Sadida Specialty Tree (possibly fun change?)
Kat's finally jumping on the bandwagon and has an idea for Tree.
Tree has gone through many changes. From originally granting invincibility with it's continually changing costs, till they finally decided to nix the single turn invincibility completely. Tree even used to nettle all our dolls, but that was nixed too (and don't get me started on the changes to nettle...).
We now have this tree that offers minor heals (even with 7mp) and minor resists for a Wakfu point. However even I still use tree just because if you cannot use your dolls, the only thing to spend your WP on is Tree. So why not right?
With Seeds and Tree being the only thing that Sadida's use Wakfu on is unique, as most other classes have some sort of nuke damage spell or some sort of specialty like Eni's Revive. Tree is our specialty, and boy, isn't it something, right? (Was there sarcasm there, I couldn't tell.)
I've been playing my little Sadidette since beta (well of course had to remake when game came out of beta, but she looks the same and has the same name...) and below is something I always wanted to see a Sadida do since seeing the animation (I have to also seriously stop funding things on kickstarter....).
(And added note for no reason, on Lone Sadida, while I see it's uses and even use it myself when not using dolls, I do find it to be poorly designed spell and it really should be reworked or changed.)
Current Cost of Tree:
5ap 1wp => 1wp
Current Effect of Tree:
- Turns Sadida into a Tree (Tree is stabalized and gains +0.5% Resist per level of the Sadida)
- Ends Sadida's Turn
- Heals the Sadida +1 => +7.43 HP Chromatic per remaining MP.
At level 100, that's Sabalization with 50% resists and about and a 150hp heal with 500% in a mastery and 5mp. Not much I'd say, but better than nothing.
Now we can keep the name simple and just leave it as "Tree". Or we can call it something grand like "Sadida's Domain" (could sound better, but I'm tired...). Name change for below of course not the above.
6ap 1wp => 2ap 1wp
- Sadida creates 5 identical Trees. One at location and four each 4 spaces away in a line (no LoS).
- Tree no longer grants Resists.
- All Trees block Line of Sight.
- Sadida is Stabalized until the start of their following turn.
- Sadida will heal +1 => +15 HP Chromatic per MP.
- Casting this specialty will end the Sadida's Turn
- The Sadida resides in randomly in one of the 5 Trees. The Sadida will not know what Tree they are in and if they speak, the speech bubble will pop out randomly out of a Tree (may or may not be the one they are in).
- When a Tree is attacked, it will be destroyed.
If the Sadida is not in it, nothing more happens Each empty tree has 1 HP (not modifiable).
If the Sadida is in the Tree, they will take the damage like normal and be relieved. All other trees will shrivel up and disappear into the ground. Sadida is still Stabalized till the start of their turn.
- If the Sadida has not been found at the start of their turn they may choose a Tree to emerge from.
Ooookay, so I through a lot out there. Let me explain.
Sadida's are able to summon plants and even grow tree's. They are masters of nature and tied directly to the Tree of Life. Therefore I thought it appropriate for them (as their Wakfu Signature move) to be able to summon a forest of their own.
I got the idea from the animation
Spoiler: (highlight to show)
when near the end of the first season, Nox uses his Sadida minion.
This Sadida is able to merge in and out of trees. Essentially teleporting around and I thought, why cannot we do so too? (Thus the selecting which Tree to emerge from part at the end.)
Cost was increased even though the Resists were removed. This is because the enemy has to now play a guessing game with to which, where is the Sadida hiding? If they miss, they won't be dealing any damage, if they hit, it'll hurt like normal. The cost is also for the increased Healing, though this will only raise the Heal to double what it is currently at (so like in the example before, it would heal +150hp at 500% mastery and 5mp, now it would heal +300hp at 500% mastery and 5mp, this sounded like a fair amount for a WP costing spell and the increased cost).
Added risk of this spell is that it will block Allies LoS and they can hit the Trees/Sadida too. This is to cause the specialty to not be too overpowered. Though of course it would be nice if the Trees were immune to Ally attacks. I guess I'll leave that up to you guys.
Sadida will keep it's Stabalization even after revieled as they have "rooted" themselves to the ground by becoming one with the Trees they summoned. Thus even when found, they are still stuck in place.
Now one may ask, what happens if one of the spots where a Tree should summon is an obstacle/mob/ally/outside of map? I say that those Trees will just not summon. Thus it is important to think of positioning. The Trees do not need LoS to summon, there just cannot be anything in it's place.
Sadida A will be able to summon all 5 Trees.
Sadida B will not be able to summon two of their Trees as they are outside the map.
Finally, reasoning for for choosing a distance of 4 from the Sadida to summon the other Trees was because of AoE attacks. In this way, no more than 2 Trees could be destroyed at a time, and only if they had a Circle2 AoE. Thus making it better for an enemy to use low AP spells or hope they're lucky and hit the right one on the first try.
So again, yes, I know there are more pressing issues to fix with the Sadida than Tree (my poor poor dolls... Water Sadida Doll Summoner since beta, now at least have some heals, but that only helps so much), but so many others have made threads on how to fix dolls or change the air tree and the like. So I thought I'd try something different.