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.
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....
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
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.
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.
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.

