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Class revamp - Xelor
2013-07-10 16:00 By [Troyle] 165


Long awaited, the Xelor revamp is now becoming reality, and will come to the game in the upcoming update, in July. Today, we offer you a closer look at the modifications to expect.
In this devblog, we will give you an overview of the new mechanics that we would like to add to the Xelor class. Note that we will not include any values, as we would first like to have your feedback on the overall mechanics and features.
 
Let us know what you think!
 

On a General note

  • We wanted to put the emphasis on Multi Element. While playing a single element will still be possible and fun, you will notice a high level of interaction between the three elements of the Xelor. It goes without saying that this class will reach its full potential when played with Multi Element builds. This is a modification that will become truer and truer in the entire game as time goes by. With the spells being balanced on a maximum level of 200 and no longer 100, you will see that playing Multi Element becomes a real option and a viable alternative to Single Element.
  • Tick Tock: This mechanic being one of the real originality of the class, we decided to use it even more, and make it a real game changer for the Xelor. You will see that many spells can have very different effects if they’re used on a Tick or Tock turn, and your strategy will have to take this into account.
  • Hyperaction: This change will apply to the entire game, but Xelors might be the ones most affected by it. All AP losses will now generate Hyperaction. In other words, each time you inflict an AP loss to your opponent, he will receive a level of resistance to further AP loss. The resistance will decrease at the beginning of each players turn.
  • Accelerator: This state will apply to a target and gain one level each time said target receives an AP from a Xelor spell. Once Accelerator reaches level 5, the target can no longer receive additional AP. The state resets at the beginning of the player’s turn. When this state reaches level 5, Temporal Focus to another ally.
 

Water

Frostbite


Damages will be lowered, but chances to apply an AP loss will increase.
Cost: 3AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 3 - 32 | Effects: -1 AP (50-90%)

 

Temporal Control


Slow Down becomes Temporal Control: This spell can either target the Xelor, allies or enemies. On a Tick turn it will have a chance to give one AP and place a “temporal focus” state on the target (if the target is an ally, it doesn’t take any damage from this spell). On a Tock turn, it inflicts an AP loss (1 AP instead of 2 AP). There can only be one “temporal focus” at a time in the game (ends at the end of the Xelor’s turn).
Cost: 1 AP | Range: 0 and 2-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 1/target
Damage: 1 - 6 | Effects: Tick: +1 AP (50-90%) Temporal Focus / Tock: -1 AP (50%), -1 AP (90%)

Xelor sandglass


Its damages will lower, and the spell becomes limited to 4 uses per target. On a Tick turn it will have a chance to give one AP to an ally under the “temporal focus” state. On a Tock turn, the target has a chance to lose one AP.
Cost: 2 AP | Range: 2-5 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: In Line
Damage: 2 - 19 | Effects: Tick: +1 AP to ally under Temporal Focus (40-80%) / Tock: -1 AP (40-80%)

 

Clock


Its damages and cost will lower (5 AP). On a Tick turn it will have a chance to give one AP per enemy hit by the spell, to an ally under “temporal focus”. On a Tock turn, the target has a chance to lose one AP.
Cost: 5 AP | Range 2-4 | Area: Cross | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 5 - 50 | Effects: Tick: +1 AP to ally under temporal focus (50-90%) / Tock: -1 AP (50-90%)

 

Sinistro


It now has 3 charges, 3 AP and the spell Frostbite with a range of 1-3. If placed on a Dial cell, it will have chances to remove an AP and It will no longer be destroyed if not on an Hour cell.
Cost: 4 AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 1 Control
Damage: - | Effects: 3 Charges, 3 AP, spell: Frostbite with Range 1-3

 

Air

Underhand


Has no Tick and Tock effects anymore. Its range can now be modified but it can only target a cell in contact with an Hour cell. Its cost is lowered (3 AP) and range increased (1-2) while the damages are lowered. Cast on a player it will apply the effect “Aiming” (temporary translation) that will push back the target by one cell at the beginning of the Xelor’s turn (in the opposite direction). If a Xelor uses this spell on an empty cell in contact with an Hour cell, it will create a Time Rift. The Aiming effect can stack.
Cost: 3 AP | Range: 1-2 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: target a player or a cell in contact with an hour cell
Damage: 3 - 45 | Effects: on player: Applies Aiming / If Xelor on a Hour cell, on targeted cell: places a Time Rift

 

Aging


Its cost is increased (2 AP) and range decreased (1-3). It will now have a cross area. Its damage bonuses with Tick and Tock will be modified. It will now consume the states “Distortion” and “Aiming” and directly apply their effects instead of them applying at the beginning of the next turn.
Cost: 2 AP | Range: 1-3 | Area: Cross 1 | LoS: Yes | Boostable: Yes | Conditions: 1/target
Damage: 1 - 6 | Effects: Tick: -1/-10 HP for each 10 INI lost / Tock: -1/-9 HP for each AP lost / Consumes Distortion and Aiming

 

Temporal Distortion


Its damages will increase. It will no longer have a Tick and Tock effect. Teleports the target on a Time Rift, turns it toward the Xelor and applies “Distortion” to it. Distortion: the target receives damages at the beginning of the next Xelor’s turn. This spell doesn’t damage allies.
Cost: 2 AP | Range: 2-5 | Area: Point | LoS: Yes | Boostable: No | Conditions: None
Damage: 2 - 30 | Effects: Teleports the target on a Time Rift (and turns it toward the Xelor) / Applies Distortion

 

Tempus Fugit


Its damages will now always be dealt before teleportation. Casting this spell creates a “Time Twist” (temporary translation) on the starting and ending cell. If a player the Xelor or his allies step on a Time Twist, he is teleported to the other (if empty). There can only be 2 Time Twist at a time in the fight, and they only last one turn. The spell has no special effect on Tick and Tock turns.
Cost: 3 AP 1 MP | Range 2-2 | Area: Cross | LoS: No | Boostable: No | Conditions: None
Damage: 3 - 35 | Effects: Damages are dealt before teleportation / Place a Time Twist on the starting cell, and the landing cell

 

Xelor Punishment

This spell no longer requires targeting of an Hour cell (Range 3-4 No LoS, not modifiable). It can only be cast if the Xelor is on an Hour cell. Its use will now be two per turn. If it targets an Hour cell, it will deal its maximum damage. Otherwise, it will destroy the Hour cell under the Xelor and deal lowered damage. The spell has no special effect on Tick and Tock turns.
Cost: 5 AP | Range 3-4 (6 on Hour cell) | Area: Cross | LoS: No | Boostable: No | Conditions: Xelor on Hour cell, 2/turn
Damage: 5 - 75 | Effects: If target on Hour cell: 6 - 80 Air dmg / If not: destroys the Hour cell under the Xelor

 

 

 

Fire

Hand


On a Tick turn, the Initiative loss will be lowered. On a Tock turn, the spell will bounce on another target up to two cells away. Now limited to 2 uses per turn.
Cost: 5 AP | Range: 3-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 2/turn
Damage: 5 - 70 | Effects: Tick: -25 INI / Tock: Rebounds on a target up to 2 cells away

 

Line of Fire


Its cost will lower (4 AP) and range will increase (1-2). It no longer requires Line of Sight and its Range can be modified (with a single target). Its damages will be lowered. On a Tick turn the Initiative loss will be lowered. On a Tock turn the area of the spell becomes a line of 3 cells.
Cost: 4 AP | Range: 1-2 in line | Area: - | LoS: No | Boostable: Yes | Conditions: None
Damage: 4 - 45 | Effects: Tick: -20 INI / Tock: Line 3

 

Temporal Burn


On a Tick turn the Initiative loss per AP inflicted will be lowered. On a Tock turn its area becomes a cross. It can only “burn” up to 3 AP maximum with each use (it becomes usable more than once per turn).
Cost: X | Range: 2-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: AP > 0
Damage: 1 - 12 | Effects: Tick: -5 INI per AP / Tock: Cross 1

 

Temporal Dust


Its area becomes a Cross. On a Tick turn the Initiative loss is lowered. On a Tock turn its area becomes a Circle of 2 cells (as its current area).
Cost: 6 AP | Range: 1-4 | Area: Cross 1 | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 5 - 60 | Effects: Tick: -20 INI / Tock: Circle 2

 

Hydrand


Its AP cost is lowered to 4 and it will take 1 Control point. It now has 3 charges, 3 AP and the spell Temporal Burn with a Range of 1-3. If placed on an Hour cell, it will have increased chances to remove additional Initiative. It will no longer be destroyed when not on a Hour cell.
Cost: 4 AP | Range: 1-3 | Area: Cross 3 | LoS: Yes | Boostable: Yes | Conditions: 1 Control
Damage: 3 - 30 | Effects: 3 charges

 

Specialties

Xelor's Dial


Its cost has been rebalanced in WP (1) and AP (2). Its range in line will increase. Its charges will also increase but it will only provide a Damage bonus. Also, the Dial can only be placed on a position that will directly place the Xelor on an Hour cell (the Xelor is no longer teleported on an Hour cell when he places the Dial). The Dial will be destroyed if the Xelor isn’t on it at the end of his turn (and no longer at the beginning of his turn). Still blocks line of sight.
Cost: lvl 1: 1 WP 3 AP / lvl max: 1 WP 2 AP | Range: lvl 1: 3 Line / lvl max: 3 Line
Effects: lvl 1: Summons a Dial with 3 Charges, +5% damage / lvl max: Summons a Dial with 8 Charges, +50% damage

 

Timekeeper


No longer provides Initiative, but now has a chance of adding charges to the Dial.
Cost: 3 AP / 1 AP | Range: 3 / 3
Effects: Stock 1 AP on the Dial, 5% chance to add another charge / Stock 1 AP on the Dial, 50% chance to add another charge

 

Mummification


Its cost in AP is rebalanced (2), and its range is decreased (1-4). It now completely reanimates the targeted ally (the Xelor no longer controls him). The ally comes back with a percentage of the Xelor’s HP, and the states In Recovery and “Mummification” applied to him. Mummification: The ally loses 25%  33% of the HP he received when brought back to life each turn (lasts 4 3 turn). If the Xelor dies, the ally dies with him.
Cost: 6 AP / 3 AP | Range: 1 / 1-4
Effects: Revives an ally with 10% of Xelor's HP and Recovery 1 and Mummification / Revives an ally with 100% of Xelor's HP and Recovery 10 and Mummification

Devotion


It now costs MP instead of WP (1), and its range is increased to 0-4. It no longer targets the Xelor and his allies, but has to be targeted directly on a player (becomes monotarget). The target receives an AP bonus. No longer removes Hyperaction but Acceleration. Increasing its level will improve the use per turn limitation.
Cost: 3 MP / 1 MP | Range: 0 / 0-4
Effects: +1 AP to the target, 2/target, 1/turn / +1 AP to the target, 2/target, 4/turn

 

Desynchronization


Temporal Images becomes Desynchronization: This spell with AP and WP cost (3 AP + 1 WP at min level, 1 WP at max lvl) will allow a Xelor to change a Tick turn into a Tock, and the other way around, but will lower the Damages of the Xelor. Casting this spell several turns in a row will cost 3 additional AP.
Cost: 3 AP 1 WP / 1 WP | Range: 0 / 0
Effects: Tick becomes Tock (or Tock becomes Tick), applies Desynchronization -18% damage all / Tick becomes Tock (or Tock becomes Tick), applies Desynchronization -0% damage all

 

 

Temporal Waves


It no longer offers a chance to remove an additional AP. Instead, a Tick turn increases chances of Initiative loss and a Tock turn increases chances of an AP loss. Tick and Tock will trigger even if no point is spent in this passive.
Lvl 1: Triggers Tick (lvl 1) and Tock (lvl 1)
Lvl max: Triggers Tick (lvl 20) and Tock (lvl 20)

 

Master of Time


The Initiative bonus is lowered while the Chances to remove an AP are increased. This passive will also provide a bonus to Mechanics starting from level 10.
Lvl 1: +2 INI, +1.5% chance to remove AP
Lvl max: +40 INI, +30% chance to remove AP, +2 Mechanics

 

Time Theft
 

It now increases the chances of successfully giving an AP to an ally.
Lvl 1: 1% chance to gain 1 AP, +1% chance to give 1 AP
Lvl max: 20% chance to gain 1 AP, +20% chance to give 1 AP

 

Temporal Armor


Temporal Armor becomes Temporal Armor: This passive will apply a “Time Crystallization” state to the Xelor. This state will see its level increase for each element used during the turn, until a maximum of 100. The state provides a Damage bonus to the Xelor, and is removed if no damage is dealt for one turn. This passive also provides an Initiative bonus. Sinistro and Hydruille will trigger Time Crystallization when cast.
Lvl 1: +0 Lvl of Time Crystallization per element used this turn
Lvl max: +15 Lvls of Time Crytallization per element used this turn, +15 INI

 

Rollback


Its effect will be changed. At the beginning end of the Xelor’s turn, he will now have chances of regaining the AP he spent in the previous turn this turn, for the next turn.
Lvl 1: Xelor has 1% chance to recover an AP used during the turn, max 3 AP
Lvl max: Xelor has 20% chance to recover an AP used during the turn, max 3 AP

By [Troyle]

Tags : Game Design
Your comments
163
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kurokat 23 September 2013 - 01:51

(Lilscooby @ 22 September 2013 17:40) *
So they aren't bringing back Dark Ray spell from dofus? Thats sad. I would suggest changing out some spells for some of the dofus xelor spells. Balance it out for attack and support. For defenses i suggest they put in counter so the xelor doesnt take as much damage and reflect some damage back to the enemy. It would make the xelor stronger.
Make the Xelor "stronger"? Silly one, Xelor's are amazingling strong and can dish out some of the highest damage out there. They have the damage, both AoE and single target, they have the support, both in stealing AP, giving AP, and being the only other class with a reviving spell. They have the wonderful dial that allows quick movement and positioning. Not sure what more you could want.

The new Xelor's are fine. Also, this was last months revamp, head over to the Fogger one and talk about that one as it is the one to come.



- Kat
Lilscooby 22 September 2013 - 17:40
So they aren't bringing back Dark Ray spell from dofus? Thats sad. I would suggest changing out some spells for some of the dofus xelor spells. Balance it out for attack and support. For defenses i suggest they put in counter so the xelor doesnt take as much damage and reflect some damage back to the enemy. It would make the xelor stronger.
lyricalglitchen 06 August 2013 - 07:57
I dont have a problem removing Ap however it does majorly change the nature of things when Willpower was taken away. This has more to do with the average pull of my Ap take WITHOUT spamming Devotion, or using Timekeeper. It used to be id take between 8-11 Ap per turn, now its about 3-6 Like it or not this drastically changes our effectiveness as support. If i wanted to be a damage dealer I have my other char for that. My point was, for those that wanted to be support our effectivenss is now much less so, and instead of keeping the class balanced so we could have the choice of either being support (mainly) or being damage(mainly), it seems that damage won, and support lost. We ARE both, we may favor one or the other but we are both, neither should of been altered in such a way that the result was they were much less effective and in this case, support was.
cyndiloo 06 August 2013 - 07:27

(lyricalglitchen @ 06 August 2013 03:36) *
Concerning the spell changes overall they are pretty good, with the one exception being Sinistro.He really should stay in play when hes on the dial but you changed him so he wont. I do think his damage needed to be cut , he was OP but now only he can only hit one target, and only last 3 turns,and his range was cut, and his damage was cut on top of that? Why wasnt cutting his damage greatly enough? But aside from being frustrated with Sinistro's now there is something thats much more important of a question. Weren't we supposed to be support?! I chose to not be a damage dealer, I chose to be suppor,t I built myself to steal Ap not damage, to me that was what a xelor was about. And then you took the Willpower stat away, i had 20 willpower stat, and 5 in gear/wodent. I realize that those of us that want to be support as a main function are in the minority. And that most likely very few people put the majority of their points into willpower instead of crits, or other things. But that doesnt change the question, for those of us that wanted to, why did you take away this as an option? Why was the Willpower stat taken away?!
You don't really need all that willpower anymore anyway, mobs lose a ton of hyperaction each turn, like 100. Plus the passives in the tree and the effects of crit, you shouldn't really be having a ton of problems removing ap. Heck in a support capacity you can hit someone with slowdown and spam hourglass onto an empty space and they still get the ap. Just invest in crit, you'll get both damage and increased chances to remove ap at the same time.
lyricalglitchen 06 August 2013 - 03:36
Concerning the spell changes overall they are pretty good, with the one exception being Sinistro.He really should stay in play when hes on the dial but you changed him so he wont. I do think his damage needed to be cut , he was OP but now only he can only hit one target, and only last 3 turns,and his range was cut, and his damage was cut on top of that? Why wasnt cutting his damage greatly enough? But aside from being frustrated with Sinistro's now there is something thats much more important of a question. Weren't we supposed to be support?! I chose to not be a damage dealer, I chose to be suppor,t I built myself to steal Ap not damage, to me that was what a xelor was about. And then you took the Willpower stat away, i had 20 willpower stat, and 5 in gear/wodent. I realize that those of us that want to be support as a main function are in the minority. And that most likely very few people put the majority of their points into willpower instead of crits, or other things. But that doesnt change the question, for those of us that wanted to, why did you take away this as an option? Why was the Willpower stat taken away?!
cyndiloo 05 August 2013 - 23:19
Now that I've had more time to play with it, I'm disappointed in aging as I feared. It's not enough damage; you nerfed it too much and you especially nerfed it b/c now you can't crit aging, it has no crit effect on proc and water/air xelors relied on crit a lot for ap removal and it synergized well. It's probably great for fire still but I think you just went overboard lowering the damage and taking away the ability for aging to crit on ap removal. Why did you decide to remove the critical portion of the spell. It's rather unfair it used to crit and now it doesn't. Only the direct damage portion now can crit and before each tick could crit. Now the spell scales really badly with crit which is such a great stat in a multielement build.

We really wanted you to protect aging's role, and I am even seeing a lot of fire/air xelors passing it by, though mango did say it was still decent for fire. I just wish you'd not neutered it so much for air/water.
Kikuihimonji 01 August 2013 - 23:32
@Tigerham

Rollback does give you up to 3 AP for the next turn with means with 12AP base you will get a chance to have 15AP on the next turn wich will only require you to use Devotion once to make it 16AP and in that case you will be able to make 4 sinistro's in 1 turn.

If your enemy have 12 ap instead of 10 then yes it will have 2AP left ... as if it can do much with 2AP to you anyway while look at yourself: you just did dmg equal to 16AP in 1 turn via sinistros. If the enemy who is surrounded would use mp related spells to get free - it will most likely still be in range of sinistro to get their AP removed on the following turn wich also give Xelor an adventage.

I also feel that summons that have charges fit well for the concept of Xelor who is master of time, however i think that they should allow sinistro to not loose charge per turn if it is on hour cell - wich would be similar to the previous version of sinistro but with buff that it makes sinistro able to take 3 hits before dieing instead of 1.

Also please note that you can block path with sinistros and dial making your opponent either need to waste 3x 2 AP spells to get rid of sinistro to get to you, waste WP for teleport spell or try to go around making him waste turn if you will be still out of range or at least making it waste a lot of AP to get to you.

Also if it comes to positioning the 1st spell from air branch can make your enemy pushed away and then tricked to stand in perfect position if it will want to get "as close as possible" to you and "not in the range of Xelor punishment" aka next to the dial cell.

Another thing is that with timekeepr giving you 3AP, rollback giving you 3AP and Devotion giving you 2AP for 2MP you will have the potential to get 20 AP with 12 base AP! Thats already like double the dmg per turn comparing to a 10 ap build characters. And you want to have more tanky summons? They are already better then dolls and the fact that they loose charge per turn only help you to "re-position them" as you cannot re-summon them.

However there's a small trick: use the air pushing spell on Sinistro to change it's position - this way you can even block those cells that would block the path. It's the same trick as with pandawa's barrel and triple whammy. It's funny how Ankama try to not make it possible with conditions but with the pushing spells we can still do it.
cyndiloo 01 August 2013 - 21:25

(Gynrei @ 31 July 2013 17:48) *
I haven't looked at the spell descriptions in game yet. If a description is incorrect and a player specs thinking a spell will work as described... it's the devs fault.

The onus should not be on a player to test every spell and situation to see if it works as described. This game isn't in beta *cough*.
There's also the fact that some of these spells actually require a group to test. You can't put slowdown on yourself and make yourself a catalyst, so i'm just chiming in to say that you really can't test everything in a test room.
Tigerham 01 August 2013 - 21:21
(wow ok I just noticed the button on the comments section that takes me to the forum thread version.)

Kiku, your argument about blocking someone in with sinistros is kind of weak for justifying the 3 charges. First of all, you can't block paths with them, so I doubt it would allow you to do that even in the rare occasions where the setup time, range, and line of sight would allow for it. I will get into specifics with numbers down below.

Also your complaint about them being charged based trapping people, why wouldn't changing it back to health be a good thing then? Then if they have a strong enough attack they can get out more easily AND it'll work fine in PvE again. Everyone is happy, right?(I mean, where I was in level before the rework, my clock spell would one-shot my own sinistro for example. Which brings me to another point that if you have someone surrounded, depending on where it is compared to your dial spaces, it'd be hard to hit them without hitting your own sinistros so the rest of your turns would be just biding your time to try and keep the person trapped which would be tough to do)
But hey, let's humor this idea. Let's assume the game DOES let you block someone in with sinistros and doesn't count it as blocking a path.
If we are assuming a FAIR PvP setting, rather than one that would be skewed anyway by gear or levels(all too common in this game thanks to both the attack option and that when you issue a friendly challenge it does not tell the other person your level) why are we assuming the xelor is at AP cap and their opponent is not? Since judging by the AP/MP cap that was clearly the meta? Let me entertain the idea of 4 sinsitros: 12 - 4 =/= 6. It would be 8. Even if that somehow wasn't enough to break free, most classes have at least one spell that allows them to use only mp as a resource, too. Plus, by only breaking one, if they can move even one space it would prevent the xelor from being able to truly trap them again because they would have to wait for the other sinistros to die and sinistros have a a -50 lock stat so you don't really have to worry about getting locked. Also, while I am fully aware that not every class can do this, sinistros CAN be shoved around. (or at least, they could before their rework, I don't know if they can now but I assume so)
Also, I don't think it's statistically possible to get 4 sinsitros out first turn (or even "one turn" if you count the setup time required to get the needed AP). Let's assume that the xelor is at both AP and MP cap (12 and 7 respectively) I don't know about top tier gear so I don't actually know how possible this is.
2 AP is spent on the dial, which leaves 10 AP6 of that is spent on 2 sinistros, leaving them with 2devotion, when maxed, costs 1MP, allows 4 uses per turn, and only 2 uses per targetmeaning that they could spend 2 of their mp on themselves for AP bringing them back up to just enough for a third sinistro. (Even if they didn't have devotion upped so that it still cost 3MP, if they have the 7 MP cap they'd still have 1 MP left over) In fact, even if the dial still cost 2 WP and no AP, 14 AP would not be enough to get 4 sinistros out. So you would still need setup time with timekeeper on new xelor (since rollback now applies next turn instead of current)
Alright, so yeah, unless the opponent is standing next to the dial center or an obstacle, that's not gonna be possible on first turn.

Now let's assume we're going for second turn, with the assumption that they spammed timekeeper the previous turn. Timekeeper, at all ranks, only allows 3 uses per turn. Bascially, if you're at the 12 AP cap anyway? even without upping timekeeper to a 1 to 1 ratio and instead keeping it a 1 ap for 3 used ratio, you could still place down the dial and plop timekeeper down the max of 3 times and have 1 ap left to spare, even without casting devotion. Then you could use devotion twice to let yourself still get like a frostbite in or something. (of course, if you had timekeeper up, you could use more offense that first turn)Alright! So, next turn, your xelor has 15 ap. Real easy to get the extra AP to have 16 in order to cast sinistro 4 times.
Here's where it becomes tricky. Sinistro requires line of sight to cast and you can only place it within 3 spaces of yourself. Your opponent in pvp would have to be either really dumb or really desperate to stand in an area of your dial that would allow this to happen, since it would be difficult even with teleporting around the dial to put sinistro on all 4 sides due to line of sight and low range.
So basically the situation you proposed is impossible on first turn and highly improbable on any turn thereafter, but statistically would technically be possible if it doesn't count as "blocking a path", assuming the Xelor had the 4 mechanics needed. I'm not saying it should be possible, just that your argument for why 3 charges is plenty even in PvP is kind of weak. Even if it WERE possible, chances are after breaking free your opponent would be near you and have a good chance of locking you in place, preventing it from happening again. Is that setup time to try and do something that your opponent may not even stand in a good spot for really worth it enough for anyone to use as a plausible strategy?
lyricalglitchen 01 August 2013 - 20:56
I do agree that Sinistro is pretty useless now, but i also agree that it was overpowered before. It would of made much more sense to me to majorly tone down thier damage, than to make them poof after 3 turns, and on top of that they can only hit one target. It really makes it so its not worth it to cast it in most situations. As for all the other types of summons in game, at least they stay in game until they are killed, sins now dont. I had figured after reading a different dev blog that they would at least stay in play if on a dial cell, well that was changed and now this (primarily) water xelor is not happy with changes i was orignally accepting of.