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Earth or Water branch?
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October 28, 2011, 21:06:36 |
#1
Earth or Water branch?
So I've been playing as water branch feca, and I have been doing good, since the +resist armors and Ap do the job... But I was thinking if Earth wasn't better on later levels? With inti aura, and nice close combat spells, you can actually do pretty nice damage, not talking about the reflected damage from shields... they seems low even at level 100 compared to other spells damage, but the opponent will keep loosing hp all the way.
So which branch is better for PvP in later lvls? |
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November 04, 2011, 21:06:12 |
#2
Fire, fire and more fire... and water for when your WPs run out.
Earth is the gimp branch. Water has the direct damage power. (Avalanche is the most damaging feca spell). Fire has the area denial/buildup damage. (Natural attack and flaming carpet are the two kings here, flaming carpet for area denial/fighting ranged enemies, with its chance to blind, natural attack for buildup/stack damage, can get many activations per turn). If you're going to be the tanky close combat type, then fire all the way. Lock them up and stack natural attack glyphs on their square, then start hitting them with spells too. Watery build needs extra APs(twin casting avalanche takes 10 AP, glyph helps, but you want at LEAST 8 AP, preferably 9), fire tank goes all health(maybe with a dash of lock). Keep away fire/water build can go either way, go AP, or all health. PS: Fire tank will probably level some earth spells for backup, defensive orb or fecablades, since he can't dual cast fire spells without painful sacrifices). And tanks probably need to be omni-element just for resists anyway. This post has been edited by kaerius - November 04, 2011, 21:10:08. Reason for edit : added PS
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November 09, 2011, 17:49:36 |
#3
Really, to play a good Feca you need all the branches.
Earth is for the self inflictited armours. At the lower levels, until level 30, these armours will be very usefull when fighting monsters, and the spells are primarily close-combat orientated, designed for people who will use ironhide to increase their resistance as they will lack the bonuses of drip. Water is for support and later levels self armour. While at the moment, steam is very weak and armours can be easily removed by Air Iops, but if they upgrade steam, it will be very usefull for healing yourself and running away, luring your enemies into glyphs. Now, Fire can be considered the glyph branch. Primarily, people will use natural attack glyphs, as these are the ones that produce the most damage reliably on opponents. I won't deny the fact that, with more enemies able to be attacked, Volcano is very good and Fecastopheles for unreliable damage, although this is not too good for party play. Along with these glyphs, come armour affects that can be used on opponents. A Sacrier/Iop is going to want to walk up to you. Combine natural armour (which reduces opponents resistance) with intimidation aura (which can be stacked twice! -80% resistance is A LOT!) and you have high damage for yourself, and in a party your allies too! Who cares if you have 3000hp if you take 100 damage from an Air Iop for each attack!? Combine using the previous tactic with drip armour on yourself and Ironhide for the resistance, if you raised health, you'd be better at taking more damage than a Sacrier! (The only thing they've got going for them really is their high health and sacrifice.) |
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