- MEMBER (+) - 3 years ago
Huangnificent|2014-02-18 01:30:01 And could someone please tell me how to properly use voodoll? I have found no use for this skill.I primarily play an earth Sadida so I'm not the best person to help you with the nitty-gritty of water/air tactics, but Voodoll is something I know.
The first thing to understand about Voodoll is that it has a stupidly low amount of health for the punishment it's likely to take. Even with both Voodoll and Knowledge of Dolls maxed out, 40% of the target's HP isn't going to give you a sturdy Voodoll except against the toughest of monsters. That said, it is still one of your most valuable specialties and I highly recommend leveling it (though it can be safely ignored at lower levels, when most monsters have really low HP).
Primarily, you'll use Voodoll to help yourself and your team-mates whenever there is a single target (ally or enemy) that you want to be focusing on, especially if it's not a target that can be easily reached by everyone at all times. For example, you might link the Voodoll to an ally, letting you and your other allies heal them through the Voodoll no matter how far off they get. Or you might link Voodoll to an enemy, so that everyone can gang up on the doll when they can't get at the enemy (this is an especially valuable tactic with some higher level bosses). You can also use it to effectively multiply area of effect damage by 1.5 if the attack hits both the Voodoll and the target it's linked to (Voodoll counts as a Doll, and thus only takes half damage from AoE spells, which is why it's not 2x damage). Finally, some Sadida spells have extra or more powerful effects if you cast them on the Voodoll instead of the target.
Since you're water/air, I'll skip over Earth. And Air, actually, since Air spells have no extra effect on Voodoll vs. the real target, though it does let you be a little tricky with poisons. I'll get to that after. Anyway, these are all in addition to the universal benefits listed above.
Sadida's Tear: The bread-and-butter of an offensive Water Sadida. Whenever you have a Voodoll summoned, casting Sadida's Tear will cause whoever is linked to the Voodoll to either be healed (if they're an ally) or damaged (if they're an enemy) by about 1/3rd of the base damage of Tear. The best part is that you don't have to attack your Voodoll for this effect to work! Simply having the Voodoll linked to someone is enough to trigger it, so it is effectively an 33% increase in damage for a one-time cost of 4AP (assuming nothing tragic happens to your doll). If you have 10 AP and can cast Tear twice a turn, any enemy with a Voodoll linked to it is in for some serious pain.
Mudoll: Casting Mudoll on your Voodoll will increase the amount of healing you can send to a target immensely. Without Voodoll, Mudoll is a respectable heal, but it's really no comparison to an Eniripsa. With Voodoll and some Lone Sadida stacks, however, it's an even match. It's best used when you need to keep one specific person alive (usually the tank), and you don't want an army of Inflatable dolls cluttering the field. NOTE: Casting Mudoll on a Voodoll will heal the target, regardless of whether they're friend or foe. It is entirely possible to heal the enemy with this combo, which will make you very unpopular with your team. However, it's great for use on Living Dead enemies that take damage from healing anyway.
Air Spells: Okay, this is just something I learned while goofing around a while ago, and I have no idea how viable it is in actual combat (I suspect "not very"). Air spells on their own have no extra effect when cast on a Voodoll, but what does happen is that whatever poison you hit them with will be applied to both the Voodoll and the target. So if you hit a Voodoll with Woodland Stench, the doll will take damage on it's turn from the poison, and so will the enemy, because they're linked. Then on the enemy's turn, they take damage from their own poison. This effectively doubles your poison damage (though I imagine it would kill your Voodoll pretty fast).
Also note that if you are using your Voodoll to heal allies, your enemies cannot damage that ally by hitting the Voodoll. In such a case, they'll just damage the doll, leaving your ally okay. However, if you have Doll Link leveled, the damage that gets redirected to your Voodoll will damage any linked ally. If you plan to do a lot of Voodoll healing, I'd suggest staying far away from that passive.
One final thing: Voodoll counts as an ally for any spell that cares about such things (such as Mudoll damaging enemies and healing allies). Not especially relevant to you, since all the effects of various spells on the Voodoll are explained in the spell descriptions, but some other classes might be caught off guard. A Water Mask, for example, will just end up healing the enemy if he tries to attack your Voodoll, since their spells work similarly to Mudoll (harm enemy, heal ally). This isn't likely to be a huge problem since so few spells care about precisely who you're hitting, but it's something to watch out for.
I hope that was helpful. Good luck with your Sadida!