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Air Xelors, What do i do?
posté May 05, 2012, 15:16:07 | #1
Air Xelors I'm just wondering what is the point in air attacks?

The air branch is really support type-ish. I mean it really is just aside the fire and water branches, it has spells which can help water and fire, so how should they be used?

Thanks for the replies 


posté May 05, 2012, 15:25:20 | #2
Exactly as you say it should be used.
As support for the fire / air tree.


posté May 05, 2012, 15:38:52 | #3
well how should i build my character if i go fire?


posté May 05, 2012, 16:34:11 | #4
I have a pure air Xelor at level 30 now, and while it started off as a bit of a joke character it now is hitting a lot with Xelor punishment in an area of effect (65-75 depending on which dial square I am on and whether it is a tick or tock turn) and also hits 40-45 with Tempus Fugit on tock turns for just 3ap and 1mp. Of course, while Underhand is OK, Aging and Temporal Distortion are much more useful as support spells for the other trees as you have said.
My air Xelor seems pretty good so far and also is unlikely to be nerfed too much (if at all) in future (unlike fire and water xelors) so I'd suggest that some more people try this out, as it is definitely more viable than you would think.


posté May 05, 2012, 19:44:31 | #5

Quote (Zelauri @ 05 May 2012 16:34) *
I have a pure air Xelor at level 30 now, and while it started off as a bit of a joke character it now is hitting a lot with Xelor punishment in an area of effect (65-75 depending on which dial square I am on and whether it is a tick or tock turn) and also hits 40-45 with Tempus Fugit on tock turns for just 3ap and 1mp. Of course, while Underhand is OK, Aging and Temporal Distortion are much more useful as support spells for the other trees as you have said.
My air Xelor seems pretty good so far and also is unlikely to be nerfed too much (if at all) in future (unlike fire and water xelors) so I'd suggest that some more people try this out, as it is definitely more viable than you would think.

What about the support spells, which ones do you use, and are going to use?

I'll try that out dude, thanks for telling that;D


posté May 05, 2012, 21:39:27 | #6
Air xelors hit more than water xelors but less than fire. It's kind of the in between of the two, however u can also take away initiative and ap while maintaining decent damage. Or switch between hitting more fire or taking more ap.
U need air if u want to want to try and use all xelor skills.

Air xelors are best used with all 3 elements or just with water.

Good thing about going all 3 elements is u can attack the weakest resist out for the 3 against ur enemy once u master them (which i haven't yet lol).

As of right now though, all water or maybe and all fire with more initiative than u will still be stronger than u in a 1v1 against u because xelors have weak defense. Against a fire branch u will probably die in 2 turns against water, 2-3 turns, but u won't get the chance to deal much dmg because of the ap loss.


posté May 05, 2012, 21:46:54 | #7

Quote (Angorknag @ 05 May 2012 19:44) *

Quote (Zelauri @ 05 May 2012 16:34) *
I have a pure air Xelor at level 30 now, and while it started off as a bit of a joke character it now is hitting a lot with Xelor punishment in an area of effect (65-75 depending on which dial square I am on and whether it is a tick or tock turn) and also hits 40-45 with Tempus Fugit on tock turns for just 3ap and 1mp. Of course, while Underhand is OK, Aging and Temporal Distortion are much more useful as support spells for the other trees as you have said.
My air Xelor seems pretty good so far and also is unlikely to be nerfed too much (if at all) in future (unlike fire and water xelors) so I'd suggest that some more people try this out, as it is definitely more viable than you would think.

What about the support spells, which ones do you use, and are going to use?

I'll try that out dude, thanks for telling that;D
I've maxed Xelor dial for more damage bonus, and I'm currently raising Timekeeper so that when enemies flee from the dial area I can use up my AP before chasing after them, or hide behind the dial for a turn. I will be raising roll back for the chance for more punishments and probably temporal armor afterwards for the big damage bonus you can get if you cast slowdown on an enemy before attacking them. I will probably max Devotion afterwards for some team support, and for the end of the game when I will have an 8ap set it will allow me to double punishment ^^

In reply to BbeforeA, it is true that air xelors will not fare too well in pvp due to players being smart enough to stay away from the dial, however in PVE they work just fine and in fact do more area of effect damage than I've ever seen another xelor do, even if the area of effects don't happen often.


posté May 05, 2012, 22:07:12 | #8
Pure fire temporal dust does close to the same damage, more area of effect and can hit without them being close to a dial.

Air is more for control play rather than high damage.

I guess u just need to try it to find out.


This post has been edited by BbeforeA - May 05, 2012, 23:01:11.
posté May 06, 2012, 10:25:18 | #9
Well, I realize that for yourself you're all already decided, which type xelor u wanna be... So of course, try... But don't think that you may win the game mechanics.

PS: Water xelor's not nerfed, fire xelor's yes... But in fact, this nerf, not enought, don't believe ppl who say that xelor now weak... read change log, and after that think, realy fire xel sucks? I don't know... I kill most targets in 1-2turns, and i losе in PvP only once... when we was 4 vs 6...

Sorry, for bad english.


posté June 11, 2012, 17:50:42 | #10
Hiya

Im playing as air/mechanical xelor lv 52 currently and i gotta say.. Its pretty damn viable!

I do 110-310 damage per round depending the situations and the fact that my main damager is aoe is kinda delightfull.

I also comboed small water spells mainly the sinistro when enemys are off dial i summon 2 sinistros so the enemy has good reason to come near the dial (unless loosing 2 per turn is fun for him)

* side note i dont get why people dont like to use sinistro if the spell lives more than 4 turns it has basicly paid itself

Oh yeah if someones wanting to air xelor and is wondering witch spell to rise heres what i did:

* dial - extra damage and the most important speciality to max.. No dial means zero to non damage

* Rollback - this is just lovely i get 2x punishments per turn almoust everytime also helps out early when ur time keeper isnt up enough

* Timekeeper - Just delight.. When maxed you can carry the left over ap until you have 3 saved (requires ap gear to work) and well basicly every 2-3 round means 2-3 punishments

* temporal waves - only one point.. This is beyond useless unless ur after ini/ap removal the fact that this also criples the underhand is just annoying and needs to be fixed asap (i mean why in gods green eartfh would any xelor push them self of dial volentary when the dial gets destroyed when u do that? Not to meantion the fact that the tempus fugit does basicly the same and is cheaper)

Rest is optional altho im going after mummification next since in mass pvp players tend to die quite often and its nice to bring people back with 100% damage and 3 ap:ees altho ist only turn but none the less

Spell's:

* Xelor punishment - main damager and its actually really nice. If you place ur dial well enough chances are that u have oblirited ur foe before hes eaven near u

* Aging - Neat extra damage and good to level up since for time to time mobs tend to wana run away and when comboed to any water/fire skill ur gona do more damage wit the aging affect than the fire/water spell (so in short dont bother to level em unless u want to)

* Tempus fugit - great evasive spell and g8 off dial damager.. Personally i use this to reach area where i plan to build my dial (with rollback you get 6 cell's movement + extra mp that gets left over)

(i havent found any use for 2 other air spells underhand is beyond useless with temp waves and if i need to rip ap the punishment will lower the ap resistance rendering the other spell absolute)

Comboing elements:

Xelors sandglass - if ur in team fight its nice to share some ap also neat when comboed with aging ( i use this very rarely tho)

Slowdown - personally i find this useless.. Altho can be used for cheap damager if theres no other option (when comboed to aging)

Sinistro - In my opinnion the best damn spell on water tree.. im aiming for 4 mechs to get more of theese puppyes out! They do small damage but thats not the point they render the mobs/opponents useless when theres fair amount out there also they can attack to 1-4 times so its ideal for batles where u have more than 1 opponent (tho it has basicly the same limitation than slowdown)

temporal burn: because the tick / tock changes every turn and enemys are sometimes outside the dial area this can be used for damaging them with aging althi i find this extremely weak in air build.. it can be used but personally id use bow insted

Set's i use/ed:

Tofu set: extra mp is nice eaven for xelor since sometimes u move more than u have to.. MIstakes happen

royal blibli: really annoying set but provides ap (i usually equip eather satisfaction ring or the beyond with it depending on what im doing ((if u need beyond send me anka message im 92 lv jewler so yeah) also get bonta riktus boots for mp

anything that gives one ap set: pretty obvious.. (or justice set if ch is more appeiling)

Stat points:

Agility, agility and agility u need air resistance and damage power.. altho its not bad idea to get critic

Wow this was ment to be short message sorry for rambling and yes theres typos and other hrammar mistakes english isnt my native languake ;_;

Add:

U people out there pm me for craft orders (sacred rings etc) im happy to make them and as long u got the mats or almoust all of em i dont charge (not eaven for zaps) xoz i need mah exp