February 10, 2014, 05:45:36 |
Quote (BladeMajere @ 10 February 2014 01:55)
Is fogginator worth it? Do you have to use earth/water gear to take full advantage of it?
Yes, fogginator is worth it. You definitely do NOT need any water gear to take advantage of it. If you want the +150% earth damage, you only need to stat it to lvl 7 at most. Lvl 6 for me gives me +147% Earth.
Armor Plating and Stasis shield seem to be a given, but as someone who will probably go 10ap for double bombard/pummel, how effective is Critical Turbo when I won't be using Shebang all that often?
I find 4/5 Earth spells to be very good, and I use those 4 all the time. The only spell that I neglect is Hammer Claw. Consider using Shebang.
You can activate critical turbo with Fogginator, Flame Fervor (for mobility), Shebang, and Single-Target Stasis Flux. As you've observed, Shebang will be the easiest way to trigger Critical turbo. Outside of that, it can be a little awkward to keep your bonuses up consistently and
make the most out of it. (Fogginator and Critical turbo at the same time. Activating fogginator twice will drain all of your remaining wakfu)
Triple bombard with 9ap?
I think triple bombard is a waste of ap and needs a lot of luck to hit that nearly 5% chance of 4 hits per bombard.
BOMBARDMENT DOES NOT WORK THAT WAY
If you use bombardment once, the next hit will hit two times.
After two uses, the next bombardment will hit three times.
After three uses, the next bombardment will hit four times.
After four uses, bombardment will reset and the next bombardment will hit once.
You can only use it twice per turn. Placing a barricade with bombardment will add a hit to your next bombardment.
Or, in reference to above, is there a more effective way to go?
If you want to start off with Critical Turbo as soon as possible AND make use of bombardment you can (Assuming you're 10ap):
Turn one: Fogginator > Bombard x2 > Pummel > Stomp > Ray of Stasis (if leveled)
Critical Turbo Activated
Turn two A: Shebang > Pummel > Stomp
B: Shebang > Bombardment > Ray of Stasis (if lvled) > Stomp
Critical Turbo Activated
Turn three A: Fogginator > Bombard x2 > Pummel > Stomp > Ray of Stasis x2 (if lvled)
B: Fogginator > Shebang > Bombardment > Stomp > Ray of Stasis x2 (if lvled)
Otherwise, shebang is your best bet for critical turbo. Critical Turbo from a fogginator can help make your bombardment barricades better as you prepare it for 3-hit and 4-hit bombardments.
Also, stats (which is rather affected by what my ap/mp is going to be). I had 1 guide suggest 1ap/rest earth damage. Or should it be placed into ap/mp/crit/?
5 MP feels just right for an Earth foggernaut IMO. Look forward to obtaining an MP Breastplate along with MP boots. Strength Dump. Stat a modest amount of crit initially. Crit hit chance dump is endgame territory.