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Pure water Ecaflip guide
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February 17, 2012, 16:56:07 |
#1
Pure water Ecaflip guide
Because the water section in the other Ecaflip guide has not been completed, I will write here my recommendation for a water Ecaflip build, mainly because of the potential underestimation of Feline Leap of the other guide.
Well first off to adhere to the format of the previous guide I shall also explain the water spells of Ecaflip, as well as related special abilities. Spells: Rough tongue- Close range attack that has very decent damage output per AP and good critical damage. No special effect. This will be your main attack spell when not using Flea Love. Fleabag- Defensive spell to cast on self or any target. Trigger when the entity (you, ally or enemy) who is under the effect of Fleabag is attacked. Upon trigger, it causes damage to the attacker, reduces the attacker's water resistance for 1 turn and heal the 'Fleabagged' entity by the same amount of damage done (assuming that Flea Army level = 0). Although this spell costs 1 WP, when the spell is triggered the flea will return the 1 WP to you. This spell is quite useless in most situation because if you have spare 3 AP, better use it on Feline Leap for +50% water damage. The only situation I would find it useful is if you want to kill Sram's clone or expose a Sram. Fleahopper- Long range spell, costing 3 AP, boost critical hit chance to any entity adjacent to the target also heal you for the same amount of damage done. The critical hit boost only lasts until the beginning of the Ecaflip's next turn, meaning it does not carry over. I'm not sure if the amount healed is affected by Flea Army or not because it doesn't work like other Flea spells with: "You throw Flea which costs WP. Flea sucks HP, returns to you, heals you and recovers the WP used". Supposed to be a useful spell but it isn't. If I remember correctly this spell costed 2 AP pre-patch. With its increase in cost now and not increased base damage, this spell potentially has the lowest DPA in the whole game (5 per AP at level 100). The crit boost is nice but not high enough to guarantee a crit attack for your friend. You better do some direct damage with other spells. Fleeches- A good spell of Ecaflip in all versions. Once casted on the ground, the spell identifies an affected 'circle' zone. Any enemy in there when attacked will be dealt additional damage and the attacker will be healed for the same amount of damage done (assuming Flea Army level = 0). The spell only lasts until the Ecaflip's next turn and only affects the mob standing on the zone for the 1st attack. Any subsequent attacks on that mob won't trigger the effect though still works for other mobs also standing on the zone who haven't been damaged. Also obviously, the WP cost will be returned to the Ecaflip in the next turn. In previous patches, this spell's level is decided by the Ecaflip (of course), however the damage bonus applies to it was affected by the attacker's water damage bonus. The same applies to the amount healed. So in all cases it was best for the subsequent attack to be done by the Ecaflip itself. I haven't had the chance to party with anyone (too few people playing) so I can't be sure how the spell works in this matter. Flea Love- The best spell of the water branch. It has long range and quite flexible line of sight (though not completely unblockable). The cost is high and the damage output in first sight seems nor worth it but actually it is. It works like this: - First turn: on casted the flea bites the mob once, causing damage. - End turn, on the turn of that mob, it gets biten once more (2nd time). - On the 2nd of that mob, it gets biten for the final time (3rd time). The flea returns to you, heal you for a great amount and returns the 2 WP to you. So you can cast this spell at long range, causing significant damage (60 base damage at level 100), kite around and heal yourself for a great amount. I will tell you a combo to make it worth casting this spell at melee range later. Though unforunately it can't be casted once someone is already under the Flea Love effect. Also when under the effect of this spell, Sram can't stay hidden because of the continuous damage and also because of the Flea exposing his location. Related special abilities: Feline Leap- This has to be mentioned first as it is the ability that brings water ecaflip on par with all other classes. As everyone knows, at level 9 it increases 50% water damage for 2 AP and lasts 1 turn (including the subsequent turn). Water damage here not only includes damage done to enemies but also counts toward the amount of HP stolen (the amount you are healed). Flea Army- For non-water Ecaflip, it gives the chance of causing the Flea Love effect on casting a fire or earth spell. The power of this Flea Love effect is unknown to me as I haven't tried such approach. Maybe it is based on the level of your actual Flea Love spell, maybe not. The main feature is at level 20, it increases the amount of HP stolen (healed) by Flea by 40% which is good for water Ecaflip. Precision- Now this is a good ability. At level 20, it gives 40% chance to increase your damage by 30% (limb hit), 50% (body hit), 80% (head hit) and 500% (brain hit). This damage can be anything other than healing effect. It can be damage done by any spell, any ability and even weapon damage. I wouldn't count on the chance to get brain hit as it occurs very rarely. The point is this proc for every damage you have done, including Fleabag trigger, Fleeches trigger and every bite of Flea Love. What's not mentioned in the description of this ability is that brain hit, other than +500% damage, can also cause Stun effect. So that adds to the versatility of Ecaflip too. Remember I mentioned that this does not affect healing effect so even if your Flea Love om nom nom the mob's brains 3 consecutive times the amount of HP healed will remain the same as normal. Ecaflip die- This isn't a directly related ability for water Ecaflip but it doesn't take anything away from you to have it. Out of 5 spells of water branch, only two has critical conditions: Rough tongue and Fleahopper. As I have mentioned Fleahopper is not worth using at all so Ecaflip die main target is Rough Tongue. You don't lose anything if your winning streak keeps getting minus since its floor value is 0 (no negative value or any negative effect). If you has high level of winning streak, Rough tongue can deal very significant damage at crit (45 base damage, level 100 for only 2 AP). Also you can use this to augment the success chance of Cat Tree for a "Second Chance", meaning either dying in the next turn or getting an uber heal. Thus Cat Tree- This ability is not one to spam around. It is mostly the last measure of Ecaflip but could also be the decisive one that helps you turn the tide. In normal condition, it gives you 50/50 chance of either being healed by an amount based on the damage done to you or double the damage you will receive. At level 9 it will has the chance to heal you 140% of the damage that you could have received. Also, with high winning streak, the chance of you being healed will increase (+1% per level of winning streak) but the winning streak will be reset after the 1st hit. Therefore, it's normal for most people (in PvP) to spam the weakest and least cost attack on you to disable the Cat Tree. This is all chance, you can still eat double punch in the face with 99% success but in a nothing to lose situation then why not? As a matter of fact, in previous versions I regretted not having this ability at higher level. Cat Paw- For those who wants a more reliable measure, this might be something you need. 30% of pushing away an enemy entering your close combat range and cause 25% critical failure to it. A very useful ability to fight against close-combat classes indeed. Being pushed away sometimes mean having to resort to weaker range attack, having insufficient MP to choose a better attack position, being denied from using MP costing spell, etc. and 25% critical failure is significant enough to fail an action. Then again, it is only for close ranged classes (or ranged class being cornered and have no choice but to walk in your melee range) and occurs at 30%. You always can create the gap to give chance to make Cat Paw happens anyway, using Feline Leap when suitable and maintain the distance. I wonder how it looks like when an Iop using Super Iop Punch and gets pushed away immediately :p Ecaflip's Tarot- Yeah for those who still like gambling when playing water branch, it's a nice addition to add more thrill and the unexpected. This has already been well explained in the other thread (better than I can explain). Roll again- Same as above. Mainly to manipulate your luck a bit when having Ecaflip's Tarot or Ecaflip Die. More information: This might be a more solid ability to invest in than I expected. At level 9 it boosts 32% damage for the Ecaflip for each cast (1 WP each, stackable) and 10% critical failure for ALL enemies on the map. Considering you not investing in Cat Tree, this might be the next best investment after Flea Army and Precision. You might even want to put 3 points into this after maxing out Feline Leap since Ecaflip doesn't have much use for WP. However, beware of your WP pool. You normally need 3-4 WP for complicated combo so one unwise move or failure to retrieve your WP might doom you to fail. --------------------------------------------------------------------------------------------------------------------------------- Alright here goes the strategy of Water Ecaflip: Strategy: My personal recommendation is try getting 8 AP. You don't need high HP as you continously heal yourself anyway unless you are feared of being killed in 2 turns (Turn 1: shaker crit... Turn 2: shaker crit... Ecaflip down, or like that). At level 100, with equipment and putting some points into HP after getting 1 AP I think you can still get decent enough HP (1k+ to 1.5k or around that). With 8 AP you can do the following: Combo 1: facing 1 enemy - Turn 1: Flea Love + Feline Leap. - Turn 2: Double Fleeches. - Result: Damage 5 times (3 Flea Love + 2 Fleeches) and healed 3 times. Combo 2: having been injured - Turn 1: Flea Love (doesn't matter at close range or long range) + Feline Leap - Turn 2: Feline Leap x4 (enjoy +250% heal), better run away if facing close combat class - Turn 3: Close in and hit Rough Tongue x 4 (with +200% water damage) - Result: Big numbers popping everywhere (especially if crit) Combo 3: facing 2 enemies at close range - Turn 1: Fleeches + x2 Rough tongue on both each - Result: Damage 4 times (2 for each) and healed 2 times. Combo 4: facing 3 enemies at close range - Turn 1: Cast Flea Love on 1 target + Feline Leap - Turn 2: Fleeches + x2 Rough tongue (on the 2 without Flea Love) - Result: Damage 8 times (3 Flea Love, 3 Fleeches and 2 Rough Tongue) and healed 4 times (1 Flea Love and 3 Fleeches). Also +50% damage/heal for all that happened in the 2nd turn. ^Provided that the Ecaflip surivives the 1st turn. Remember that for each time you cause damage, you have the chance to proc Precision > Brain damage > Stun. There can be many other combos you can make up on your own but for me I like those above. Attention: When you use Feline Leap, do not be hasty because there is a bug when you input too fast and become unable to move anywhere (even with full MP) after using Feline Leap. Do it one at a time and wait for the Ecaflip to properly stand on the target cell first. This post has been edited by Resonate - February 17, 2012, 17:50:26. Reason for edit : Add more information about Roll Again
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March 02, 2012, 22:03:30 |
#2
worth put tarrot lvl 1?
to use all or nothing for 0 ap + tongue if dont end the round and all in for 1 ap (love+jump = 7ap) 1 dmg seem low, but as like that +dmg (not %) on cash shop i think soon will be there +dmg sets and that build will do lots of dmgs got 2 roll again anyway This post has been edited by biountoky - March 02, 2012, 22:55:21. |
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March 03, 2012, 13:58:09 |
#3
what about the stat distribution? what do you add them on
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March 06, 2012, 08:37:55 |
#4
Best advice dont go pure water eca. U will hate the gameplay.
Idk how it works on some 70++ games. But in 30+ it just sucks. |
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March 11, 2012, 17:32:11 |
#5
I want to make a reply and perhaps show you a better or different version of you're tactical branch. First off, the licking will not be a very sufficient main attack. I think the most efficient spell would be fleeches, as it has the highest dmg among the other spells, and as it is possible to use when cooperating with players and when soloing with flea love. You're second spell would then be flea love, since it will grant you huge amount of HP and together with fleeches you will be almost invincible. As a substitue to "rough tongue" I would recommend "all in", the earth spell. This spell can be used as long as you have any AP, which means that you can use it even when you got 1 AP left. Since it is AP-friendly and has good range, it iwll be a very good tool to trigger the fleeches from far off.
The leveling with a water cat can be a bit difficult, since you will have to prioritize fleeches, which is not that sufficient in lower lvls. But as you gain experience and learn how to use the different water-types in different fighting situations you will come to realize that everything within this branch will come at hand. And the one which you thought would be most efficient (rought tongue), is in fact, a cheap and not so useful spell for an eca which needs a passive fighting style (lot of range and distance (MP)) What ive been writing here is only a starting point. Through the journey you will explore quite a lot of tactical decisions and possibilities which will opens for new ways to use the branch, perhaps you'll find a hybrid branch effective? Who knows, anyways, what ive learned from this game is that you have a starting plan, but through the road you've chosen, you will develop and discover new ways to strengthen the possibilites you've maintained. So, good luck to all the fellow water-cats! P.S - My name is Topkai (Remington) (previously known, trippycards :-)) |
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March 11, 2012, 18:50:32 |
#6
Rough tongue is a great DPT spell dealing like 60 per 2ap with precision maxed.
It great for main spell without it u wont be able to kill anything rly. Ofc u should get in All in and also God Eca 0 Ap + 2 Ap spell its a great combo. Im now near 50 pure water Eca and i must say that can go in this build BUT u need to be patient it become viable only with good EQ, things like u will be unstopable with lifesteal lawl rly u can go 8 ap combo with 2 fleeches and heal for sth like 100-150 per 2 turn combo but in that time mobs on your lvl will be dealing like 100 per turn hits multiplied by a number of enemies. Rough Tongue deals highest dmg form all Water branch spells like 3*60 per turn or even more with +3ap tarot. |
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March 11, 2012, 23:16:04 |
#7
I played water eca on the previous versions, there has been some changes, but many of them are unsignificant. It was plenty of fun, and it is the reason why I still want to continue playing this role.
The reason why I think rough tongue is a very bad spell for a water eca is because of its short range. Ofcorse it can deal huge amount of dmg in certain scenarios, but that would be in your weakest moments, especially the ones when you are battling close combat. When you are a water-eca your only chance to survive is to hold a good range between you and your enemy. This is of great importance, and as you get to higher lvls you will realize that 5MP is quite usual for characters which needs to battle close, paws off is therefore an essential skill needed for a pure water eca. As I have previously played the character, I can tell you all that my least used spell was rough tongue, and this was not without reason |
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March 12, 2012, 08:43:10 |
#8
Its pretty interesting to look at two your tactics for ecaflip.
But I cant understand how Darthan is playing. Because sometimes you have 50% crit bonus and if you used feline leap before that turn 4 times and chose that bonus you would be pretty stupid to dont use rough tongue in that turn which could deal HUGE damage with 4x Feline Leap + 50% crit chance + maxed precision. |
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March 12, 2012, 09:31:02 |
#9
I get what you guys are saying. It will indeed take lots of dmg if you lvl rough tongue and mix it with feline leap, while using the critical hit bonus. Absolutly, it will take a lot of dmg, but it doesn't work for my kind of tactics, because I am a far-ranged player. If I would use rough tongue it would be certain death because I would come close combat, which, as I've said, will be my weakest and most vulnerable situation in the fight. I will also think that if you're only chance to deal huge amount of dmg is when you get that bonus, then you will use too much time, and it will not be advisable if you want to survive. Not for me at least. Im based on healing myself, rough tongue does not give me any healing-abilities, it is also close ranged, and I have experience which tells me that the other characters will deal much higher dmg than what we, water-ecaflips, will deal with rough tongue as main spell.
Therefore, it is totally unlogical for me to go for a build which goes against my own tactics (far-ranged, healing and survival). |
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March 12, 2012, 09:43:53 |
#10
yeah, Im party agree with you. I use Flea Love spell mostly and fleeches in some situations (still have less than 8ap).
This post has been edited by Smackftw - March 12, 2012, 10:00:03. |
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March 12, 2012, 15:38:08 |
#11
I just dont like idea of making water eca ranged one. I rather focused on being tanky as far deal dmg and hold creeps i have very nice anount of hp and still I'm able to heal myself a bit. Idk i guess everyone play like they want to. I use paws off rather for critical failure more than keeping distance.
And leap just to avoid lock when i want to change my position. |
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March 13, 2012, 07:13:07 |
#12
Want to add some more impressions of water ecaflip.
I tried to use ranged tactics. It works fine against low-hp mobs, or mobs who cannot heal or mobs, who's only in close-combat. But it doesnt work against others. If you chose ranged (fleeches+flea love) build you cannot do much damage (I still have less than 8ap) and you have to kill mobs for a long time (10-20 turns). Perhaps, It will be changed after I'll get 8ap. But now, i can do more damage after 3x feline leap with Rough Tongue. It's more quickly and I can do more fights in the same period of time. |
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March 13, 2012, 07:46:40 |
#13
Indeed. The rough tongue is an easy way to gain experience and win fights in earlier lvls, but when you get higher you will come to realize that chosing such a way has reduced your potential as a water cat. I think the fully potential of a water cat is to use the most efficient spells. When you play against harder mobs this will also be the case, but your dmg output will be much higher and it will be easier to win. Well, its a long and quite boring journey, but when you finally get to the peak you are invincible.
Thats my plan at least =) |
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March 13, 2012, 15:27:13 |
#14
I don't even use like leap*3 bounce for 150% its not necessary.
I'm going Tarot + DoQ, +earth AoN (when God Eca 50% chance for 0AP to gain 2AP) i can do rough tongue 7 times with this combo, i just like to gamble as Gambling Cat. Also I'm not putting any points in Cha. AND ofc i lvl Flealine Army to max too to cast Flea love for 1AP with All In. Normally i go like 4* Rough Tongue, then DoQ, next turn Love + Tongue (sometimes 2xFleaches), and then tongue till the end. I'm not feeling rly like loosing potential. on lvl 50 Rough tongue it deals 16 + 160% form set lets say it makes = 42 DMG *4 uses on turn makes 166 dpt (no precision proc nor crit which makes u deal even more) Then i could resign form 2 tongue to proc Fleeches and heal myself for about 50. +i can leap sometimes for dmg but i dont do that very often Anso i didnt counted DoQ its 50% chance but if u Win it deal huge amounts of dmg But now: Fleeches at lvl 50: used*2, 18 + 160% = 47 *2 it makes 94 + 11* 160% final love hit 29 dmg. It makes 123 dpt. So i cannot see the point in saying its the most sufficient combo. And i like my build a lot. |
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March 14, 2012, 13:52:03 |
#15
you count rough tongue in terms of damage, but are you calculating range as well? That doesn't factor in as a number quite as well. Also a 1AP All In isn't a suitable alternative for getting Flea Love (I admit, it's quite genius, but it's not 100%)
Also Tarot are fun, and as you mention God Eca gives you cool things, but what about Ouginak? I'm not saying your build is bad, but pure damage numbers don't mean that much unless fights are so easy you can discount survivability |
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March 14, 2012, 15:35:52 |
#16
I just said that with the most effective spells u will still have low dmg.
Water Eca its rather fun class than a real deal. And also I'm going rough tongue doesn't mean i don't have fleas army nor hp sucking spells lawl i still can heal like 120 with same combo as he does. But to be honest im waiting for major buff or rework for this branch. |
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March 16, 2012, 01:37:46 |
#17
wtf? water eca is fine
it can deal good damage in close combat (tongue), actually does most damage this way after iop and cra, can burst (leap 3x then burst in next round or use it to heal, if you feel lucky you can try doq, which works with precision) and you have amazing survivability the only thing that needs a rework is fleeches so the team members get healed of your water % bonus and not their own. If you think water eca is underpowered you are playing it wrong or are just delusional because of all the iops and cras running around |
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March 16, 2012, 02:59:23 |
#18
That just your point. Have lvl 60 water Eca and i think its underpowered.
Just compared to other Eca branches it deal tones dmg less. |
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March 16, 2012, 17:01:00 |
#19
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March 16, 2012, 17:15:19 |
#20
That just your point. Have lvl 60 water Eca and i think its underpowered.
the point of water eca is not to do tons of damage but survivability.Just compared to other Eca branches it deal tones dmg less. Sure. That's the point BUT even if u can have around 1k hp and heal for around 200/turn enemies dps will be just higher. If any1 manage to deal more damage than your heal cap u will be just dead cause of no dpt. Water Eca is a monster in solo mobs fights but vs larger groups he is pushed to do some real low stuff like cast 2* fleeches and watch the others do the work. In lock system we have today, we don't have very high chance to stand up any class. If u for eq duel lets say fire eca, u cannot stack love so u need to wait 1 turn to heal/deal dmg. In that time u will be harmed more then your heal does, and u will deal significantly less dmg. If u want i can play theorycraft one more time and do heal/dpt + percentage of God Eca and Wining Streak (if u like one - i personally don't) and compilation of other chars dpt combos. I guess Eca can nowadays stand really good for mobs like 20 lvl less then him (without healing sit at the end of the turn) Saying he will be invincible or have significant good survi its just wrong. We can compare survi skill to panda or saci and it still looks weak. Ok we can make it all about single target range then BUT still u will be able to deal around 120 single target damage per turn and heal yourself for lets say 160 its still to low in numbers to say Water Eca is fine lawl. But I still like concept of the class it the only reason I'm still playing pure water Eca. |
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