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Class Revamp - Feca
2013-12-16 16:00 By [Sabi] 374
 
 
The long-awaited revamp of the Feca will arrive with the next update, and today Grou want to share with you the planned changes! Discover later on more details on these modifications to continue to have an early dialogue and ensure that they are as close as possible to your expectations.

We have decided to present to you this revamp spell by spell as if we were presenting a new class because, as you will see, the Feca will be having  a complete overhaul of his spells!

Discover right now the proposed changes for this class and share with us any feedback you may have, so that we can send them to Grou.

please note that the  order of spells, their names and values ​​are still subject to change! 

Revamp Goals

 
The main purpose of this revamp is to allow the Fecas to better fit into a group: to give them a real role and the tools to do so. The Feca has three main possibilities: damage dealer, tank or support. Each is represented by a branch even though the Feca may seem more oriented towards multi-elements.

The main important changes to make note of regarding this revamp are as follows:

 
  • The modifications made to the spells which will only  provide a single Glyph or Armor, in order to limit the old cases of the Feca  with Glyphs or Armor so situational that they became unusable.
  • Glyphs and Armor will no longer cost WP to no longer limit the gameplay of the class, and to avoid for the Feca to become  a single target damage dealer  with no define role at the end of combat.
  • Some spells will be able to move the Glyphs. For example: when using a negative Glyph, the  spell will inflict damage and place the Glyph under the target. For a positive Glyph, the spell will place the Glyph under the ally and the base spell damage will be inflicted on a target 2 or 3 cells adjacent to the glyph.
  • The tanking branch will receive tools to protect allies, therefore tanking will be more useful for the allies. 
  • The damage dealing  branch will be able to compete with all the available bonuses of the other damage dealing oriented classes. 
  • Glyphs and Armors will only loose a charge at start of turn.

Fire Branch

Natural Attack

 
  • Cost: 2 AP & 1 MP
  • Range: 1 - 3
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: 2 per turn
  • Damage (level 1 - 100 - 200): 3 – 44 – 85
  • Effects: Moves the Feca Staff  Fecammer Glyph under the target. Armor: 22 Fire damage (level 100) at the beginning of the target's turn. 3 charges.
 

Flaming Carpet

 
  • Cost: 4 AP
  • Range: 1 - 5
  • Glyph zone: 2 cells circle
  • Line of Sight: No
  • Range boostable: Yes
  • Conditions: Cast in a straight line
  • Damage (level 1 - 100 - 200): 4 – 51 – 98
  • Effects: Glyph: 37 Fire damage (level 100) at the start of the target's turn which is situated above it. 2 charges.
 

Volcano

 
  • Cost: 3 PA
  • Range: 1 - 4
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: Cast in a straight line
  • Damage (level 1 - 100 - 200): 3 – 41 - 79
  • Effects: Moves the Avalanche Glyph under the target. Armor: -50% (level 100) resistance of the enemies to contact (allies), -50% (level 100) resistances (enemies) -75% maximum. 2 charges.
 

Meteorite Shower

 
  • Cost: 2 AP
  • Range: 1 - 6
  • Area: -
  • Line of Sight: No
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 2 – 24 – 46
  • Effects: Moves the Steamy Glyph under the target. Armor: +1 to Critical Hits (+7 at level 100), -2 Block (-14 at level 100), Will not inflict damage to allies. 3 charges.
 

Fecastopheles

 
  • Cost: 6 AP
  • Range: 2 - 3
  • Glyph area: 1 cell circle
  • Line of Sight: No
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 6 – 90 - 174
  • Effects: Glyph : 39 Fire damage (level 100) in a circle of 2 cells at the target's start of turn which is situated above it. 2 charges.
 
Here is one of the Fire visual effects being worked on for the Feca revamp (not final)!
 

Earth Branch

 

Fecablades

 
  • Cost: 4 AP
  • Range: 1 - 2
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 4 – 42 – 80
  • Effects: If the spell causes damage, it will give +4 Block Feca Absorption levels +32 Feca's Shield levels (at level 100). Armor: +40% to resistances (level 100) and -40% to damage and heals (level 100). 2 charges.
  • Feca Absorption: For each AP from an inflicted attack, the Feca will loose 1 state level and heals the Feca: 0.08 Earth HP x Feca level.
  • Feca's Shield: Creates a shield with 1 Earth HP per level.
 

Fecabo

 
  • Cost: 2 AP
  • Range: 1 - 4
  • Area: -
  • Line of Sight: Yes
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 2 – 21 - 40
  • Effects: If the spells causes damage, it will give +2 Feca Absorption levels +16 Feca's Shield levels (at level 100). Armor: Attracts the armor carrier of 2 cells at the start of turn of the Feca if the target is at least 2 cells (at level 1) from him. 2 charges.
 

Fecammer

 
  • Cost: 1 PA & 2 MP
  • Range: 1 - 3
  • Glyph area: Dot
  • Line of Sight: Yes
  • Range boostable: No
  • Conditions: 1 per target
  • Damage (level 1 - 100 - 200): 3 – 39 – 75
  • Effects: +1 Feca Absorption level +40 Feca's Shield levels (at level 100). Glyph: possibility to cause -3MP maximum:  -1MP at start of turn (90% chance at level 100). Once at level 50, it also unlocks a bonus of -1 MP (70% chance at level 150) at start of turn and again once at level 100, it also unlocks a bonus of -1MP at the start of turn (90% at level 200). 2 charges.
 

Defensive Orb

 
  • Cost: 3 AP
  • Range: 1 - 4
  • Area: -
  • Line of Sight: Yes
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 3 – 32 – 61
  • Effects: If the spell causes damage, it will give +6 Block +3 Feca Absorption levels +24 Feca's Shield levels. Armor: Decrease damage of 100% (level 100) and gives back the total damage absorbed at the destruction of the armor. 1 charges. Cannot be used on a target already carrying Perfect Armor and vice versa.
 

Feca Staff

 
  • Cost: 5 AP
  • Range: 1 - 3
  • Glyph area: 1 cell cross
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: Cast in a straight line
  • Damage (level 1 - 100 - 200): 5 – 56 – 107
  • Effects: If the spell causes damage, it will give +10 Block to the Feca +5 Feca Absorption levels +8 Feca's Shield levels.
  • Glyph: Can inflict a loss of 3 MP maximum: -1 MP at start of turn (90% chance at level 100). Once at level 50, it also unlocks -1 MP at start of turn (70% chance at level 150). Once at level 100, it also unlocks -1 MP at start of turn (90% chance at level 200). 2 charges.
 
 
Here is one of the Earth visual effects being worked on for the Feca revamp (not final)!
 

Water Branch

 

Drip

 
  • Cost: 1 AP
  • Range: 0 - 3
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 1 – 12 - 23
  • Effects: Moves the Fecammer glyph under the target.  Enemy Repelling Armor:  Pushes back the target 1 cell then, at the Feca's start of turn, the carrier of this Armor will back up 1 cell if he is 1 cell away (3 at level 100, maximum 6) from the Feca. Allied Armor: Makes the target untackable for the target's next move. Does not inflict damage to allies. 1 charge.
 

Steam

 
  • Cost: 3 AP
  • Range: 1 - 2 2 - 4
  • Area:  Dot
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 3 – 45 – 87
  • Effects: Glyph: Creates a shield with 30 Earth HP at level 100 (58 at level 200) for the allies who starts their turn above it. 2 charges. Cross area of 2 cells.
 

Bubble

 
  • Cost: 2 AP & 1 MP
  • Range: 0 and 3 - 6
  • Area: -
  • Line of Sight: No
  • Boostable range: Yes
  • Conditions: 2 per target and per turn
  • Damage (level 1 - 100 - 200): 3 – 40 – 77
  • Effects: Moves the Flaming Carpet glyph under the target.
  • Allied Armor: Allows to gain up to 2 Range: +1 Range at start of turn (100% at level 100). Once at level 100, also unlocks another +1 Range at start of turn (100% at level 200). Enemy Armor: 50% chance to apply the Disoriented state level 1 (100% at level 100). Once at level 100, also unlocks another 50% chance to apply the Disoriented state level 1 (100% chance at level 200). At the end of the Armor, the enemy is immuned to the Disoriented state for 1 turn. 2 charges.
 

Avalanche

 
  • Cost: 5 AP
  • Range: 3 - 7
  • Glyph area: 2 cells circle
  • Line of Sight: Yes
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 5 – 64 – 123
  • Effects: Glyph: Allows to take away up to 2 AP: +1 AP at start of turn (100% spell level), +1 AP at start of turn (50% spell level). 2 charges.
 

Crashing Wave

 
  • Cost: 4 AP
  • Range: 0 and 2 - 5
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 4 – 54 – 104
  • Effects: Moves the Fecastopheles glyph under the target. Allied Armor: Creates a shield of 37 Water HP at level 100 (71 at level 200) at the start of turn of the carrier. Enemy Armor: Creates a sphere at the start of turn of the carrier that absorbs 37 Earth HP at level 100 (71 at level 200) inflicted by the carrier. 2 charges. The Shield will absorb 70% damage from an attack and cancel Feca Absorption.
 
 
Here is one of the Water visual effects being worked on for the Feca revamp (not final)!
 

Active Specialty Spells

 

Glyph or Amor

 
  • Level 0 cost: 2 AP & 2 PM / max level  cost: 1 AP
  • Range level 0: 0 - 1 / range max level : 0 - 6 without line of sight
  • Range not boostable
  • All levels effects: On a target: Places a Neutral Armor. On a cell: Places a Neutral Glyph. On Glyph or Armor: Removes the Glyph or Armor and refunds the spell cost to the Feca.
 

Perfect Armo

 
  • Level  0 cost: 6 AP & 1 2 WP /  max level  cost: 3 AP & 1 WP
  • Range level 0: 1 / range max level : 1 - 5
  • Conditions: Limited to 1 per turn
  • All levels effects: Switches planes the target but does not limit the attacks. At the end of Perfect Armor, it will apply Cracked Armor.
  • Cracked Armor: It will not be possible to cast Perfect Armor on a target carrying a Cracked Armor.
 

Teleportation Flux

 
  • Level 0 cost: 6 AP & 1 2 WP /  max level  cost: 3 AP & 1 WP
  • Range level 0: 1 - 2 in straight line / range max level : 1 - 5 6
  • All levels effects: Teleports the Feca and the target right in front of him. If at arrival the cell in front of the Feca is unavailable, the target will be placed randomly around the Feca. The range of this spell isn't boostable. If used on the Feca, this spell allows to activate ou deactivate the possibility of moving Glyphs.
 

Belligerence

 
  • Level 0 cost: 6 AP /  max level  cost: 3 AP
  • Range level 0: 1 in straight line / range max level : 1 - 5
  • All levels effects: On monsters: The monsters will make the Feca their priority target. On players: Decrease the damage that are not inflicted to the Feca by 32% (level 0) and up to 50% (level 9). The range of this spell isn't boostable. Limited to 2 uses per turn.
 
 

Inversion

 
  • Level 0 cost: 3 AP & 2 WP /  max level cost: 0 AP
  • Range level 0: 0 / range max level : 0 – 5
  • Conditions: Limited to 1 per turn (maximum +/- 100%). Unlimited duration.
  • Effects level 0: The Feca will lose 2% resistances (+0.5 per level of the Feca ) and the target will gain +2% damage ( +0.5 per level of the Feca). If the Feca is under Inversion, this will withdraw the effects from  him and refund the spell cost to the Feca.
  • Max level effects: The Feca will lose 20% resistances (+0.5 per level of the Feca ) and the target will gain +20% damage ( +0.5 per level of the Feca). If the Feca is under Inversion, this will withdraw the effects from  him and refund the spell cost to the Feca.
 

Passive Specialty Spells

 

Untouchable

 
  • Effects level 1: +1 Block, +0 Block per ally.
  • Effects max level: +20 Block, +8 Block per ally.
 

Feca Master

 
  • Effects level 1: +0 Mechanics, +5% Lock bonus, +0 Lock per AP maximum at start of turn,+2% Fire damage.
  • Max level effects: +2 Mechanics, +100% Lock bonus, +10 Locks per AP maximum at start of turn, + 40% Fire damage.
 

Fecatalysis

 
  • Effects level 1: 1.5% Locks added to resistances.
  • Max level effects: 30% lock added to resistances.
 

Ironclad

 
  • Effects level 1: +2% resistances.
  • Max level effects: +40% resistances, +1 Range to Water spells.
 

Stabilisation Aura

 
  • Effects level 1: +1 Lock, if an enemy starts his turn facing the Feca, this will apply Stabilization (5%).
  • Max level effects: +20 +40 Lock. If an enemy starts his turn facing the Feca, this will apply Stabilization (100%).
  • Stabilization: Will be applied to enemies in close combat with the Feca at the beginning of their turn (every other turn).
 
Now that you have discover the proposed changes, we are listening to your feedback, let's get typing!

By [Sabi]

Your comments
374
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lyricalglitchen 18 February 2014 - 06:44
NEED more charges...2 is just WAY too low, at least 4 please!
Axxort 15 February 2014 - 12:30
Someting´s of the new Feca i like.
So maybe 40%. I like i mean the shield you make with the earth tree is awesome and the passiv skills, too. Water-spells have a awesome range. Drip- and Bubble-armor are nice.

What i dont like ist the dmg, the range and the cost of earthspells. OK, you get the shield, but thats not a compensation. The Ap-glyphe is a joke for me, if you see what it cost to buff 1 ally with 1 or maybe 2ap and what you could do with the points. Support = nothing. Ok, i like it to debuff the enemy, if you dont see what it cost. But a support Feca dont exist anymore, for me. Tank-Fecas are cool, but if you level alone its useless with the dmg. Thats the moments i miss all counter-armors. The dmg of fire is ok.
Rulusha11 15 February 2014 - 12:06
I,ve finally started to understand how to use my Feca's Spells and Strategies, then the update changed everything. I can see that the class now seems more support oriented and has more of a definite role in terms of single and team combat, but personally my Feca seems ALOT weaker. Spell Descriptions, Costs, Functions, and Damage are now almost unrecognizable! A common strategy I often used was: Blade Armor on myself to deal damage to enemies in close proximity, Meteorite Shower Armor to deal heavy damage to the enemy with highest HP every turn, while using Fecammer(which then only cost 3 Movement Points) to retaliate when attacked, and Steam to boost fire damage to the Flaming Carpet I've laid out around me. Thanks to the complete overhaul to the Spells and Specialties mechanics, it's like trying to master an entirely different class. Hours of developing strategies and distributing and re-distributing spell points wasted. I'm a bit disappointed that the Developers think we wouldn't care if our gameplay strategy set up was just erased and rewritten. I'm sure many would agree that we were better off without this revamp.
smallz117 12 February 2014 - 03:34
the two main things I've noticed is that:
Inversion just seems to stop working at times
When you move a glyph and don't hit an enemy with the spell that moves the glyph, the damage doesnt rebound to the nearest enemy, and is just wasted.
Celay01 11 February 2014 - 21:35
I think we will have hotfixes next days for fix them, dont worry much  
Gynrei 11 February 2014 - 15:31
I'm a little concerned about the bugs from what I've read here so far.

I don't want to to spec my Feca based on what spells and specialties were SUPPOSED to do and never see them fixed. Likewise, I don't want to build a Feca ignoring the broken spells and have them fixed later with no respec.
SeriousBelly 11 February 2014 - 14:46
Revamp Perfect Armor aesthetics!!!

-Rizarealm

Edit: Inversion is not permanent. It seems to disappear when an enemy dies or after 2 turns.
Soundtrack8 11 February 2014 - 13:46

(exalast @ 11 February 2014 08:34) *
...+10 Locks per AP maximum at start of turn,....
ok, it gives 100 lock bonus BUT when your turn ends, this bonus disappears.

Does anybody knows what for are we need this totally useless bonus?
Is it really still working like that? u_u
I thought it would have been fixed when they changed it from +100% lock to this,,,
Thats a shame,, hopefully we'll have a hotfix soon
SeriousBelly 11 February 2014 - 13:29
Perfect Armor is not an armor!!! Its just eni's trancendence. Make the Armor look like an armor, not a puff of smoke. Very lazy Ankama!!! :@

-Rizarealm
exalast 11 February 2014 - 08:34
...+10 Locks per AP maximum at start of turn,....
ok, it gives 100 lock bonus BUT when your turn ends, this bonus disappears.

Does anybody knows what for are we need this totally useless bonus?