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Do a Barrel Roll! A guide to Earth Pandas
posté April 19, 2012, 23:50:12 | #1
Do a Barrel Roll! A guide to Earth Pandas This is not my guide it is taken from the Wakfu4iops forums but after reviewing it I thought it would be a good idea to share it with the community.

This guide is by Drunk and kudo's to them for creating such a fantastic guide.

Patch 1.1 Global Alliance

Updated Worn out state (note on avoiding high Worn out levels) . 4/6
Updated Builds, Equipment, Training 4/5
Updated for Patch 1.1. 3/27
Updated some notes on Worn Out state (runs out after Level 100 Merry). 3/28
Updated Worn Out state (goes down by 20 levels each turn). 3/31

Feel free to provide feedback so that I can continue to improve this guide.

Earth Pandawa


Table of Contents

P1 - Introduction
P2 - Panda Mechanics
P3 - Spells
P4 - Skills
P5 - Skill Builds
P6 - Stats
P7 - Stat builds
P8 - Equipment
P9 - Training


P1 - Introduction

Want to get drunk during battle and still fuck things up? Want to manipulate the field with your crazy ass panda muscles? Want to throw someone straight into a pack of mobs just for shits and giggles? Then Earth panda is the way to go. We run around the field doing craZee shi all day, ere dey. We can zip-a-dee-doo-dah across the field for god sakes.

But seriously, pandas in general are excellent field manipulators. However, you're probably going earth to DO some damage and not just manipulate the field. Otherwise, water or fire pandas would be more suitable because they deal with field manipulation/hit-and-run tactics. As an earth panda, you can set up better AOE positions, save nearly dead teammates, teleport across the field, lock down teleporters, and still do some great damage. But be warned, you won't be the star child when it comes to damage (though your damage will be better than most classes). Instead, you'll be a grade A man-servant but people will love you for your services. " title="Wink" > JKing, new patch gave us truckloads of dmg because of the new merry and merry build-up mechanics.

Note on Patch 1.1: The new changes allow for more possibilities of tanking. At lvl 80-100 Merry, the resist from Pandawhack, improved healed hp per turn from Merriment, the insane amounts of lock from Bash Barrel, and already existing Milky Instinct makes us more tanky and meaty.


P2 - Panda Mechanics

Before we delve into the spells and skills of the Earth Panda, you need to know about Merry, Worn Out, and Dizzy. The coolest part of this class lies within these class-specific mechanics. Learn these mechanics so that you can understand the support skills (like Barrelhop, Bamboozle, Ether, etc.) and how they synergize with the Earth spells.

Merry


This is an Earth's Panda's best friend. As you gain more Merry levels (usually in increments of 10), Merry gives you more damage, MP, and AP. You can raise Merry by drinking from the barrel (hold barrel at the end of your turn) or you can use Bamboozle/Barrelhop to get faster Merry levels. These buffs last until you hit Level 110 Merry (one turn after lvl 100).

Merry Levels:
30 - +1 MP, +30% dmg
50 - +1 AP, +1 MP, +50% dmg
80 - +2 AP, +2 MP, +80% dmg
100 - +2 AP, +2 MP, +100% dmg

Worn Out


The downside of using Merry is getting worn out. The buffs you got before with Merry turn into debuffs when you pass lvl 100 Merry. The higher your Merry level was then the higher your Worn Out level will be once your Merry ends. Worn Out decreases 20 levels each turn and you can't drink from the barrel until it runs out. (Note: The debuffs from Worn Out Levels do not match with the Merry levels)

If you want to avoid getting the Sleepy state of Worn Out, drop your barrel when you have less than 80 Merry levels. Merry level at the turn it wears off = Worn out level that you get when it wears off.

Worn Out Levels:
20 - -1 MP, -20% dmg
30 - -1 AP, -1 MP, -30% dmg
50 - -2 AP, -2 MP, -50% dmg
80 - -2 AP, -2 MP, -80% dmg, Sleepy state(miss a turn)
100 - -2 AP, -2 MP, -100% dmg, Sleepy state(miss a turn)

Dizzy


Applies -1% resistance for every 1 level of Dizzy you apply. You apply dizzy through your earth spells and Bamboozle. The earth tree in general does not apply as much Dizzy as the water tree, but we can apply Dizzy fairly well with Bash Barrel.


Quartz
Lets you use attacks and gain Merry, but when it runs out you will get Worn Out. Gain more quarts by leveling Barrel and Bottomless Barrel. Just from personal experience 15 quarts is doable but you may want to get it to roughly 20 if you do Merry rushing builds or spend most turns attacking.



Drinking from barrel = -1 quart
Milky Instinct activate = -1 quart
Each attack = -1 quart

P3 - Spells

Triple Whammy - Pushes target back one square and pushes you to the square that you just targeted. (Usable while holding barrel).



This skill helps you set up better positions. You can also use it to help allies by pushing them out of harm's way. This skill is low priority, so train it when you get the chance.

Pandawhack - Can be used with barrel.



Useful single target skill, especially when you have 8 AP or more to use two of them. At level 100 Merry, two Pandawhacks will give you 100% dmg resist for the turn. Decent skill to invest in for single target damage and for the moments you need some fat resistance.

Bash Barrel - Hits targets in melee range that are in the 4 squares around you. Requires barrel.



Good AoE damage especially when you can do 4 or 5 barrel rolls. At level 100 Merry, this means plus 400 to 500 lock


Lactic Acid - A ranged attack (1-2 range) that does this weird X formation attack. Just imagine your cursor showing the five face of a dice. Has a chance to do extra damage based on Merry level. Requires barrel.



Useful when enemies are in the X formation. Can also be used when you are surrounded, similar to Barrel Bash. At level 100 Merry, you have 50% chance to activate Quake (extra damage)


Blisskrieg - Hits everything in a straight line and teleports you to the tile behind LAST mob in the line. Cannot be used if there is no tile behind the mob or if there's an obstacle or elevated tiles. Has a chance to give you +1 MP based on Merry level. Requires barrel.



This spell is the shit, and it's your main damage dealing spell. Also let's you move across the field easier if you need to close in. At Level 100 Merry, it has a 50% chance to give you +1 MP


P4 - Support Skills

I'm going to exclude Bamboozle and Aggressive Barrel from this section because they seem to suck compared to some of the other skills you can pick up.

Karchamrak



This is your field manipulator skill. Let's you pick up and put down/toss allies, enemies, and your barrel. When holding an ally, you will take the damage instead of your ally. At max level, you can stack negative resistance on enemies by repeatedly picking them up and putting them down.

Bamboozle




This skill can only be cast once per turn, but you can stack this skill with the +Merry levels from Barrelhop to get to Lvl 100 Merry even faster. Also, you can give your allies free buffs assuming they all stand near the barrel and debuff your enemies' resistance. (Note: Don't know if you can stack Merry on teammates to give them +AP,MP, and dmg yet)

Barrel



You'll need this skill if you want to improve your barrel lifespan. At max level, you can also squeeze in some attacks after you pick up your barrel on the first turn. Also, you need to be keep holding the barrel (using Karchamrak) to get stacks of Merry (+10 lvls per turn of held barrel).

Master of Merriment



This skill is now quite effective with builds that gain fast Merry levels. At lvl 100 Merry, you would be gaining 10% hp at the end of every turn if you max this skill out.

Ether




This skill has a lot of utility, basically lets you lock down teleporters and lets you dodge people. More ideal for PvP, but can help you in tight spots when you need to dodge.


Bottomless Barrel



Maxed out Barrel already gives 15 quartz, so an extra 10 quartz is preference. If you pick up skills that are designed for fast Merry lvls, more quartz would allow for a longer duration with Merry. The + lock is nice on top of the lock you can get from Barrel Bash.

Barrelhop



Awesome skill that lets you teleport to where your barrel is. Combined with karchamrak, you can teleport around the map with ease. This skill can be spammed multiple times in one turn to get fast Merry lvls (Lvl 60 Merry with 6 Barrelhops). This is a must-have skill for Merry lvl rushing.

Milky Instinct



Great damage mitigator. Targets who you've dizzied up have a 20% chance to do 0 damage to you. Drains a quart every time it blocks. Great for soloing and tanking. Not so good if you are planning to do a lot of field manipulation rather than attacking (since you need to dizzy your targets consistently in order for this skill to activate).



P5 - Support Skill Builds

Now here's the tricky part, we have all these great skills that can synergize with each other but we can't have them all. Hell, I'm still trying to debate what kind of build I am going to pick. We'll just do some heavy theorycrafting. A big thing to note here is how you would like to spend your WP points. You could use all or most of your WP points on the first turn to get quick Merry levels (quick and insane burst of damage), or you could slowly disperse the use of your WP over the course of the battle (more versatility and utility).

Chug That Shit (Merry Rusher)
MAX Barrel
MAX Barrelhop
MAX Bamboozle
Mix or Pick a MAX Bottomless Barrel/Master of Merriment/ Milky Instinct

This build is made so that you can rush Merry levels. If you want, you could get to level 80 Merry in one turn (+50 Merry from 5 Barrelhops, +20 from Bamboozle, and +10 when you drink at the end of the turn). By the 2nd turn, you'll have your +2 AP and +2 MP and +80% dmg to work with already, but more AP and MP will mean your quartz will be drained faster. But the faster you get to level 100 Merry, then the faster you'll get Worn Out state for rest of the battle.

Map Manipulator:
MAX Barrel
MIX or Pick a MAX Bottomless Barrel/Milky Instinct
MAX Karchamrak
MAX Ether
MAX Barrelhop

This build scraps quartz (or chance of Milky Instinct proc) so that you can concentrate on moving and abusing people. You'll be able to chase or lock down people as well so that your teammates can get a chance to attack. WARNING: THIS BUILD WILL REQUIRE HIGH INITIATIVE! You'll need to be near the top of the chain in turns so that your teammates can always act after you do some manipulations. This build is not as good without sherpa but you can still try it. (Might be better if you're fire or water since they don't need to pick up/put down barrel)

Tank Build
MAX Barrel
MAX Bottomless Barrel
MAX Master of Merriment
MAX Milky Instinct
MAX Barrelhop

If you want to try to be a meat shield, go for it with this build. Milky, Merriment, and 25 quartz allows you to go in stay at a high level of Merry for much longer. Pandawhack and Bash Barrel are more ideal attacks for this build.

Balanced Build
MAX Barrel
MAX Karchamrak
MAX Master of Merriment
MIX or pick a MAX Bottomless Barrel/Milky Instinct
MAX Barrelhop

This build keeps some of the Merry rushing strategy on top of adding survivability with Merriment/Milky/Bottomless Barrel.


As you level you might be confused on what to level first so here's a priority list for the support skills.

1. Barrel
2. Barrelhop (or Karchamrak if you want to start throwing things first)
3. Karchamrak / Bamboozle
4. Milky Instinct / Bottomless Barrel
5. Ether (Get this when you're closer to endgame PvP because it is pretty useless when leveling)






P6 - Stat Points
Where should you put your ability points? Well, it depends on whether you are planning to solo, leech, or party. You also have to consider if you're going to mostly pve or pvp.

Here's a look at some possible stats for Earth pandas:

Hp- Not too great of a stat unless you really hate the early levels and need some hp to tank more damage. In the much higher levels, mobs and players do too much damage anyway, so this stat would just delay much higher potential from getting an early +1 AP. However, this stat would be interesting in the Tank Build.

AP - This stat is a must. More AP allows for more tosses, allows you attack on the first turn, etc. In general, it'll set you up to do more stuff in the later levels. Putting one point here would be safe for any build.

Strength - This stat should be where you dump any of your remaining stats into because more damage is always good. How much you put into it depends on what kind of gameplay you invest your time into (e.g. PvP, PvE, etc.).

MP - Merry can give you +1-2MP and most boots at higher levels give you +1MP. Blisskrieg also lets you teleport across the map. So getting +1 MP is a bit excessive, especially if you are a Merry rusher. Also, if you decide to get Barrelhop, you won't need MP).

Critical Hits
- If you can find crit gear, a critical build would allow you to play around with hybrid element Earth builds (instead of STR you would go CH to help all your spell trees). Also, Bash Barrel tends to get a lot of crits so don't be afraid to add some crit.

Lock/Dodge - Don't need it, Ether/Bottomless Barrel can help you lock and Barrelhop/Karchamrak can help you get away from enemies. Merriment can help you with dodge.

Initiative
- This stat is mostly for PvP, but is also good for PvE. This stat lets you set up the field earlier before too many turns have been taken (or if you are first, you can definitely mess around with the field) since Earth equipment has such trash initiative.

Wisdom - If this is an alt and you have wisdom gear, dump your points into wisdom and respec later. Pandas still have a lot of use just through their support skills so you won't gimp the team entirely as a leech. If this is your character, you can either get 30-50 wisdom points early on or just avoid the stat altogether.


P7 - Stat Builds

PvE Build - Mostly a pure damage build but it can work in pvp too since your dmg will be high.
1 AP
Rest of points into STR.

PvE Build 2
- Even more pure damage
All points into STR

PvP Build - Depends on how early you want your turn and how much damage you are willing to sacrifice to get that early turn.
1 AP
Rest of points into STR and Initiative

Ultimate Leech- Use your others to help you level, but make sure you hook them up with good positioning.

All Wisdom

First Character -> Respec Later
- This is a safety build for your first character so that you can adjust to the game and decide what you want later.
30 Wisdom
1 AP
Rest into STR

Critical PvP Build - Allows you to play around with other elements as well since you are not relying on + dmg from STR.
+1 AP
+50-100 Initiative
Rest into CH

Critical PvE Build - Swaps initiative for even more damage. Ignores trying to get early/first turn.
+1 AP
Get crit to a good amount (~20 crit chance and up)
Rest into STR


P8 - Equipment to Look Out For

Green Piwi/GooGoo Sets - low level and easy +% earth damage set

~lvl 15 Gobball Set - +1 AP, +HP, +% earth damage (but less than piwi). You can still use piwi set over this.

~lvl 26-30 Bellephone/Crab/Moogr/Drheller Set - Mix and match if you want to optimize, but all these sets are upgrades from the previous.

~lvl 31+ till you can wear Tree Set - Use pieces of Swamp gear (moskito/mushd set with mushd hat)

~lvl 50-55 - Tree Set - +1 AP, +1 MP, +Resist, +HP, +% earth dmg - best set you can get right now for earth users

~lvl 60+ - Boowish Set

~lvl 70+ - Dirty Rat Set? (not currently in the game)



Other items to look out for:

lvl 33 - Silimelle's Wedding Ring - +20 Wisdom, -14% damage and -11% resist - good ring for leeching and regularly training

~lvl 24 - Prespic Set - Has about +15 Wisdom on it if you are planning to leech most of your exp; good for early levels but Tree Set is more worth putting on because it has +13 Wisdom and the extra benefits

Makabrards - if you can level this to 100, you can combine it with a dagger to help boost stats on top of having +1 ap

lvl 40 - Goultard - +1 AP and -55/70/85 HP

lvl 66 - Canine Club - hp, ini, 2% CH, earth dmg, + earth spells, + all resist


P9 -Training
Lvl 1-6
Kill wodents.

Lvl 7+
Pick a nation and kill Piwi or Bow Meows (could probably make some money off of humus drops from bow meows but their packs are smaller). They have chances to drop scrolls that give you 10,000 exp every time you kill 20 of that mob.

~Lvl 20-27
You can either start killing gobballs or tofus, but if you can solo House of Destiny, do so. Or find a group to party with.

~lvl 27-38
Solo or group to kill moskitos and mushd.

~lvl 38 to 100
Continue at swamp or go to Tsu's Palace. (Subject to change after patch)

~lvl 40-60 Or kill treechnids to try and drop some tree gear. Riktus/Poltergeists/Riktus dungeons are also an alternative whenever you get tired of Tsu.

~lvl 60+
Solo swamp can be pretty fast once you start one hitting moskitos. Wild gobbly groups are also good for exp. Tsu dungeon is still an option as well.

Boowolves and Crows are more for farming but give an ok amount exp albeit slow since you have to rest.


posté April 20, 2012, 06:02:10 | #2
Hi!
I liked; thank you very much.


posté May 04, 2012, 17:33:46 | #3
Good work Cheers