy?They can either use Bamboozle (Which I find a very useless skill to get) or use Water to stack Dizzy quickly. There's this one skill that adds 2 dizzy per use. Fire won't do damage unless their dizzy and the more the better (max being 20). You can use earth, but you'd have to put the barrel down, which essentially wastes the Dizzy stacks and a turn. According to notes about future Pandawa changes (posted elsewhere in the forums), they're replacing Bamboozle with another spell. If this is true, unless they rework Fire somehow, a pure Fire build will never be viable, right? Relying on other trees to apply Dizzy is garbage design :| Do other class trees REQUIRE hybridization to be viable? I'm sure Ankama doesn't want the Pandas to be forced to spread across 2 trees, because that's just bull if they do that and is not a good idea. It's probably just a matter of time until they address the issue.
This post has been edited by KayleKhan - February 04, 2012, 23:06:04.
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 February 04, 2012, 23:00:13 |
#15
Quote (StrangerDanger @ 04 February 2012 04:47)  You have a point. I failed to realize that Earth also is kind of melee than swords, which strikes me as odd. They really should get more Swordish skills or close combat slashes instead of just being "Hand to Hand".
I personally love Pandawa's at the moment, ONLY because water/fire is broken at the moment. Other than that it's an odd class and definitely should get reworked over the ecas. Ecas were better compared to Pandawas to be honest. Water/fire broken? ... You mean as in it's bad, right?
It's really not that big of a deal if Iop's have the melee theme, and Pandawa's instead get the barrel theme. As long as both of them are consistent, and fun/balanced.
This post has been edited by KayleKhan - February 04, 2012, 23:01:12.
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 February 02, 2012, 08:48:29 |
#16
Quote (MalevolentZ @ 02 February 2012 08:22)  Its not really the Merry effects that I have the problem with, its the Dizzy effect that comes with them. Ya see, Dizzy makes the enemy stronger with each level and that just doesn't make sense! If anything that should make them deal less damage.Switching BB and LA bonuses is a perfect idea, as BB would be used when you're surrounded and the extra resist would be amazing then. I would say to leave Blisskrieg a 6 AP spell because its sorta like an ultimate ability as the last Earth spell. The other suggestions sound great though! We'll just have to wait and see what they come up with for us. Dizzy makes them stronger, but it also makes you, and your teammates stronger because of the lower resists. The main problem I have with Dizzy is that it apparently takes away an AP from your ally, which I really really dislike, but I haven't seen it happen yet because I don't group, so I'm not sure if that's been fixed or not.
Thanks for the compliments.
This post has been edited by KayleKhan - February 02, 2012, 08:48:58.
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 February 02, 2012, 06:32:18 |
#17
I'd say keep Invisibility and the Double as two separate spells. That way both of them can be separate things, and be balanced separately and also do more individually.
The Double seems like it's more for the extra damage it brings, not for the distracting purposes.
It seems like just giving monsters reduced perception will balance Invisibility, while fixing the HP problem ( Click here) will fix the Double problem.
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 February 02, 2012, 06:12:56 |
#18
I have some ideas on how to fix the problems you stated, actually.
Merry Effects:
I don't think the bonuses from Merry are bad as they are, I just feel like they need to be switched around so they're more synergistic with the spells. Pandawhack's bonus is pretty awesome, Bash Barrel's MP bonus is pretty awesome as well (although it's not synergistic with the spell), Lactic Acid gives resist, which is really nice (but once again, notsynergistic with the spell, though), and Blisskrieg's bonus dodge works pretty nicely (I think it'd be better on Bash Barrel, though).
So what I think you should do is give Lactic Acid Bash Barrel's Merry effect, and Bash Barrel Lactic Acid's Merry effect. Basically just switch the two. Bash Barrel would then give 2% resist per Merry, and considering it's a spell that's most optimal to use when you're surrounded, it's synergistic with itself, and Lactic Acid (the one ranged spell earth Pandas get) gives a chance to gain extra MP, which works well since the spell is ranged so you're probably going to be using it when you want to kite.
Synergy within the tree:
I say you nerf Blisskrieg's damage so it's balanced first of all and then work on synergy within the trees. Earth doesn't really have many problems as it is right now since all the spells work really well other than the Merry effects not matching up with the spells, but the problem comes in when you realize all of the drinking spells cost 4+ AP, meaning there's no synergy within the tree for a 6 AP character. I don't think you want to make it so that a character relies on getting to the point where they can get extra AP, but still making it rewarding to get the extra AP.
One way to work on this problem would be by straight out halving all the effects/damage of Bash Barrel and changing the AP cost to 3 AP. That gives the Pandas access to a 3 AP move while drunk.
To make the spell balanced, I think there'd be 2 ways of going about that. The first way would be to nerf the damage, since a 3 AP spell should not give the same AP:damage ratio as a 6 AP spell, and the other would be to remove the Dizzy effect and nerf the damage by only 5 or some points, because since it doesn't do as much without the Dizzy effect, it having a higher AP:damage ratio would be fine.
You could also halve the AP cost on Blisskrieg, and then do the same with the effects/damage of the spell, but keep the 1 MP cost. That forces the Panda player to have to use Blisskrieg twice in order to get the same damage, which can give them more versatility with the spell, gives the Pandas another 3 AP spell, while nerfing Blisskrieg because it'd be 6 AP and 2 MP to achieve the same amount of damage it would be.
Triple Whammy:
The only problem with Triple Whammy is that it's useless while drunk, which is the whole point of the earth tree.
In order to address that issue, you could make it so Triple Whammy can be casted while drunk removing the push back but instead giving your character either 2 or 3 lock per level of Merry when casted, or removing 2 or 3 lock (or dodge) per level of Merry when casted from the enemy. It'd help out with the synergy within the tree problem, give the earth Pandas back their first spell when drunk, and help them become more sticky, or mobile.
Results:
By switching the Merry effects of those two spells, you give more versatility to the earth Panda, keep the damage the same, but make the tree more synergistic with itself, giving earth Pandas the chance to use Bash Barrel and then use Blisskrieg, the other way around, or with 7 AP, use Pandawhack and either of the two spells.
Really past the synergy in the tree, I don't think there are any problems with the earth Panda, other than Blisskrieg, and synergy within the spells. Turn Blisskrieg and Bash Barrel into 3 AP attacks and I think the tree is 100% fine.
Click here
This post has been edited by KayleKhan - February 02, 2012, 06:18:01.
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 February 02, 2012, 05:43:05 |
#19
Quote (SSBKewkky @ 02 February 2012 04:00) 
Quote (Lagitus @ 02 February 2012 01:05)  yup. wakfu is boring as hell because of all the constant grinding for everything.
i dunno what the obvious sarcastic comment was for about the billion kama.
you know guild wars had no grinding except for some PVE only skills. the beauty of it was that the fun came from all the dif builds you could create, and your mastery of them. it was all about fun, not grinding. and guild wars was way more successful than wakfu will ever be because of that. Wakfu hasn't even been released yet. It'll be a brand new game starting at patch v1.00, OF COURSE IT'S BORING WHEN COMPARED TO OTHER DEVELOPED MMORPGS! Did you expect the game to be better than WoW and the likes when you heard about Wakfu?
Fun is subjective. I'm having more fun playing Wakfu than I did playing Guild Wars. Traditional 3D MMOs are boring and slow for me. Same as WoW: click your life away for battles, it gets really really dull in the long run. I like tactic games like the Disgaea series, FF Tactics series, Fire Emblem series, where strategizing can win you a match without taking damage if you know what to do and how to exploit the AI. I'm having fun taking down monster groups of level 55+ at level 32 while soloing (I wouldn't be soloing if Ankama outright said whether or not we would be getting a wipe, my friends all quit until the game releases on the 29th because they don't want to invest too much time in a character that might get deleted soon)..
Also, how do you know Wakfu will never be as popular as Guild Wars? Can you see into the future and predict all the content Wakfu will release from now until the day it dies? That is some very wild speculation you have going on there. Because it hasn't been released yet is the exact reason for why you would want to figure out what's wrong with the game and find out how to fix the problem. .-.
And you can't tell me that this game doesn't get boring after killing the same few mobs constantly (a.k.a. grinding) for experience. The game needs something else to give it a reason for players to play, which is what this guy is saying. Grinding should be for something else, not just because grinding is all there is to do. You grind for experience, you grind for items, you grind to level your profession, and so on.
One way to help with the grinding problem is by simply expanding the world of Wakfu. With the new expansions (in the form of different islands, classes, items, monsters, adding more political depth and economic depth, or a deeper ecosystem), there comes more and more to do in the game which results in you not sitting there grinding and grinding on a few mobs, because you want to go out and explore the awesome world and do some crazy quests and things.
All this having been said, Wakfu is definitely going in the right direction, with the depth it has, the monsters, character, items, the way the political system and economic system is, and so on. A good example is the achievement system they have in place right now. You have some sort of goal that you can achieve and is fun to do. It adds more to the game, and helps keep players interest alive.
Another part of the game that will be massive in this sort of game is the community, which seems to be the reason that the OP doesn't like Wakfu. A humongous part of this game is having a good guild or group of friends that you can joke around with makes you want to come back for more and more. Having a group of friends to help you out and do things with you is a big factor in why people play this game.
TL;DR
Basically I'm saying that in order to alleviate the problem the OP has with Wakfu, which is that the grinding is making him become bored of the game, the OP needs to find a group of friends that he can enjoy the game with, and for Wakfu to create a deeper and more expansive world so the players don't feel like they're grinding, but instead are constantly doing something new and fun. Make the players want to gain those next ten levels because they'll then be able to go to some new island with some awesome monsters that give awesome items and is just amazing, or something.
This post has been edited by KayleKhan - February 02, 2012, 05:57:52.
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