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Help a Water/Air eca
posté September 11, 2011, 10:17:34 | #1
Help a Water/Air eca I create a Water/Air Ecaflip and i spend several days thinking in how should be my gameplay with it. Actually i'm level 36, still doesn't buy an extra AP, so i lose several combos and maybe I'm not seeing the thing the way it really are. My original idea was an Water Eca that has the capacity to do some damage (although not high) with Air spells to take advantage of Flea Love autocast and the spells that hit multiple targets for multiple autocasts: Eca Bite, Claws and Up to Scratch.
And i thought that with water spell healing combos + paws off/hunter combo + smelly cat, he will have far more sinergy playing melee and tanking/scaring enemies than at long range. That's why i chose Air.

Since i didn't have any reference of water/air and I'm only testing, I made poor choices spending my points: Flealine Army 20; Paws Off 6; Smelly Cat 5; Crit Master 4.

Result:

- I have a nice heal. Flea Love heals around 37, Fleahopper heals around 15, Fleeches 24 and Fleabag 17.
- The autocast happens often, its unreliable, but when i got lucky it gives me a lot of heal and extra damage when i decide to go melee.
- I almost never crit. I got 7 CC with equips, that's pretty low for an Eca. With a higher level of Crit Master, my Air spells will be benefited, my Fleahopper will be increased a lot (damage, %crit increased and heal) and will increase chances to get a critical All or Nothing for extra 3AP.
- When i use water spells they heal considerably, but Allergic almost never happen. It's seems that this skill only works if almost maxed.
- 15% Paws Off is almost useless. Now I realize that it's a HL skill, the others should be priorized.

I'm decided to remake this char, its seem easier than leveling until almost 6x to fix it.

So what are your opinions? What skills should be leveled first?
  • Does Smelly Cat worth be leveled first? I may be wonderful to tanking while damaging the enemies and healing me.
  • Critical Hit Mastery? When meleeing it will increase the damage done by my air spells and better chance to +3AP in All or Nothing. When tanking/supporting, it will increase my lifesteal with Fleahopper and my critical bonus given.
  • Rabid? I don't like the 1WP cost, it may leave me without AP for Water skills and to autocasting Flea Love, but the +60 bonus and 1AP cost for Claws seems so OP with a +10AP bonus from Devotion.
  • Flealine Army? Maybe i should've increased it until 15 and leveled something else, but what?
  • Feline Leap? Its bonus are so great that i really thought about it...nah. This skill will only be useful when I can spend a whole turn preparing to dealing damage. Or am I wrong?
  • Tarot? I completely ignored tarot because i dont like depends that much in luck (i'm very very unlucky actually) and I dont like the idea of giving positive bonus to enemies. Its fun but can be very frustrating. Or am I wrong again and this skill should be core?



posté September 11, 2011, 11:50:07 | #2
It's difficult to create an hybrid eca because it relies a lot in wp in different ways (air/earth consuming them - water needing them).
With my eca (lvl 45) i have maxed Smelly Cat and Flealine Army and i've seen that the heals are really good and the allergic state trigger quite often.
I actually don't know too what to invest on (i'm water/earth hybrid) but i've decided on focusing about the water support spells because it's my main branch (earth is really good to trigger Flea Love at range).

probably Critical Hits Mastery and Crit attitudes are the way to not lose the tons of damage you'll gain with Rabies/Feline Leap, water spells benefit from crit too.


posté September 12, 2011, 21:28:40 | #3
Thanks for the reply. As you already had maxed Smelly Cat, what is your opinion about Allergic? Is it good? Because that skill has 32% chance while we heal but it's effectivity goes down the most damage we did to the enemy. It seems so.. weak? It's not affected by %damage water and when enemy's hp goes down to 30% Allergic turns into a little scratch (3% is laughable). And it's just when he attacks you, it is don't even work to support someone with Fleabag besides the lifesteal (that is based in ally %water, basically it sucks --').

But maybe it's not as bad as it seems. If Allergic happens often it means we can focus basically in tanking and casting heal spells, and we will be damaging the opponents meanwhile. And with their full hp, because one in three is a pretty reliable chance. Maybe.

Oh, and i don't plan to level rabid/feline leap, dont know if I should.


posté September 13, 2011, 18:18:48 | #4
Smelly Cat/Allergic State has difficult mechanics to trigger it and seems useless in group play, mobs prefer to attack my teammates instead of me. they don't consider me a threat. Probably it's not one of the spells to take asap but comes handy in 1vs1 fights.

The water spells have a poor damage and maybe a little boost of Rough Tongue is needed seen what the devs have made with Rabies/Air spells and DoQ/earth spells, the self heal abilities can't do anything against heavy hitter.


This post has been edited by RedRidingHook - September 13, 2011, 18:59:17.
posté September 13, 2011, 23:12:15 | #5
Hi there ^^ I will gladly help you. I am lvl 52 Water Ecaflip, since I did not care to delete and make a new one after update. First things first, do not upgrade allergic, the spell itself is quite useless since the update, before the Ecaflip took 10% of other characters health if they were affected with allergic. But the difference now is that the allergic only goes for one hit, last time it went for the whole round, so each hit made you loose 10 % HP.
Which were quite effective. Secondly, if you're based agi and water, you should focus to lvl the spell which makes it possible for agi or earth spell to affect the flea love. This also means that you should upgrade flea love to make this skill more effective.
Now you should level paws off or tarots, or if you can, both. As of whom of those spells which is the best I do not have any idea of. But if you are against characters such as Iops, you should indeed lvl paws off (35 % is quite awesome) So those skills, paws off, agi/earth fleech skill, and tarot looks good to lvl, for me though, since im almost purely water.
To end it all, try to put your points to +1 AP. This makes you able to take 1 "fleech" on the ground and use your critter-attack (dont remember the spell-name). So you can use ranged attacks additional to trigger the "fleeches" you've laid.
Hope this helps, ask me if there is any more you would like to know about water Eca =) My name is Trippycards

P.S when I use fleeches and critter I get about +90 HP back =) Which means that being a water-eca is not bad when you know what to lvl and what equipments to equip.
If I got two fleeches on one guy and use my agi-attack to trigger AND get the fleech kiss (since I leveled the skill) I am also capable to take more than 140 dmg!=)

By the way: Edits is for the P.S and my grammar mistakes, though they are quite many. Sorry about that  


This post has been edited by Darthan - September 13, 2011, 23:17:25.
posté September 14, 2011, 09:23:47 | #6
Thanks for the reply, it helped a lot. I already started my remake, and i leveled Smelly Cat at 9. Should i remake again or i will be leveling it later? I was thinking about maxing Flealine Army, Paws Off and Smelly Cat asap (lv 61) to help me tank/annoy my targets. I don't know how good Tarot can be, but i think it only should be leveled if you plan to get it to lv 20, right? And how it can of help for a water Ecaflip? I mean, my gameplay can get so messy by bad status that I KNOW it will happen only in crucial moments xD Does the positive buffs surpass by much the negative ones for this skill to be useful?

I had some ideas. One is using Craps and All or Nothing, from Earth branch, only to trigger Flea Love. Craps has such an awesome 2-5 range and All or Nothing is very good at melee range to try to get multiple chances of autocasting Flea Love. Adding Double or Quit between each skill, Craps give 6 chances in a turn to trigger (Craps/DoQ/Craps/DoQ/Craps/DoQ) and All or Nothing a max of 7 with only 2ap cost (AoN/DoQ/AoN/DoQ/AoN/DoQ/Any skill that cost 2ap). And each sucessfull DoQ can be rerolled until you lose. Long story short: Craps + DoQ is very good to play ranged and All or Nothing + DoQ to end these last 2ap and stay at melee.

Another very nice idea: when staying melee, use some skills + Hunter at enemy's foot. If he try to move and don't lock, you will jump to him (unless he used some kind of teleport, like Iop's Jump) and has a chance to trigger Paws Off (yes, it does if he uses mp), if it doesn't trigger, you have another chance to lock him. Even better if he gets Allergic. If you're lucky and gets it in the first hit (not rare, i suppose) you cast Fleabag + Hunter and then the enemy must chose between hitting you when he clearly shouldn't or take 2 chances to get locked and 30% to get owned by Paws Off. Sounds like a pretty annoying tank to me. Yes, i could hit him instead of casting Fleabag, but it will make him consider more about trying to take the chance and bet in get away. (Probably it is very old strategy, but if it was i didnt know).


This post has been edited by Trololocke - September 14, 2011, 09:28:55.
posté September 14, 2011, 12:07:28 | #7
I'm mainly air with a bit of earth and water spells for survival. If you are going to level up tarot ability, I suggest spending just 5 points and level it up to 1.

The difference I saw between a level 20 and a level 1 Tarot is: The damage kitikaze does.
At level 20 Tarot, a better kittikaze will be summoned out more often compared to a level 1 tarot.


Tarot comes with some nasty surprises.
List of some bad draws:
  • 'instant death card', which will kill you and makes you leave the fight. [This is the worst chance ever. Imagine you're in a boss battle or training at an island. Only way to get there by boat/zaap/hard earned/bought dungeon keys. And then you 'draw' this card. And it kills you and brings you back to mainland's pheonix..]
  • minus hp from you
  • bounds you, making you un-moveable and makes you have -100% resist on every element at the same time [MP remains although you are bounded]
  • - 3 AP
  • -1MP to -2 MP
  • critical failures to you
Lists of some good draws:
  • Heals a bit to everyone that is alive including enemy
  • +3 AP
  • +damage boost to every single one that is alive in the battle including enemy [i like this effect. ranging from 1% - 99% damage boost]
  • Critical Hit boost to you [one of my favourites! I remembered mine was from 30% - 80% critical hit boost]
  • summons a bow meow named kitikaze that has 5 MP and 3 AP and 1 attack that deals 5% - 20% damage off enemy HP according to tarot's level [under your control]
  • summons another bowmeow named kitikaze which is similar to the above but has a mind of it's own. [It may attack you]
  • +3 MP [This is a rare one to me. It doesn't happen much. Once every many battles. Or maybe it's due to my lvl 1 Tarot..]

Since I'm air I like the idea of maxing feline leap and rabies. like you said with xelor's devotion you can have 10 AP. Or +3 more AP if you're lucky with Tarot.

1st turn: Feline leap [ level 9 ] 5 times
Gains 50% Air damage x 5 = 250% Air damage

2nd turn: Rabies [ level 20 ]
250% Air damage from 1st turn + 60% Air damage & -1 AP for every air spell = 310% Air damage
And I'd attack using claw attack 8 times since i have 8 AP left. OR you could leap once or 2 more times and claw attack 6 or 4 more times depending on how many leap you made on this turn.


This post has been edited by ShadowClash - September 14, 2011, 16:21:29.
Reason for edit : added few effects to tarot's ability
posté September 14, 2011, 14:15:34 | #8

Quote (ShadowClash @ 14 September 2011 12:07) *


Tarot comes with some nasty surprises.
List of some bad draws:
  • 'instant death card', which will kill you and makes you leave the fight. [This is the worst chance ever. Imagine you're in a boss battle or training at an island. Only way to get there by boat/zaap/hard earned/bought dungeon keys. And then you 'draw' this card. And it kills you and brings you back to mainland's pheonix..]
  • -hp from you [you will suffer more damage from this if your Tarot Level is higher]
  • bounds you, making you un-moveable and makes you have -100% resist on every element at the same time [MP remains although you are bounded]
  • - 3 AP
  • -1MP to -2 MP


Hi guys! About that tarot card which you call instant death card. There's no such card as that, the only card which gives you it is the +3 AP card which is named God Ecaflip. This card is obviously bugged, since sometimes you get +3 AP and sometimes you get +3 AP and you die. Its a bug and it has to be fiexed. Or else such a skill as tarot card is useless.


This post has been edited by Darthan - September 14, 2011, 14:27:51.
posté September 14, 2011, 16:16:02 | #9

Quote (Darthan @ 14 September 2011 14:15) *

Quote (ShadowClash @ 14 September 2011 12:07) *


Tarot comes with some nasty surprises.
List of some bad draws:
  • 'instant death card', which will kill you and makes you leave the fight. [This is the worst chance ever. Imagine you're in a boss battle or training at an island. Only way to get there by boat/zaap/hard earned/bought dungeon keys. And then you 'draw' this card. And it kills you and brings you back to mainland's pheonix..]
  • -hp from you [you will suffer more damage from this if your Tarot Level is higher]
  • bounds you, making you un-moveable and makes you have -100% resist on every element at the same time [MP remains although you are bounded]
  • - 3 AP
  • -1MP to -2 MP


Hi guys! About that tarot card which you call instant death card. There's no such card as that, the only card which gives you it is the +3 AP card which is named God Ecaflip. This card is obviously bugged, since sometimes you get +3 AP and sometimes you get +3 AP and you die. Its a bug and it has to be fiexed. Or else such a skill as tarot card is useless.
Maybe that's it. I didn't really pay attention to what effect that comes along with the instant death. =x


posté September 19, 2011, 00:57:01 | #10

Quote (ShadowClash @ 14 September 2011 16:16) *

Quote (Darthan @ 14 September 2011 14:15) *

Quote (ShadowClash @ 14 September 2011 12:07) *


Tarot comes with some nasty surprises.
List of some bad draws:
  • 'instant death card', which will kill you and makes you leave the fight. [This is the worst chance ever. Imagine you're in a boss battle or training at an island. Only way to get there by boat/zaap/hard earned/bought dungeon keys. And then you 'draw' this card. And it kills you and brings you back to mainland's pheonix..]
  • -hp from you [you will suffer more damage from this if your Tarot Level is higher]
  • bounds you, making you un-moveable and makes you have -100% resist on every element at the same time [MP remains although you are bounded]
  • - 3 AP
  • -1MP to -2 MP


Hi guys! About that tarot card which you call instant death card. There's no such card as that, the only card which gives you it is the +3 AP card which is named God Ecaflip. This card is obviously bugged, since sometimes you get +3 AP and sometimes you get +3 AP and you die. Its a bug and it has to be fiexed. Or else such a skill as tarot card is useless.
Maybe that's it. I didn't really pay attention to what effect that comes along with the instant death. =x
Thx for the info, i rly thought there really was a card that gives instant death but looks like a bug, hope it'll be fixed soon, also just to add some stuff:-
Additional card - God Of Ouginok = Gives 50% chance to revive yourself when you die(I was lucky enough to have this cast just before i died by the instant death card)
Water skills
- Fleabag is very useful in covering multiple allies with it and they'll be able to heal themselves when they get hit for as long as you don't cast this on yourself
- Fleeches is good for group battles, it can heal up anyone who inflicts the damage on the monsters in the glyph
- Flea Love, you will not get any WP back when the monster is killed by this spell(don't know if this is a bug) but you can get the WP back only when its finished draining HP(while enemy is alive) and returns or You or your allies kill that monster

Thats about it ^^


posté September 19, 2011, 18:41:33 | #11
The instant death is not a card, it's a combination of God Ouginak + God Ecaflip (i dont know the specific order), that's why it is so rare. And this explains why you get +3ap (even if i dont ever notice that happening with me). Maybe, it is just a extremely hard unlucky effect. No way they will keep this effect, it's too powerful --'


This post has been edited by Trololocke - September 19, 2011, 18:42:30.
Member Since: September 07, 2011
posté September 23, 2011, 14:36:59 | #12
Just want to say that water/air hybrid is a great multi-purpose build for Eca. If done right it could have excellent close combat damage with lots of low-cost air attacks, further boosted by feline leap and rabies while retaining moderate medium- to long-range attacking capabilities, combined with self-heal, a rare ability for most other classes. This heal, BTW, makes water/air Eca great for solo hunting as you can rely on yourself to heal your HP in combat.

Here's my build at lvl 32:

+1 AP
Feline leap 6(+1 via Shumba belt)
Rabies 6
Flealine army 13

Notable item buffs: +55HP, +10% Water damage, +37% air damage +55 dodge(and when that's not enough to dodge reliably, I simply feline leap away )

Spells I use:
Fleahopper 28, Flea love 27, Claw 30, Hunter 24, Eca bite 22, Up to scratch 22, All in 21

I have stopped boosting leap and rabies as soon as their cost raised to 15 pts per lvl as right now flealine army gives me better advantage for the price. As a side note, make sure you raise rabies high enough for it's ap cost to be reduced from 3 to 2. It could be done before lvl 10 and would gain you 1 more attack per round, even without additional AP. As for my passive support spells, I have chosen flealine army over smelly cat or paws off as it suits dual water/air build the best: firstly it boosts flea spells' healing(+26% to stolen health @ lvl 13, up to +40% maxed). Secondly, it gains a chance(13% @ lvl13, op to 20%) of inflicting flea love on the enemy, attacked by air of earth spell. Individual chance is quite low but with my 5 claw attacks per turn, it happens almost very often. Description states that it would be lvl1 flea love, but in fact I feel that it works on exactly the same lvl as by normal flea love, both damage and health stealing wise. In other words, Flealine army rewards usage of both air and water spells in a single combat, which is the goal of my build.

I also use All in quite a lot, mostly to spend 1-2APs that sometimes are left unused by the end of the round and would otherwise be wasted. Gives me a nice 3-8 damage "for free". Sometimes I even experiment with Double or quit afterwards, to get x2 or x4 damage. And don't forget, even this weak attack could inflict Flea love on the enemy.

For further development of this build, I definitely plan to get 1 more AP as it would mean 1 more claw attack not to mention some interesting combos. As for support, I'm torn between Smelly cat and Paws off. Both have their advantages and disadvantages but as Paws off is less dependent on what spells you are using(smelly needs you to attack with fleas), I think I'll choose paws.


posté September 26, 2011, 22:13:58 | #13
Pure Water Eca here. Using Treechnid set and The Crocobur! 155% water damage bonus and 80% water resistance. 7AP and 5MP. Maxed obvious water Eca special abilities and maxing Paws Off currently. Allergy can still be pretty nice at the start of battles against high HP enemies. It should do about 60 damage against monsters at 500hp.

Before I got The Crocobur I was doing about 30-50 damage (depending on resistances) per round and healing myself for 40-200, depending on the spells I used and the number of monsters.

My solo self-heal tactics are:

For 2 enemies:
-Turn1: Flealove (2AP left for random)
-Turn2: Fleeches (so that 2 enemies are inside it), Fleahopper (on enemy with no flealove)
What happens is I get healed for ~15-20 with Fleahopper, the target takes damage from Fleeches and I get healed for ~30-40. On the Flealoved enemys turn Flealove ends, enemy takes damage from it and Fleeches and I get healed for ~75+30-40. Total heal is ~150-175.

For 1 enemy it's just Fleeches and Fleahopper/Fleabag.

However! With The Crocobur (which uses 4AP) I can sacrifice healing for damage! It is a measly 60+ damage (tested only against moogrrs for now) with my damage bonuses, but if I keep using Fleabag, I can hit the monster that hit me slightly harder due to Fleabags resistance lowering attribute.

Some insight for everyone at what a water Ecaflip can do. I would like to hear what kind of damage an air/water Ecaflip can deal though.


posté September 26, 2011, 23:44:40 | #14

Quote
Allergy can still be pretty nice at the start of battles against high HP enemies. It should do about 60 damage against monsters at 500hp.

So you are saying that now +%Water influences the Allergy?


Member Since: September 07, 2011
posté September 27, 2011, 08:03:47 | #15

Quote (Glabrezu @ 26 September 2011 22:13) *
For 1 enemy it's just Fleeches and Fleahopper/Fleabag.

What's the benefit of using more expensive Fleeches instead of one more fleahopper in a 1 on 1 combat? Seems moot to me but maybe I am missing something?


posté September 27, 2011, 13:37:14 | #16
@Trololocke +%Water has always affected allergy I think. Doesn't the ability description have a waterdrop in it?

@Siilk Fleahopper heals for 15-20 while Fleeches heals for 30-40. So 2 Fleahoppers is about 30-40 but Fleahopper and Fleeches totals to ~50. Also more damage.

Well my Fleahopper is still lv30+ while my Fleeches is lv40+, so I can't say if two lv40 Fleahoppers heal as much as 1 Fleahopper and 1 Fleeches.


Member Since: September 07, 2011
posté September 28, 2011, 07:46:50 | #17

Quote (Glabrezu @ 27 September 2011 13:37) *
Well my Fleahopper is still lv30+ while my Fleeches is lv40+, so I can't say if two lv40 Fleahoppers heal as much as 1 Fleahopper and 1 Fleeches.

Actually, you can. There's that slider at the bottom of spell window, that would show selected spell stats progression as it would level up. Of course, it would be base stats only (i.e. unmodified by your damage bonus, etc) but you can get the picture. Speaking of Fleahopper vs Fleeches, latter would do roughly twice as much damage, thus, stealing twice as much health, as the former. So yeah, you're right, Fleeches+Fleahopper combo is better than 2xFleahopper. Heh, guess I could have found it out myself, if only I thought about such comparison earlier.


posté September 28, 2011, 12:32:13 | #18
So I made plan my gameplay with my water eca with 7ap, that ended up using more earth skills, and I made some senseless calculations. Maybe it's interesting to someone else.

In the lifesteal part, I didn't count -% resist of Fleabag (obviously) and i write with all spells at level 50/75/100, separated like that. If someone don't understand my notations, "+" are skills used in sequence in the same turn, ">" for separated turns, "()" for fleahopper critical values and "/" for when you can use one skill or another.

Basically, we play each 2 turns, like that:
  1. Flea Love combo
  2. Fleeches combo or Feline Leap combo, trying to be always with Flea Bag on.
And repeat.

Flea Love combos:

Quote
Always start the turn by using Craps+Double or Quit (until it triggers or fail) when at range, or Claws Attack/Ceangal when at melee to have a chance to autocast Flea Love.

If it don't trigger autocast:

1- Craps+Flea Love: If the Craps+DoQ don't work, we cast the Flea Love to ensure it. Total life stolen: 33/46.5/60

If it triggers:

1- Craps+FleaBag/Fleahopper+Craps: use Fleabag on yourself if you don't have it already. The latter Craps preferably in another enemy. Chance to double Flea Love. Total life stolen: 42 / 59.75 / 77 w/Fleabag, 41(45) / 58(63.75) / 75(88) w/Fleahopper
2- Craps+Fleeches+All In: If you can hit two enemies with Fleeches, then DO IT and use All In on the enemy without Flea Love. Chance to cast double Flea Love. Total life stolen: 51/72.5/94 for one enemy, 70/98.5/128 for two.
3- Craps+FleaBag+Hunter+All In: When Craps trigger, to keep some distance while avoiding some moving spells, and start betting with Paws Off. Total life stolen: 42 / 59.75 / 77 w/Fleabag, 41(45) / 58(63.75) / 75(88) w/Fleahopper
4-Craps+Flea Love: When facing multiple enemies, and can't hit two with Fleeches, cast Flea Love on another enemy to ensure a double Flea Love. Total life stolen: 66 / 93 / 120
5-Feline Leap+Flea Love: Feline Leap combo with Flea Love. Total life stolen: 33/46.5/60
6-Craps+Craps+Craps+All In: or something alike, when facing multiple enemies and you are feeling lucky. But remember that three Flea Loves makes you unable to use any water spell next turn (but will recover a lot hp!)
7- Craps+Fleabag+All or Nothing+Fleahopper: against multiple enemies, try a second Flea Love by Craps. If you can't try another Flea Love and you have a decent amount of critical hit you can bet in All or Nothing and maybe receive +3ap to use a Fleahopper.



Fleeches combos:

Quote
1- Fleeches+Fleahopper: basic lifesteal+damage combo. Total life stolen: 26(30)/37.5(43.25)/49(56)
2- Fleeches+Fleabag: when you are sure that the enemy will attack you inside the Fleeches area (ie, melee or cornered) or he is under Flea Love. Total life stolen: 27/39.25/51
3- Fleeches+Craps+All In: use it if you can hit two targets with Fleeches, using Craps and All In in different enemies, or you want to try autocasting a second Flea Love. Total life stolen: 18/26/34 for one enemy, 36/52/68 for two.
4- Fleeches+Claws of Ceangal+All In: basically the same combo above, just very situational (use when you are surrounded from both sides) but can hits up to three enemies, provided you have range to use All In on the third one. Total life stolen: 36 / 52 / 68 for two enemies, 54 / 78 / 102 for three.


Feline Leap combos:

Quote
1- Feline Leap+Flea Love: Feline Leap combo with Flea Love. Total life stolen: 33/46.5/60
2- Feline Leap+Fleeches+All In: if the enemy is already under Flea Love or when you want heal + chance to autocast another Flea Love on another enemy. Total life stolen: 18/26/34
3- Fleahopper/Fleabag+Feline Leap+Hunter: when a melee chaser already got you and you can't get far enough, so you got try to play with Paws Off. Or he will waste AP/WP to use a movement skill, what will reduce his DPT, or he have 30% chance to be pushed and 25% CF, which may reduces his DPT even more. Total life stolen: 8(12) / 11.5(17.25) / 15(22) w/Fleahopper and 9 / 13.25 / 17 w/ Fleabag.
4- Feline Leap+Fleabag+Craps/All or Nothing+/Fleahopper: same as the last Flea Love combo. If you got criticals and nothing better to do, it's ok to bet.

Average life stolen by turn:

Quote
In two turns (duration needed to trigger Flea Love) against a single enemy, I calculate the minimum value without autocast or criticals using Craps+Flea Love > Fleeches+Fleahopper, and the maximum value with autocast, no criticals, using Craps+Fleeches+All In > Fleeches+Fleabag.

Level 50: 29.5 ~ 39
Level 75: 42 ~ 55.875
Level 100: 54.5 ~ 72.5

At level 75 we can deal up to 55.785 water lifesteal per turn, it's more than a lv100 Fortifying Word! That with a high %water must be a lot of HP, no idea how much it should be.

Don't forget that I didn't count Flealine Army bonus heal and a possible +%heal for Flea Love.

EDIT: How do I make the quotes starts with the text hidden? 


This post has been edited by Trololocke - October 01, 2011, 07:02:47.
posté October 26, 2011, 06:48:23 | #19
Get this!! Paws off, when triggered and an enemy or wall or object is in the path of where the paws off would push an enemy, it damages the enemy and triggers FleaLove ahaha how awesome is that!!
Looks like neutral damage also triggers Flealove in flealine army.  


posté October 26, 2011, 19:57:56 | #20
Really?? Lol that's awesome. Extremely situational but very cool.