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Member Since : 2011-08-07
13 Posts (0.03 per day)
Most active in : General Discussion
posté May 04, 2012, 20:00:37 | #1

Quote (Sarumonth @ 03 May 2012 19:54) *
Hello, i'd like to say i understand you, my comrade. In dofus i also made an Iop, since they're heavy hitters and all, only to later find out how they suck at pvp, and since Ankama made iops to be the "no brains, all muscles" type, i'm afraid that won't change.

So, instead of asking for buffs, let's try to come up with builds and or strategy to try to make Iops "effective" at pvp. Oh wait, that's not possible in a 2~3 turn pvp battle... we'll have to wait for Ankama's intervention after all.

I give up in pvp. I went out today with a new build (thanks reset) and THERE IS JUST NO WAY an Iop can win against any other class with equal gear and level.

The biggest issues are:
- Bad support skills. No mobility, no utility, no defense. (This could be changed with a few tweaks to existing support spells...)
- Poor damage. (If my range is 1 cell I should be hitting HARD. Every other class at lvl 100 can do 400-800 damage a turn WITHOUT EVEN MOVING FROM 5 CELLS AWAY) [Wrath seems to be the only ability that does hit hard. But I'm an Air Iop]

In EvE online the longest range weapons were weak, like 400%-800% weaker than the strongest short range weapons. If, for example, a player with an ability that has a range of 9 cells and does 10 damage was up against a player who can move 3 cells a turn and attack with an ability that does 30 damage it would be 'balanced', but in Wakfu all ranged abilities aren't balanced like that, in fact, Iop abilities do the same or less damage than other ranged classes abilities.

All the negative comments in this thread have been about Wrath hitting hard. Yes it hits hard, and it can be easily shut down, but Iop have other dmg dealing abilities that suck comparatively.

In fact all abilities except Iop's wrath and maybe shaker should be doing twice the dmg they do now.


Thread : General Discussion  Preview message : #180031  Replies : 26  Views : 1252
posté May 03, 2012, 16:53:35 | #2

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.


Thread : General Discussion  Preview message : #179389  Replies : 26  Views : 1252
posté May 03, 2012, 15:43:12 | #3
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.


Thread : General Discussion  Preview message : #179197  Replies : 26  Views : 1252
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.


Thread : General Discussion  Preview message : #178901  Replies : 26  Views : 1252
posté May 03, 2012, 02:20:09 | #5
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.


Thread : General Discussion  Preview message : #178879  Replies : 26  Views : 1252
posté April 25, 2012, 16:40:36 | #6
Post your builds - Rate other peoples builds Seeing as the reset is pretty much going to happen next week I just want to see what every Iop out there is planning to build.

Having gone from 1-90 with my WIS Iop I have noticed some things that will influence my decisions for my new build.

My skills are primarily air at the moment, but I also have my earth and fire skill trained up. Iop's wrath looks like its the one ability the hits the hardest at the moment, but uppercut and gutting gust are the bread and butter abilities every Iop uses. I really don't like flurry due to its animation lag but jabs is pretty good.

One thing I have noticed above all else is that the Iop's biggest issues, both in pve and pvp, is mobility and first strike. If you can't get into range within the first turn you are either dead, in pvp, or your buddies have killed everything already, in pve. To this end I think MP is the single most important thing you can invest in as an Iop. AP is also important but the points cost is just too high to get anything above 1 point. Damage through stats like int, str, cha, and agi, isn't that efficient on a point by point basis and I don't see the need in investing in it. Health is important but with gear and virility there is more than enough HP to get you through 1 round in pvp.

Lastly, another stat I like is initiative. As I said before, first strike is really important and with 150-200 ini you will usually be going first. Still, it is difficult to choose between HP, ini, and lock.

This is what I am thinking for my final build: (for lvl 100)
250p - 2 MP (pretty sure this is the cost, 100 for the first one and 150 for the second)
150p - 1 AP
100p - 50 ini

The end result is an Iop with around 150-200 ini, 250% dmg in my main element (air), 8 AP, and 7 MP.

So realistically I would always start first, get anywhere on the map in a single turn (and still use GG), and do around 400-500 dmg per turn.

Please feel free to post your own builds and discuss each others builds.


This post has been edited by cestiia - April 25, 2012, 16:41:52.
Thread : Iop  Preview message : #174887  Replies : 0  Views : 710
posté April 15, 2012, 19:00:39 | #7
I think the Iop is pretty balanced, but there are some things I think they could change.

I was in the beta a few years ago and there were some nice things the Air Iop could do.

Changes I would like to see for Air Iop
- Gutting Gust should get its Aoe back (3 cells across)
- The Aerial buff on Flurry should be slightly increased so that Flurry + Air skills dmg >= 3x Jabs
- Jabs should get some sort of status effect (I'm thinking either Confusion or Dizzy)
- Intimidation should get 1-3 range

Fire Iop is quite balanced but the damage on Iop's Wrath is a bit high.

Changes to Fire Iop
- Reduce Iop's wrath damage slightly and decrease chance of Explosion

Earth Iop needs some similar utility changes to the Air Iop.

Changes to Earth Iop I would like to see
- Status effect on Shaker (Stabilize would be nice)
- Status effect on Devastate changed to - Dodge instead of Bound (I don't really see the point of having Bound on a close range melee skill that can only be fired once per turn. On Impact it makes sense because you can - MP and close distance, but for Devastate it does not. Much better would be the ability to decrease dodge and lock down surrounding enemies)


There are also some issues with support spells

- Remove the 1 Wakfu point cost for Jump. All Iop except Earth need Wakfu points to fire skills and in longer fights this skill becomes useless.
- Reduce cost of Flatten as it levels. At 9/9 Flatten still costs 4AP and 2MP.
- Defensive stance should have a passive +resist component.
- Bravery standards AOE is too small. Very rarely will allies be close enough to benefit.



As far as other classes go.

I think Sram needs a damage buff.
I also think Eca needs their damage normalized (less randomness) and the Ouginak + God of Ecaflip combo should be removed/changed. Water eca also need more damage and less heal (50% base damage increase and 50% heal reduction)


Thread : General Discussion  Preview message : #170793  Replies : 25  Views : 1388
posté April 13, 2012, 19:36:23 | #8
I was experimenting with a Feca today (AP + Will glyphs) and I do think this build does have some potential. (Note I haven't leveled my Earth skills; So this data is from > 15 level skills)

Some observations from today.

- Standing on a single glyph (+ 80 willpower) the mp loss effects from Impact were around 80% (1 out of 5 Impacts would not result in MP loss). This was for impact lvl 15.
- Standing on a single glyph the mp loss from Devastate was close to 100%. I didn't see it miss the loss effect once.

- Standing on a single glyph the stun effect from Rocknoceros was around 25% (1 in every 4 Rocks would stun). Sometimes it was more, and sometimes less, but it was much less than Impact (This also may be due to observers bias; I could cast 4 impacts vs only 2 rocks). This was for rocknoceros lvl 12.
- Similar outcome for charge.

This next part however is interesting.

The Feca was able to drop 4 glyphs and boost my willpower to over 300. On the tooltip of my stats it said MP loss and AP loss effects were multiplied by 300% (150% resist). However when testing rock and charge the stun chance was not 100%.

Further testing required.

Another thing I noticed. Willpower doesn't seem to affect Flatten. I used it a few times without stunning or getting stunned once. Maybe bad luck and poor data sample, but that is my observation for now.

Tomorrow I will examine fire abilities states and willpower.


Personally I think this build has potential, but you need to itemize for it as well.


Thread : Iop  Preview message : #169881  Replies : 4  Views : 1163
posté April 06, 2012, 17:47:36 | #9
So... I just started a water Eca... And I give up. At level 15 the leveling is slow - like really really slow. Takes forever to kill something and you just hope the mobs can't heal. I spent like 15 mins killing this healing mob because I couldn't out dps his heals.

That being said, it's nice not to have downtime and you can easily take on big groups. Another bonus is you never die, but still, I really question the design philosophy of the water Eca tree.

Actually the whole Eca class feels a little lack lustre. I had an earth and fire Eca, and compared to Cra and Iop they are a joke. If I'm really really lucky I will do the same damage as my Iop usually does, if not, the mobs get healed O_o

I understand the concept around the Eca and the gambling idea, but the way it is implemented is painful. I think the chance thing is fun and interesting, but Eca players get punished more than rewarded for their risky gameplay.

In my opinion the water Eca tree could be a lot more fun if the AP costs were reduced, so you could actually chain together interesting combos. I also think the healing from abilities is too much, which is probably why water Eca tree is not getting a buff. If the healing of the Eca's water abilities was reduced by 50%, and the AP costs were reduced as well, I think the water tree could be a lot more fun. I also question the synergy between some of the abilities. It would be interesting if fleahopper and fleabag somehow synergized with fleeches and flee love.

Just my 2c

I hope the developers take a look at Ecaflips in the future.


Thread : Ecaflip  Preview message : #166285  Replies : 19  Views : 1746
posté April 05, 2012, 14:06:14 | #10
Let Iop have option of pupils Tristepin has pupils, Iop on front page splash has pupils, let Iop have the option of pupils.

We also need a stylist NPC that allows you to redo your character options like hair, eyes, and skin colour. Maybe make it a profession?


Thread : General Discussion  Preview message : #165743  Replies : 1  Views : 335
posté March 29, 2012, 18:22:18 | #11
DON'T EAT THE BREAD!!! Equip Chafer blade. Click here

Eat bread.

Enjoy!


Thread : General Discussion  Preview message : #161675  Replies : 1  Views : 290
posté March 27, 2012, 14:01:55 | #12
I need my subscriber tokens + kitty refunded Between the first and second downtime I collected my subscriber items (candy token, 2x set tokens, and striped kitty) and when I relogged after the 3rd downtime my items were gone and there was no option to collect the subscriber items again.

I would like these refunded please.

Sincerely,


Thread : Technical issues  Preview message : #159481  Replies : 0  Views : 123