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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!

Sadida

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.
 

Ecaflip

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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Mangofaux 09 April 2013 - 14:43
I always thought +summon damage was applied as general damage. In which case, I would imagine it would not apply to the heals since general damage doesn't apply to heals for players.

• Mango
Neneko88 09 April 2013 - 14:23

(Rokugatsu @ 09 April 2013 14:17) *
I've got a question about Inflatable Doll. Does +summon dmg also increases it's heals?
It should or it would just be another coney
Rokugatsu 09 April 2013 - 14:17
I've got a question about Inflatable Doll. Does +summon dmg also increases it's heals?
lMixyl 09 April 2013 - 13:09
Yeah let's keep adding more and more classes that can deal dmg and heal with the same builds eniripsas will be so happy to have such a usefull class now....
Plutosbane 09 April 2013 - 11:30
Cross-post from the Ecaflip character forum, I also agree with TheGrotesque for the most part.

Please note that this post is my opinion and will probably not change much.

Increasing the mobility of water Ecaflips? Really? As has been pointed out, the number of moves costing Mp in water is far too much to promote something like that in addition to the mediocre changes to our base abilities.

This build would have been much better if the previous build had buffed life-steal amounts and healing that actually applied from the ecaflip to the ally. At least then the person who wanted to get healed could have, instead of a random system of heals that leaves this build more broken than anything.

Of the spells that make sense:

Rough tongue is fine, as it has been.
Up to scratch is interesting, and certainly adds some good damage and mobility to water ecaflips.

Of the spells that don't make sense:
Fleahopper: Needs to be either smart-healing (healing Ally's that have the least amount of health in the spells range) or should heal the ecaflip or ally closest to the target. Hybridizing this spell and allowing it to apply the same effect as fleabag (As a limited turn buff) to a nearby ally if cast on an empty cell (aka protecting an ally if not damaging an enemy) would justify its new cost, making it a smart support choice in battle without overpowering it.
If not hybridized or changed in a positive manner, adding an mp cost to this spell defeats the mobility you said was going to be added to the class, and would make this spell nigh useless in pvp or pvm unless you wanted to hamstring yourself.

Hunter: The cost of this move is the only part of it that doesn't makes sense to me. Every other spell in the water ecaflips arsenal uses a multiple of 2 with the flea love change, so either changing the cost to 2 mp, 2 ap, or 1 mp (while lowering the damage) would make more sense and synergize with the rest of the build, but this spell isn't very high up on my preferential
abilities list.

Flea love: The same problem with flea-hopper also applies to this spell, at least during the fleeches portion.
Starting off with 2 charges is too low without any method of increasing them, which could be added quite simply to flealine army (+0-2 charges from 0-20).

(Confusion, as the PDF here says that fleeches will have 2 charges, 3 on crit. Link:
Click here )

Healing when only damaging an enemy is fine, but a smart-heal system is REQUIRED for this ability to be ANY good at all unless you add a split-heal system in which the fleas split the heal to multiple allies if they are present within the glyph.
In addition, casting this glyph on a group could work better if the fleeches portion was hybridized with fleabag, applying a limited number of allies within the glyph with fleabag for a few turns.
The cost of this spell, should it remain as it is, is almost entirely unjustified, as the ecaflip must now stay near his allies when he wants to heal others with his single most potent spell, but must also stay near his enemies because of the reduced range and limited effect of the fleeches glyph.
A damage buff would have also been nice to the flea love portion, but is offset by the potential to heal others.

The rest of the spells important to water ecaflips, feline leap and flealine army, are getting standard changes to them, and are not being hugely nerfed or buffed (Although the "steal" portion of the flealine army description needs to be changed to "heal" as the spells it affects don't gain damage from the passive, only heals).

Tl: Dr
Rough tongue good, up to scratch good.
Fleahopper slightly broken, hunter mediocre, flea love borked pretty hard with useless fleeches glyph.
Would prefer buffed old spells than new ones because new ones don't let us match eniripsas at all while removing decent tank-support from class.
TheGrotesque 09 April 2013 - 11:19
At first, when I found out about the possible changes to Ecaflip water branch, I was pretty furious - the idea of "secondary Eni" seemed like completely abandoning the whole concept of self-sufficient, self-healing tank. I guess there's no way to prevent the changes right now, but I have to admit that you're screwing a really unique branch (and by unique I mean UNIQUE - there's no other character who can use steals as efficiently and be able to heal his allies with them).

To begin with, proper Wakfu usage used to be even more important than for most classes - yeah, you could go with a Roll Again buff or a Cat Tree, but then you'd probably run out of points for efficient Fleeches/Flea Love combos. It seems that now Wakfu becomes more "casual" - guess what, you have to think and plan your fights EVEN LESS than before, who would have thought! Hell, you even limited the Fleeches to one cast per turn. Nice touch with the merging, but you somehow still managed to screw it up. Wakfu limitation was annoying at times, but I've always thought of it as signature of this branch.

The new movement spells are a great idea and imho the best part of the changes, considering most of the water spells were nearly useless anyway - BUT WHAT ABOUT LICKING? YOU HAVEN'T MENTIONED IT AT ALL. DON'T TELL ME YOU'VE REMOVED FLEECHES AND KEPT THAT RIDICULOUS SPELL 43#@$@#$FSDAFDSF. (Yeah, I'm one of these people.)

It's nice you wanted to make Feline Leap more useful to other branches, but its change also greatly affects the water branch... in a bad way. Without any buffs, water Eca could be as harmless as a piwi, but after a few jumps, he could wipe the floor with all of his enemies and heal himself by doing so. Well, I hope Up to Scratch will make up for the lesser damage. I can understand the limit of casts per turn, since there are new movement spells, but I don't get it why you would make ALREADY strong branches (fire/earth) even stronger. Let's hope heal buffs will stuck AND THEY BETTER BE GOOD. Pretty please.

Maybe I'm angry because I'm a water Eca myself and - with my current build and equipment - I can kill pretty much any mob or any player near my level. Maybe I'll even like some of the changes you plan to do - I'm aware of that. Still, I think it was wrong to try to turn water Ecas into cheap Enis in the first place. I see that you ment to make more of a "fighting healer", but hey, they can't even target their heals properly. Unless they can deal some serious damage or heal insane amounts of HPs, there's no reason to play them for most of the players. I bet that most people will still choose to create Enis instead of water Ecas when it comes to healers, and most group would rather have a resurrecting, healing (probably) more HPs character, who can actually choose the target he wants to heal. I can only imagine that most of the players excited about water branch changes are the ones who never played water Ecas and considered them weak. Well, they aren't.

So yeah, let's sum up:
+ new movement spells;
+ Up to Scratch, which will hopefully allow to deal considerate damage;
+ Fleeches/Flea Love merging;
+ Feline Leap buffs healing;
+ healing buffs finally apply to your "steals"...
- ...which aren't steals at all. Water Ecas become cheap Enis;
- Feline Leap no longer stacks(?), becomes limited to 3 uses per turn;
- no more unique Wakfu limitation;
- spells cost more and now usually require MPs - which weren't needed to cast ANY spell before, anyway;
- the whole water Eca concept gets changed, they won't as good tanks as they used to;
- NO CHANGES TO THE LICKING.
It seems that everything comes to damage and heals these days, unique mechanics get replaced one after another. You've buried the whole idea of skilful using of buffs to turn some poor spells into a D*MN MASSACRE. I'd choose a self-sufficient tank with weak-but-possibly-devastating spells over a randomised healer any day. You guys probably won't even read my post, not to mention you won't correct any of your changes according to my complaining, but I... I just wanted you to know. It's only a "small" change in one of 45 branches and I still feel you're somehow screwing the game by removing one of the classes that couldn't be replaced by any other. Now water Ecas BECOME a replacement - say hi to Eniripsa2.
gregobb 09 April 2013 - 10:09
wait with 100 WS I get 200% dam when crit?

I was expecting a better change to loaded dice and I want to test the eca tree and black cat. All actives/passives seem rather good. Earth seems a bit OP
Mangofaux 09 April 2013 - 09:27

(Chrolo @ 08 April 2013 23:37) *

(Mangofaux @ 08 April 2013 23:22) *

(Rokugatsu @ 08 April 2013 23:02) *
All the people saying that Sadi is useless now because Voodoll wont be so useful on UBs anymore only proves that those changes were needed. They only see Sadi as a Voodoll summoner and nothing else...


The 25% hp restored will be without pvp bonus. It's like fake death, phoenix spirit and the reborn card combo right now. You only get 25% of your real hp not the pvp hp.

And you can beat all those bosses without Totem. It just make some tactics not fair for classes like Iop and stuff

Alright. That's not bad then, regarding the HP regained.

And of course, about the bosses. I'm actively defeating all four without a Sadida. I'm just saying that the Totem tactic is occasionally used in Moowolf & Excarnus, and very frequently against Black Crow. As you said it leveled the playing field for CC classes.

Sympathizing for others.

• Mango
Ssilent-whisper 09 April 2013 - 08:24
i miss the air ecaflip :'(
WwhitecrowW 09 April 2013 - 07:54
I think voodoll changes are really fun - imagine the combinations you can have w/ a moving totem? It now can interact w/ firewall (for rogue lovers), air masqs can run off w/ the doll in a corner and collide it to death - it works amazingly well w/ the second sadi specialty. I personally love the new voodoll (the last was awfully dull)