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Anyone able to help with some Info?, I am looking for where this is and can't find it on any wiki.
posté February 20, 2012, 18:31:33 | #1
Anyone able to help with some Info? Hey everyone, even though the recent nerfs made fire sacs a lot weaker, I am still trying to make one. In the interest of making the best of its current state, I am looking for the best gear for low level sacriers, and one weapon came to mind, being the sword called Slash. It has a decent health bonus, and I would like to get my hands on it. Problem is: I can't find where it is located. If anyone knows how I can get my hands on it, via crafting or drop, please post here as I would greatly apprecaite it.


posté February 20, 2012, 19:11:29 | #2
they are weaker Oo you must be kidding i saw a fire sac doing 800 (lvl 70 and it's a lot even for that lvl) so no sac aren't weaker...


posté February 20, 2012, 19:24:11 | #3

Quote (microundeas @ 20 February 2012 19:11) *
they are weaker Oo you must be kidding i saw a fire sac doing 800 (lvl 70 and it's a lot even for that lvl) so no sac aren't weaker...
My main point behind that is that they removed Extra Vigrrous which was a big damage boost for them. They aren't unusable as I am using one right now. They just aren't as strong as they used to be.


posté February 20, 2012, 19:52:16 | #4

Quote (microundeas @ 20 February 2012 19:11) *
they are weaker Oo you must be kidding i saw a fire sac doing 800 (lvl 70 and it's a lot even for that lvl) so no sac aren't weaker...

With the current googoo scroll exploit (letting you get all skills to 100 in a matter of days) you can pull those sorta numbers around level 10-20. Don't take everything you see as a good judge of character strength right now.  


posté February 20, 2012, 19:55:55 | #5
Sacs was OP, and now people have a problem because they are a bit weeker than before (but still strong)? Classes must be balanced, I don't understand wheres the problem. Sacs are still stronger than many classes...


posté February 20, 2012, 20:05:20 | #6

Quote (kraed @ 20 February 2012 19:52) *

Quote (microundeas @ 20 February 2012 19:11) *
they are weaker Oo you must be kidding i saw a fire sac doing 800 (lvl 70 and it's a lot even for that lvl) so no sac aren't weaker...

With the current googoo scroll exploit (letting you get all skills to 100 in a matter of days) you can pull those sorta numbers around level 10-20. Don't take everything you see as a good judge of character strength right now.

I bet he/she is talking about roman xD

He was doing that kind of dmg with punish before the scrolls got in the game, honestly tough if fire sacs did even more damage it would get abit ridiculous.


posté February 20, 2012, 20:07:30 | #7

Quote (Rokugatsu @ 20 February 2012 19:55) *
Sacs was OP, and now people have a problem because they are a bit weeker than before (but still strong)? Classes must be balanced, I don't understand wheres the problem. Sacs are still stronger than many classes...
The problem people has is before the patch fire sacs were really powerful and earth sacs useless. Now after the patch fire sacs are a lot weaker than other classes and earth sacs are powerful to the point of near invincibility (especially in 1v1).

The changes to the angrr system mean that fire sacs have no reason to build up angrr, so losing health from attacks, without a damage boost to justify it, is just plain suicide. Also since you don't lose angrr earth sacs can spam the high level OP skills, which don't feel like they were ever designed to be used once (or more) a turn.

Nobody is denying that they needed balancing before, but the current implementation is effectively the same problems as before with the elements flipped


posté February 20, 2012, 20:15:06 | #8

Quote (kraed @ 20 February 2012 20:07) *

Quote (Rokugatsu @ 20 February 2012 19:55) *
Sacs was OP, and now people have a problem because they are a bit weeker than before (but still strong)? Classes must be balanced, I don't understand wheres the problem. Sacs are still stronger than many classes...
The problem people has is before the patch fire sacs were really powerful and earth sacs useless. Now after the patch fire sacs are a lot weaker than other classes and earth sacs are powerful to the point of near invincibility (especially in 1v1).

The changes to the angrr system mean that fire sacs have no reason to build up angrr, so losing health from attacks, without a damage boost to justify it, is just plain suicide. Also since you don't lose angrr earth sacs can spam the high level OP skills, which don't feel like they were ever designed to be used once (or more) a turn.

Nobody is denying that they needed balancing before, but the current implementation is effectively the same problems as before with the elements flipped
Exactly. I also did not make this post to complain about the state of the game, because weaker or not I am still playing a fire sac for the element of impending suicide in fights. It is the nature of the sac anyway. I don't think that fire is unplayable, simply weaker. My main point of this post was to try and find out how to get my hands on the weapon. Nice to see people actually have a conversation about the state of the class though.  


Quote (Rokugatsu @ 20 February 2012 19:55) *
Sacs was OP, and now people have a problem because they are a bit weeker than before (but still strong)? Classes must be balanced, I don't understand wheres the problem. Sacs are still stronger than many classes...
So very true. I did not want to say that Sacs are useless now, it is simply that with the way they changed the passives, fire sac is the weakest of the 3 elements. I still play it since I enjoy it, but they have been weakened. You are right though, they are still pretty powerful. Would just be nice to have a reason to get maxed angrrr.


posté February 20, 2012, 20:25:16 | #9

Quote (kraed @ 20 February 2012 20:07) *

Quote (Rokugatsu @ 20 February 2012 19:55) *
Sacs was OP, and now people have a problem because they are a bit weeker than before (but still strong)? Classes must be balanced, I don't understand wheres the problem. Sacs are still stronger than many classes...
The problem people has is before the patch fire sacs were really powerful and earth sacs useless. Now after the patch fire sacs are a lot weaker than other classes and earth sacs are powerful to the point of near invincibility (especially in 1v1).

The changes to the angrr system mean that fire sacs have no reason to build up angrr, so losing health from attacks, without a damage boost to justify it, is just plain suicide. Also since you don't lose angrr earth sacs can spam the high level OP skills, which don't feel like they were ever designed to be used once (or more) a turn.

Nobody is denying that they needed balancing before, but the current implementation is effectively the same problems as before with the elements flipped

Mind telling me how you "spam" the high lvl "OP" skills ?

Fire one costs 5 AP and 2 WP , you can use 3 times/fight max
Earth one costs 6 AP (and 1 wp? not sure anymore xD) 6ap is hardly a spammable skill =/

I DO agree that earth sac's are pretty much unbeatable 1 on 1 atm , they can take a huge beating and deal a huge beating at the same time, this combined with air mobility creates a class with almost no weaknesses (if any)

A tank class is a pain to balance with PvP in mind. If the tank can take a huge amount of dmg but isnt a threat -> will just get ignored untill the end of the fight. if a tank deals huge amounts of damage you end up with an OP class that can do too much while sacrificing too little.

I am no DEV but why not add MP costs to earth skills? you dont take away the damage nor its PvE capability but you allow counter play by other classes and make fire viable again.

Fire would become the high dmg brawler with mobility that sacrifices hp for it
Earth would also deal high dmg but sacrifices mobility for tanking.

I dont think its that bad of an idea.


posté February 20, 2012, 20:33:37 | #10

Quote (Unaknir @ 20 February 2012 20:25) *

Quote (kraed @ 20 February 2012 20:07) *

Quote (Rokugatsu @ 20 February 2012 19:55) *
Sacs was OP, and now people have a problem because they are a bit weeker than before (but still strong)? Classes must be balanced, I don't understand wheres the problem. Sacs are still stronger than many classes...
The problem people has is before the patch fire sacs were really powerful and earth sacs useless. Now after the patch fire sacs are a lot weaker than other classes and earth sacs are powerful to the point of near invincibility (especially in 1v1).

The changes to the angrr system mean that fire sacs have no reason to build up angrr, so losing health from attacks, without a damage boost to justify it, is just plain suicide. Also since you don't lose angrr earth sacs can spam the high level OP skills, which don't feel like they were ever designed to be used once (or more) a turn.

Nobody is denying that they needed balancing before, but the current implementation is effectively the same problems as before with the elements flipped

Mind telling me how you "spam" the high lvl "OP" skills ?

Fire one costs 5 AP and 2 WP , you can use 3 times/fight max
Earth one costs 6 AP (and 1 wp? not sure anymore xD) 6ap is hardly a spammable skill =/

I DO agree that earth sac's are pretty much unbeatable 1 on 1 atm , they can take a huge beating and deal a huge beating at the same time, this combined with air mobility creates a class with almost no weaknesses (if any)

A tank class is a pain to balance with PvP in mind. If the tank can take a huge amount of dmg but isnt a threat -> will just get ignored untill the end of the fight. if a tank deals huge amounts of damage you end up with an OP class that can do too much while sacrificing too little.

I am no DEV but why not add MP costs to earth skills? you dont take away the damage nor its PvE capability but you allow counter play by other classes and make fire viable again.

Fire would become the high dmg brawler with mobility that sacrifices hp for it
Earth would also deal high dmg but sacrifices mobility for tanking.

I dont think its that bad of an idea.
That is a good idea but you also have to keep in my that if no change is made to fire sacs, they will still have no reason to reach max angrr. You are right that earth needs a bit of a change since it is very strong right now, but the main problem with fire sacs is you deal almost the same damage to yourself after a multi target battle. Honestly, I feel like if they brought back extra vigrrous or brought up the damage dealt to enemies, or reduced the damage done to self, and added the mp cost for earth, sacs would be a bit more balanced and given the ability to play every tree. As it stands, certain trees are the end all of the class for anyone who wants to be as powerful as they can. For people like me though, you can still play the more fun, more dangerous specs, but I thnk fire needs a big change.


posté February 20, 2012, 20:44:20 | #11
im really confused about angyrrr,

when im on low health i deal like X2 spell damage with only 50% fire, but when im normal i deal 1.5 X fire with full health, i think its a hidden multiplyer cause i only have angyrrr level 1 for the "elfin lied" arms to pop out




This post has been edited by Venusquake - February 20, 2012, 20:47:15.
posté February 20, 2012, 20:51:28 | #12
Sac wasnt op, he was perfect. Now its just a second tier class.


This post has been edited by ReilaTheMadness - February 20, 2012, 20:51:51.
posté February 20, 2012, 20:52:41 | #13

Quote (ReilaTheMadness @ 20 February 2012 20:51) *
Sac wasnt op, he was perfect. Now its just a second tier class.
Don't get me wrong I love sac, and wish it was as it used to be but what can I do right? I'm just one player.


posté February 20, 2012, 21:01:19 | #14
Angrr gives a hidden damage bonus, this is intended except the whole hidden part.


posté February 20, 2012, 22:06:41 | #15
I still haven't been told where to find my weapon. Lol.


posté February 20, 2012, 22:20:55 | #16

Quote (Unaknir @ 20 February 2012 20:25) *

Quote (kraed @ 20 February 2012 20:07) *

Quote (Rokugatsu @ 20 February 2012 19:55) *
Sacs was OP, and now people have a problem because they are a bit weeker than before (but still strong)? Classes must be balanced, I don't understand wheres the problem. Sacs are still stronger than many classes...
The problem people has is before the patch fire sacs were really powerful and earth sacs useless. Now after the patch fire sacs are a lot weaker than other classes and earth sacs are powerful to the point of near invincibility (especially in 1v1).

The changes to the angrr system mean that fire sacs have no reason to build up angrr, so losing health from attacks, without a damage boost to justify it, is just plain suicide. Also since you don't lose angrr earth sacs can spam the high level OP skills, which don't feel like they were ever designed to be used once (or more) a turn.

Nobody is denying that they needed balancing before, but the current implementation is effectively the same problems as before with the elements flipped

Mind telling me how you "spam" the high lvl "OP" skills ?

Fire one costs 5 AP and 2 WP , you can use 3 times/fight max
Earth one costs 6 AP (and 1 wp? not sure anymore xD) 6ap is hardly a spammable skill =/

I DO agree that earth sac's are pretty much unbeatable 1 on 1 atm , they can take a huge beating and deal a huge beating at the same time, this combined with air mobility creates a class with almost no weaknesses (if any)

A tank class is a pain to balance with PvP in mind. If the tank can take a huge amount of dmg but isnt a threat -> will just get ignored untill the end of the fight. if a tank deals huge amounts of damage you end up with an OP class that can do too much while sacrificing too little.

I am no DEV but why not add MP costs to earth skills? you dont take away the damage nor its PvE capability but you allow counter play by other classes and make fire viable again.

Fire would become the high dmg brawler with mobility that sacrifices hp for it
Earth would also deal high dmg but sacrifices mobility for tanking.

I dont think its that bad of an idea.
I call it spamming because it's usable every single turn, once you get angrr up. With the added effect of the armour, you're doing the damage of fire's most powerful skill combined with the healing powers of near-maxed regeneration from Eni (without the very specific conditions). The idea of the sacrier previously was a berserker - high damage at the expense of self-safety. Now you've got the power of an iop with the defence of a feca.

MP cost won't really make much of a difference because as stated you've got air skills for mobility, so you can get intocombat (and stay in it) for very, very little mp. Gaining damage OR tanking but losing mobility is a fair trade off, but gaining damage AND tanking at the expense of mobility? It's really overpowered and there is almost no other skill in the game combining that amount of raw power. There is pretty much no way you can balance high damage and tanking in one element of a class.

In my opinion they need to reintroduce angrr loss to balance it out. The skill itself wouldn't be so bad if you had to build up angrr again each time to use it. I'd actually roll back to almost the entire old sac, just adding the armour bonus to the earth skills directly. (Keeping all the old, interesting passives)


posté February 20, 2012, 22:27:16 | #17
What level do you need to wield the weapon?


posté February 20, 2012, 22:28:10 | #18

Quote (VaurHalint @ 20 February 2012 22:27) *
What level do you need to wield the weapon?
18 or so, I believe. It is called Slash.


posté February 20, 2012, 22:33:55 | #19

Quote (Sorryn @ 20 February 2012 22:28) *

Quote (VaurHalint @ 20 February 2012 22:27) *
What level do you need to wield the weapon?
18 or so, I believe. It is called Slash.
Its a drop from those wild gobbles, i dont know the english name
Boudalf le Blanc in french.

Or you could craft a Bear Slicer: 3 salt, 4 iron, 4 blibli hair: 19 fire atk, +14% fire dmg and +24 hp, lvl 20


This post has been edited by VaurHalint - February 20, 2012, 22:40:11.
posté February 20, 2012, 22:41:29 | #20

Quote (VaurHalint @ 20 February 2012 22:33) *

Quote (Sorryn @ 20 February 2012 22:28) *

Quote (VaurHalint @ 20 February 2012 22:27) *
What level do you need to wield the weapon?
18 or so, I believe. It is called Slash.
Its a drop from those wild gobbles, i dont know the english name
Boudalf le Blanc in french.

Or you could craft a Bear Slicer: 3 salt, 4 iron, 4 blibli hair: 19 fire atk, +14% fire dmg and +24 hp, lvl 20
I would love the bear slicer since it is so much better, just it is hard to get that crafting level!