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Iop needs a buff
posté May 03, 2012, 02:20:09 | #1
Iop needs a buff I just hit 100 on my Iop and started pvping and I can just say that I am pretty disappointed with the class overall.

- First off, Iop in most cases needs to stand right next to the target to do damage. This is fine and it is what I signed up for (a melee class). The issue is every other ranged class can do the same if not more damage from 7 cells away. As a melee class with NO mobility Iop should be doing twice as much damage as ranged classes because half the time the enemy is porting around or out of range.
- Lock is useless. Once I do get into melee range my target slips away next turn by teleporting or pushing me away. Lock should affect both teleport and cell movement abilities.
- Status effects and tons of damage. This is particularly aimed at Xelors. Xelor get tons of damage as well as status effects that proc near 100% of the time (in fact I never see them not proc). As an Iop the only ability with a half decent proc rate is Iop's Wrath. Everything else that is half useful ie. Judgement has a 1-20% proc rate (never procs when you need it).

I have decent gear and a good build, but I can't seem to win in duels against ANY class because I lack basic mobility, utility, survive-ability and damage. If I had one of these three, it would be fine, but at the moment Iop has none of these.

I played during beta and Iop felt a lot stronger and more capable then. Cheap mobility spells, great dmg... but now, there is no point pvping with an Iop because every other class has better tools and better damage (considering range).

Either Iop needs a big buff or other classes need to be nerfed.


posté May 03, 2012, 02:51:47 | #2
Welcome to the club. All of your points are right cant say anything. And today my fire sacri friend did much more dmg from me so what now? He is doing much more dmg than me, he has a really cool buff which can increase his dmg dramatically, he has awesome skills , he has an armor which can not be broken even by the new the most powerful mobs (gohuls) and he has a good mobility in the game. And what iop have? I know ankama wont do anything about this and even if they do i wonder how much they will fail


posté May 03, 2012, 02:55:48 | #3

Quote
Cestia- I just hit 100 on my Iop and started pvping and I can just say that I am pretty disappointed with the class overall. - First off, Iop in most cases needs to stand right next to the target to do damage. This is fine and it is what I signed up for (a melee class). The issue is every other ranged class can do the same if not more damage from 7 cells away. As a melee class with NO mobility Iop should be doing twice as much damage as ranged classes because half the time the enemy is porting around or out of range. - Lock is useless. Once I do get into melee range my target slips away next turn by teleporting or pushing me away. Lock should affect both teleport and cell movement abilities. - Status effects and tons of damage. This is particularly aimed at Xelors. Xelor get tons of damage as well as status effects that proc near 100% of the time (in fact I never see them not proc). As an Iop the only ability with a half decent proc rate is Iop's Wrath. Everything else that is half useful ie. Judgement has a 1-20% proc rate (never procs when you need it). I have decent gear and a good build, but I can't seem to win in duels against ANY class because I lack basic mobility, utility, survive-ability and damage. If I had one of these three, it would be fine, but at the moment Iop has none of these. I played during beta and Iop felt a lot stronger and more capable then. Cheap mobility spells, great dmg... but now, there is no point pvping with an Iop because every other class has better tools and better damage (considering range). Either Iop needs a big buff or other classes need to be nerfed.Add Quote Here

Iop needs a buff?

Good sir/ madame... You are INSANE.

For example... Iops themselves have WAY too many ways to increase their damage... Authority, Increase, Jump, Compulsion all stack up into Power and preparation as opposed to other classes having to struggle at times to match all of of that raw might.

The only classes considered stronger than an Iop would be Cra (which were nerfed) and Xelor (which were also nerfed)... Whilst Iops remained untouched in the most recent patch.

Super Iop Punch, Charge, and jump can get you a good enough distance if needed, You just need to know what your'e doing.

Whilst locking is a mostly useless and random stat, Iops get a power boost in the event that they do lock, and you can chase them to some extent, but other classes need pushing/ teleporting techniques to keep away from the Iops... You cannot expect them to slant the game system in favour of close range classes, do you?

You use a level 100 Iop so any inability to do damage is not a valid excuse.

Their attacks also do IMPRESSIVE damage. Not all of them, but have you ever tried battling a 12 AP Iop Build with double Iops Wrath? THAT is true terror.

Try using a sram and looking at the damage output of this class who in ALL cases can at best hit only ONE enemy with ANY of their techniques (In all branches) before complaining about nerfing other classes. Iops are currently the kings of Close Quarters Combat if you didn't know.

Maybe you could explain what build your Iop has?


posté May 03, 2012, 03:21:31 | #4
Lol a 12 AP Iop build can't even get CLOSE to their intended targets.

My current build is a Air/Fire hybrid with all air/fire skills at around 70 (pushing 80 with Wrath, Gust, and UC).

Maxed out Jump, Authority, Compulsion, Lock Pro, and Virility. 1 point in MP, 35 ini, and 22 crit.

Using Sacred set and parts of Cro set.

Here are some examples of recent battles

Vs Osa - I start. Wrath crit, UC, GG crit (800 dmg). Osa summons rat, runs (lock fail). Rat dmg (400). Chase Osa down with Jump/mp. Get in a UC, 2 Jabs (200 dmg). Osa runs again (lock fail ). Rat dmg (400). No more WP, can't close range. Rat and Osa finish me off.

Vs Fire Xel - Xel summons dial, hits me for 500 dmg, steals 3 Ap, makes clones. I kill clones with celestial sword, then UC and GG Xel (200 dmg). He doesn't even move, 500dmg, steals 3 Ap, clones. Rinse and repeat. I lose.

Vs Sram - Sram starts. Goes invisible, summons clone. I kill clone, and then run around aoeing trying to find him. Rinse and repeat. Sram wins.

Vs Cra (pre-nerf) - Cra starts. Hits me for 600. I get close enough to hit him with UC. He teleports. I run to other side of the map. He teleports. I lose.

Vs Eni - Eni starts. 400dmg. I wrath, UC, GG. Eni strikes back, 200 dmg and invun. I can't do jack s/. Eni crits. 600 dmg. I lose.

Vs Fire Panda - Panda starts. Hits me for 300. I chase - out of range. Hits me for 300. I chase, hit him with UC (100dmg). He teleports. Hits me for 300. I chase - out of range. Hits me for 300. I lose.


I can kill Osa when I get lucky.
I can kill Sadi.
I can kill Eca when they don't get lucky.

Can't do anything about Xel.
Can't do anything about Sram.
Can't out dmg Eni heals.
Can't close distance with Panda.
Can't lock down Cra.
Enu just runs around lolling.
Sac just says "Hit me more."


You know what that looks like, Scissors, Paper, Rock. If I wanted to play Scissors paper rock I wouldn't sign up to an MMO and grind for 2 months.


posté May 03, 2012, 03:25:38 | #5
lol

When I lving at wild gob I party with lv 100 fire Iop once he really cool just run into group of wild group and Iop wraith and CRI 800-1000 (i think his CH over 30+ cuz he cri so many time that I saw him) not mention his explosive state after wraith (I'm sac and I I just transposition monster to his range for his AOE that only my job there )

Sac dont have stun skill but IOP have so you just stun your enemy before your kill them then lol (when air IOP that i fight once he even can stun me so many time with his charge.....)


posté May 03, 2012, 03:43:32 | #6
If you can't out damage eni's heal.
I guess you are doing it wrong.


posté May 03, 2012, 04:28:01 | #7

Quote (skysoccer @ 03 May 2012 03:43) *
If you can't out damage eni's heal.
I guess you are doing it wrong.
THIS!

I dunno why you seem to be having such a hard time using an iop. Particularly a fire/air build. Goodness gracious. You must be fighting some pros.

But losing to Srams AFTER their superpower beta days? Seems to be a lack of strategy you your part Cestiia...

The answer to beating any Sram? Find a nice, quiet corner... and turn your back to it. The Sram has to hit you close range anyhow. Why not force him to come to you whilst you move Left and right and spam Impact? I've never really had trouble with them... But then again... Different builds. Would be harder for a Fire Iop. You would only need to hit him once to reveal him though... so yeah.

Some points in HP would help virility make you survivable but Iops won't typically be "Sacrier-Sturdy", They'll just hit really hard. All those points in crit... I would go for more Intelligence if you want straight up more damage... But hey man... Your build, your rules.

Also... No class can beat a cra at range and maybe only cras, some xelors and sacriers with maxed attraction and lightspeed ready can keep up with them. So the cra beating an Iop? Expected. But for you to be losing at close range? You might need to reconsider that build, friend. There's nothing wrong with Iops that warrant a buff. You can't expect the powerhouse class to have all the tact and strategy and MORE buffs? Compulsion at max give a free plus 40% to ALL elements, no sweat. Power and preparation should more help you crush those who oppose you.

Burning through 2 WP in a turn with Wrath and UC is alright but obviously you need to reconsider your stats if you're getting beaten that badly. I suppose they know the strategy to keep up with / to beat an Iop. Stay away. All you need to do is work on keeping them closer of closing the gap with Super Iop punch more. I use that and Charge more than I actually walk and gaps are closed SWIFTLY without using WP that could be spent on damage..

Power to the people!


posté May 03, 2012, 05:31:14 | #8
No.


posté May 03, 2012, 06:59:59 | #9
I feel most of the people here have only seen iops in pve against stupid AI that readily comes to the wrath slaughter. In solo pvp iops are one of the weakest classes (then again pvp is broken). Water xelors, enis and sacriers with clinging you have no chance of wining no matter what you do. Stupid comment like can't outdamage an enis heal clearly have no place in this thread, yes surprise you can't outdamage something that is invulnerable for a whole full turn of battles that NEVER last more than 3.

And you talk about closing in with super iop punch or jump and flatten and well sure you do but get next to target dealing minimum damage and then they can just use a jump, push, teleport, throw etc ability while getting enough distance from you.

As for beating srams with the corner strategy clearly you haven't fought them since said beta, high level srams don't need to even come close to you, all they need is to send in the clones.


posté May 03, 2012, 07:00:46 | #10
stop moaning about a class that owns the PvM of wakfu you complain about pvp well were sorry but some classes are good at pvp some class are good at PvM you chose ur class now live with it or keep crying im sure sooner or later u will get a buff still die and moan more... all classes do including mine.


posté May 03, 2012, 07:37:50 | #11

Quote (skysoccer @ 03 May 2012 03:43) *
If you can't out damage eni's heal.
I guess you are doing it wrong.

While Iops don't need a buff, this is simply wrong. I couldn't outdamage a lvl100 eni on my lvl100 earth cra before the nerf with 4 times lvl100 lashing arrow.

Enis are an absolute powerhouse and many don't seem to know. Nothing but a precision brainshot could kill them in PvP and with those makabrafire rings slapped on them their opponent simply kills himself slowly.

@Iops: Well, they are absolutely amazing in PvE. Wrath is probably too strong for that. In PvP however I noticed too that they loose against many classes. At least cra isn't among those anymore though.


posté May 03, 2012, 08:08:13 | #12
Please seperate the different types of Iops. You really can't compare earth and air Iops to fire. There is a huge difference.


posté May 03, 2012, 08:46:39 | #13
Tbh I don't see much of a difference. The AoE vs single target damage isn't really one.


They all get pwned the same in PvP and they all shine the same in PvE

Edit: Well, maybe I should exclude earth. That one has actuallly a decent chance to be a kiting class which can close in at the right moment and deal high amounts of damage.


This post has been edited by Shaleigh1 - May 03, 2012, 08:47:36.
posté May 03, 2012, 09:01:34 | #14
Can I say "I told you" now? I say this since Beta, Iop aren't OP at all and they're crappy in pvp, just like in Dofus.
Iop is a great damge dealer for pvm and that's it. If you really want to play this broken pvp, then make Xelor, Eni, Sram and maybe Feca or Rogue.


This post has been edited by krowakot - May 03, 2012, 09:02:56.
posté May 03, 2012, 09:01:41 | #15
Well may be it's a bit hard for Iop due to many class has lock-free mechanism while stupid AI just come and attack you.

I think Eni are danger because of their immune more that their heal. Especially in battle that last only 3 turns.
But I still say if you can't out damage eni's heal, there is something wrong.
You'll lose anyway due to immune to everything but at least you should do more damage.

Another point is this game is quite silly, so if you spam just 1 button you end up better than using all spell.
(What I want to imply is 1 spell lvl 100 is better than 2 at lvl 80.)


posté May 03, 2012, 09:32:48 | #16
That is only true though until you level up several spells to 100.


posté May 03, 2012, 15:43:12 | #18
My complaint is purely for PvP. I think Iop do fine in PvE.

I think the biggest problem of Iop at the moment is bad support skills.

Jump - 2ap 1wp at lvl 9 (range 2)
The preparation buff is overkill and I think that is what is making this skill way too expensive.

My suggestion is that at Jump should be pure mobility 2 cell teleport that costs 1ap at lvl 9 (no prep. buff).

Defensive stance - 2ap at lvl 9
This would be a good skill if it could also cancel out ranged attacks.

My suggestion would be to buff the % to 50% at lvl 9 and allow DS to cancel ANY spell (at any range).

Flatten - 4ap 2mp (5 range) at lvl 9
Useless skill.

My suggestion is that flatten should be replaced with a +mp skill that grants +mp at the cost of ap.

Bravery Standard - 3ap at lvl 9
Another skill that COULD be useful, if it weren't so expensive.

I suggest the ap cost should be reduced to 2ap and the +resist should be increased to 100% at lvl 9. The range of the buff for allies should also be increased to 5 cells at lvl 9.


posté May 03, 2012, 15:47:51 | #19
Lol I guess rushing with your Wisdom build didn't help you much in the end after all.


posté May 03, 2012, 16:53:35 | #20

Quote (Kurochikun @ 03 May 2012 15:47) *
Lol I guess rushing with your Wisdom build didn't help you much in the end after all.

Do all your names start with K?

Wisdom build or not, Iop doesn't perform well in PvP, and I want to PvP.