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Damage on gold mines
posté February 18, 2012, 16:02:50 | #1
Damage on gold mines I'm not sure if it's just me, but I'm sporting a level 16 Enutrof right now, with Rascalry at level 16 as well. That would be 6 damage per 2 AP spend. My water damage bonus is at 59%.

When standing on a gold mine, I seem to be capable to deal a wopping 20/21 damage to the gobbals in the fields areas - A gobbly usually gets around 28 a whack with this even.


As much as I enjoy having a water Enutrof suddenly deal damage, ain't this a bit too absurd, or am I simply not used to this sudden contrast on an Enu? (And how do other classes cope?)


Thoughts please!  


posté February 18, 2012, 16:21:04 | #2
yea the damage on gold mines are for fire attacks the only thing for a water enu would be the treasure tracking they added and the increased chanced to cause broke :3


posté February 18, 2012, 16:37:02 | #3
It's apparantly not just for fire 'anymore'. Least, I have no idea how I'd otherwise end up doing so much damage on them with Rascalry. I'm specialised in Phone a Friend, got no points in Treasure Tracker.


posté February 18, 2012, 17:43:14 | #4
its just for fire im telling ya and dmg increase may of been from the lvl 5 treasure seeker u get off gold mine


i am using a fire enu atm so im sure on this D:


posté February 18, 2012, 19:37:55 | #5
He is right. Gold mines give 150% damage to ALL elements now. A new bonus for water enus is also increasing your prospecting the more you cast water spells while on top of them. How do other classes cope? Quite well actually.

Iops have authority and compulsion that pretty much sticks with them independent of location, also better damage per ap (enus become pretty much immobile once on top of a mine and they can be pushed of it by many monsters and lots of classes in pvp).

Srams still have imbalanced clones and the ability to deal huge damage from behind as well as being very mobile,

Osas have chafers that pretty much can tank several turns worth of attacks before they take ANY damage, as well as several astrubian flowers that will lead leg you removing all your mp pretty much every other turn

Sadis while nerfed can still lock you in place and hit you behind a wall of dolls.

Xelors can kite on dial and gain huuuuge damage bonus with timekeeper.

Fecas are so strong now it's not even funny.

Sacriers can tank very effectively as well as having huge damage spells and unparalleled battlefield control.

Ecas are new but from what I hear they're pretty good. With high critical hits and a passive that can deal up to 500% damage on rare occasions.

Cras Enis and Pandas I have little experience with but all 3 can move an enu off their mines at least.

Enus are way better than they were before but overpowered not even close.


posté February 18, 2012, 20:16:45 | #6
I don't know why they've changed the mines. They were fine as +30% final damage to fire spells, now all branches can use it for a damage benefit. I agree the Enutrofs are not strong enough now and have pretty high weaknesses, mainly high lock enemies ( Dhreller would be awesome if it had a pushback spell).

With 150% damage should be easy to bypass 180 damage with Hot Magma being a level 50 Enutrof, Tax and Refinement will also do damage close to it.

The class should be revised and the branches should be more specialized.

A few ideas:

Gold Mine example:

+40% Final Damage to Fire Spells
+70% Chance of removing MP
+50% Chance of Applying 'Broke'
Increases the level of Treasure Hunter by 5.



Dhreller:

Horned Attack: push 1 square and does earth damage. 5 AP.
Friendly Hug: heals a small quantity of HP, 1 range.
Dhreller Claws: fire damage and bound state.

Faking It: needs to be modified, ASAP. 


This post has been edited by Arthropoda - February 18, 2012, 20:17:38.
posté February 19, 2012, 00:39:50 | #7
Do note that mines seems to have a hidden "charge" associated with them, so you can only use them so many times. This seems to be why mines suddenly dissappear when you move then, cast spells on them, or use their buff to cast spells.

Currently trying a fire/water build; fire for when enemies close in + AoE, water for ranged damage, pouch, prospection.