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Class revamps: Sadida and Ecaflip
2013-04-08 16:00 By [Troyle] 159

A new class revamp devblog appears, about Sadidas and Ecaflips. With these modifications applied on April 16, Eniripsas will no longer be the one and only healing class, since these 2 classes will get their own healing abilities!


How will these changes impact you?

With these modifications, Sadidas will now have the ability to stand up to other classes. Overall, we clearly enhanced its support role. Sadidas will now have many gameplay possibilities, which should give them adaptability to many situations. However it will take a bit of time to reach its maximum potential in combat.

Pretty dolls

Dolls are one of the center pieces of the Sadida gameplay, and are of course the firsts to benefit from this revamp! Our first goal was to give more dolls to the Sadida, in order to help increase its capabilities in game.

Here’s a summary of the biggest changes:
  • Doll: This spell now works differently. It’s no longer only the element of the spell cast on the seed that will decide which doll is created, but also the spell (you’ll see when reading further). New dolls have also been added, while existing ones have evolved. Here’s a list of the modifications:
    • AoE damages will now be reduced by 50% on the dolls.
    • Greedy: 4MP, 3AP, 17% of the Sadida’s HP, 100% of the Sadida’s Masteries, has a melee attack spell.
    • Inflatable: 2MP, 3AP, 28% of the Sadida’s HP, 100% of the Sadida’s Masteries, Dodge bonus, has a heal spell.
    • Madoll: 3MP, 3AP, 9% of the Sadida’s HP, 0% of the Sadida’s Masteries, has a spell removing 1MP from the opponent.
    • Block: 1MP, 3AP, 32% of the Sadida’s HP, 0% of the Sadida’s Masteries, has a spell that pulls the opponent.
    • Ultra-Powerful: 4MP, 6AP, 17% of the Sadida’s HP, 60% of the Sadida’s Masteries, receive each turn the air spell that was stored on it by the Sadida. If another air spell targets it, it will replace the previous one.
    • Lethargic: 3MP, 3AP, 9% of the Sadida’s HP, 0% of the Sadida’s Masteries, has a spell removing 1AP from the opponent.
    • Sacrifical: 3MP, 3AP, 5% of the Sadida’s HP, 1% of Masteries per level of the doll, triggers a melee spell with cross AoE when blowing up.
  • Voodoll: The totem no longer exist, or at least not as before. The Sadida can now summon a Voodoll and link it to a target. This target takes all the damages or heals dealt to the Voodoll. At level 0 this spell has a cost of 6 AP & 2 WP, a range of 2 in line, and the Voodoll has 11% of the target’s HP. At level 9, this spell has a cost of 4 AP & 1 WP, a range of 2-4 in line, and the Voodoll has 20% of the target’s HP. This doll will have a behavior forcing it to run away, cannot be controlled by the Sadida, also cannot become Nettled. AoE damage and heals will be reduced by 50% when focused through the doll. Damage and heals cast by your allies will be applied to the Voodoll and the target, while damage and heals cast by your enemies will only apply to the Voodoll. This doll takes 1 Leadership point, and the Sadida can only summon one at a time. The Voodoll has 2MP, 100% of the Sadida’s Masteries, 100% of the target’s resists and cannot lock or be locked. We wanted to make it simpler than the previous one.
  • Dolly Sacrifice: Cast on a doll, it will transform it into a Seed while healing the Sadida depending on its level (the element of heal will be the one in which the Sadida has the highest Mastery: this new mechanic is called Chromatic heal/damage). Cast on a Voodoll, it destroys it. Cast on a Seed, the seed is destroyed and the Sadida receives AP based on the level of the spell. This change should give a better capacity for the Sadida to manage his dolls, while ridding us of the “heal in percentage of HP” that was becoming troublesome when trying to balance PvE and PvP.
  • Sic 'Em More: Still applies Nettled. Its cost has been reduced and its range increased. Keep in mind that Voodoll cannot be Nettled. The new bonuses/penalties applied by the state are: +X% Water Mastery, +X% Air Mastery, +X% chances to remove 1AP/MP, +X% chances to be stabilized at the beginning of the turn, +X MP. This rebalancing should boost the dolls in each of their roles. This will also allow us to avoid having to add an attack that, on some support dolls, could lead to strange behavior (sticking to targets they should avoid, for example).

Water that heals

With his water branch, the Sadida can now fulfill a healer’s role. Enough to make it a centerpiece of your group strategies!
  • Vaporize: Cast on a seed, this spell allows you to summon a Greedy. If you use it to control the doll, it will give you back 1 AP. Its damages have also been increased. Our goal is to reduce the cost of the dolls.
  • Sadida’s Tear: Cast on a seed, this spell allows you to summon an Inflatable. Its range can now be modified and its damages have been reduced. No matter the target of the spell, if the target is linked to a Voodoll it will take damage and heal. This modification allowed us to improve the first purpose of this spell: inflict damages to a precise target while still allowing a low healing ability.
  • Mudoll: Cast on a seed, this spell allows you to summon a Greedy. Cast on an ally or a doll, it will heal them. On a Voodoll, heals are improved. Its range is increased to 0-4 (instead of 1-4) and damages are slightly improved. This modification should help offer a real healing spell to the Sadida, which can turn into a powerful heal when used with a Voodoll.
  • Rust: Cast on a seed, this spell allows you to summon a Greedy. Cast on a doll, this spell will increase its Water damage (to a maximum of 150%). Its range is reduced to 2-4 (instead of 1-4) in order to make sure you won’t hit yourself with the spell.
  • Drain: Cast on a seed, this spell allows you to summon an Inflatable. This damage spell can also heal the cells next to the target. Its range becomes 2-4 (instead of 1-3) requires no line of sight but will no longer be modifiable. Damages are also reduced. This spell was completely changed in order to offer a proper support spell useful with your dolls and allies.

These toxic breezes…

The doll mechanics of the Air branch will not change: the doll still “stores” the air spell that the Sadida casts on it for one turn. Only the Ultra-Powerful has a specific mechanic that can be read above.

Let’s have a look at the modifications:
  • Woodland Stench: Cast on a seed, this spell allows you to summon a Lethargic. Its cost is increased to 3 AP & 1 MP (instead of 2 AP & 1 MP), as well as its range changed to 1-4 (instead of 1-2). The spell now applies “Poisoned” which deals damages at the beginning of the target’s turn and sees its effects removed if not applied again. The damages have also been increased. This modification should offer poison damage dealing abilities to the Sadida.
  • Poisoned Wind: Cast on a seed, this spell allows you to summon a Lethargic. Its cost and damages have been reduced (2 AP instead of 3). The spell now applies a state “Tetatoxin” which deals damages depending on the MP and AP spent by the target. This simple improvement should simplify the use of this spell while also affecting AP.
  • Sudden Chill: Cast on a seed, this spell allows you to summon an Ultra-Powerful. Its cost and damages are increased (4 AP instead of 3). The spell also applies a penalty to elemental resistances (up to 60%).
  • K'Mir: Cast on a seed, this spell allows you to summon an Ultra-Powerful. K’Mir binds the target with the Sadida (without inflicting damages to the allies): the target cannot lock, and is stabilized as well as the Sadida. The link is removed at the end of the Sadida’s turn. The spell now applies the state “Poisoned”. When moving, the target loses HP per MP spent. Damages of K’Mir are also increased. We removed the Stabilization offered by the spell in order to keep a simpler Poisoned state, while still offering several options with Tetatoxin.
  • Gust: Cast on a seed, this spell allows you to summon a Lethargic on the center cell. Its cost and damages are reduced (3 AP instead of 5 AP & 1 MP). Its range changes to 0-4 (instead of 1-5) and its use is now limited to 2 per turn. It cannot hit the caster or his allies. Finally, it now applies Poisoned. This should make the spell much more flexible.
This air branch should be a real damage dealing option, with poison options able to perturb your opponent.

Like a rock!

The famous Tanking spell of the Sadida is also revamped:
  • Tree: Dolls on the field no longer receive the Nettled state and instead of making him invulnerable, Tree will now allow the Sadida to heal himself based on his level and the MP consumed to cast it (the heal element will be the one in which the Sadida has the highest mastery). His resistances will also be increased. At lvl 0 the spell costs 5 AP & 1 WP (+MPs left), at lvl 9 it will cost 1 WP (+MPs left). When using this spell, the Sadida stays stabilized.
  • Bramble: Cast on a seed, this spell allows you to summon a Block. On the target of Voodoll, applies a penalty of -20 Hypermovement. On an ally, gives a bonus of +2 to +30 levels of “Bramble Shell” allowing him to rebound 1 damage to the caster, to a maximum of 100 damage. Its damages are slightly lowered.
  • Fertilizer: Cast on a seed, this spell allows you to summon a Block. It is now cast in a line. Transfers 1 MP from the target to the Sadida. On the target of Voodoll, gives a penalty of -20 Hypermovement. On an ally, gives a bonus of +3 to +40 “Bramble Shell”.
  • Wild Grass: Cast on a seed, this spell allows you to summon a Block. The cost is changed to 3 AP & 1 MP (instead of 3 AP), its range is now 0-3 (instead of 1-3) and its use is now limited to two per turn. On the target of Voodoll, deals +1 to +10 additional Earth damage. On an ally, gives a bonus of +1 to +10 “Bramble Shell”. Damages are increased.
  • Earthquake: Cast on a seed, this spell allows you to summon a Madoll. The cost is now 1 MP (instead of 2 MP) and its use is now limited to five per turn. Damages are applied randomly to one of the cells in front of the Sadida. The goal is to make this spell easier to control while limiting collateral damage.
  • Manifold Bramble: Cast on a seed, this spell allows you to summon a Madoll. Its range is now 4-5 (instead of 2-4). If there is no enemy in the targeted area, a glyph “Thorny Ground” is placed for one turn and the Sadida gains 2 AP back. This glyph has a chance to remove 1 MP from those who enter its area. Only one Thorny Ground can exist at a time. The damages of this spell are also increased.
The Earth tree is meant to be a distance damage and movement impairing tool. It can now also offer tanking options.

Hyperactive passives

The passives of the Sadidas are also modified as follows:
  • Explodoll: Additionally to dealing damage, this passive also allows your dolls to heal your allies around them when they explode. The element of the damages and heals is the one in which the Sadida has the highest mastery. This change to Chromatic effect should offer a better control over the spell. The addition of heal is based on a strong request from the community to improve the support aspect of the Sadida: as you saw in this presentation, we wanted to address it.
  • Doll Link: This link can only be created with a Voodoll. Without Voodoll, the damages of the Sadida are only reduced. The rest works as before but is slightly reduced.
  • Savoir-Faire: Since this concerns the Voodoll (and no longer the Totem) its bonuses are rebalanced. It will still give Leadership, but only half. To compensate, instead of increasing redirected damages, this passive now gives a chance to regain 1 WP when a doll dies, while boosting the HP of the Voodoll.
  • Green Guard: This passive is unchanged.
  • Still Life becomes Lone Sadida. Gives a damage boost to the Sadida at the beginning of his turn when he plays without dolls (except the Voodoll and with a maximum of +150% damages). The bonus ends when a seed is placed. This modification was necessary to offer an option to Sadidas wishing to play without dolls.

More information

If you want to read all of the proposed modifications in more detail, you can visit the thread created for the Sadida revamp here. Note, however, that the values may change before we implement them. The final values will be provided in the changelog.


How will these changes impact you?

As we announced some time ago, the main change of the Ecaflip is the modification of the Water branch becoming a healing branch. Eniripsas will no longer have monopole over heals! Our furry friends will now also be able to take care of their allies.
More modifications have been made, especially to active and passive support spells.

A cat in the rain

  • Fleahopper: The cost of this spell is increased (3 AP & 1 MP instead of 3 AP) and its range reduced. It also becomes limited to three uses per turn. Its damages are increased and it now heals the Ecaflip or an ally placed up to 3 cells away from the target.
  • Flea Love: Now cost 6 AP and 1 WP (instead of 5 AP and 2 WP) and has a lowered range of 1-4 (instead of 1-5). It also becomes limited to one use per turn. The mechanic stays the same with lower values, but Flea Love also heals the Ecaflip and his allies in contact upon its return. Furthermore, the spell can now be cast on an empty cell in order to place a glyph “Fleeches” with a circle area of 2, and 3 charges (it loses one at the end of each turn). If an enemy begins his turn in the glyph, he will take damages, while an ally in the glyph will be healed.
  • Feline Leap: Its cost is now more progressive (4 AP at level 0 and 2 AP at max level). The damage bonus becomes general (instead of only Water damage) and it also gives a bonus to healing. It becomes limited to one use per turn at level 0 and 3 uses per turn at level max.
  • Flealine Army: This passive now gives chances to cast Fleahopper instead of Flea Love and also grants bonuses to heal (+2% at level 0 and +40% at level max).
With this revamp a lot of care has been focused on the water branch in order to turn it into a real healing alternative, allowing it to fulfill a proper support role in group.

A cat in the air

  • Up to Scratch replaces Fleabag. The spell becomes a damage spell also allowing you to get closer to your target. It costs 4 AP and 1 MP, has a range of 3-4 and much improved damages. The Ecaflip gets closer to his cell, inflicting half damages to the cells he moved through in the process, and full damages to the target cell.
  • Hunter replaces Fleeches. The Ecaflip takes a hunter stance and jumps on the enemy if he steps in a given area. The spell costs 1 AP and 1 MP and has a range of 1-3. The area is defined by a glyph with range 1 placed by the Ecaflip. This glyph lasts one turn. If the enemy steps in the glyph, the Ecaflip is automatically teleported to him and hits him.
  • Cat Tree: This spell is completely modified. Upon use, the Ecaflip places a Cat Tree on the ground, surrounded by a glyph with a range of 1. When the Ecaflip is hit, he has 3% chances (30% at level 9) to teleport to a Cat Tree cell. The effect of these cells increases the resistance of the Ecaflip by 3% (30% at max level). If he lands on the center cell, the Ecaflip becomes immune to damage until the end of the turn. Cat Tree uses 1 point of Mechanisms, it blocks the lines of sight and moves, and there can only be one at a time.
These changes have a simple goal: give more mobility to the Ecaflip. Thanks to these various modifications, the Ecaflip will now have the possibility to play cat and mouse with his prey.

Lucky cats

  • Black Bow Meow: becomes a unique summon that can be controlled and applies a “Cuddle” state to its owner. This state allows the Ecaflip to gain levels of “Winning Streak” when an enemy is defeated (+9 at max level) and up to +2 levels of “Winning Streak” when the Ecaflip deals a CH. Also, if a positive card is drawn from the Ecaflip’s Tarot, he gains +5% to his Earth Damage (+50% at max level).
  • Roll Again: This spell now has a chance to give back its cost to the Ecaflip when cast (3% at level 1, 30% at level 9). It also grants a bonus of maximum +30% damage.
  • Ecaflip's Tarot: Additionally to its usual bonuses, this passive now grant a boost to the Earth damage of the Ecaflip when he is under a Positive Card (+2% at level 1, +40% at max level).
  • Ecaflip Die: Starting from level 10, this spell also applies a bonus to CH damages equal to 1 time the level of “Winning Streak” (two times at level 20).
  • Ecaflip Precision: The maximum damage bonus is reduced to +150% (instead of +500%) but has more chances to apply.
  • Card: God Ecaflip: the Ouginak effect now damages the Ecaflip for 25% of his HP (instead of reducing it to 1).
  • Card: God Ouginak: the Ecaflip effect now heals the Ecaflip for 25% of his HP (instead of bringing him back to life).
  • Paws Off: Upon triggering, it no longer directly applies CF but gives an aura with 10% chances of CF to the Ecaflip.
  • Dice Roulette: No longer hits the central cell of the area in order to limit the risks linked to the use of this spell.
  • Loaded Dice: Its range becomes 2-3 instead of 1-3.
The “luck” aspect is one of the main mechanisms of the Ecaflip, and we wanted to keep it that way while still playing with the “Winning Streak” mechanic, in order to save the peculiar gameplay of this class.

More information

If you want to read all of the proposed modifications in more detail, you can visit the thread created for the Ecaflip revamp here. Note, however, that the values may change before we implement them. The final values will be provided in the changelog.

This covers the main changes brought to these two classes. We will try our best to answer your questions with Grou and Zeorus who both worked on these revamps.

By [Troyle]

Categories Game Design
Your comments
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Resonate 09 April 2013 - 23:15
I didn't need to gather all the number to see that it was a buff to Sadida. Water Ecaflip, on the other hand, is still questionable.
Rokugatsu 09 April 2013 - 23:09
Your post should be sticked somewhere, Kat You explained it perfectly, I hope that people can see now that Sadi wasn't nerfed at all.
kurokat 09 April 2013 - 22:32

(sylvester-sanguine @ 09 April 2013 19:58) *

(Karakedi @ 09 April 2013 18:10) *
For gods sake, WHY NERF IN SADIDA'S WATER MASTERY??? It doesn't make any sense. We didn't need nerfs at all, we need BUFFS!!!!! I really hate the way Ankama changed and still changes this class, there's always nerf, always nerf while Sadida is the class which needs the least nerfs or no nerfs at all.
It's enough. Give us buffs and buffs only without nerving us, we do the lowest dmg of all classes already. Seriously, why do you hate Sadida so much? If you want to nerf the class so much, why implement the class anyway??? Change water spells, and buff them instead of nerving them!!!!!!

Ankama you made osamodas OP, you made their summons and their own spells OP and they cant even hurt themselves with their own spells. You can do the same to Sadida, you have a week to buff our water mastery spells and especially Sadida's Tear and Rust spell. These 2 spells are the most useful and most dmg dealing spells, buff them please. And make Rust range same as Osamoda's Boowolf spell (make it so we can't hurt ourselves even though we get hit by this spell, just like the Osa) don't make it cast in a line though, you will limit it then and I am asking for buffs not for nerfs or limitations!!

And please, please buff the greedy a bit more, the dmg they get from our water mastery is still too low since their base dmg has been nerved again. Stop nerving this class already, buff our dolls, and our water mastery spells!! Also the new Green guard doesn't make any sense, keep this spell like it is now and give dolls more dmg with it. Greedy's with 17% of sadida's hp is still too low, make this at least 30 to 35% so we don't end up wasting our turns with spamming new dolls on the battlefield.

(Gonderi @ 09 April 2013 17:37) *
The class Revamps i don't see a difference...I think that instead of doing this u should Revamp the cra;-They should be able to have the water element like in the series

Can you please stop whining about Cra's. I never understand why Cra players always demand more while they are too strong for a ranged class already. You have all possibilities to escape a close combat and do strong even OP dmg with your spells already so stop acting like you need another element!!

A cra using water spells is very illogical. Cra is a dmg dealer, adding water spells thus heals would make cra's even more OP than they are,,, no ty.
I don't think you understand what's been done to sadida. Now all dolls get the mastery of the sadida, so you're going to have dolls with 400 percent water damage increased beyond that by summons damage. . . Tear was only nerfed about 3 or 4 damage, and now it works like fertilizer meaning whoever you attack with it, it will still deal partial damage to the totem'ed target in addition to the damage it deals by itself. Drain was nerfed damage wise but it now does damage and splash heals every doll and player adjacent for a considerable amount at the same time. Now rust increases damage in addition to the mastery already on the dolls. You're going to be giving dolls potentially 600 to 700 water damage with it. . .Should you choose not to summon dolls over time you're going to be up to 150 extra damage with that talent. You have an inflatable and even as water you could put ultra powerful on the board and have it tear every turn or drain or rust, or whatever.

I don't think sadida was nerfed in any sense of the word, it was a huge buff all around for damage, utility and quality of life.

I have to agree with the second person here. I'm not sure you understand what is going on.

Water Tree

Cost: 2ap - - - - - - - - - - - - - - - - - - - - - - - - - 2ap (1 ap returned on casting on dolls)
Range: 1-4 (modifiable) - - - - - - - - - - - - - - - 1-4 (modifiable)
Damage: 2-18 hp - - - - - - - - - - - - - - - - - - - 2-24 hp
=> Allows for control over dolls when cast upon (same for both)

Sadida's Tear
Cost: 5ap - - - - - - - - - - - - - - - - - - - - - - - - - - 5ap
Range: 1-3 (line, no LOS, non-modifiable) - - - 1-3 (line, no LOS, modifiable)
Damage: 5-63 hp - - - - - - - - - - - - - - - - - - - - 5-61 hp
=> Boost doll by 3mp - - - - - - - - - - - - - - - - - => Heals allies through voodoll by 1-20 hp
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Damages enemies through voodoll by 1-20 hp

Cost: 3ap - - - - - - - - - - - - - - - - - - - - - - - - - 3ap
Range: 1-4 (modifiable) - - - - - - - - - - - - - - - 0-4 (modifiable)
Damage: 3-30 hp - - - - - - - - - - - - - - - - - - - 3-33 hp
=> Cast on a doll, steals 3-25 hp - - - - - - - - => Cast on a doll or ally, heals instead of damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => If cast on a voodoll, heals for 4-47 hp

Cost: 5ap - - - - - - - - - - - - - - - - - - - - - - - - - 5ap
Range: 1-4 (cross aoe, modifiable) - - - - - - - 2-4 (cross aoe, modifiable)
Damage: 4-44 hp - - - - - - - - - - - - - - - - - - - 4-44 hp
=> Boost doll's damage by 10-100% - - - - - => Boost doll's damage by 10-100% (cap at 150%)

Cost: 4ap 1pm - - - - - - - - - - - - - - - - - - - - - - 4am 1mp
Range: 1-3 (line, modifiable) - - - - - - - - - - - - 2-4 (no LOS, modifiable)
Damage: 4-63 hp - - - - - - - - - - - - - - - - - - - - 4-41 hp
=> Drains damage to dolls (split evenly) - - - => Heals cells in contact with the target for 4-41 hp
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Heal only applies if the spell hits a target
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - => Only the target will summon a doll, not the heal

There that took a while to type up, but now you can easily compare the water side by side.

=> As you can see Vaporize had a considerable boost in damage and AP reduction for controlling dolls.
=> Sadida's tear lost only 2hp off its final damage, but instead gained a modifiable range.
=> Mudoll not only gained a 3hp boost to damage, it now heals allies and can be cast on yourself. To add to that, if healing through a voodoll, it has a nice boost in the amount it heals. One more note woul be the fact that you do not need to damage your dolls to heal yourself like before.
=> Rust deals the same damage and thankfully they decided to keep the cross aoe instead of the 2 space line aoe they were thinking about. It had a change to it's minimum range from 1 to 2, so the only difference in that is you cannot hit yourself (stops you from trying to self proc green guard). It also now has a cap of 150% damage boost, but you'd need 10ap and the spell above 73 (at 73 it gives a 75% boost giving that same 150%). I see this cap as reasonable as the many of the dolls, including the Greedy that you'd be using this on, now gains full masteries from the sadida. So they already boosted it's damage on it's own.
=> Now Drain had the biggest nerf to its maximum damage, from 63 down to 41, HOWEVER, the spell has been completely reworked. It no longer drains damage to your dolls and does not have that silly line cast restriction. Not only does it not have no cast restriction, it also no longer requires Line of Sight. That is amazingly nice. On top of that, it heals around the target to both allies and dolls. So if partied with close range classes like Iops, you won't have to worry about LOS, deal damage and heal your ally (plus dolls next to the target like greedies) all in one move. I think I can live with that one nerf to damage.

Now yes, the greedy's base damage has been changed from 1-41 to 2-30, originally the greedies just had their own base masteries. With a lvl 85 sadida, they only got a 152% to water damage, no mater what the sadida had. Now they get full sadida masteries allowing us to build damage with our HP to help the dolls and ourselves.

Here's an example. Lets say the greedy has a base of 41 with a 150% mastery. That is 61.5 damage (minus the enemy resists). That's not a lot. With the new masteries, a greedy with a now lower base of 30 with say 350% mastery, it would deal 108.5 (minus the enemy resists). That is soooo much more damage. So I'm not sure how you're seeing this as a nerf. Especially since many players get 400%+ mastery in an element at max level, you could do even more with your dolls.

Now, while the greedy's hp has not changed (still 17%), they did reduce all AoE damage dealt to dolls by 50%. So that should at least help.

All of this, combined with the guaranteed return of WP on normal doll deaths (with max Savior-Faire) will allow for much greater doll play, instead of loosing WP in a long fight and not being able to summon new dolls.

Explodoll is now useful as well as it can heal allies and damage enemies. This further boosts doll play.

Oh, and you mention changes to Green Guard not making sense. Green Guard didn't change in the slightest. It still is at max a 40% chance to nettle your dolls upon being hit.

On a separate note on Voodolls. While the Voodoll can move, it can be hit and targeted by enemy mobs now. Also, with max Voodoll and Savoir-Faire, it will have 40% of the targets max HP. This means it will take 2.5 Voodolls to kill an enemy. It may not be able to lock the enemy, but it cannot be locked either.

While that may not be as appealing to some, the biggest thing I get out of it is that happy feeling that you don't have to worry about something standing on your voodoll, making it useless (be it enemy mobs, teammates, or even your own dolls). That and it will block LOS.

One other bonus to Voodoll now is Doll Link. Currently each doll will take 20% of a sadida's damage, but that kills all your dolls in an instant against high level mobs. Now Doll Link will redirect 10% of the sadida's damage to the voodoll, hurting the linked target. If no voodoll is in place, the damage will still be reduced.

As a long time Sadida player (my favorite class), I look forward to these changes and am exited to come up with new combos and to be able to support my friends (I've generally main a water Sadida).

Anywho, that's enough of my ranting,
- Kat
Chronotorious 09 April 2013 - 22:32
Have you ever done Royal Strich dungeon? Those guys sure like to dodge hits, huh. That's what I mean If you hit, of course the heal goes off. If the enemy dodges your hit, no heal.

There's still the issue of "who does the heal go to if multiple allies / yourself are in range."
Rokugatsu 09 April 2013 - 22:26
I don't really get what you're saying. Why would you miss your hit? If you hit the enemy with the spell, and some ally is close to him, it heals him, that's it.
Chronotorious 09 April 2013 - 22:21

(Rokugatsu @ 09 April 2013 22:15) *

Fleahopper only heals IF damage is dealt beforehand. This makes it the only heal spell with a chance to FAIL.
It doesn't mean it has a chance to fail, it means that you actually have to hit someone to heal someone, you can't use the spell on the ground. Sadis Drain works the same way.

For all intents and purposes, it does mean the heal has a chance to fail.

You need to cast the spell, and you need to hit an emeny with it. If you cast the spell, but miss your hit... that ap is wasted, and no one is healed. You essentially failed to heal. In contrast, Eni has the luxury of direct heals (target ally), with no chance to miss if cast on an ally.
Rokugatsu 09 April 2013 - 22:15

Fleahopper only heals IF damage is dealt beforehand. This makes it the only heal spell with a chance to FAIL.
It doesn't mean it has a chance to fail, it means that you actually have to hit someone to heal someone, you can't use the spell on the ground. Sadis Drain works the same way.
Chronotorious 09 April 2013 - 22:12

(Gynrei @ 09 April 2013 17:30) *
Flea Love glyph also has a limited lifespan because of charges and WP cost. If the heal targets every ally within it at start of mobs turn it might prove useful, in SOME situations

If you read the PDF, you can see that Eca heals are mostly single target.

Fleahopper only heals IF damage is dealt beforehand. This makes it the only heal spell with a chance to FAIL. That alone makes Ecas the worst healers. Also, it only heals ONE ally (or the eca) within 3 squares. What happens if there are multiple allies / yourself in range? Who does the heal go to? Bad design.

Flea Love is ridiculous. The 6ap / 1wp cost is a slap in the face. If used on a target, you need to wait until the flea returns to you for it to heal anyone. This means you need to wait up to 3 turns before you see a heal (unless it dies earlier). In either case, you need to be adjacent to everyone you want to heal. When it comes to healing, you need that heal pronto... you shouldn't have to twiddle your thumbs for 3 turns.

If used as a glyph, and an enemy starts its turn in it... Flea Love will heal ONE ally IF they are also in the glyph. Who does the heal go to if multiple allies are in the glyph? Bad design. Not to mention, the glyph only heals for 35 hp. A 6ap / 1wp glyph spell heals ONE ally, at random, for 35 hp. I don't think this refunds the wp anymore, either.

I also agree with Resonate about Flealine Army. Fire and Earth do not need to be able to proc it, and "chance to heal" is not something a healer wants to deal with.
CoaldustNumbers 09 April 2013 - 21:14
I'm not averse to the damage type of water abilities turning to air (it /is/ weird to have a cat using water-related abilities), but I quite like the vampiric abilities. Very few classes (sram and new sadida, I think?) have any vampiric abilities. I personally don't want that removed.

With the above changes, they brought over the 2 air abilities that interested me anyway. They're in the water tree now, and removed some redundant attacks.

I'm glad they kept Rough Tongue, it's cute, but it might be nice if it did something other than pathetic damage. Maybe a reduced damage debuff or something, so it'd have some tactical use.
VisionCelestia 09 April 2013 - 20:46
Heres my suggestion....ANKAMA STOP IT

this water branch on ecaflip sucks and mods dont make it any better.

bring back the awesome air branch please!