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Osamodas Summoner Types, Abilities and Spell branches discussion
posté March 30, 2012, 16:21:58 | #1
Osamodas Summoner Types I was answering the post "1 AP or full HP", and i figured it got too long, so i open a new one to discuss the spell branches and abilities aswell. I also have some doubts about a couple of builds and i adressed them in ITALIC.

There is the point i was arguing with my good friend yesterday:

All those assumptions are for lvl 75+ Osamodas, lets say your are using Crobak Chief and hi this an average of 300 per round (200 would be the normal hit, but he can hit twice, aoe and crit), im also assuming there will be targets to hit every round and the AoEs hit at least 2 adversaries.

Theres a LOT of other assumptions as well, im saying that again to avoid the "what if" answers. Crackler Punch wont hit 2 targets always, you might not be able to benefit from the debuff, Scaraleaf wing is 1 per target, so you migh only use once...etc...etc....

AIR OSAMODAS

My friend is full AIR Summoner, he spent his points into Range,HP, MP and Agility. With the Crowbak set (Air dmg set) he can hit for 90-130 every Whip, and has AMAZING range so he can stay safe while managing summons. Lets assume hes using the AP ring, lets try to figure his dmg per turn:

1st - Gobup - Whip (100) + 2x Scaraleaf Wing (80)
----- Summon dmg (300)
2nd - Whip (100) + Crobak (70) + 2x Scaraleaf (80)
----- Summon dmg (300)

First Turn = 480
Others = 520

Pros
- Good Range, average/good spells dmg, no LoS for spells except whip.

Cons
- Dont boost the summons dmg, no AoE

Tactics Discussion:

- under construction


EARTH OSAMODAS

Many people is using this build to be able to benefit from Crackler Punch, since is a nice AoE. this builds NEEDs at least 9 AP to work. So you will need spend 150 points, get an AP/Earth set like Tree Set, maybe Starry Set and a weapon (Goultard or lvl 100 makabra) or a Ring. So your gear choices are a bit limited, but you can easily reach it.

1st - Gobup - Whip (30) - 2 AP left here, what and earth osa will do with those ?
-----
Summon Dmg (300)
2nd - Whip (30) - Crackler Punch 2t (300)
----- Summno Dmg (360) - im assuming the CP resist penalty to targets is working, am I right ?

First Turn = 330
Others = 690

Pros
-MAYBE the best dmg per turn, good AoE

Cons
- Need 9 AP to make it work, AoE in group fights not always a good thing, dont boost summons dmg (gearwise), CP actually hurt yout summon.

Tactics Discussion:

Ive heard that if you kill your pet with Savage Anger (lets say + 35% dmg +3 AP) and he ress with Phoenix Spirit he will attack again, hitting twice the same turn, so lets say u capture enought mobs to keep sacrificing them for a 20% chance to ress, Whip + Savage anger could do some nasty dmg.

FIRE OSAMODAS

The main Strategy for a fire osamodas is to use Boohowl as an AoE spell buff your summon, but as earth spells, you also have to hit your summon (except you wont do any dmg to them) and you will need 10 AP to Whip and Boohowl (or you can just Boohowl, but i wont list that as a tactic). so you will have to go for a Fire dmg AP set (im lazy, search wakfu elements yourself, but there's plenty).



1st - Gobup - Whip (30) - 3 AP left here, Gurgling ? (80)
-----
Summon Dmg (300)
2nd - Whip (30) - Boohowl 1t (150)
----- Summno Dmg (360) - im assuming you hit 1 mob and your summon with boohowl (and a 20% buff aswell)

First Turn = 410
Others = 540

Pros
- Good dmg per turn, Good Aoe (also dont hurt your summons)

Cons
- Need 10 AP to make it work, AoE in group fights not always a good thing, dont boost summons dmg (gearwise).

Tactics Discussion:

- Under construction.

/ Neutral Air Osamodas

I've called this build Neutral/Air because it wont focus on Air dmg on your gear neither get Agility. Ok, this build is all about focusing on your summons (lets say 30% + summon dmg) and your stats (Ini, HP, MP). You main branch will be Air, because you wanna Whip every round, Crowbak and Scaraleaf Wing. This build can be either 6 or 7 AP, either 6 AP if you MAX possession and just wanna Whip + Pos every round (although the first round you wont be able to whip) or 7 AP if you wanna Whip on the first turn.


1st - Gobup - Whip (60) // Gobup + Possess
-----
Summon Dmg (390) // Summon Dmg (260) im assuming a possessed summon will do more average dmg

2nd - Whip (60) - Crobak (35) - 2x Scaraleaf Wing (40) // Whip (60) - Posses
----- Summon Dmg (390) // Summon Dmg (500)

First Turn = 450 // 260
Others = 525 // 560


Pros
- better damage on your summons and control over it, can hide and stay safe while your summons lock and do the dmg, more HP, INI, resists and freedom to choose your gear, since you are not focused in any spell dmg. Theres no Summon set besides Toad Set, and theres a lvl 92 weapon and Miliboowolf Boots, so the rest is up to you.


Cons
- your character damage and resists (from a specific branch) will be low, if you posess you get a 20% resist debuff, if you dont you gotta rely on your summons AI or learn how to manage it.


Tactics Discussion:

- As you can see by the Pros on that last build, its the one i like the most. By the way, if you possess your summon or learn how to manage him, you can AoE with it an improve the dmg output aswell.


This post has been edited by IvanSouza - March 30, 2012, 19:20:38.
posté April 08, 2012, 02:45:45 | #2
I doubt there is fire AP sets that are enough to give me 10 AP
The wiki is outdated anyways and is lacking alot of info, so I can't search for it .

Plus you should take into account that whip will get nerfed and boohowl will get buffed.


posté April 08, 2012, 15:18:10 | #3

Quote (Moclon @ 08 April 2012 02:45) *
I doubt there is fire AP sets that are enough to give me 10 AP
The wiki is outdated anyways and is lacking alot of info, so I can't search for it .

Plus you should take into account that whip will get nerfed and boohowl will get buffed.

Whats the source of this information ? Unless hteres a official post, still gossip xD


posté April 08, 2012, 18:59:09 | #4
Well okay, try finding me a combination of items and stats that gives 10+AP And some summon/fire damage.


posté April 08, 2012, 20:08:46 | #5

Quote (IvanSouza @ 30 March 2012 16:21) *
AIR OSAMODAS

My friend is full AIR Summoner, he spent his points into Range,HP, MP and Agility. With the Crowbak set (Air dmg set) he can hit for 90-130 every Whip, and has AMAZING range so he can stay safe while managing summons. Lets assume hes using the AP ring, lets try to figure his dmg per turn:

1st - Gobup - Whip (100) + 2x Scaraleaf Wing (80)
----- Summon dmg (300)
2nd - Whip (100) + Crobak (70) + 2x Scaraleaf (80)
----- Summon dmg (300)

First Turn = 480
Others = 520
gobup+gobbal steak+posession+scaraleaf(optionally) at 1st turn against one target do much more dmg (using crobak chief)
whip+steak+posession+scaraleaf(8 ap) more useful than useless crobak skill and agi
in pvp (and pve if you use crobak chief) you should use posession every turn so that calculations are wrong


This post has been edited by ZKreiz - April 08, 2012, 20:11:25.
posté April 10, 2012, 16:12:00 | #6

Quote (Moclon @ 08 April 2012 18:59) *
Well okay, try finding me a combination of items and stats that gives 10+AP And some summon/fire damage.
I was referring to the "whip nerf/Boohowl buff"part.


Quote (ZKreiz @ 08 April 2012 20:08) *

Quote (IvanSouza @ 30 March 2012 16:21) *
AIR OSAMODAS

My friend is full AIR Summoner, he spent his points into Range,HP, MP and Agility. With the Crowbak set (Air dmg set) he can hit for 90-130 every Whip, and has AMAZING range so he can stay safe while managing summons. Lets assume hes using the AP ring, lets try to figure his dmg per turn:

1st - Gobup - Whip (100) + 2x Scaraleaf Wing (80)
----- Summon dmg (300)
2nd - Whip (100) + Crobak (70) + 2x Scaraleaf (80)
----- Summon dmg (300)

First Turn = 480
Others = 520
gobup+gobbal steak+posession+scaraleaf(optionally) at 1st turn against one target do much more dmg (using crobak chief)
whip+steak+posession+scaraleaf(8 ap) more useful than useless crobak skill and agi
in pvp (and pve if you use crobak chief) you should use posession every turn so that calculations are wrong

Calculation are not "wrong" its an option to chose from. The reason why you get better numbers with Possess, is better every turn is because Crobak Chief have 5 AP and 3 spells:

On a Roll - 5 AP Charge and chance to stun, he will cast this whenever hes far from the mob.
Tornadiction - 2 AP 1 use per turn AoE
Hindercry - 3 AP dmg and reduces enemy MP

So you realize he have the potential of double attack in the same turn, hitting for about 400-600 himself but his AI alone almost NEVER uses Hindercry and On a Roll on the same turn.

Besides:

Quote
gobup+gobbal steak+posession+scaraleaf(optionally) at 1st turn against one target do much more dmg (using crobak chief)
The +50% from Steak wont beat the double damage from whip, if the Crobak Chief AI wasn't messed up.


Quote
whip+steak+posession+scaraleaf(8 ap)

That is a 8 AP build, if you add 1 more AP to every summoner type you will change all the calculations.


Other comment, if your going to only WHIP for summon damage, you should not be looking at the Air Osamodas part to the guide since this build invest into chance to do more damage with his own spells, the one that focus on the summon and whip only for the bonus damage to summons is the Neutral/Air last part of the guide.

But thank you very much for the insight/ different approach on a neutral/whip summoner tactic, i will add to the guide.

Much Obliged

Mirajane Strauss


This post has been edited by IvanSouza - April 10, 2012, 16:13:43.
posté April 26, 2012, 18:27:20 | #7
/
Neutral Air Osamodas

Intead the 30% use this:

Torpammo Hammer + boowolf boots + hairy rat helm = 25 + 15 + 10 = 50% (not 30%)

More. If you have 8 AP it might work better like this:

"2nd - Whip (60) - Crobak (35) - 2x Scaraleaf Wing (40) // Whip (60) - Posses"

use instead:

Whip (60) - Gob Steak (?) - 2x Scaraleaf Wing + Poss (4+2+0+2 AP) = 8 AP

About the damage ill trust ull calculate better than i