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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) Comment on the forum...
Lord Madgobb
Gynrei 11 July 2013 16:26

First let me apologize, there was indeed a translation mistake in the Devblog, about the Dial. "Its charges will also increase but it will no longer provide Damage bonus." should have been "Its charges will also increase but it will only provide a Damage bonus."

It makes me feel much better about the Xelors damage with some regular spells. The 50% dmg bonus goes a long way. This is good news.

Question:
Can you let us know if the old Combo of Hand + Aging still exists, and what can a Xelor do to increase the Initiative loss?

The Dial does not grant bonuses to initiative losses. Aging doesn't even say it functions like this at all anymore.
Ecstatic Whisperer
cyndiloo 11 July 2013 16:34
surely it does, they made it an aoe, to synergize with the aoe from fire branch and clock. And he repeatedly stated they were not going to remove aging when he was doing all the stuff in the other thread. I think it just will have dual purposes with this aiming and distortion stuff. If anything, aging supports multielement use more than any other spell in the game.

glad to hear we're getting the dial damage to stay. Now I'm starting to be hopeful. Our real problem with multielement usage is just being able to hybridize and keep damage high enough to matter. This should help with the problem as it will be possible to get 100 more damage than we have now and let us overcome resists.
Narcissistic Larva
AlejandroVent 11 July 2013 18:44
Thanks for answering some of my questions Troyle, I blushed a little, I've a new question tho

Will the Dial have a LoS?
Short Strich
AAA123xxx 11 July 2013 23:46
I dont understand the range nerf to punishment. 3-4 means that if you are standing on an hour cell, you can ONLY target 2 other hour cells (maximum). While it is great that it can now be cast out of the dial, 3-4 range destroys the mobility. If an enemy is more than 4 squares away, I have to use a weak temporal distortion OR use another elemental spell - something that not all of us have the liberty to do.

Can this range be changed or are the notes in here final? I would love to see a "modifiable range" added, or at least change the ranges boundaries: 2-6, 1-5, etc.

I appreciate what you're doing with trying to make this class a tri-elemental build, but you shouldn't be nerfing the solo-elemental builds just to force people into hybrids.
Ecstatic Whisperer
cyndiloo 12 July 2013 03:32
Maybe it means it can still be cast like it is in game but if you cast it off the dial it has a range of 3-4 or maybe it's a range of 3-4 from an hour cell? Seems really odd to be so restrictive.
Ugly Gobball
Jaice2010 12 July 2013 06:53
"Please, monsieur Troyle call me at least one class how can be good in hybryd multielement build at now???"

My fire eni is a great hybrid, even without the gear I want. kraken and what not. Fire/Water
Squited Arachnee
Zebulous 12 July 2013 07:54
Sure, they aren't getting rid of aging... There still is a spell called aging, I can't deny that. They have been talking about revamping the conditions, and the aging condition is what I am concerned about. Will the new aging spell still apply the old aging condition? Does aging trigger aiming and distortion simply so that the target won't have all three conditions at once?

Where, outside of time crystallization does the water branch have synergy with the fire branch? I mean just having one passive, and one air spell that synergyse will all elemental branches is a rather weak encouragement for multi element builds. "Hey! Look at me! I am tri elemental! I cast mostly water spells, but I use one fire spell till my passive fills up, and I constantly use this one air spell!"
Yeah, multi elemental, riiiight.
Tofurby on Diet
Rusoke 12 July 2013 08:45
My question is about tempus fugit. So if I'm reading this correctly, a player, other than a xelor can step on the time twist and move from the starting to ending cell? And if so, will the start and end cell of the time twist be arbitrary or selectable? Because otherwise it doesn't seem that moving from one time twist to another will do much if the start and end cells are adjacent to each other.
Overweighted Chafer
AoKishin 12 July 2013 09:58
Ah, being a xelor is still not viable i guess
Community Manager
[Troyle] 12 July 2013 10:56

(AlejandroVent @ 11 July 2013 18:44) *
Will the Dial have a LoS?

Yes it does require Line of Sight.


(Gynrei @ 11 July 2013 16:26) *
Can you let us know if the old Combo of Hand + Aging still exists, and what can a Xelor do to increase the Initiative loss?

The Dial does not grant bonuses to initiative losses. Aging doesn't even say it functions like this at all anymore.

Yes, Aging keeps its ability to damage the target if it loses Initiative on Tick turns or AP on Tock turns.


(Rusoke @ 12 July 2013 08:45) *
My question is about tempus fugit. So if I'm reading this correctly, a player, other than a xelor can step on the time twist and move from the starting to ending cell? And if so, will the start and end cell of the time twist be arbitrary or selectable? Because otherwise it doesn't seem that moving from one time twist to another will do much if the start and end cells are adjacent to each other.

Tempus Fugit has a range of 2-2. When casting it you will place a Time twist on your starting cell, and another one on the targeted destination. Anyone can then teleport from one cell to the other for one turn, providing that both of these are not already occupied by someone.
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