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Water Feca + Air Sacrier
posté October 10, 2010, 01:43:43 | #1
Water Feca + Air Sacrier (This turned out to be a lot longer than I expected, so the to save you from having to read everything I've bolded the important bits.)

Me and a buddy are gonna start duoing and we've decided on him playing a Sacrier and me being a Feca. He's most likely going to go with Air, but possibly Earth. I've been contemplating builds of all varieties and I've settled on a Water Feca, focusing on Crashing Wave. Fire just seems like a big no-no teaming with any melee character really, and Earth is too tanky to team with another tank...fights will already take long enough! lol

Now I'm running into a problem trying to decide exactly where to spend my points. I've looked at pretty much every build on wakfu-world, and while they have some great ideas none of them take into account teaming specifically with a Sacrier. Here is what I think I've decided on, and I was hoping you guys could give me some tips.

I think I'll stick with the base 6AP, but I'm not 100% sure if I should. That aside, I'm thinking:

lvl 4 Feca Armor - 85pts (+25% Max HP)
lvl 2 Transporter - 25pts (8 range)
lvl 2 Spell Rebound - 25pts (for 4ap cost to use alongside Feca Armor)
The rest in HP - 360pts (translates into 540 HP) (or possibly add 100 to healing and the rest into Will for the status effects, adding up to +160 Will at max but I figure I have to get hit eventually right?)


What I was thinking is that I can mostly stay back and let him take most of the hits. In the first round, if he takes damage I cast Protective Wellspring and Feca Armor on him, and since he'll be adding mostly into HP the Armor should keep him safe for several rounds. If he doesn't take damage in the first round, I cast Spell Rebound and Feca Armor on him. Basically the idea is to make him as powerful a tank as I can in one turn and stand back and snipe groups the rest of the fight with Crashing Wave. Obviously, if enemies get close I'll be using Breaking Wave and trying to stay alive. I don't think I'll be using Stimulating Glyph in most fights, so adding to healing probably won't be quite as useful, but of course when the need arises I'll use it. I stay away from Rejuvenating Glyph completely, it's pretty bunk in my opinion.

I was toying with the idea of taking Guardian Glyph instead of Feca Armor and using the Guardian + Stimulating Glyph right behind him. But I think that might put me too close to the enemies for Crashing Wave to be very effective plus since he'll most likely be using Air he'll probably be moving around a lot. The idea is for all the enemies to focus on him and follow him around while I keep him alive and kill off whatever enemies I can. I also considered taking Feca Shield instead of the Armor as well, but again for that to be really effective I'll need to stand right next to him and Guardian Glyph would probably be better anyway.

So, I guess my question is: is Feca Armor a worthwhile investment over Guardian Glyph in this type of setup, with a high HP Sac tank? And if so, would it still be wise to take Guardian Glyph for those "just in case" moments and drop some of those points in HP? Also, would it possibly be a good idea to go for 8-9AP and drop something else? And, really, just anything you see that I might want to change, or heck if you have a completely different build you think would work. Any input at all is appreciated.

TLDR; I guess I'm mostly worried if Feca Armor is worth taking since it only adds 25% HP per 7 rounds. 25% could turn into a large number with a high HP Sac, but I'm not so sure it'll be enough. If it's not worth taking, I can figure something out. I have a few other build ideas rattling around, this is just the one I'm most hopeful for. If he decides to go with Earth instead of Air I know what I'll be using for sure.

He's gonna tank, I'm gonna buff him with Protective Wellspring/Spell Rebound + Feca Armor then stand back and snipe with Crashing Wave. Will it work? Should I change anything?



posté October 10, 2010, 16:30:27 | #2
The first thing that came to mind is that Protective Wellspring and Feca Armor don't actually synergize very well. The trouble with Feca Armor is that the bonus HP can't be healed - they disappear first, but you can't heal them back. This is a bad thing for healers, as they have to wait for the armor to disappear before they can be effective. This isn't such a big deal for a Feca, who can probably fight more effectively than an Eni in the meantime.

If it's a choice, I would take Feca Shield over Feca Armor for this reason; also, Feca Shield has no cooldown, and is an aura, so it's more useful to a pair/team of players. You're right that Guardian Glyph is awkward with vortex/assault air Sacs; so is Stimulating Glyph. I remember sharing fights with my guildmate and friend who had a killer vortex air Sac; our strategies were polar opposites, and we had a hard time fighting as a team. My strategy depended on staying in one place, whereas he was jumping all over the map. Basically, only one of us could do any real damage at a time.

So, Feca Shield is preferable for a mobile fight, and preferable for a healer. But 30% resists isn't much.. you won't notice a big difference in PvM, and hardly any in PvP. If the duration were longer it would be worth casting, but you'll probably find in a fight that if you can attack or cast Wellspring, you'll almost always do one of those instead of re-upping your shield. Only when you have nothing better to do will you find yourself casting it.

Rebound is a great spell; I like it at level 2, too. 4AP is pretty convenient. As for your remaining points, I'd hold off on spending them at first - try out the build for a while and see what you do the most. If you find yourself casting Wellspring over and over, consider +heals; if you find that you're casting it on YOURSELF too often, some +HP wouldn't be a miss either. Without Feca Armor, though, you don't need the HP that badly; Fecas get decent HP at each level, and some Wellspringing and the occasional Rebound should do the trick defensively.

Another word of caution: leveling 3 spells is tricky in the current incarnation of the game. It's fine at low levels, but once you start to hit level 30+, you'll quickly out-level at least one of your spells (meaning that your character level will be higher than your spell level), which will start to seem weak compared to others. The trouble with the water Feca branch is that it's hard to settle on just 2 spells; Crashing is really awkward in groups and in tight spaces (if you back yourself into a corner, you have to teleport or you're screwed), and Breaking is weak on its own and has no range (it's really meant to be used in conjunction with stim glyph, or to try to make something out of a leftover 2 AP).

Lastly, keep in mind that air Sacriers make lousy tanks, unless they're built around Fury or perhaps some weird Mind Lock build. A vortex or assault Sac will be moving all over the map; vortex + transposition sacs will be on the other side of the world half the time. An earth Sac would make a far better tank (foot = dodge locking to the extreme) and frankly a fire Sac + a healer is a sickening combo, too (you can almost never get enough +hp in a fight!).


posté October 10, 2010, 18:47:56 | #3
Hmm, a lot of good points. I did try to convince him to go fire, but for whatever reason he's just against it. I'll see if he'll go with earth, or if not I may consider going earth myself. Actually, earth may be best for me now that I think about it. The spells allow me to stay much closer to a partner and have extra range to boot. My only concern with going earth is that the damage is kind of low and Sacs don't put out a huge amount either.

I've considered using a combo of Avenging Glyph and Guardian Glyph and staying in the middle of the fight using Transference, but the Glyph probably will end up not doing much if I go earth. I suppose I could go fire, but there are really only 2 spells that mesh well with a Sac and those are Avenging Glyph and Electric Shock, which I'm not too fond of.

I dunno, what would you do teaming with an Assault Sac?


posté October 10, 2010, 21:20:03 | #4
Well, again, teaming with an air sac, staying in one place isn't a good idea. Sometimes his movement (and the enemy's movement) will cause you to lose line of sight, which is a pain. I think Crashing is a great spell to go with an air sac, since you have tons of range and it doesn't require line of sight - if he's in the way, just shoot past him. Water is still a good build - heals + a damaging character is always a good bet, and a sacrier is a great choice. They have enough HP to survive a lot of attacks - you can't heal an ally who didn't even survive one turn! Breaking Wave is also good for buffing his marks, at only 2 AP per shot (though be careful if you actually deal good damage with it, ha ha!).

So, yeah, I think I'd still do a water Feca if partnered with an Assault sac. Protective Wellspring and Crashing wave as my primary spells, possibly relying on weapon damage (there are some nice water daggers at mid-high level) when somehow stuck in close combat. I like Transporter 2 and Rebound 2 for sure. I used those spells all the time. I actually suggest Truce 1 or 2, maybe even 3 but NOT 4. Truce is wonderful for Sacs in group play, as you can encourage allies to smack them to power their mark without completely killing the sac; it's also great for a healer, when things get totally messed up and you need a couple rounds to catch up on healing (Eniripsas WISH they had that spell). I like the idea of investing in +heals. I don't think you'll need more HP.

If you plan on doing PvP, Silence Glyph is amazing. I used to have troubles with Ecaflips and some other builds that could do insane damage in a single turn, but at the cost of burning through WP. With Silence Glyph it's hilarious watching these characters panic when they can't find the rest of their WP (often other players don't even know what the glyph does, or forget that it's active.. it's not uncommon for them to burn through all their WP in one round); then their build is screwed.

Also, I haven't tested this, but I have a theory that Truce may be strong against Osas, if you manage to go first. If you cast truce first, and then they summon creatures, I'm not sure if the summons gain the benefit of Truce. If not, you can hammer on them while they can hardly hurt you. Even if this doesn't work, Silence Glyph is also good for limiting Osas to only a couple summons.

Anyway, yeah. I'd go with Water. Fire would be my second choice. There are two fire builds that I like: Incandescent + Paralyzing Glyph + Shock (glue an area to the ground and cook it; shock anything that escapes or is within reach; requires 7AP to work), and Avenger + Aggressive Shield + Shock (wear reflect equipment, aggressive shield adds additional reflect, avenger makes it even more painful to attack you; meanwhile, shock stacks up huge damage; requires 8AP to work, though, which is hard these days). Depending on how things go, the second build is what I might try after the reboot.


posté October 10, 2010, 21:58:21 | #5
Okay, taking all this into consideration, I'm thinking about a simpler build now.

lvl 2 Rebound
lvl 2 Transporter
lvl 2 Truce
+100 Healing
The rest in HP, Will, or Ini depending on what I need when I get there.

I might go ahead and take Rebound to max since I won't really be spending many points anywhere else anyway, but if I do it'll be after I have all the rest. I'm just going to forego glyphs altogether besides Paralyzing Glyph which will do its job well enough at level 0. I don't think I'll be using it enough to put points into it, but I can always work it in somewhere along the way if I end up using it a lot. The focus will be, like you said, on Crashing Wave and Protective Wellspring.

I'm considering dropping the 150pts for an extra AP so I can have 8ap to cast 2 Wellsprings, but I'm not sure it's really worth the point investment when I can just use Truce to heal in sticky situations. If I do that, I'll have to drop the +Healing down and I'll end up with 1 extra point at the end. That's kind of a drag, heh. I'll just stay with 6ap, I think.

Thanks for your help, by the way. You've given me some ideas I hadn't considered before, especially with Truce and buffing a Sac's Marks.


posté October 11, 2010, 03:55:42 | #6
I'm happy to help! It's always great to see more water Fecas. ^__^ I'm a sucker for supportive builds and I love it when players work together to make characters with good synergy. And it's great that you each know what you want and you're making it work.

That build sounds great. 8AP would be nice, for sure, as there won't be much to with the 2 AP left over in a 6 AP build; but if you go for 8AP, you're in the same situation when you cast Crashing for 6 AP. ^__^ Definitely feel it out and see how much you need to lean on the healing. Truce should preferably only be for emergency situations, as it slows the game down a lot if you use it often, but damn is it ever nice to have. It's saved my skin more times than I'd like to admit. lol

Getting Rebound to a nice, low casting cost is good, as it helps you get more out of the free round of protection. My Feca has 8AP, so I bought it down to a 4 AP cost. That way I can Rebound and drop a glyph, or Rebound and attack twice, or whatever. But even if all you do is cast it, it still gets you one round closer to any spells with a cool-down (like truce), and when timed just right it can be huge.

Once you get your two builds going, there won't be much to stand in your way. You have HP, battlefield control, damage, range, one of the best area attacks in the game, and some great tricks up your sleeve if for some reason the fight goes sideways on you. Oh, and you'll probably end most fights at 100% HP, so you'll hardly ever have to wait between fights to heal or eat bread!

Good luck out there!


posté October 11, 2010, 13:08:14 | #7

Quote (takewithfood @ 11 October 2010 04:55) *
Once you get your two builds going, there won't be much to stand in your way. You have HP, battlefield control, damage, range, one of the best area attacks in the game, and some great tricks up your sleeve if for some reason the fight goes sideways on you. Oh, and you'll probably end most fights at 100% HP, so you'll hardly ever have to wait between fights to heal or eat bread!

Good luck out there!



Yeah, that's exactly what I'm trying to accomplish.

So far the build is working out great. We're at level 12 now, and I've taken Rebound and Transporter both to 2, and will be getting Truce up next. Some level 26 Sacrier challenged me and I almost beat him. Had him down to 60HP left. If he hadn't tackled me the two times that it mattered, I would've won. <_< Truce and Rebound nearly won that fight for me, and of course teleporting across the map helped too.

You know, I honestly can't see why anyone would ever take Transporter past level 2. At 8 range you can already teleport clear across the field on most maps. I am starting to think that I'll take Rebound to 4 for the 2ap cost to combo with Wellspring, which with this build shouldn't be a problem. I have 145 extra points I haven't found a proper use for yet anyway. Wish that were 150 points for the AP but I suppose you can't have everything. Although, so far it doesn't look like taking 8ap will be necessary, but I'm still mulling it over. Kind of a low level to know yet. And if all else fails, I can wear +ap equip in the 90's assuming we make it that far before a wipe comes.

Either way, though, we definitely shouldn't have any problems. Now my only concern is that fights will be too easy. lol

As a side note, I started to try out something of an...odd build just as a character to screw around on. The idea is to not do much direct damage and make the enemies kill themselves. Avenger Glyph, Guardian Glyph, and Electric Shock are the primary spells. Gonna max Guardian Glyph and then take the 3 +range aptitudes to have a 6 range Electric Shock. Probably won't take Aggressive Shield, even though it sounds like it should be in a build like this. My reasoning is that it works off of the amount of damage you actually take, and with Guardian Glyph that should be pretty low as-is. 17% of a little isn't enough to bother casting every other turn. Probably up Feca Shield as well, for the survivability and the nice 3ap cost to couple with Electric Shock. I intend to have the enemies kill themselves, I want them to feel ashamed. Everything else into HP probably, since the idea is to pick a spot and stand there the whole fight.

Run into the middle of the mobs, drop the Glyphs and then Electric Shock anything dumb enough to get near. Ought to be fun, if not very effective. Who knows, it might even turn out to work. lol


posté October 11, 2010, 14:49:20 | #8
Yeah, that fire build sounds a lot like the build I want to try. I like the idea of people taking damage just for hitting you. ^__^ 17% reflect is amazing, but the trouble is that you have to cast Aggressive every turn or it doesn't work, which means fitting 2AP into your build (probably an 8AP builds); Guardian Glyph, on the other hand, only needs to be cast once in most cases, and then you can comfortably spam Shock. They still work fine together, (17% of damage is always 17%, even if it's 17% of a reduced amount of damage) but chances are you won't need too much defense - not at the cost of an extra 2 AP per round.

The build I want to try has a total of 31% reflect from a combination of Aggressive and equipment (it would be 37% if they would only release that lovely vampire cape.. I have my fingers crossed for after the wipe, but I'm not holding my breath). Reflecting a third of damage, plus Aggressive should give you the edge in most fights. It may not work, but I want to try it.

Anyhoo, I'm glad the build is working out! Go team Feca!


posté October 11, 2010, 16:38:19 | #9
The fire build is starting out pretty slow, but it's hilarious so it's completely worth it. I definitely need extra range on the Shock before it'll become really effective, but I actually think it's going to work out pretty well.

Hmm, I didn't know there was equip with damage reflect on it. I'll have to look into it. I was basically wanting to up fire damage and resists as much as possible. I would go with 8ap and use Immovable Shield every round, but the +range is pretty important. Without the extra range I'll end up having to move every once in a while and I don't want to ever have to move if I can help it. It's something I'll have to keep in mind for later on, though, after I've gotten my main skill set in place. Can never have too much resists.

Then again it probably won't ever really get leveled all that high, it's just something to mess around on when I'm bored anyway. If it keeps being this fun, though, I might have to change my mind on that. lol

It would be beyond amazing in a group of 2 or 3 Fecas...preferably one of each element. Fecas synergize very well with other Fecas. They're quite possibly the most well-built class, at least in my opinion. They're the only class where almost every spell is above average.

Go team Feca!


posté October 11, 2010, 19:04:29 | #10

Quote (Ikerus @ 11 October 2010 16:38) *
The fire build is starting out pretty slow, but it's hilarious so it's completely worth it. I definitely need extra range on the Shock before it'll become really effective, but I actually think it's going to work out pretty well.

Hmm, I didn't know there was equip with damage reflect on it. I'll have to look into it. I was basically wanting to up fire damage and resists as much as possible. I would go with 8ap and use Immovable Shield every round, but the +range is pretty important. Without the extra range I'll end up having to move every once in a while and I don't want to ever have to move if I can help it. It's something I'll have to keep in mind for later on, though, after I've gotten my main skill set in place. Can never have too much resists.


I have this kind of fire feca XD (only level 47 at the moment), i have 8 ap and the spells i use are the same as yours:
-electric shock as main attack (with +1 range from equipment and later on with aptitudes);
-avenger glyph + guardian glyph + immovable shield as backup.

i think that aggressive shield is awesome with this build because you can avoid the +range aptitudes because it inflict blindness too.




posté October 12, 2010, 01:08:45 | #11
Haha, nice! I'll definitely be giving 8ap more thought, but I still think I prefer immovable shield over aggressive shield. Glad to know that it can actually work, though.

The only difference I see, though, is that you use Avenging Glyph + Guardian Glyph as backup whereas I want to use them as my main focus. Defense before offense, which is why I want to up +range as much as I can. I basically want to drop the Glyphs down in round one, and stand in that spot the entire fight. Gotta have higher range for that to work, I think. I'll see how it works out doing it this way since I'm already invested in it now. After the wipe I'll try it a little differently.


posté October 12, 2010, 09:13:12 | #12
it's not that i choose electric shock as main attack by myself but because leveling avenging glyph is really slow, and electric shock leech exp from avenging glyph.
maybe with a decent wand or a bow you can avoid to use always electric shock and have a better level of avenging glyph.


posté October 12, 2010, 17:52:25 | #13
Yeah, that may well turn out to be the case, but so far I've managed to keep them at the same level. Of course I'm only level 11 so far.


posté October 12, 2010, 22:13:17 | #14
i've done a little research about aggressive shield and equipment that reflect damage, the result is awesome:

at higher level a feca with lvl 4 aggressive shield + Casque du Père Phorreur + Cape Vampyre + Arsenal Adept Stasis reflect 37% of the damage it takes.

(17%reflect) + (5% reflect) + (6% reflect) + (9% reflect)

if you add the damage of avenging glyph the result is really deadliest (if you can survive XD)


posté October 13, 2010, 00:29:26 | #15
Yeah, it's the surviving part I'm most concerned about. lol


posté October 13, 2010, 03:42:47 | #16

Quote (prespicboy @ 12 October 2010 22:13) *
i've done a little research about aggressive shield and equipment that reflect damage, the result is awesome:

at higher level a feca with lvl 4 aggressive shield + Casque du Père Phorreur + Cape Vampyre + Arsenal Adept Stasis reflect 37% of the damage it takes.

(17%reflect) + (5% reflect) + (6% reflect) + (9% reflect)

if you add the damage of avenging glyph the result is really deadliest (if you can survive XD)

Uhm, I posted this build already.. just a few posts up. '

Also, keep in mind that the Cape Vampyre hasn't been released yet. The recipe shows up in the game, but the vampire blood or bones or whatever apparently can't be dropped. I have my fingers crossed that it will be released after the wipe - either way, I'll probably try this build out.

By level 100 or so you should easily have 1,000 HP (probably closer to 1,200). At a conservative 31% reflect, you take only 69% (I can hear you giggling, you know) of any incoming damage. That means it would take 1,450 damage to kill you, and your opponent would take the extra 450; they simply can't kill you without taking that much damage. All you have to do to win is make up the remainder of their HP with Shock (the most damaging Feca spell per AP) and Avenger before you run out. Avenger deals insane damage in group combat.

Oh, and that reminds me: Does the air Sac you partner with use flagellation? I know it's a fire spell, but I shouldn't assume, as some air Sacs do use it for buffing their marks. Because if he does, try this out:

1. Water Feca casts Truce (level 3 or under), then wait until the last turn
2. Feca casts Aggressive Shield
3. Sacrier casts Mark of Power, then flagellation
4. Feca smacks Sacrier with Breaking Wave.

Each time he uses flagellation on you, the spell hits him once, and Aggressive hits him again. Assuming you have 6AP and he has 8, he gets hit a total of 9 times (3 times by you, 6 times by himself), in addition to any monster damage. That's +225% damage, at minimal cost of HP to yourselves (you can certainly heal anything leftover). Ideally, you should wait until the last round of the Truce to actually cast Aggressive. The one limitation is that there's a good chance that Aggressive will inflict Blindness. I have always wanted to try this out with a Fire sac.

I'm especially curious to see how this works:

1. Truce
2. Sac casts Sacrifice on the Feca
3. Feca casts Aggressive Shield and Avenger Glyph
4. Mark, flagellation x3
5. Feca attacks with Breaking.

I have no idea if those extra hits would work; I suspect some of the damage wouldn't count for some reason. Otherwise, you're looking at 4 hits per flagellation, (one from flagellation, one from sacrifice, one from aggressive, one from avenger), for a total of 15 hits = +375% damage. Ha ha, that would be silly.


posté October 13, 2010, 04:46:43 | #17


That...is a really good idea! I bet it doesn't work just because it's such an awesome idea. <_<

I'm trying to remember...I know there was this one time I was playing around with Mark of Power and there was something that sounds kind of like that that I tried but it didn't work. Wish I could remember what it was, it's been so long. I think it was because it only stacks up to so many times. Do you know if there is a max on the +% from Mark of Power? I recall reading somewhere that it maxes at just +100% but I can't be sure, I do a lot of forum lurking while sleep-deprived.

But no he hasn't been using Flagellation, just because he's taking almost all of the hits anyway. I have tried using Truce and Breaking Wave to buff his marks, and I discovered like you mention that it's best to do that on the last round of Truce.

edit: Oh, now I remember what it was. I was fighting orange larvae, and using Flagellation on them. I don't think the reflected damage registered for the purpose of buffing the mark, but like I said it's been a while so I can't be sure that I'm remembering that correctly.


posté October 13, 2010, 05:31:44 | #18
I'm pretty sure that the Sacrifice trick works, but I don't like to actually use it in play because it screws up the flow of the game for the rest of its duration (I don't like it when the Sac and I keep switching places throughout the fight.. it's confusing). I really should make some test characters and play around with this..