Stasis
As you know, its particularity is that it
doesn’t match any other branch already in game. There is
no mastery that is linked to it, for damage and for resists!
Although the Foggernaut will not be able to boost the damage of this branch, you will also not be able to protect from it! Better prepare yourself to end up covered in Stasis purple…
Each spell of this branch applies the
Stasified state to its victims. An enemy with the Stasified state has
chances to have a WP stolen from him at the beginning of his turn, and loses resists to Stasis!
The more this branch is used against you, the weaker you become against it. However it also has a downside: despite the
high range of its spells, they can only be
cast in a line, except Aynaloxide.
It’s up to you to make sure that you don’t stay in his line of sight!
Heart of Steam
5AP – 1-4 Range (modifiable)
The Fogger thrusts out his chest and really puts his heart into sending his enemies back to their ancestors.
Lvl 0: -5 HP, Stasified (+15 Lvl). Critical: -8 HP, Stasified (+22 Lvl).
Lvl 100: -174 HP, Stasified (+15 Lvl). Critical: -262 HP, Stasified (+22 Lvl).
Ray of Stasis
1AP & 1MP – 1-5 Range (modifiable)
The Fogger releases the Stasis stocked up in his claws to inflict some minor damage.
Lvl 0: -2 HP, Stasified (+16 Lvl). Critical: -3 HP, Stasified (+24 Lvl).
Lvl 100: -64 HP, Stasified (+16 Lvl). Critical: -98 HP, Stasified (+24 Lvl).
1 use per target.
Stasis Shot
3AP – 2-7 Range (modifiable)
The Foggernaut isn’t looking askance at you: he’s just trying to pulverize you…
Lvl 0: -3 HP, Stasified (+12 Lvl). Critical: -5 HP, Stasified (+18 Lvl).
Lvl 100: -98 HP, Stasified (+12 Lvl). Critical: -147 HP, Stasified (+18 Lvl).
Stasis Strike
4AP & 1MP – 3-4 Range (not modifiable)
Stasis Strike allows the Fogger to get closer to his target and deliver an almighty punch.
Lvl 0: -5 HP, Stasified (+20 Lvl). Critical: -8 HP, Stasified (+30 Lvl).
Lvl 100: -195 HP, Stasified (+20 Lvl). Critical: -292 HP, Stasified (+30 Lvl).
Gets closer by 1 cell.
Cross aoe.
Aynaloxide
6AP & 1WP – 0 Range (not modifiable)
Aynaloxide will certainly send a ripple of two! This gassy mass will leave no target unscathed…
Lvl 0: -6 HP, Stasified (+6 Lvl). Critical: -9 HP, Stasified (+9 Lvl).
Lvl 100: -243 HP, Stasified (+6 Lvl). Crticial: -364 HP, Stasified (+9 Lvl).
Circle aoe around the caster.
To finish, a word by Kwoac, who worked on this branch:
“The Stasis branch was a bit of a challenge. We had to balance the effect and the damage of the spells without having any element modification… It was completely unique in WAKFU!
To succeed we had to implement a different progression of the damage compared to the usual spells. That’s why the Stasis spells are weaker at low level but stronger at a higher level.”
Earth
The Earth branch allows you to
deal high amount of damage in short range, and on a single target. Let them come close; your enemies will learn to fear the mighty hammer blows of the Foggernaut!
Also, the Earth branch has its own specificity,
Blockades. If you cast a spell on an empty spell, a Blockade will be created. It will
stay until the end of your next turn, and it can block the enemy’s
movement and sight.
Careful not to block yourself! As mighty as they can be,
Foggernauts cannot go through Blockades!
Pummel
4 AP – 1 Range (not modifiable)
The Foggernaut delivers an almighty, vertical hit with his hammer on his target opposite him. An impressive wallop that will flatten your opponent.
Lvl 0: -4 HP or creates a Blockade. Critical: -6 HP or creates a Blockade.
Lvl 100: -60 HP or creates a Blockade. Critical: -90 HP or creates a Blockade.
Stomp
2 MP – 1 Range (not modifiable)
The Fogger powerfully stomps his foot on the ground and crushes his target’s toes. This spell only uses up MP, allowing the Fogger to pull out some interesting combos.
Lvl 0: -2 HP or creates a Blockade. Critical: -3 HP or creates a Blockade.
Lvl 100: -40 HP or creates a Blockade. Critical: -60 HP or creates a Blockade.
1 use per target.
Hammer Time
5 AP – 1 Range (not modifiable)
The Fogger hits his target with such violence that he moves back a cell. Very useful for getting away from a full-on enemy.
Lvl 0: -5 HP or creates a Blockade. Critical: -8 HP or creates a Blockade.
Lvl 100: -70 HP or creates a Blockade. Critical: -105 HP or creates a Blockade.
Pushes the target back one cell.
Moves back one cell.
Shebang
6 AP & 1 WP – 0 Range (not modifiable)
The Foggernaut bangs his hammers together and creates an immense shock wave. It’s best not to get in the way when it strikes.
Lvl 0: -6 HP (circle). Critical: -9 HP (circle).
Lvl 100: -92 HP (circle). Critical: -138 HP (circle).
Bombardment
3 AP & 1 MP – 1 Range (not modifiable)
This hammer hit doesn’t inflict a lot of damage but has a 50% recurring chance of being cast again. With a bit of luck, you’ll literally bombard your opponent.
Lvl 0: -3 HP. Critical: -5 HP.
Lvl 100: -31 HP. Critical: -46 HP.
50% recurring chance of being cast again.
2 uses per target.
A few words by Kwoac about these spells:
“It’s important to keep in mind that Blockades disappear at the end of your next turn. If you don’t plan good enough your actions, you might just block yourself!
A last thing about Bombardment that created a lot of difficulty with balancing, we had to fix a limit to make sure your opponent doesn’t get killed in one turn (with a lot of chance, but still, it was possible!).”
Fire
The Fire branch mainly focuses on damage, and more specifically
aoe damage. Whether the enemy comes alone or with his friends, the Foggernaut always has a weapon in his arsenal to welcome him!
One of the specificity of this branch is the
Brushfire effect. Some spells, when
cast on an empty cell, start a Brushfire. This Brushfire
stays in game until the end of your next turn. When a character steps in the cell, he will receive damage. Be careful not to burn yourself!
The Fire branch lets you
choose between quickly burning your opponent with flamethrowers, or surround him with fire and let him cook at low heat…
Flambé
2AP – 1 Range (not modifiable)
The Fogger diffuses a streak of flames that flambés everyone in its line of destruction. It will also create a Brushfire just in front of him to dissuade enemies from coming closer.
Lvl 0: -2 HP or places a Brushfire (-1 HP). Critical: -3 HP or places a Brushfire (-1 HP).
Lvl 100: -22 HP or places a Brushfire (-11 HP). Critical: -33 HP or places a Brushfire (-16 HP).
Flame Thrower
6 AP – 1 Range (not modifiable)
A powerful, flaming blow which will barbecue whatever’s in front of you and leave a sizzling Brushfire behind.
Lvl 0: -6 HP (cone) or places a Brushfire (-3 HP). Critical: -9 HP (cone) or places a Brushfire (-4 HP).
Lvl 100: -71 HP (cone) or places a Brushfire (-35 HP). Critical: -106 (cone) or places a Brushfire (-53 HP).
Blazing Fire
3 AP & 1 WP – 1-3 Range (modifiable)
Projects a stream of fire that will bounce between the Fogger’s different enemies. Anybody would think it was alive…
Lvl 0: -3HP, rebounds of -15% or places a Brushfire (-1 HP). Critical -5 HP, rebounds of -15% or places a Brushfire (-2 HP).
Lvl 100: -42 HP, rebounds of -15% or places a Brushfire (-21 HP). Critical: -63 HP, rebounds of -15% or places a Brushfire (-31 HP).
2 uses per turn.
Flame Fervor
4 AP & 1 MP – 2 Range (not modifiable)
The Fogger uses his trusty flamethrowers as jetpacks to hurl himself at his enemy, ending up behind it thanks to the powerful impact.
Lvl 0: -5 HP, ends up behind the target. Critical: -7 HP, ends up behind the target.
Lvl 100: -75 HP, ends up behind the target. Critical: -112 HP, ends up behind the target.
Target must be an enemy.
Steampalm
5 AP – 5 Range (no line of sight)
A shot of fire explodes in the air and ignites a large area of the battlefield.
Lvl 0: -5 HP (circle). Critical: -8 HP (circle).
Lvl 100: -65 (circle). Critical : -97 HP (circle).
Kwoac, about the fire branch:
« The Brushfire effect was a direct request from Tot. We had to be very careful concerning its balancing since the monsters don’t try to avoid it! In this intent we decided to place an effect on the floor equal to the damage that would have been dealt to the target (it has been now divided by 2).
Blazing Fire also has a little story. The idea was to make it work like a heal spell that rebounds (Invigorating Word) but with damage. We thought that it wouldn’t be a problem but this spell turned out to be a real pain during our internal testing! Fortunately, we managed to settle it, since.”
Now you know everything about the elementary spells of the Foggernaut.
Tomorrow we will tell you about the specialties!
The points should be only manageble between spells from the same branch. Youre just killing the branch choice fun.
Yes it does. It is only removed when it triggers.
Following your feedback we had a discussion with the Game Designers and it was decided to change the Stasis resist of the Ultimate Bosses.
Each Ultimate Boss will now have an adapted resist, based on his other elementary resists.
They will be as follows:
Keep in mind however that they stay immune to the Stasified state.
Following your feedback we had a discussion with the Game Designers and it was decided to change the Stasis resist of the Ultimate Bosses.
Each Ultimate Boss will now have an adapted resist, based on his other elementary resists.
They will be as follows:
Keep in mind however that they stay immune to the Stasified state.
Ces derniers sont immunisés à l'état Stasifié et ont une résistance accrue aux dégâts Stasis étant donné qu'ils outrepassent toutes les résistances élémentaires.
Source: Click Here
Ultimate Bosses are immune to Stasified state and have resistance against Statis damage :|
Yes, and more precisely the Stasis resist of the Ultimate bosses equals 70% of final resist.
Basically, a Stasis Foggernaut will only deal 30% of damage to an Ultimate Boss.
About the UBs' resistance against Statis, isn't 70% final resist too much? They are immune to the Stasified state so Statis's damage can't be increased. A 10 AP Statis Foggernaut using x2 Heart of Steam would only do about 104 damage per turn.
Isn't it then a disadvantage to have a Statis Foggernaut in an UB battle?
Thanks for the info , Troyle.
Ankama just made that branch useless in the end-game: not only can you not boost your stasis damage via EQ, but you also can't raise it on bosses due to the stasified state. And the damage you do will be cut 3 times on the bosses, so let's do quick calculation.
Stasis Strike is the strongest attack from the bunch. Let's say that you were able to spam it(although you can't, since it requires range, but gets you closer to the target).
With a very rare 12AP-build you can do:
3Stasis Strike = 585dmg. On bosses due to resist though you'll do less than 190 with all those attacks, that's more than 2 times less than a fire cra.
Excarnus is the easiest boss: it has a shield of 300HP and replenishes 500hp each turn. You need at least 4 foggers with 12AP each that attack only the boss to at least not let it regenerate it's health. With 6 foggernoauts it'll take you approximately 12 turns to defeat him, if all the attacks go for Excarnus.
Let's be more realistic and say that you have 11AP build:
RayOfStasis+2HeartOfSteams = 412 damage. You'll do around 120 of that. So, even with 6 foggernauts, you will be unable to even damage excarnus!
Yeah, stasis build goes down the toilet, if you ever want to fight UBs(I really doubt that any class spell can fix this). Might still be useful in PVP, but I'm not a big fan of that.