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Lend A hand to a starting newbie cra :D
posté February 09, 2012, 18:44:54 | #1
Lend A hand to a starting newbie cra :D should i go for air,fire or earth.... and what nation should i pick? i mean is thier an add stat or advantage to each nation? ty!


posté February 09, 2012, 23:36:42 | #2
Earth - Scales heavily with your gear and level, you'll need a lot of AP and stats for it to be effective

Air - Moderately difficult to level at the start, once you get into a group later on (around the 30s) you'll be blessed with great flexibility and range

Fire - Decent at all levels but most of your spells are pretty pointless since they rely on their procs to be efficient (and Wakfu's ability scaling really blows so you'll never use them until they're maxed) so you'll end up spamming your flame arrow for about 90% of your play time

Earth
Power 8/10
Leveling speed 4/10
Utility 7/10

Air
Power 7/10
Leveling speed 6/10
Utility 9/10

Fire
Power 7/10
Leveling speed 7/10
Utility 5/10

Nations don't really matter -- but go Bonta if you're a baws.


This post has been edited by felppe - February 09, 2012, 23:38:48.
posté February 10, 2012, 05:25:22 | #3

Quote (felppe @ 09 February 2012 23:36) *
Earth - Scales heavily with your gear and level, you'll need a lot of AP and stats for it to be effective

Air - Moderately difficult to level at the start, once you get into a group later on (around the 30s) you'll be blessed with great flexibility and range

Fire - Decent at all levels but most of your spells are pretty pointless since they rely on their procs to be efficient (and Wakfu's ability scaling really blows so you'll never use them until they're maxed) so you'll end up spamming your flame arrow for about 90% of your play time

Earth
Power 8/10
Leveling speed 4/10
Utility 7/10

Air
Power 7/10
Leveling speed 6/10
Utility 9/10

Fire
Power 7/10
Leveling speed 7/10
Utility 5/10

Nations don't really matter -- but go Bonta if you're a baws.-----------------------------------------------------------------------------------------hi can you recomend a good air skill build @_@ and what abilities to add that kinda stuffs


.hi can you recomend a good air skill build @_@ and what abilities to add that kinda stuffs ...and where should i add my points in stat that kinda stuffs ty


This post has been edited by Back2Baccck - February 10, 2012, 07:02:20.
posté February 10, 2012, 14:47:15 | #4
Homing Arrow
Enormous Range
Low Damage
2AP Cost

Homing Arrow is great for sniping players or monster that start the fight far away from you or those that attempt to run away. It can also trigger your Windy Beacon which makes it the preferred spell of choice since it only costs 2AP. Homing arrow also increases the damage of your next Wind spell cast in that turn, so if you use it in conjunction with Plague Arrow/Retreat Arrow try to use Homing arrow first.

Windy Beacon
Medium Range
Low Damage
0AP Cost (but costs WP and can only be placed once per turn)

Windy beacon is one of your best utility spells, every time it's triggered it knocks the target(s) back one square depending where they are stood on it's grid, since you can place multiple beacons over the course of the fight and they have unlimited uses it will become your greatest kitting tool when a fight drags on.

Plague Arrow
Long range
Average Damage
4AP Cost

Plague Arrow does not require line of sight which makes it brilliant for team fights or situations where you are taking cover away from the front line. It has decent damage and can be used with Homing arrow in the same turn.

Retreat Arrow
Medium Range
High damage
4AP Cost

Retreat Arrow is your push back attack of choice when your target isn't near a beacon, in your face or you're just looking to keep them as far back as possible. Although it's primary use to widen the gap between you and your target it actually has the highest single target damage out of all your attacks and can be used with Homing arrow to maximize its damage potential but the trade of for this is power is the 1WP per cast so isn't recommended for difficult team fights where every WP counts.

Storm Arrow
Long range/AoE
Medium/High damage
5AP Cost

This is the Air Cra's big "FU move" and at later levels you'll be spamming it for most of the fight since it has the highest consistent damage, when used in conjunction with Long Distance combat (see the support tree) it becomes a real gem because you can basically switch to stationary turret mode and pull decent numbers despite being a CC oriented character.

For stats go pure Air and Crit if you're looking to maximize damage since you will be getting hit the least and HP isn't really important (in team fights). If you plan to solo most of the game I'd say go full health or if you don't have any friends or a guild that can support you.

Support spells

Max Powerful Shooting, Surprise arrow and then Expert Mechanic and long distance shooting if you're still playing by then get heightened vision to max then maybe unbeacon and bateye.


This post has been edited by felppe - February 10, 2012, 14:53:38.
posté February 10, 2012, 15:16:12 | #5
how about fire...? and what abilities should i add/max also cra special please ty ^-^

hey is this right or a nice thing to do ? _Click here 

hey is this right or a nice thing to do ? _Click here


posté February 10, 2012, 16:21:24 | #6
It's a good guide. Like I mentioned with the Air build, only invest all your points into your element IF you know people you can group with because soloing things without someone to tank can be very difficult if you don't invest all your points into HP.

Don't go for a hybrid build, you will seriously gimp yourself always attempt to stay in one element tree if you can.


posté February 11, 2012, 07:10:02 | #7
felpe is wakfu gona be f2p or p2p?


posté February 11, 2012, 16:40:58 | #8
Here's a link to a french site that has a great Air Cra build. (Rated 9/10 by french players!)
If you have problems translating, just ask, I'll help.

Le Click

@Back2baccck
Wakfu is going to be P2P. You can go as far as Astrub being F2P.


posté February 12, 2012, 07:53:17 | #9
cant join in nation ? o.O @ sistina


This post has been edited by Back2Baccck - February 12, 2012, 09:35:18.
posté February 14, 2012, 19:03:12 | #10
does anyone know whats the pros and cons of a fire build cra to an earth build cra o.O


posté February 14, 2012, 20:44:36 | #11

Quote (IGotMyEyesOnYou @ 14 February 2012 19:03) *
does anyone know whats the pros and cons of a fire build cra to an earth build cra o.O
Not an expert on Cra, but I think mainly that Earth is restricted to straight line sights while fire has range all around him, earths beacons are also extremely dangerous in a team.


posté February 15, 2012, 02:49:22 | #12

Quote (IGotMyEyesOnYou @ 14 February 2012 19:03) *
does anyone know whats the pros and cons of a fire build cra to an earth build cra o.O

I'm making a fire cra atm, only been playing a few days (LVL15 now).

It's pretty clear the pro's and cons of each just from looking at the spells. But as you went all o.O I guess you didn't even bother.

Fire is all about aoe dmg with only one single target spell, the first one.
Better Damage.
Hardly any utility at all, pure damage role pretty much.

Earth is mostly single target spells with with only one that can hit mutliple targets.
And also has less utility than air, but more than fire.
Remove MP and a chance to stun.
Also has a nice melee dmg spell


posté February 15, 2012, 08:28:06 | #13
passing


This post has been edited by IGotMyEyesOnYou - February 15, 2012, 15:31:15.