May 14, 2012, 23:06:44 |
#1
Enutrof Improvement Ideas
Hello everyone. I've been playing as an Enutrof for a while and I'd like to leave some thoughts about this class. My main branch is earth but since Enutrof has not changed much since open beta, I'd like to add my personal ideas and suggestions to water and fire branches.
I know this topic will not be read by any dev since they have a lot of work to do (work on new bugs and rollbacks, leave glitched Fecas around and make Totem Sadidas useless, that's what they did after their last month of work). I am yet being stubborn and leaving my ideas around, since from what I heard Tot's next victim may be the Enutrof.
Note: please add an animation to that spell (I don't even think there is one, never really leveled it).
Ranged fighter. Fights like a ranged Iop - no more words to say. This build is the most common but it's also broken. The water spells have nothing special besides pouching bags. I'd like to see a better purpose in this branch since after they took prospecting away from abilities list any Enutrof build can pouch any monster as long as he stands on a mine.
Cutting: this is one of the useless water spells. It has no special effects beside Broke, no special damage. My idea is to restrict the pouching ability to only this spell, so it is not going to be easy anymore to pouch mobs and Enutrofs will start using the Dodge ability more often. Collected bags now give 5 Prospecting.
Rascalry: this spell is quite strong for it's AP cost. I have nothing bad to say about this spell really. I am replacing Broke State by MP loss though, since I am going to leave Cutting as a main way of pouching bags. This is not to destroy the build, on the contrary, it's to make Cutting a good spell and yet leave Rascalry useful for damage purpose.
Purge: this spell now has better chances of increasing the size of a bag. Bigger bags have increased drop rates and gives 10 Prospecting for whoever collects it.
Tax: that's a very good spell. Does nice damage to Broke Targets. There is no need to change it.
Refinement: this spell breaks an item and does quite good damage. I'd however change several characteristics to restrict it's use.
The Earth path provides uncommon strength to old people like Enutrofs. The damage done by certain spells like Deadly Nightspade is certainly high compared to most classes, 1-6 range spell with 44 damage and yet 25(75 mine)% chance of reducing the MP by one. It's my main spell along with Shovel Shaker. This build needs some changes though.
Killer Spade: this is one spell I would level if I had the time to. It has low AP cost and still deals average earth damage - not a Deadly Nighspade though.
Deadly Nightspade: one of the bests spells. Range rises every 50 levels, good damage and yet MP loss.
Shovel Kiss: that is a good spell but it's use is very difficult due to the fact it requires a straight line to be cast. I am trying to modify this spell in order to not make Deadly Nightspade still a better option for ranged damage when not in zerker form.
Shady Shovel: good spell. I am going to make it's use easier without being in zerker mode though.
Shovel Shaker: a really good spell, doesn't really have to be changed. I just want you to fix that damn annoying bug that hurts Drheller.
Fusion: that is a very good spell. Doesn't really have to be changed.
Meteor: another spell that has it's uses. A range that could be increased would be more than enough!
Ember: I believe that the main problem of this spell is that Burning has only 100 levels. Meaning that at level 100, you'll mostly use this spell once in order to just apply the burning state. I still do not think it needs to be changed though.
Firedamp Explosion: as you may have noticed, I believe the fire branch is the most balanced. This spell should not be changed! Oh, I'd be nice if the range could be increased.
Hot Magma: this is a very good spell. I do intend to change it though! Not because it is too strong or too weak, but because Enutrofs do need some special skill related to mines, and I am giving it by changing Hot Magma effects. The new version will then suit better it's description.
The new Hot Magma does not do much damage as the old one, not if you don't aim for the mines!
That is it. Thanks for reading!
Post your comments!
This post has been edited by Niddhoggy - May 14, 2012, 23:13:18.
I know this topic will not be read by any dev since they have a lot of work to do (
Support Skills
The support skills of this class need some changes as soon as possible. Certain spells like God Enutrof's Blessing and Faking it have no use, even for water builds - +% Broke doesn't change much when you can level Geology and stand on a mine instead. Another spell that has a little purpose but still deserve some updates is Mass Clumsiness, it's definitely very difficult to cast this spell without making team mates go mad.
- Phone a Friend: the Drheller now has several new spells in order to support Water and Earth builds. It has 6 base WP now.
- Flee: costs 1 WP, takes the Drheller out of the fight. (sometimes it is useful, trust me).
- Rock Den: 5 AP, 1 to 4 range. Does not require line of sight. The Drheller digs a tunnel and gets to the other side (mobility spell). If cast on a Bag, the Drheller gets to the bag and pushes it to it's caster (leaving it close to the Enutrof).
- Furrowing: 3 AP 1 WP cost, 100% Chance of Finding a Mine (random color). Heals 2(20) Water.
- Drheller Claws: no changes.
- Drhellzerker: I'd like to see a more particular use of this spell. I am earth and I know how boring it becomes using this spell every fight in order to do damage.
- It heals 5(20)% of Enutrof's HP.
- +5(10)% Final damage per MP used (stacks to 30%) for the next spell cast.
- Modifies Earth Spells.
- Can be cast while in Zerker form. It debuffs the transformation and has a chance of giving 1 WP back (50%). The debuff doesn't cost WP, it costs all your MP, meaning you need to have at least 1 to cast it.
- Mine Mover: this spell now does not replace the moved mine by a gold mine because I am giving mines a specific bonus. It costs 1 MP at all levels in order to make it useful even if not leveled, the only stat that rises is range which is fixed. At level 9 the spell does not require line of sight to be cast.
- Clumsiness: it replaces mass clumsiness. Takes an MP and reduces Lock.
- It costs 1 MP at all levels.
- 1(5) Range, cannot be increased.
- Between level 1 and 5 it requires line of sight. From 5 to 9 it doesn't require line of sight.
- Effects: -1 MP (100%), -5(20) Lock.
- 1 Cast per target per turn. 3 Casts per turn.
- Prime of Life: this is a very exemplar spell. I do not think it needs any changes at all. I however would replace one of it's effects by another in order to give Enutrofs a better dodging ability.
- 8(75)% chance of converting MP loss into gain.
- +10(50) Dodge.
- +1(2) MP.
- Treasure Tracker: this is not a bad spell at all. It gives Enutrofs a good advantage for wearing prospecting items, most people think that this spell is useless because of the recent nerf. It is not useless however.
- Geology: the mines have specific effects now. Mine Mover made it too easy to replace a mine by a gold one, making any mine beside Gold useless. The spell spawns 1(6) Iron Mines, 1(6) Ruby Mines and 1(6) Manganese Mines around the map.
- Iron Mine: +45% chance to reduce MP, +10% critical hits.
- Ruby Mine: +45% chance of applying Broke. +3 Levels of Treasure Hunter.
- Manganese Mine: 30% final damage to fire spells, +1 Range.
- God Enutrof's Blessing: this spell needs seriously better effects. There we go.
- +0(20)% chance of applying Broke.
- +1(10) Willpower.
- Faking It:
- If HP is under 10%: 0(60)% chance to Feign a KO.
- If standing on a Mine: 30(90)% chance to Feign a KO.
- If a KO is feigned: heals 5(25)% of HP.
Note: please add an animation to that spell (I don't even think there is one, never really leveled it).
The Water Enutrof
Ranged fighter. Fights like a ranged Iop - no more words to say. This build is the most common but it's also broken. The water spells have nothing special besides pouching bags. I'd like to see a better purpose in this branch since after they took prospecting away from abilities list any Enutrof build can pouch any monster as long as he stands on a mine.
- 3 AP. 1 Range.
- 2(40) water damage. 4(60) on critical hit.
- 30(60)% chance of applying Broke, 50(100)% chance on critical hit.
- If Broke: -5(50) Lock.
- Bags can be pouched in PVP, no item loss granted. It's only to make it possible for water Enutrofs to get bonuses/healing from bags in PvP.
- 2 AP, 1 MP. 2 to 5 range.
- 4(31) water damage. 6(48) on critical hits.
- If Broke: 5(35)% chance of inflicting 1 MP loss.
- 2 AP, 2 to 4 Range. Does not require line of sight.
- 100% Chance of making a bag bigger.
- 100% Chance of exploding big bags.
- Big Bag explosion heals all allies in a circular area of effect of size 2 by 5(40) HP.
- 1(18) water damage.
- 4 AP. 1 MP. 1-3 Range. Linear.
- Deals 5(65) water damage to targets.
- Breaks an Item. PVP: breaks the carrying Shield, Weapon or Breastplate for the duration of the combat (bonuses reduced by 50%).
- Deals 4(50) water damage to Broke targets.
The Earth Enutrof
The Earth path provides uncommon strength to old people like Enutrofs. The damage done by certain spells like Deadly Nightspade is certainly high compared to most classes, 1-6 range spell with 44 damage and yet 25(75 mine)% chance of reducing the MP by one. It's my main spell along with Shovel Shaker. This build needs some changes though.
- 3 AP, 1-3 Range. 3(37) damage.
- Zerker mode: 3 MP, 1-1 range. 3(40) damage.
- 3 AP, 1 MP. 4(6) Range. 3(44) damage. 5(25)% chance of reducing MP by 1.
- Zerker mode: 4 MP, 1-1 range. 4(40) damage, 10(50)% chance of reducing MP by 1.
- 4 AP, 2-4 Range. Deals 4(50) earth damage. Still gives accelerated state.
- Zerker mode: 4 AP, 1-4 range linear. Deals 4(46) earth damage, -5(30) Lock.
- 2 AP, 1 MP. 3(35) damage, 6(42) on critical hits. Steals 1 MP.
- Zerker mode: 5 MP, 5(66) damage, 7(99) CH. Steals 1 MP. 1 cast per target per turn.
- Use: whoever comes in CC will end up with low movement points. Do not CC old people.
Fire Branch
The new Hot Magma does not do much damage as the old one, not if you don't aim for the mines!
- 0 range, circular area of effect of size 5.
- 5 AP 1 WP.
- A Volcano is summoned on every mine inside the area of effect.
- Volcanos will do 5(60) in a circular area of effect of size 2.
- Volcanos last until the end of the turn, if attacked they do damage again.
That is it. Thanks for reading!
Post your comments!
This post has been edited by Niddhoggy - May 14, 2012, 23:13:18.


