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.
Let us know what you think!
- 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.
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%)
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%)
Its damages will lower
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%)
Its damages and cost will lower (5 AP). On a Tick turn it will have a chance to give 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%)
It now has 3 charges, 3 AP and the spell Frostbite with a range of 1-3.
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
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
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
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
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
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
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
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
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
Its AP cost is lowered to 4 and it will take 1 Control point. It now has 3 charges
Cost: 4 AP | Range: 1-3 | Area: Cross 3 | LoS: Yes | Boostable: Yes | Conditions: 1 Control
Damage: 3 - 30 | Effects: 3 charges
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
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
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
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
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
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
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
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 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
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
Most Xelors atm instantly plant a Dial and gain a 50 or 75% dmg bonus to attack with. After revamp, the only dmg increase comes from Time Crystallization and will require more spells to be used. Xelors will lose A LOT of their first turn damage now. They also need to spend 2ap to put a DIal down.
I assume no dial dmg bonus means no Initiative loss bonus from hour cells.
It's way too early to give accurate feedback until players get some clear numbers or better yet, actually test it.
Fix my HB! It's been almost 3 months!
As tri-element you likely have one spell in each branch at a usable level.
- Move into position and plant Dial, -2AP and some MP.
- Cast one spell from each element to build 3 levels of Time Crystallization (no idea amount of dmg boost)
- Gain some rollback Ap, store it spend it, whatever.
- Give allies in range AP with leftover MP.
- Cast those same three spells which now do different things. Gaining 3 more levels of TC.
- Do more stuff with your remaining ap and mp.
To me, this means it will take awhile before you actually do some real damage. Depending on the spells you choose to level, some could be wasted. You're not stealing ap from an UB to gain a dmg boost. It will also take a few turns before you hit the same dmg bonus Dial used to give you.
I just hope the added support functions like portals, AP manipulation, and raise make up for it. I doubt it. Will Xelor still be useful, sure, whatever.
Main question: Will time keeper trigger the acceleration state?
i would very much like to know the answer to this.
Second Lesser question: Will we be able to cast the dial in more than a straight line?
if so thats a big restriction.
on the general notes i have mixed feelings. i kinda hate that i cant use dust as it is now as a big aoe on tick turns means i cant really aoe on my first turn but thats just my personal opinion on dust. I do like the hand changes alot but another question are you switching the tick tock around because we will be doing lower initiative loss on tick turns and special abilities on tock*the ap loss turns* i dont know if this is a typo or maybe im just reading it wrong. on the other fire spells idk nerf to hydrand and burn i guess more the hydrand than the burn at least using burn now wont waste all my ap and i can use it on another low target enemy idk i can see the use i suppose.
On the specials im upset dial no longer gives damage and i need to know if it has cast restrictions. the issue with the damage like cynd has said before is we just dont really gain enough from the time crystal skill to make up for it at least in my opinion. i said it above but i like the mummy changes and will make it harder for me to pick what specials i would like. now rollback seems interesting to me and if im reading this correct ill get my ap i spent on my previous turn back... so if i have 15 ap i could get that back... i must surely be reading this wrong id like rollback explained a bit more if possible.
Overall im kinda alright with the changes just means i need to get an extra mp maybe... depends on the time keeper question. A general dislike though is the fact it seems they are pushing us to a tri element or multi-element builds which i suppose is ok but you shouldnt force a class to be good only if its multi element and though you said yes you can still be a single you make is sound like it would be a bad decision maybe im just reading to much into it.anyway ill wait and see the numbers for the changes im still hoping you didnt lower hands damage. *dreams of the imba fire xelor of old*
sorry for bad english :/