|
Wakfu's currently available classes analysis
|
January 14, 2012, 07:31:16 |
#1
Wakfu's currently available classes analysis
As everyone knows, in this game the two major factors in battles are tanking ability and damage dealing ability. Each class has more or less 1 or few ways to boost either or both. Tanking classes have HP boosting abilities or summoning while Damage dealing classes have multiple damage boosting abilities to make spells do more than just base damage. Some have both and some lack both. I will try to list analyze them on the following format.
Class Tanking abilities Damage dealing abilities There are many small details that can contribute to these two factors so I will just narrow down the commonly used/reliable ones. Class: Iop Tanking abilities: Virility: max = +20%HP Damage dealing abilities: - Compulsion (passive): max = +40% damage - Authority,Show Off & Expert Locker (passive): all share the same damage boosting state: max = +100 Power level = +100% damage - Increase: +25% damage Max total passive = +140% damage - Fire branch: Thunderbolt level 100 = +20 Scaled level + Celestial sword = Flaming. - Free damage for all: air branch: Gutting gust level 100 base = 40; Upper cut level 100 = 31 - All branches have high base damage Class: Cra Tanking abilities: Super long range, can do pushing back but costly, can also use beacon for blocking. Damage dealing abilities: - Surprising arrow & Power shooting (passive): both share max = +100 Power level = +100% damage - Heighten Vision: Max = +3 range, +10% critical hit chance - Long distance combat: Max = +50% critical hit chance - Multiple beacons for chaining damage - Fire branch has Burning state. - Earth branch has Quake state. - Air can do push back. - Fire and Earth have intermediate base damage, air has below average base damage. Class: Sacrier Tanking abilities: Blood Pact: max = +20% HP and +12% HP per ally in party. Damage dealing abilities: - Angrrr (passive): max = +20% damage - Moribund (passive) reliable state = +20% damage - Extra vigorrrous (passive) max = +90% damage Max total passive = +130% damage (though can be higher in dangerous situation) - Fire and air have average to very high base damage - Earth has average base damage Class: Sram Tanking abilities: - Double: summoning a clone to take 1 hit or lock mobs. - Water 3rd spell: Bloody Ripoff can steal 30% dealt damage as HP Damage dealing abilities: - Master stabber (passive): max = +140% damage (not to mention +50% damage for backstabbing as default) - Double: max = dealing damage equal to 20% of its HP to adjacent targets when exploding (being attacked once). It has the same strength, current AP, MP, WP and any state bonus/penalty as the real sram at the moment of summoning. - Fire branch has Hemorrhage state which can cause incremental damage at the beginning of each turn. Base damage = intermediate to very high. - Water branch has intermediate base damage - Air has average to high base damage - Free backstab damage for all: Fourberie, cost = 2 MP Class: Pandawa Tanking abilities: - Master of Merriment (passive): max = +10% HP per 5 level of Merry => up to +40% max HP at turn 20th. Exclusive to Earth Pandawa. - Lactic Acid: +2% resist for each level of current Merry state. Also exclusive to Earth Pandawa. - Milky Instinct (passive): +20% chance of being protected by the barrel. Also exclusive to Earth Pandawa. Damage dealing abilities: - For earth Pandawa: Merry state: +1 level each turn, capped at level 20: +5% damage, +1% Critical Hits, +5 Dodge. - For non-earth Pandawa: Karchamrak: max = for 2 AP, causes -50% resistance of the target. - Earth has intermediate to high base damage - Water has below average base damage - Fire has below average base damage with the exception of 1 with intermediate base damage. Can be stronger if enemy is under high level of dizzy state. It's a waste of time to raise it yourself using water spells. Class: Enutrof Tanking abilities: - Phone a Frhend: summon a Drheller which can barely lock but at least can block the way. - Drhellzerker: max = healing 20% initial HP when fusing with your Drheller. Exclusive for earth branch. Damage dealing abilities: - Treasure Tracker (passive): max = damage bonus = 40% prospecting. - Phone a Frhend: at max, when in Drhellzerker form, every 2 steps will give you +150% damage and cap at that. Exclusive to earth Enutrof. - Drhellzerker: transform all AP to MP, all earth spells cost only MP, effectively you can do more damage. - Geology (passive): detect mines on the battlefield, if you stand on a detected mine, you will get bonus damage varying based on the type of ore/mineral in that mine. - Water has below average to high base damage, can cause extra damage with Broke state. - Fire has average base damage but can achieve higher when casting on mine, can cause Burning state. - Earth has average base damage, but substantially compensated by Drhellzerker form. Class: Feca Tanking abilities: - Iron clad (passive): +40% resist for all elements (Note: not 40% resist against final damage) - Spell rebound (passive): 20% to fully nullify a spell and redirect it to the caster (sometimes buggy) - Peace armor: Absorb 60% of Damage (I believe it's final damage) but all absorbed damage will be delivered back when the armor breaks (all plates destroyed). Not a very reliable ability, even when you have maxed all related abilities. - All other glyph/armor tanking buff are so insignificant and costly that they should not be mentioned at all. Damage dealing abilities: - Intimidation aura (passive): -40% resist of adjacent opponents (Again, not 40% resist against final damage), effectively +40% damage in close combat. - Spell rebound (passive): 20% to return 100% damage of a spell to the caster. The chance is low, but it looks awesome when you return something big. Note: it can return anything, I mean ANYTHING!! including heal, buffing state, friendly position changing ability, etc. - All 3 branches have average to intermediate damage. - Glyph/armor effects related to all 3 branches are insignificant and costly. Class: Xelor Tanking abilities: - Xelor's dial: can be used to teleport around, out of reach of certain mobs, but not player because the central cell is the representative of the Xelor, all damage/buff/debuff/heal done to the central cell of the dial will be 100% redirect to the Xelor. - AP removing ability of water branch (at cost of lower damage) Damage dealing abilities: - Xelor's dial: max = +50% damage, +50% chance of removing AP, +50% initiative losses (caused by fire spells). Only effective when standing on an hour cell of the dial. Disappear upon - Time keeper: max = 1AP cost, each cast will store 1 AP, +10% damage and +50 Initiative to the dial and will give them all back to you when the dial breaks. - Rollback (passive): max = 20% returning AP & MP used. - Temporal armor (passive): +10% damage per AP removed. - Water has extremely low to average base damage. - Air has below average to average base damage. Aging (2nd spell) can be combined with water/fire spell to do extra damage based on AP loss/ Initiative loss. - Fire has below average to average base damage but can actually do decent damage when combined with Aging. Class: Osamodas Tanking abilitiesSummoned beast/mob/gobgob, 6 times Damage dealing abilities - Also summoned beast/mob/gobgob... they are all super strong, especially if buffed with Boohowl or Savage Anger - In dragon form (via Symbiosa), can turn enemy's back to you using Bwork Trump (4th air spell) to get +50% damage bonus. - Symbiosa: costly and complicated, you have to level your gobgob up by feeding it steaks or/and other summons to higher levels and fuse with it. With gobgob at VERY HIGH level of 100 or 200 I'm not sure, fusing to dragon form, you will get farther range, +1 MP, +1 AP, lots of Initiative, Dodge, Lock, Critical hit chance. - Air branch has below average base damage. - Fire has below average to average base damage. - Earth has average to intermediate base damage. - The main point is that Osamodas's pets are all strong and tough. Class: Sadida Tanking abilities: Summoned dolls, which doesn't have very high HP but plenty enough for 2-4 hits and can be healed by the Sadida Damage dealing abilities: - Again, summoned dolls. The damage of dolls is not impressive but combined with Sadida buffing, they can cause or have many states such as: Poisoned wind, Sudden Chill, Nettled, etc. to deal extra damage. Especially at later stage, they are usually at a number of 3-4 at the same time ganging on 1-2 targets while the Sadida's chilling outside. Battles are time consuming but not difficult. - Explodoll: though not as strong as before but still useful. When dying (whether get killed by mobs or sacrified by the Sadida), the doll with cause damage equal to 30% of its HP (at max) to adjacent entities. - Totem: Sadida can summon a totem and link it to a certain target to do safe distant damage or combo area of effect spell to damage both the totem and the target at the same time thus doubling the damage. - Water and air has below average to intermediate base damage. - Earth has average to very high base damage but the high level one is random, can cause friendly fire or do nothing. Class: Eniripsa Tanking abilities: - Constitution (passive): max = +20% max HP of all team members - Absorbtion (passive): max = absorb 22% of final damage, also gives party members ability to absorb 11% of final damage ^Better than Feca - Transcendence (4 WP cost): max = heal 10% max HP, immune to all attacks/heal/buff/debuff for 1 turn and increase healing power by 60% - A whole set of healing spells (water) - etc. more healing plox Damage dealing abilities: - As in this patch: only the option of using Unnatural remedies + water spells is the most efficient one for Eniripsa. Unnatural Remedies at max = causing level 10 Zombification: mob is hurt by heals and -50% resistance to heal. - Air and fire have average base damage + no damage boosting ability... To sum up, as in this patch: Top damage = Sram > Iop > Osa > Sac > Cra > the rest except Sadida Top tank = Sac > Eni > Pandawa > Feca > Iop > the rest ^ All assumed that they are built dedicating to their roles. Sadida & Osa are not ranked in terms of tanking ability because it varies greatly on how they play. This post has been edited by Resonate - January 14, 2012, 07:34:54. |
|