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New Dungeon: Celestial Strich

New Dungeon: Celestial Strich
2013-03-26 09:54
35
Striches are back in Brakmar, and in Celestial fashion! Go and fight them right now in the Pabong Fields!
New Dungeon: Celestial Strich
Level: 90
Celestial Strichery Key
Location:
  • Brakmar: Pabong Fields
Try not to be eaten alive by these monsters:
Cloudy Strichon
Cloudy Strich
Cloudy Thingamastrich
Boss
Reward
Cloudy Strich Set
And another exclusive set!
When stepping in the Dungeon, visitors receive +20 Wisdom!
Zezette's advice
The best way to defeat a Strich is to target the head! But don’t think they’ll give up the fight easily… As the Sadidas proverb goes: “Strich beheaded not quite yet dead”.
Screenshots
Your comments
35
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tuhunder 22 April 2013 - 13:59
tamam
saphiLC 28 March 2013 - 02:38
this is a dungeon to waste sub time. /thread
MidgetMike17 28 March 2013 - 02:28
This dungeon sucks, the idea failed...just kill it in the face or change it please.

I wont be setting foot in it until it is changed.

~Jazza
Gynrei 27 March 2013 - 16:24

(Shaleigh1 @ 27 March 2013 08:06) *

Yes - Striches do not hit hard, but this can be fun and interactive verses just a beast everything w/ a cra run through - I have a feeling you're a Cra user from your complaint (correct me if I'm wrong)



You can look up my chars on my profile if you want. But I am usually on 3 or 4 clients when I play. So I play enis, sadis, sacs, my xelor, hardly ever my cra, a water Feca.

I mean I get the general idea behind the dungeon, but it is just being carried out in such a horrible fashion. Especially to just let the AI ignore its normal run away instict once you actually start to lock them down. Then they just stand around and skip their turns in order to avoid getting locked. (For a human that would be very smart behavior, but the goal here is to provide us with entertaining gameplay, not annoy us to death)

Ankama as usual started to solve the problem from the wrong end. They actually seem to realize that their current implemantion of lock and doge mechanics sucks. Good for them.

Now instead of changing that mechanic alltogether or removing it from the game they throw the players a little candy to keep us satisfied, or maybe they think this is an actual solution. Either way it makes me wonder...

Edit: I guess I will try the dungeon later on with a Sadi using lock dolls, a Feca and equipping a sac in lock equip that was originally meant for Shudoku and then I will see if it is actually any fun to play that dungeon

I haven't run the dungeon yet myself, but I have to agree. Good to see Ankama trying some new ideas but they got it wrong.

You need characters that lock. How many players made a character that has lock that high? You can't lock UB's and PvP players usually have escape abilities. Which means good luck finding enough players that have high lock values. Crit and elemental dmg helps me everywhere, lock doesn't.

I'd respec a character to have high lock but oh wait... I need to gather a ridiculous amount of mats for a quest I can only do once a month or pay RL money. I'll skip this dungeon.

Class revamps may alleviate some of this. If that's true, Ankama should have waited to release their annoying dungeon then. Having a monster you need to lock with a teleport spell and an AI willing to sit still not moving sounds horrible. I guess Iops who stat lock and have locking pro maxed can potentially lock them every other turn. How many of those do you know? I actually have one with 400+ lock and I won't be running this dungeon lol.
microundeas 27 March 2013 - 16:14

(WwhitekrowW @ 27 March 2013 08:16) *
W/ feca - might not be useful till April revamp though just a heads up. Hope you fall in love w/ the dungeon, I'm expecting lots of imperial strich drops from you on the market board now


What?! Feca not usefull?! OMG go play with one!! i can tank almost everything... and i do decent aoe dmg  
Shaleigh1 27 March 2013 - 12:53
Edit: Meh not worth the rant. Gyst of my long post I just deleted: Dungeon still sucks, locking doesn't work, the striches just teleport out, the 30% evasion chance is way off, it is probably more like 50%. The end.
WwhitekrowW 27 March 2013 - 08:16
W/ feca - might not be useful till April revamp though just a heads up. Hope you fall in love w/ the dungeon, I'm expecting lots of imperial strich drops from you on the market board now

[And I misjudged you, I'm sorry - I assumed you would simply ignore what I said. From your response it shows that you genuinely listened and even if your mind wasn't changed - you will test it out for verification - I appreciate that attitute a lot, very mature. *bows*] 
Shaleigh1 27 March 2013 - 08:06

Yes - Striches do not hit hard, but this can be fun and interactive verses just a beast everything w/ a cra run through - I have a feeling you're a Cra user from your complaint (correct me if I'm wrong)



You can look up my chars on my profile if you want. But I am usually on 3 or 4 clients when I play. So I play enis, sadis, sacs, my xelor, hardly ever my cra, a water Feca.

I mean I get the general idea behind the dungeon, but it is just being carried out in such a horrible fashion. Especially to just let the AI ignore its normal run away instict once you actually start to lock them down. Then they just stand around and skip their turns in order to avoid getting locked. (For a human that would be very smart behavior, but the goal here is to provide us with entertaining gameplay, not annoy us to death)

Ankama as usual started to solve the problem from the wrong end. They actually seem to realize that their current implemantion of lock and doge mechanics sucks. Good for them.

Now instead of changing that mechanic alltogether or removing it from the game they throw the players a little candy to keep us satisfied, or maybe they think this is an actual solution. Either way it makes me wonder...

Edit: I guess I will try the dungeon later on with a Sadi using lock dolls, a Feca and equipping a sac in lock equip that was originally meant for Shudoku and then I will see if it is actually any fun to play that dungeon
He-Who-Must-Not-Be-Named 27 March 2013 - 08:00
As someone who uses lesser used characters like Sadidas...

AW YEH.
WwhitekrowW 27 March 2013 - 07:36
w/ 400 % res, it makes it real slow killing for a normal burst damage team to get through this dungeon. The fact that you're encouraged to use Sadis, Iops, and Fecas (in revamp) seem like a strat changer in itself. However these aren't necessary just extremely useful by themselves.

Sadis - 2 block dolls nettled - would they gain lock? - Seems like a great method to lowering multiple striches at once - for getting through dungeon at incredibly quick pace.

Iops - Not only do they generally have high locks - but their air attacks allow their locks to go through the roof

Fecas (revamp) - People may stat lock to get near 250 (do to fecamaster giving 20% of lock into res) this as well as the raising lock through attacks as well as getting hit raises a fecas lock enables for more possibilities.

Foggers - Need I say anything?

Sadis and Fecas I believe miss out on a lot of dungeons do to burst damage dealers being so much more useful - Iops tend to be average high damage -verses the potential of sac and ecas. With these 3 being MVPs in this dungeon - strats evolving around them seem obvious.

Yes - Striches do not hit hard, but this can be fun and interactive verses just a beast everything w/ a cra run through - I have a feeling you're a Cra user from your complaint (correct me if I'm wrong)