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Member Since : 2012-02-29
127 Posts (0.28 per day)
Most active in : Character Classes
posté June 02, 2012, 05:48:44 | #1
Might try something like that after the New Spell system comes out


Thread : Osamodas  Preview message : #189897  Replies : 9  Views : 1301
posté May 23, 2012, 19:53:13 | #2
i´ve been a long time away from Wakfu forums, but dont forget to take into consideration that you dont have to spend your points into STR/AGI/INT as other classes do, you can focus MP,AP HP or whatever that it wont affect your summons dmg (except gear).


Thread : Osamodas  Preview message : #187669  Replies : 16  Views : 1624
posté April 19, 2012, 18:58:40 | #3
Thank you very much !!

Really nice competition, thank you for awarding me even beeing a "criticizing"" Meme.


Btw, i still love the game and cant wait to roll Rogue  


Thread : General Discussion  Preview message : #172763  Replies : 55  Views : 3199
posté April 18, 2012, 19:29:39 | #4
I also suggest AIR and spend your STR points into HP/MP. Good range, good sustainability, let your summons sacrifice for you.


Thread : Osamodas  Preview message : #172327  Replies : 4  Views : 730
posté April 16, 2012, 03:59:32 | #5
and the point of this topic is ?


Thread : General Discussion  Preview message : #170975  Replies : 42  Views : 2039
posté April 13, 2012, 00:01:09 | #6

Quote (Rokugatsu @ 11 April 2012 18:10) *
Is it possible to make pure fire Panda? Cos Im not sure about water/fire... Using water spells few times for Dizzy status just to use fire spell once? I don't get it
I was planning to make dmg dealer Panda. Which one is the best for that?

First:

- Panda is mainly a support, so if you are gonna be disappointed to do less dps than a REAL damage dealer, don't roll it.

- Fire can ditch a good amount of damage WHILE buffing allies and debuffing enemies and maintaining a good control over the field (Maxed Katch).

-I only use Water spells to keep the enemy Dizzy. (this effect gos from 1 to 100, and last only one turn, so you gotta cast something that maintain this status).


Thread : Pandawa  Preview message : #169277  Replies : 17  Views : 2745
posté April 12, 2012, 03:39:37 | #7
Ive changed some images to fit the spell elements xD

Ive changed some images to fit the spell elements xD


Thread : General Discussion  Preview message : #168807  Replies : 55  Views : 3199
posté April 11, 2012, 15:43:35 | #8

Quote (JaSkaR @ 11 April 2012 10:12) *
All those topics about air/eart/fire osas are starting to get out of control.

In my case, I thought that we are suppose to show young players advantages of a specific "build" and how to utilize our skills... but as I read all those coments, it seems that you all are concentrated on arguing who has a better build, and who has worse..

There are many pros and cons to all those build types, and what we should do - is to give hints on how to get MAX potential in each branch.

And this whole topic was suppose to be about agi whip only.

Well.. would you all be happy if:

- whip got some different meaning, some buff maybe, or better dmg
- 100% dmg to summons buff would stay in support section, so all branches would use it

and one more thing: we think what would be good, but as you can all see.. it remains the same, no nerf, no changes

we will see

He is right. I apologize for that.

You defenily can go with Crackler Punch if you fell comfortable with it.


Thread : Osamodas  Preview message : #168571  Replies : 64  Views : 2971
posté April 10, 2012, 23:58:56 | #9

Quote (EdwardFawks @ 10 April 2012 20:38) *
Actually I am level 70 and doing quite fine. I am also quite active in PvP.
I never said that I am using Crackler Punch and Whip at the same time, please read more careful. I just wanted to point out that I am more flexible. Too many allies in the AoE of Crackler Punch? No problem, just whip the enemy. Many enemies together? Drop that rock on their heads.

And like I said, the effective range of Crackler Punch is 6 considering the AoE. Of course you will not be able to use it all the time, simply because you might hit allies. But then again, whip doubles the summon damage on all levels. So I'm just wondering why would you go air? You are limiting yourself to using whip only, while there are so many more options.

AIR branch have 5 spells including 2 with no LoS and amazing range , you are not flexible going Whip + earth, its the other way around actually.

A full AIR Osamodas will hit for 170-190 on Whip, around 120-130 on Crobak and 89 to 120 on Scaraleaf.


Going hybrid will make your AIR spells hit for WAY LESS (even if you Scaraleaf is leveled) you wont have Gear and/or Agility points.


If you go full Earth Gear/Strengh might make you Crackler Punch hit really hard, but you need 9 AP do do a decent damage per round, if you do either one OR the other you gonna waste your round.
On that "hybrid" build you gonna lose about 100 dmg on Whip, and about 40-50 per Scaraleaf (since there's no earth spell that uses MP only you will cast Scaraleaf). Crackler Punch wont be enough to compensate this damage loss (maybe if you hit more than 4-5 Enemies).


If you gear/Abilities are not going into Elemental Damage, like my build, you would do better spending the AP using Possession and Gobbal Steak instead of trying to do damage yourself.

Even the utilities that earth is supposed to have are useless, only one combo might be useful, and that is Whip + Savage anger with Phoenix Spirit LvL 20.

I can see all the possible combos, and i even listed on a specific topic, but the thing is when you reach 90+ you will have to focus or you will fall behind. Either focus on a Tank/Summon damage type, Air with Agility+gear, Earth with Strength.

I also believe that they are gonna change Whip , and they have to, because it simply makes one spell branch way better than the others.

Actually, instead of nerfing Whip , they could make a new support spell with that effect and buff the fire and Earth effect to summons.


This post has been edited by IvanSouza - April 11, 2012, 03:42:18.
Thread : Osamodas  Preview message : #168305  Replies : 64  Views : 2971
posté April 10, 2012, 19:35:56 | #10

Quote (EdwardFawks @ 10 April 2012 18:51) *

Quote (JaSkaR @ 06 April 2012 17:51) *
Well, I play as air-osa for 72 levels now, and it's obvious what you have written ;D

What air osa has to offer is safety of the summoner while hitting your enemy and with good dmg.

In short:


Fire osa - medium range, croos AoE in 4 spells, needs LoS

Earth osa - short-medium range, single or good AoE [PoC], needs LoS

Air osa - medium-long range, single target [last spell is stupid if u r not dragon osa], but.. NO LINE OF SIGHT in two most usefull spells - scaraleaf with great cost of 2 MP, and crow with grater range than scara.

Right now, I deal with my summon 250-350dmg [back dmg, whip] + 50-55dmg from whip + 20-25dmg from crow + 30-35 dmg from scara x 3 [6 MP feels wonderful].

To be honest I find going pure air quite limiting. Let's take a look at the numbers so I can tell you what I mean. Let's assume a 7AP 6MP build like the damage combo you mentioned. No other points spent, so we go by the pure damage numbers of the skills at Level 100. I will also refer to any damage done by the pet simply as "Pet Damage".

Full Air:
Whip: 35, Crobak: 22, Scaraleaf: 28 (+ 2x on other targets), 2x Pet Damage
Sums up to a total of 85 Damage done by you.

Full Earth:
Crackler Punch: 60, Gurgling: 16, Scaraleaf: 28 (+ 1x on other targets, Crackler Punch consumes 1MP), 1x Pet Damage
Sums up to a total of 104 Damage don by you.

Now at first glance the damage difference is not that great, earth is even inferior when you consider the pet damage.

But now consider this: Crackler Punch has got a huge area of effect. And when I say huge, I mean gigantic. It can possibly hit up to 13 targets at the same time. In reality this will probably never happen. But it's nice to know.
Then again hitting 2-3+ enemies happens quite often. And hitting so many enemies outshines the doubled damage of the summon.

Now to get back to the flexibility, as earth osa I can choose if I either use Crackler Punch or Whip, depending on the situation. A full air osa must use his whip, no matter what. In fact he is quite useless if his summon does not manage to get in range.
Now you might say that it is not that bad because air has got superior range, wrong. All air skills cap at 5 range, whereas Crackler Punch has got a base range of 4 plus 2 squares in each direction, maxing out at 6 range in total.
The only advantage air has got over earth is that some skills do not require a line of sight.

More utility aspects: Earth by itself is usually a more defensive element. Just think of the tree or boowish set and the resistances. Meaning if your pet is not close to you, you can still take quite a few hits and dish out some damage yourself. As an air osa you totally rely on your pet. If it is not in range you are vulnerable and kind of helpless.

And to finish this: I still believe that whip is going to be nerfed or put into another tree sometime soon. Even if it might not be overpowered, it is in the wrong place. The air tree has never been the summoner tree, but all of a sudden a few patches ago one skill received a pet buffing attribute which is totally out of place. I really wouldn't be too surprised if a change is already on its way.

May i ask what level are you ?

I have the impression u have not experienced end game Osamodas.

You will have to use Whip every round or else your summons will do crappy damage, so its 4 AP right there.

Crackler Punch is another 5 AP right there, so you will need 9 AP.

About the range, you sound a Osamodas around level 30-40 soloing. In groups fight will be VERY hard to cast an AoE that hits your allies and have Line of sight.

All Air spells have more range and Scaraleaf have no LoS.

I also believe that they are gonna change Whip, by then i will be 100 already and i can just level my other spells if they do.


Thread : Osamodas  Preview message : #168167  Replies : 64  Views : 2971
posté April 10, 2012, 18:39:28 | #11
Im not sure it qualifies as a Meme, but its is a real Wakfu Story in 9gag style.

I apologize for any grammar or type mistake.


Mirajane Strauss


This post has been edited by IvanSouza - April 12, 2012, 03:39:04.
Thread : General Discussion  Preview message : #168115  Replies : 55  Views : 3199
posté April 10, 2012, 16:28:42 | #12

Quote (Kikuihimonji @ 10 April 2012 16:03) *
2nd leadership is needed if you want to summon your Gobgob in order to eat that Crobak Chief. Either to save it or to turn to Dragon form.

Having 2 weaker summons that are ranged is good option too. They wont die if you or other summon tank damage. They will be kiting your enemy. You can for example summon low level asturbian rose for Lead Legs effect.

There are no high level equipements with leadership. Seems like ankama forgot to add them. Boowolf set was giving leadership in beta, but now well, it does not. So you will end up with whirligig hat to the end of the game or get makabammer to 50lvl at least and it is decent weapon.

For real you won't need more then 2 leadership. If you have no place for your points to distribut then go on add 5 lvls to the passive ability that give you leadership. Just keep in mind you are doing well with just 1 big fat summon.
Excelent post.

Theres a lvl 92 or 93 staff/club that gives +15% Damage to summons, im not sure if it gives LEA aswell.


Well, lets not be lazy, i've checked Wakfu-world and elements and the staff does not gives LEA (if the databases are correct)

Click here

Click here

Since Makabramer does not gives +% Summon damage, its up to you (although a Makabrammer lvl 100 is a really amazing weapon)

Kikuihimonji, you are right, there are no specific set for summoners. Im still running 3/4 Toad Set + Boowolf boots on low level dungeons, and a mix of several sets to do higher level content.


Thread : Osamodas  Preview message : #168031  Replies : 12  Views : 1030
posté April 10, 2012, 16:12:00 | #13

Quote (Moclon @ 08 April 2012 18:59) *
Well okay, try finding me a combination of items and stats that gives 10+AP And some summon/fire damage.
I was referring to the "whip nerf/Boohowl buff"part.


Quote (ZKreiz @ 08 April 2012 20:08) *

Quote (IvanSouza @ 30 March 2012 16:21) *
AIR OSAMODAS

My friend is full AIR Summoner, he spent his points into Range,HP, MP and Agility. With the Crowbak set (Air dmg set) he can hit for 90-130 every Whip, and has AMAZING range so he can stay safe while managing summons. Lets assume hes using the AP ring, lets try to figure his dmg per turn:

1st - Gobup - Whip (100) + 2x Scaraleaf Wing (80)
----- Summon dmg (300)
2nd - Whip (100) + Crobak (70) + 2x Scaraleaf (80)
----- Summon dmg (300)

First Turn = 480
Others = 520
gobup+gobbal steak+posession+scaraleaf(optionally) at 1st turn against one target do much more dmg (using crobak chief)
whip+steak+posession+scaraleaf(8 ap) more useful than useless crobak skill and agi
in pvp (and pve if you use crobak chief) you should use posession every turn so that calculations are wrong

Calculation are not "wrong" its an option to chose from. The reason why you get better numbers with Possess, is better every turn is because Crobak Chief have 5 AP and 3 spells:

On a Roll - 5 AP Charge and chance to stun, he will cast this whenever hes far from the mob.
Tornadiction - 2 AP 1 use per turn AoE
Hindercry - 3 AP dmg and reduces enemy MP

So you realize he have the potential of double attack in the same turn, hitting for about 400-600 himself but his AI alone almost NEVER uses Hindercry and On a Roll on the same turn.

Besides:

Quote
gobup+gobbal steak+posession+scaraleaf(optionally) at 1st turn against one target do much more dmg (using crobak chief)
The +50% from Steak wont beat the double damage from whip, if the Crobak Chief AI wasn't messed up.


Quote
whip+steak+posession+scaraleaf(8 ap)

That is a 8 AP build, if you add 1 more AP to every summoner type you will change all the calculations.


Other comment, if your going to only WHIP for summon damage, you should not be looking at the Air Osamodas part to the guide since this build invest into chance to do more damage with his own spells, the one that focus on the summon and whip only for the bonus damage to summons is the Neutral/Air last part of the guide.

But thank you very much for the insight/ different approach on a neutral/whip summoner tactic, i will add to the guide.

Much Obliged

Mirajane Strauss


This post has been edited by IvanSouza - April 10, 2012, 16:13:43.
Thread : Osamodas  Preview message : #168023  Replies : 6  Views : 1859
posté April 10, 2012, 15:50:22 | #14

Quote (AvilTheMask @ 10 April 2012 12:44) *

Quote (IvanSouza @ 07 April 2012 21:48) *
You wont never ever need more than 2 points of leadership, and u can get it from items, dont waste your points.

You cant possess more than 1 summon, and the summons cant overlevel you, so you either gona go for 1 big summon (Crobak Chief) or maybe 2 Stallagawks. By the way, summoning a low level pet as a "sacrifice"to block 1 enemy attack or Los is a good strat, but summoning several weak ones its not a viable one to do dmg.


Mirajane Strauss

Is not so bad idea to add 1ldr from animal blessing.
I'm 75 osa
3lvl gobgob (3levels, stalagawks and crobak chief)
9lvl gobup (18 levels)
9lvl posession (18 levels)
20lvl animal guard (20 levels)
10lvl prespic skin (10 levels)
and 5 level animal blessing (5 levels)
After max prespic skin on 85lvl i just spend last 15 levels to gobgob for 5 slots. What i can get for that 25 points against 5lvl animal blessing? Nothing better, i think.
+2 ldr is totally enough, i agree. But against +1 ldr from equip i can get something better.
For example, +1rp from necklacke, +1rp from hat, +1rp from weapon, + 80hpx2 + 17 wis/pp (or maybe resists/ini/dmg) from rings.
Is cool if you're lucky to have Dragolyre or something, yeah,but with +1ldr from passive you have more freedom for choosing equip.

Is how i think.

Good point.

Besides Gobup and GobGob theres is no mandatory/must have Support spell for an Osamodas Summoner. You might be able to spend a couple of points into Animal Blessing, an have more fexibility to choose your gear.


Thread : Osamodas  Preview message : #168003  Replies : 12  Views : 1030
posté April 09, 2012, 20:55:15 | #15

Quote (Lindel @ 08 April 2012 20:07) *

Quote (IvanSouza @ 08 April 2012 15:00) *

Quote (Growmore @ 08 April 2012 07:45) *
[...]


Thank you for another amazing contribution.

But im really sad to hear that even on high level Incandescent and all the other effects that applies if the target is dizzy ( Blidness, Burning, Explosion ) are not that strong, when the patch came i was thinking those effect would be like Cra's Riddling.

Might be because im still level 52 on this pandawa, but the effects of having the target Dizzy are not really strong at all, i even considering changing my fire/water panda concept from a DPS to a full support, going HP throwing ppl around, buffing with Merry and debuffing with Dizzy.

May i ask you and Lindel what level are your pandawas ? 100 ?
Absolutely not, I'm on my 80's on the character I'm playing the most, I'm not willing to ruin the fun of the game by hitting lvl. cap in a moment when there's no lvl.100 content, also I spend a good amount of my time doing PvP.

About Incandescent state:

I must say I see it more like an add-on, you can't rely on it that much as lvl.36 Incandescent is -6HP, and lvl.100 Incandescent is -15HP. It's the combination of this state, the +Damage and the Dizzy and Merry effects making the difference to me.
Consider just one hit of Dairy Springer on a Dizzy target can deal way higher amounts of damage than a Combo which include both a water and a fire attack, also, you can use 2x Dairy for the same amount of APs, so using fire as main damager is by maths more efficent than stacking huge amounts of Dizzy.

Milk Fountain + Light My Fire = 73(Milk fountain)+18(+20%) +6(Dizzy dmg. bonus)+1 (Incandescent)=101,6 Damage; +6% from Dizzy = 103,88, and Stats/elemental damage multipliers are spreaded over two branches so it's 50:50.

Bamboozle+Dairy Springer+LMF = 60(+20%)+18(+20%)= 93,6; + 20 Damage (IM bonus), +3 (Incandescent) +10% from Dizzy, +20% from Merry= 151,58 and Stats/Elemental multipliers are all focused on a branch.

Also I'd like to point out one thing, F/W gives it's best by using one Branch as Damager and the other as support, I personally prefer using Fire as main element and supporting it with Water for the side effects from Dizzy and to avoid ending up stacking Dizzy to have my target killed by someone else during party play.
Using both branches at the same rate ends up making you decent in both, but not really good in any of them, as you'll spread your Spells experience way too much, resulting in way lower damage potential, also having points in both Chance and Intelligence would have the same complications.

Sure the Water Branch as a good offensive and AoE potential, but if you want to use water as damager, I'd suggest going for a Pure Water build as it is way more effective since Fire isn't that great at supporting, and the points you would invest in Incandescent Milk could be used for Aggressive Barrel, which, combined with Milky Instinct would make you be able to increase your Dizzy-stacking potential even further.

Note that this is my opinion, I'm not saying it is like that.

-Lindel


Whats your current build and how do you manage your WPs between Bamboozle and Barrelhop ?


Thread : Pandawa  Preview message : #167505  Replies : 17  Views : 2745
posté April 09, 2012, 20:45:50 | #16

Quote (ZKreiz @ 08 April 2012 19:54) *
Maxing animal guard is only way, other passive specialities almost useless.



Quote (Nyxar @ 09 April 2012 06:57) *
Animal Blessing is a waste of points. You can always have enough Leadership through gear.

Animal Link is a terrible passive. Gobup at 9 yields 70% HP of the original incarnation, and this skill's heal cuts that down even further to 1~20% of that.

Prespic Hair is not useful in PvE yet.. maybe in the future. In PvP, 1 point in Prespic Hair is good for Sram doubles.

Animal Guard is very nice. Max this.

Phoenix is optional. I like to have my summons revive when killed. It's a 1~20% chance, but they are fully healed, get another turn, and you don't have to replace the summon you lost. Goes great with Savage Anger (Earth).

Leveling order is your choice for your play style. Osamodas is a flexible class.



Quote (JaSkaR @ 09 April 2012 07:41) *
This topic was mentioned somewhere else, but never mind.

Those skills are really up to your game style.

If you are the brutal type, who sacrifices summons in any possible way just to achieve your victory, then phoenix would be best for you. [since death counter in your case spins like crazy]

If you are the impatient type, who runs to the enemy and fights almost every time in meele, then animal link + animal guard would be your choice. [since enemies will attack only you, not your pets]

If you are cautious type, who manages summons from afar, planning every move, then you would really want to put points in animal guard and prespic hair. [explanation below]

I am the third type, and I cannot even count how many times my prespic hair lev 20 killed monsters for me. At max level it gives 20% rebound of incoming attack upon your summon. I know, it's not that much.. or is it? Every time, when my well-placed-in-good-spot-summon recieves damage, it deals some damage at the enemy's turn.. and then great damage at it own's turn. On higher levels there are many fights in which players focus on dealing enormous damage, but when monster is weak - they just move to another one... couse noone wants to spend their "so good skill" on an almost dying monster. I also was frustrated, when my summon could deal its buffed damage to a monster and kill it, but instead - it choose some weakened one just to be sure. Now, those monsteres are gone, couse they kill themselves, thanks to prespic hair

Every osa has its own way, and support spells are really up to you - what we can give is just an example, how do we utilize our skills and what benefit and profit does it make.

Right now I have gobgob lev 8, gobup lev 9, possession lev 9, prespic hair lev 20, and now maxing animal guard [chance to have +25 MP with your summon does wonders ]

Thats a good answer.

Personally max GobGob and Gobup (for range, cost bonus and summon slots). since the AIs are really messed up, you also need Possession, and maxing it makes a 2 AP spell cost.

Animal guard can be tricky, once it triggers the Summon AI will change and he will chase the mob that hit you. That being said, he will chase that mob trough the whole map (the MP move bonus), and wont kill an almost dead one close to him, or do any aoe to maximize damage.

Prespic Hair + Phoenix Spirit + Animal Link could be a good combo if you are type 1 (mentioned by JaSkaR)

Goball Steak is useless without possession, the summon does not even acknowledged the steak on the field, but sounds good if you are going to summon 1 BIG Crobak chief (800hp) instead of 2 stalagawks for instance.


This post has been edited by IvanSouza - April 09, 2012, 20:46:19.
Thread : Osamodas  Preview message : #167501  Replies : 4  Views : 559
posté April 08, 2012, 15:18:10 | #17

Quote (Moclon @ 08 April 2012 02:45) *
I doubt there is fire AP sets that are enough to give me 10 AP
The wiki is outdated anyways and is lacking alot of info, so I can't search for it .

Plus you should take into account that whip will get nerfed and boohowl will get buffed.

Whats the source of this information ? Unless hteres a official post, still gossip xD


Thread : Osamodas  Preview message : #167033  Replies : 6  Views : 1859
posté April 08, 2012, 15:00:59 | #18

Quote (Growmore @ 08 April 2012 07:45) *
I've been playing a Water/Fire Pandawa since the release. One thing I've been using in my build is Milk Fountain, that and Bubble Trouble are the two water spells I use.

Lindel cautioned against Milk Fountain on the basis of High AP cost and damage in a build that is focused on fire, that any water spells used in this build are for stacking dizzy and not dealing damage. (That's what I got from it at least, his post was more in depth)

I'll say why I use it just so you have a different perspective. When the patch was released I noticed that they put the cast on barrel damage for water spells up again, so in terms of damage the water spells that can be cast on the barrel are that much more powerful. Also, having 6 AP means that it puts 6 stacks of Dizzy, and has 6 Range! So you can use it (non-barrel) from the first turn on your target, plus it has a small cross AoE like Explosive Flask, which makes it a nifty, not to mention devastating combo for late game (with 9ap). You can use this in conjunction with a Light my Fire (if 7ap), or a Bubble Trouble (if 8AP), or even a Bamboozle (depending on ap and what level bamboozle is). All of which do solid damage + stack dizzy to some degree.

One thing I have noticed is that the fire abilities like Explosive Flask and Light my Fire, while doing average damage initially, often don't get a chance to become really devastating unless you're fighting something with more HP. Especially taking into account that when you're playing in groups, people are hitting your Dizzy targets harder, thanks to the -All Resist, so low HP stuff often dies before you get a chance to dish out the high Dizzy stack damage. So in terms of contribution to a team, being able to deal solid damage while stacking Dizzy on targets is a bonus.

Of course when you have Dizzy stacked things really start getting fun. It's also interesting to notice something about the Incandescent effect. When you make something incandescent, because the buff has a "1 Turn" duration, you can refresh it the next time you attack (whether this is intentional or not is uncertain), and the stacks increase by as many stacks of Dizzy there are on the target. So it has a kind of exponential effect. Here's something I've been playing with.

Milk Fountain + Light my Fire = 6 Dizzy and 6 Incandescent
Next turn, same combo say: 12 Dizzy and 18 Incandescent
Next: 18 Dizzy and 36 Incandescent
etc, etc.

Those stacks of Incandescent get to be dishing a fair amount of damage, I haven't managed to do this in group play but soloing (which I rarely do) is a cool way to try it out. It makes the 2AP fire spell Light my Fire that much more of a damage dealer. Say you get something up to 50 stacks of Dizzy, LMF twice is 100 stacks of Incandescent, which is effected by your +Fire Damage, not to mention the Burning effect it puts on there. Even, (with 8AP, although you would lose the stacks of dizzy in doing so) 2x Explosive Flask.

So, this has turned out to be a general explanation of how I'm playing a Fire/Water Pandawa, as well as some nifty observations. As far as Special Abilities go, I follow all of Lindels recommendations. For spells though there is always a degree of how you want to play the class, because being so versatile in general allows their elemental trees to be likewise. Coming back to the point where I launched into this post, why I use Milk Fountain, I also like the map manipulation granted by casting it on the barrel. With 7AP you can pick up, throw, and Milk Fountain something, either to pull it away from an ally, pull yourself around, or pull something into lock with an ally.

So, yeah. There's my contribution


Thank you for another amazing contribution.

But im really sad to hear that even on high level Incandescent and all the other effects that applies if the target is dizzy ( Blidness, Burning, Explosion ) are not that strong, when the patch came i was thinking those effect would be like Cra's Riddling.

Might be because im still level 52 on this pandawa, but the effects of having the target Dizzy are not really strong at all, i even considering changing my fire/water panda concept from a DPS to a full support, going HP throwing ppl around, buffing with Merry and debuffing with Dizzy.

May i ask you and Lindel what level are your pandawas ? 100 ?


This post has been edited by IvanSouza - April 08, 2012, 16:54:49.
Thread : Pandawa  Preview message : #167027  Replies : 17  Views : 2745
posté April 08, 2012, 03:32:27 | #19

Quote (MikaeYami @ 07 April 2012 22:38) *
Suprsingly im gona say osamoda

to be more preceise the osa summon stalawhateveritsnamed can use massive aoe that he can do 3 times on a row easily doing damage between 200-300 on each enemy + causing wounded state.

The key is placement tho u need to understand the ai or your gona run in awkard situations where ur pet decides to run away.

Also note stala aoe dont hurt you or ur allies so its powerfull and totally team frendly

You never saw a lvl 90+ Iop or Cra didnt you ?

Iop Wrath almoast 1k AoE

Also Cra.


Quote (dabumon @ 03 April 2012 12:42) *
- Fire Cra with Explosive Arrow, but costs 6 AP
- Air Cra with Storm Arrow, costs 2 AP, 2MP easy to get a 3 cast char
- Fire Iop with Iop's Wrath, but it costs wakfu and is not ranged, but much better than any of the previous ones

That ^


Thread : General  Preview message : #166867  Replies : 14  Views : 1862
posté April 07, 2012, 22:02:09 | #20

Quote (MikaeYami @ 07 April 2012 21:42) *
since this is the most active topic id like share some wonderfull news that i noticed earlier today my fellow dragons might have noticed this also but here goes

Crabok is finally stackable ! 9 ap agi dragon build is finally good idea since u can now make 30% cf rate to ur opponent's

Devs thank you for making this dragon very happy

So you are saying that Crobak spell stacks, and on lvl 100 of this spell, in one turn you can debuff an enemy with 30% Critical Failure by casting it 3x right ?

Still not enought to respec my build, but at least they fixed the skill...eh...

Good to know, thank you

Mirajane Strauss


This post has been edited by IvanSouza - April 07, 2012, 22:02:52.
Thread : Osamodas  Preview message : #166775  Replies : 64  Views : 2971