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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


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Comments (165)
Lord Madgobb
Gynrei 10 July 2013 21:53

(IYesWayI @ 10 July 2013 20:28) *
I really dont understand why many of these are interpreted as nerfs. A properly built Air/Fire xelor will now be more powerful then ever. Ankama is buffing a class that is already unmatched. They are going to be on the level of Month 1 Air Cras.

The aging spell states the tick tock turns will be modified. It now consumes the states Distortion and Aiming. Do you really have faith in Ankama not to nerf this powerful combo with Hand?

Xelors Punishment is minimum range of three. You can no longer hit a target in Lock range of the Xelor.

First turn is a reduction of 75% elemental dmg. Sure you can build up to 100% eventually, but you need to spend AP on other spells. Currently I dial up and destroy anything i want. I don't waste ap on sand glass when i could cast another punishment instead. Punishment is also two max per turn. Casting this 4 times a turn was common before. Hands initiative loss is lowered.

Ankama does what Ankama does. There are certainly some nice spells to use after revamp, but until I get to test them out, or Ankama gives me some numbers to play with, I'm skeptical.
Lazy Bow Meow
Quill-Pen 10 July 2013 21:55

(OM3GA-Z3R0 @ 10 July 2013 18:14) *

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 will no longer be destroyed if not on an Hour cell.

WOW such a huge nerf, Sinistro's were amazing crowd control support, actually they were my main spell next to Sandglass now they are literally useless.


Sinistro is the reason I play this class. :/
Eccentric Moogrr
lyricalglitchen 10 July 2013 22:01
We're fairly fragile as it is, and now you want to take away the damage from dial?!!! This sounds like a trainwreck,....just...NO....!!! I'm ok with most of the other changes, however making every spell be different on Tick or Tock, is probably going to be overcomplicated for most people and cause a lot of confusion overall....not to mention having to essentially relearn everything from scratch as nothing works remotely the same anymore. But please we beg you dont get rid of dials damage!!!
Narcissistic Larva
Satur0s 10 July 2013 22:41
Xelors can live!We - Foggers really need it !

Im speaking about revamp of course :c
Narcissistic Larva
Seekz-Two 10 July 2013 23:09
Good for the Xelors!


What about the Feca? I read something about releasing it on April... which was 2 month ago!
Lord Madgobb
Kikuihimonji 10 July 2013 23:31

(Troyle @ 10 July 2013 16:51) *

(MoshPitt @ 10 July 2013 16:27) *
Making a Xelor seems a lot more interesting now. I may have to move this up on my to do list.

Wish mummification had more clarification to it. After the 4 turns, does the mummified character die? Or if the character has been healed, will it only lose the 25% hp given to it? If its the latter, definitely game changing

Upon resurrection, you will give HP to the character equal to a percentage of the current Xelor's HP (the percentage increases with the level of the spell). For the next 4 turns, the character will loose 25% of the HP that was initially given to him.

After these 4 turns, the characters stays alive and no longer looses HP.
4 tuns of loosing 25% HP given is like 100% of HP given, right? Does it mean the character will not die but will have hmm... 1 HP?

Also

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 steps 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.



It sounds like Eliatrope thing to make such teleportating portals, no? Anyway if you plan to add it to xelor i think it should last permanently untill next Tempus Fugit is cast (aka last untill new ones are created). Maybe even make it so that first cast make only 1 Time Twist cell (at the starting cell) and that 2nd cast will create another (again at starting point, wich is now in different cell) after that the 3rd cast will remove the 1st Time Twist cell and place new one (at starting point of the 3rd cast) and so on. This will give a lot of fun for Xelor gameplay. It should definetly not vanish after 1 turn.
Squited Arachnee
Zebulous 11 July 2013 02:24
I can no longer remove hyperaction with wind spells? That was the only reason I was water/wind. Aging is the only wind spell that uses tick/tock now. Further, aging only combos with other wind spells, there are no water or fire spells that apply aiming or distortion. Wind becomes a solo element, and doesn't care if you use water or fire, or just wind. How on earth does this encourage multi element? There is one passive that cares if I use multiple elements during my turn, does that sound like enough reason to make a double or triple element build?
Teethless Sharkie
BbeforeA 11 July 2013 02:31
Water xelors are seriously complaining? Do you not understand how much of a buff you are getting? lol you noobs
Squited Arachnee
Zebulous 11 July 2013 02:43
Look at the entry about aging, It says that it consumes the aiming and distortion states to apply them directly. Has the spell been totally changed? It says its damage bonus during tick and tock turns has been modified... That sounds like the spell itself, when cast, and not the aging condition the spell currently applies to monsters. They do not state that it still applies the aging condition that lasts the rest of the turn. that condition is the only synergy aging, the entire wind branch, will have with the other two elemental branches.
Why didn't they say, "The bonus damage aging supplies for ap and initiative loss will be modified." As it is worded now, the new aging looks like an entirely different spell with new effects replacing the original.


So the only reasons a xelor will have for summoning a dial are... to spend 1mp to teleport a limited distance, and to cast punishment? Nothing mentioned that the dial will still increase ap removal and iniative loss while the xelor is standing on it. Even if it still does, that only works every other turn, unless you use Desynchronization. The things they aren't mentioning are more alarming than the things they actually say!
Ecstatic Whisperer
cyndiloo 11 July 2013 03:24
I believe that aging will still function for initiative and ap removal but it can also be used as a trigger for aiming and distortion states. I also believe the dial though it won't add damage will still work to increase initiative or ap loss depending on tick or tock turns. We will build up to a potential damage that is higher than the dial currently, but only 50 percent higher than any cell or 25 percent higher than the bright cell and it'll take several turn to climb that high and a stun turn will erase it all much like hygiene.

Also for those worried about hyperaction, it's going to work completely differently with this patch, you won't need to remove as much b/c the target will drop like 100 hyperaction each turn, it's actually based on their ap total, but that's being changed enough to where it won't be necessary to spend as much time removing the hyperaction as currently.

We've been following along with this revamp discussion for a while, so some of this is expected or was proposed though there have been some changes here at the end or things we hoped wouldn't be included after our complaints like nerfed damage on this or that, turn limits, etc. You can catch up on the xelor section of the forums with where things had been headed before they removed the link to the build specifics and gave us this dev blog with their intentions.
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