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Rebalancing Week: Feca, Eniripsa, Xelor

Rebalancing Week: Feca, Eniripsa, Xelor
2012-07-26 16:01 142
For the last part of our Rebalancing Week, we now reveal the changes applied to the Feca, Eniripsa and Xelor.



 

Feca

Water

Water Glyphs and Armors:
From now on Armors increase resists and Glyphs increase damages.
Armors: lvl 0 = +10% resist; lvl 100 = +50% +1 per plate
Glyphs: lvl 0 = +10% damage; lvl 100 = +50% +1 per plate
Bubble: 3>42 (instead of 2>24)
Cost changes from 2AP to 2AP+1MP; 2/target
Avalanche: 5>80 (instead of 5>74)
 
Water Glyphs and Armors now make more sense, and also receive a slight boost in their damage and resists bonus.

Fire

Volcano: 6>95 (instead of 6>71)
Cost changes from 6AP to 4AP+2MP; 1/target
Fecastopheles: Range changes from 2 to 2-3 (still not modifiable without sight)
 
We slightly improved the Fire and Water trees thanks to a boost of damage and cost changes.
 

Earth

Fecablades: 2>25 (instead of 3>40)
Cost changes from 3AP to 2AP
Fecammer: Cost changes from 1AP+2MP to 3MP; 1/target
Defensive Orb: 3>31 (instead of 2>36)
Cost changes from 2AP+1MP to 3AP
Willpower given by the glyph changes from 5 to 1 per charge

Support

Peace Armor: No longer give final resists
The resists are now multiplied by 1.05 at lvl 0 and 1.50 at lvl 9
Peace Armor no longer deals the damages that were absorbed when it disappears
Glyphes: It is no longer possible to cumulate the effects of a same glyph from the earth and water branches
Spell Rebound: becomes Counter
Counter: At level 20 gives 10% chances to reflect damages and 20% resists to backstab damages
 
We decided to modify Peace Armor and Spell Rebound which we thought were too powerful. The new Peace Armor should still be very useful on a Feca with high resists.
 

Eniripsa

Air

Infection: It is now the Infection state that influences the chances to apply the states, and no longer Hygiene
Infection state is only triggered if another state of the Air branch is applied.
Infection rate / % chance to apply the state:
Fear Flask: + 1 Infection
Psykosis Flask: +1 Infection; % = infection x1 / x1 with CH
Now limited to 2/target
Pain Flask: +1 Infection; % = infection x3 / x4 with CH
Infected Flask: +2 Infection; % = infection x2 / x3 with CH
Lethargy Flask: +2 Infection; % = infection x2 / x3 with CH
 
We modified the mechanics of the effects of the Air tree. An Air Eniripsa will finally be able to apply states (via the Infection state) without needing the other two branches.

Fire

Traid Mark: CH are changed to x1.5
Hammle Mark: Cost changes from 5AP to 4AP+1MP
Damages don’t change
Rebirth Mark: 4>54 (instead of 2>22)
Cost changes from 2AP to 3AP+1WP, now limited to 1/target
 
We wanted to revalue slightly the Fire branch with a few changes. Also the possibility to heal with marks with the support spell “Regeneration” will be improved thanks to the fire damages taken into account (without taking heal bonus into account).
 

Supports

Constitution: Increases HP of the Eni by 1% at level 1 and 10% at level 20
Increases HP of the allies by 1% at level 1 and 15% at level 20
Unnatural Remedies: Zombification state changes from -5/-10/-15/-20/-25/-30/-35/-40/-45/-50% resists to heals to +50/+45/+40/+35/+30/+25/+20/+15/+10/+0%
Transcendence: no longer gives Hygiene bonus
Now has an cost of 3/3/3/2/2/2/1/1/1/0 AP + 1WP
Absorption: on the Eni +1% Absorption each 2 level until 10% at level 20
Same on the Aura with 1 level difference (becomes active at lvl 2 of the spell). The Aura now has a range of 2 (instead of 1)
Regeneration: changes the fire spells into heals, no longer takes the heal bonus into account but the bonuses to all elementary damage
 
This class has support spells that made it too resistant: we decided to reduce these bonuses, while offering a more support orientated role. Therefore we modified Zombification in order to make sure that the Water Eni wouldn’t deal more damages than his healing capacity.
 

Xelor

Water

Clock: 5>55 (instead of 3/6>35/70)
30%AP removal>80% (instead of 10/30>30/90)
Cost changes from 6AP to 5AP+1MP, range changes from 1-3 to 2-4.
Damage becomes identical on all affected cells, same for AP loss.
Sinistro: 2>26 (instead of 1>16)
Sinistro’s HP are doubled
 
We gave more interest to the spells that were not used so much (Clock and Sinistro) in order to give more diversity to the Xelor.
 

Air

Temporal Distortion: 2>25 (instead of 1>19)
Hyperaction: lvl0 = -5 Tick/+0 Tack; lvl100 = -25 Tick/+0 Tack
Xelor Punishment: 7>90 (instead of 5>70)
Hyperaction: lvl0 = -10 Tick; lvl100 = -40 Tick (instead of -10>-20)
 
For this tree, we wanted to make sure that a more appropriate amount of Hyperaction could be removed in a Tick turn. Also we decided to improve some damages.
 

Fire

Line of Fire: 4>55 (instead of 2>41)
Cost changes from 4AP to 4AP+1MP
Initiative loss doesn’t change
Temporal Burn: 1>12 (instead of 1>16)
-2Ini>-8Ini (instead of -3>-10)
No longer triggers Rollback
Hydrand: 4>62 (instead of 4>68)
Cost changes from 6AP to 5AP
 
We wanted to reduce significantly Temporal Burn in order to give it back its role of flexible spell to use at the end of the turn. Furthermore, modifications to Line of Fire should make it a real alternative to Hand, slightly less powerful but usable in melee.

Supports

Mummification: No longer gives AP and damage bonus to the controlled character
No longer cost WP
AP cost changes to 6/5/5/4/4/3/3/2/2/1
Range changes to 2/2/3/3/4/4/5/5/6/7
Temporal Armor: now gives 1 mechanics at level 10 and 2 mechanics at level 20
 
We decided to add Mechanics to the passive Temporal Armor to create more interesting opportunities with Sinistro and Hydrand. Concerning the change of Rollback, we wanted to make the spell less random, more regular, while removing its game breaker side. Finally, Xelors being big WP consumers, we decided to remove the WP cost of Mummification, while also removing the AP and damage bonuses provided by this spell. The result was way too powerful and we had to rebalance significantly.
Your comments
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bambee 09 August 2012 - 03:43

(AJMorrey @ 09 August 2012 03:01) *
The new PVP 3xHP is absolutely crippling as an Eni, especially with the deductions on unnatural remedies, How am i supposed to take that much HP in 6 goes?

use anything in your hand, sword, shield, spear, rock, cape, anything just throw anything at em!  
AJMorrey 09 August 2012 - 03:01
The new PVP 3xHP is absolutely crippling as an Eni, especially with the deductions on unnatural remedies, How am i supposed to take that much HP in 6 goes?
Hakairu 08 August 2012 - 18:40
Why they changed the Constitution?
I cant understand
Aacher 07 August 2012 - 15:07
Making Clock cost MP has crippled me as a water Xelor.

Now, if I move to a dial cell and use Clock with Aging, I can't move away again! I'm totally open to an enemy attack.
The whole Xelor strategy is based on using the dial to move in to attack and then out of reach again- we aren't designed to tank.

Put Clock back up to 6 AP. I'd rather keep the MP.

Other than that, I don't mind the changes- no real problems thus far. Please do something about Clock though- it's the key spell in most water builds!
gmatahari 07 August 2012 - 11:10
more please...

i hope heal wont reveal invisible anymore...T.T

and double can use multiple "spell bar" instead of 1 only...
i got all skill but double can use 1st bar only...
and inherit all passive skill from main !!!
bambee 07 August 2012 - 10:20
lol, this last minute log sure fun XD
[Troyle] 07 August 2012 - 10:06
Update concerning the Xelor:

Rollback: changes canceled
Hyutars 04 August 2012 - 20:28
After the patch, the fight gonna drag several turns because of x3 HP, so to fight the xelor:
1/ Run far away from the dial and wait for it break, xelor cannot do anything because he cannot stock AP like the old time.
2/ Push xelor out of dial, it's very easy. Without dial xelor is quite useless compare to other classes.

Anyone will try Sac after patch? Build full hp, my friend calculation the Sac full HP may have 10~12k HP in PVP. With that much HP just charge to the enemy and use weapon to attack. Simple strategy but make every enemy cry @.@

_______________

Why I always see unbalance after balance patch? lol
Kurochikun 04 August 2012 - 16:36
@Gen-X25

Weapons aren't just decoration. In solo dungeons you will unlikely die since you can constantly heal, and you can use weapons to deal decent damage.
Gen-X25 03 August 2012 - 12:43
I appreciate Ankama taking the fact that the Eniripsa is a support class into consideration by making sure they don't do more damage with Water Spells than they do with healing others by using them, but I don't think they've thought about those Eniripsas who may be fighting alone - Grandmeow's House for example - and specialize in Water spells, and don't wish to have to use Air or Fire spells to do damage.
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