Quote (Lawful @ 2013-11-24 10:21:55)Technicaly out of all the classes i like, are the Earth Enu with his transfrom, the Xelor, the Eniripsia , the Sram and the Fogger, but i have no idea which are good at what :/
Mostly im inclined on making a Xelor, i heard he took the Eniripsia AP buff spell from dofus.
I've played Wakfu Eni like few years ago, when he was different, well actually his skill set was about same, but effects were different and he didnt have some passive that there are now, like for example the fire/water swap passive, what does it do? Is it good?
The earth branch for Enutrof was modified in the beginning of the latest set of revamps (Feca, Pandawa, and Sram still waiting for theirs) which created more definition for using earth spells as an Enutrof (default) or Drhellzerker (transformed). While in your default state you deal less damage but can remove MP from enemies, but inflicting MP loss will cause the target to gain Hypermovement state which resists MP loss. While in the Drhellzerker mode you can remove levels of Hypermovement, deal increased damage (base spell damage and the damage bonus gained from moving), and travel long distances to chase fleeing enemies (your AP is transformed into MP and your earth spells will cost MP instead of AP). Switching between the two modes can be very useful against enemies with a lot of MP and want to keep as much distance from you as possible.
Earth Enu's are very powerful. I have never played one myself, but have seen many fight. If what you're looking for is raw damage output, then Earth Enu's definitely slot into that category.
I have yet to experiment with the revamped air Eniripsa, but a hybrid fire-water Eniripsa only needs to mark an enemy once for its killer to reap the benefits and the rest of your points can be used to heal your team. If you rank Unnatural Remedies you can mark enemies, use the specialty, then use Revitalizing Word to attack in an area of effect (not necessarily all in the same turn).
A couple weeks ago I started working on an earth-fire hybrid Foggernaut guide. Your guess on fire is a little lower than what I see, but earth became significantly more useful with the revamp for tanking. Blockades can be used to block line of sight, movement paths, absorb a large amount of damage dealt to you, absorb damage taken by your allies while they are adjacent to them, and can be used without spending any WP or burning your own health. Foggernauts can also have the same amount of health as Sacriers since their health passive was changed to give +8% max HP per ally on top of the +20% HP effect it already had, but you will take 7% of damage dealt to your allies throughout the battle (the 7% is not redirected damage, but a penalty for the extra +8% HP per ally to rival the -12% HP when allies die as a Sacrier). The rails were also revamped to be a lot more useful for team mobility especially if you have the Cybot build and maintain Microbots between your turns so you can focus on attacking.
The stasis branch was revamped from being neutral damage (which has been removed from nearly all specialty spells) to being a 'neutral' element: stasis damage is modified with the average of your four elements (air+fire+earth+water/4) which is calculated for you and shown in a purple circle next to your health meter. Having a high average damage bonus is more difficult in lower levels but you can respec later.
I don't understand yet how the whole rail thing works for frogger, haven't really dwelved too deep into the mechanics appart from the basics, i've only saw that he can make a cute robot and equip some armor for one turn, which increases damage and ranger for his fire spells xD
Rails are created when two Microbots are placed linear to each other, but the maximum distance between them depends on your specialty levels. Rank the Microbot and Groove specialties to increase the maximum rail length so you can skate around over more of the battlefield. You can create and connect rails to wind throughout the battlefield, like setting a couple Microbots so you can peek around a corner to unleash double Flamethrower then zoom back behind the wall.
Fogginator is a burst attack specialty that increases your fire range, decreases your earth range, transforms your water damage bonus into earth (if you happen to have any water damage sitting around), reverts Cooling state to Overheating (so you can use the fire damage bonus two turns in a row), and some stuff for stasis.
About skills... is there a certain limit to what you can max?
I tought its, max everything as long as you grind enough skill exp, or is there a numerical cap of how many levels of skills can you have on a character? I mean, i'm aware about the - you can't have higher spell level than your base level, but i mean, how many spells if cap level can you have at the same time? And how can you figure out then how to distribute the rest of them.
Since the latest spell experience revamp you have a few options: four max level spells all in the same element, three max level spells in one element and two max level spells in a different element, or two max level spells in each of your three elements.
As a fire-water hybrid Eniripsa you can use Sadist Mark on multiple enemies early in the battle, keep your team healed during the battle, then when enemies die the Massacuring Mark passive will heal anything on your team (including summons) adjacent to the target while damaging your enemies adjacent to the target based on the total health of the defeated marked target. This combination allows you to heal throughout the battle while having an ace up your sleeve. Note that marks work on summons and will apply their effects when killed. When marked targets die the Massacuring Mark passive will also give you a fire damage bonus which lasts for the rest of the battle and does not have a duration limit.
Xelor and Eniripsa are pretty good, but Foggernaut is best suited against crowds of enemies with its area of effect spells. It reminds me of fire Cra from over a year ago but not as ridiculous.