The healing class of WAKFU, the Eniripsa, get its turn on the revamp table! Today we give you more details about the planned changes, to establish an early dialogue with you and ensure that they are as close as possible to your expectations.
Discover now the proposed changes for this class and we are looking forward to read any feedback that you will share with us, so that we can send them to Grou!
- Hygiene Levels: Its use will remain the same but the state will have up to 200 levels, with a maximum increase of healing that will remain at +100%. To compensate for this, overall, all levels of application will be increased. Finally, note that spells will offer the same level of Hygiene, being level 0 or level 200, and critical or not. For example, Healing Word will always give +3 levels of Hygiene. The Water branch did not undergo profound changes, but an adjustment of values.
- Unnatural Remedies, Propagator*and Air branch: For each Air spell used, the Eniripsa increment a state (a gauge) of "Propagator*" up to 50 levels (similar to Hygiene with Water spells). Before casting an Air spell , this gauge will lose levels for each "Unleashed" state created by the Eniripsa, with the help of using Unnatural Remedies (which will no longer apply Zombification). If the gauge is empty, the Air spell will no longer enforce the state that it is linked to. To summarize, the more you will use Air spells, the more you will apply more states related to them. The purpose of the revamp of the Air branch is to remove the hazards of this branch, avoiding the problem related to the rise of the Infection state that is applied on the enemy, which can then be lost and therefore remove too powerful state (Sleepy, Madness), which are systematically blocked by Bosses and not very playable in PvP for their difficulty of application.
- Fire Branch: These spells will no longer give more levels of Hygiene.This change was made to let the particularity of Hygiene to be linked to Water just like Marks are with Fire. The range and cost of the Fire branch have been reviewed to transform it into a more malleable branch all together.
- Controllable Coney: The Coney is now directly under your command!
Healing WordHealing will increase, as well as the levels of Hygiene offered , which will be 3 (instead of 2).
Cost: 3 AP | Range: 0-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage (Lvl 1 - lvl 100 - lvl 200): 3 - 38 - 73 | Effects: +3 Hygiene
Invigorating WordHealing will be increased, as well as the levels of Hygiene offered , which will be 4 (instead of 2). Rebounds will only take away
Cost: 4 AP 1 MP | Range: 0-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: Needs a target. 2/turn
Damage: 5 - 56 - 107 | Effects: 1 Rebound of -15 %, +4 Hygiene
Revitalizing WordHealing will be lowered, but the levels of Hygiene offered will increase to 5 (instead of 3).
Cost: 5AP | Range: 0-3 | Area: Circle 1 | LoS: Yes | Boostable: No | Conditions: None
Damage: 5 - 58 - 111 | Effects: +5 Hygiene
Renewing WordIts cost will drop to 1 AP (instead of 2) and its range will increase to 0-6 (instead of 0-5). Consequently, healing will be scaled down and it will provide 1 level of Hygiene.
Cost: 1AP | Range: 0-6 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 1 - 10 - 19 | Effects: +1 Hygiene
Fortifying WordIt will only be cast 2 times per turn maximum. As a result, levels of Hygiene offered will be 4 (instead of 2).
Cost: 4 AP 1 WP | Range: 0-3 | Area: Point | LoS: No | Boostable: Yes | Conditions: 2/turn
Damage: 6 - 72 - 138 | Effects: +4 Hygiene
Fear FlaskWill add +2 levels of Propagator* (+3 in CC).
Cost: 3AP | Range: 1-2 | Area: Point | LoS: Yes | Boostable: No | Conditions: Cast in line
Damage: 3 - 35 - 67 | Effects: If triggered: Consumes 5 levels of Propagator and push by 1 cell / +2 Propagator
Psykosis FlaskIts damage will be lowered and its cost halved (1 AP & 1 MP instead of 2 AP & 2 MP). It will only therefore use 2 MP at least to cast it. If released by Unnatural Remedies, it will consume 5 levels of Propagator* to apply the Psykosis state inflicting up to
Cost: 1 AP 1 MP | Range: 1-5 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 2/target
Damage: 2 - 31 - 60 | Effects: If triggered: Consumes 5 levels of Propagator and applies Psykosis / +0 Propagator
Psykosis: lvl 1 - 200: -0% (max -80%) damage (1 weakness maximum)
Pain FlaskIts damage will be increased. It will add
Cost: 2AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 2 - 28 - 54 | Effects: If triggered: consumes 15 levels of Propagator and applies Link of Pain / +1 Propagator
Link of Pain: lvl 1 - 200: Deals 0% (max 100%) of the damage received by single target attacks to cells in contact
Infected FlaskIts damage will be increased and the cost will drop to 5 AP (instead of 6). It will add 4 levels of Propagator*
Cost: 5AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 6 - 77 - 148 | Effects: If triggered: consumes 10 levels of Propagator and applies Gangrene / +4 Propagator
Gangrene: lvl 1 - 200: Deals 1 HP Damage (max 12) per AP spent
Lethargy FlaskWill add +3 levels of Propagator*
Cost: 4 AP 1 WP | Range: 1-4 | Area: Cross 1 | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 6 - 69 - 132 | Effects: If triggered: consumes 30 levels of Propagator and applies Lethargy / +3 Propagator
Lethargy: lvl 1 - 200: 0% chance to inflict -1 AP (max 200%) per AP spent, increases cost of spells by 1
Sadist MarkWe will also add 1 MP to the cost of 3 AP, its range will be increased to 2-5 (instead of 1-2), and it will only be possible to cast 2 per target. As for its damage, it will be increased. This Mark, once placed on an enemy or a summon, will heal the killer of the target up to
Cost: 3 AP 1 MP | Range: 2-5 | Area: Point | LoS: Yes | Boostable: No | Conditions: 2/target
Damage: 4 - 59 - 114 | Effects: If enemy: place Sadist Mark
Sadist Mark: lvl 0 - 100: Heals the killer on the target by 0 to 100 HP maximum (usable on summons)
Traid MarkIts cost will be increased to 4 AP (instead of 3) and its range to 0-2 (instead of 1-3). Its damage will increase accordingly. This Mark, placed on an enemy, will at its maximum level , give 1 to 2 WP, up to 100% chance, to the killer of the target. The player will then be able to regain a maximum of 3 WP.
Cost: 4AP | Range: 0-2 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 4 - 59 - 114 | Effects: If enemy: place Traid Mark
Traid Mark: lvl 0 - 100: gives 0 - 100% chance to regain 1 to 2 WP, max 3 times per player
Hammle MarkIts cost will be increased to 5 PA (instead of 4 AP & 1 MP), and its range will increase to 2-6 (instead of 1-2). Its damage will be lowered. This Mark, placed on an enemy, once at its maximum level, up to 100% of maximum MP to the killer of the target.
Cost: 5AP | Range: 2-6 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 5 - 64 - 123 | Effects: If enemy: place Hammle Mark
Hammle Mark: lvl 0 - 100: gives back 0 - 100% of the max MP
Refund MarkIts range will be decreased to 0-2 but the damage will be increased. This Mark, placed on an enemy, will at its maximum level, give back to the killer of the target, up to 100% of the AP used to defeat the opponent. However, this does not work if it is the Refund Mark who kills the opponent.
Cost: 6AP | Range: 0-2 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: Doesn't have Ecaflip's Paw
Damage: 6 - 95 - 184 | Effects: If enemy: place Refund Mark
Refund Mark: lvl 0 - 100: gives back 0 - 100% of the AP spent to kill the monster (doesn't work if Refund Mark kills the enemy)
Its cost will be decreased to 2 AP (instead of 3 AP & 1 WP) and its range will be increased to 2-4 (instead of 1-3). Its cast will no longer be limited to 1 per target. Its damage will be cut in half. This Mark, placed on an enemy target will revive the target under the command of the one who has killed it. At minimum level the monster will suffer a damage penalty of -60%, but at maximum level receive a bonus of +40% damage.
Cost: 2 AP | Range: 2-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: Doesn't have Ecaflip's Paw, doesn't have Magical Control
Damage: 2 - 26 - 50 | Effects: If enemy: place Rebirth Mark
Rebirth Mark: lvl 0 - 100: Resurrects the target controled by the one who killed it, the target suffers -60 - -40% damage
Unnatural RemediesIts cost will be increased (2 AP and 0 WP at maximum level). It will no longer apply Zombification and can be only cast on an Eniripsa only. From now on, Unnatural Remedies will change the Water spells into damage spells. It will offer up to +30% damage bonus to Fire, Water and Air. it will change the Fire spells into healing spells and the Water spells into damage spells, offering +30% damage to Fire, Water and Air and will release the next used Air spell (consuming Propagator* levels to apply the Air spell state). The modification of this mechanic is linked to the problem posed by the Zombification , just like it has been done for every state having issues, we modify its functionality to avoid having to limit them on bosses and avoid PvP abuse.
Cost: lvl 0: 2 AP 1 MP / lvl max: 2 AP | Range: lvl 0: 0 / lvl max: 0
Effects: lvl 0: Change water spells to damage spells, change fire spells to heal spells, triggers the next air spell, +3% Damage, +3% Heal / lvl max: Change water spells to damage spells, change fire spells to heal spells, triggers the next air spell, +30% Damage, +30% Heal
TranscendenceIt will heal based on level x 0.2 Chromatic HP. This spell will always switch the target to a different plane, the Eniripsa will be able to cast it on an ally, allowing the target to become un-targetable, as well as: not being able to tackle or be tackled, no longer taking damage, to consume all of his AP and to no longer block line of sight. Warning, this spell can not be used on a Pandawa who is carrying. It will only be cast once per fight, at the start of round.
Cost: lvl 0: 5 AP 1 WP / lvl max: 1 WP | Range: lvl 0: 0 / lvl max: 0-9 (no LoS) | Conditions: Cannot be cast on a Pandawa carrying someone, 1/fight, must be used at the beginning of the turn
Effects: lvl 0: Transcendent, Heal (lvl of the Eni*0.2) chromatic HP / lvl max: Transcendent, Heal (lvl of the Eni*0.2) chromatic HP
Transcendent: Cannot be targeted, cannot lock or be locked, cannot take damage, doesn't block line of sight, cannot cast spells. Lasts 1 turn
ConeyIts cost will be in AP. Its range will be lowered for the first levels, but will be increased at maximum level. It will have up to
Cost: lvl 0: 5AP / lvl max: 2AP | Range: lvl 0: 1 / lvl max: 1-4
Effects: lvl 0: HP 10%, MP 1, AP 3 / lvl max: HP 20%, MP 4, AP 3, Damage of the Eni 100%
Coney: Is now controled by the player and can lock. Its spells have the same level of the Eniripsa. Healing Murmurs (3AP, Range 2): Chromatic heal of 1 - 19 (max level), +2 Hygiene, reduces AoE damage by 50% (max once per Coney). Has 100% of the Eniripsa's masteries.
Cost: lvl 0: 4 AP 2 MP / lvl max: 1 AP | Range: lvl 0: 0-1 / lvl max: 0-5
Effects: At the beginning of his turn, the Eniripsa loses 2AP and heals the target of 0.28 HP (Chromatic) per level of the Eniripsa. The Eniripsa cannot be healed by his own Regeneration, but he can cast the spell on himself to cancel the state currently applied to another target.
Cost: lvl 0: 5 AP / lvl max: 2 AP / Range: lvl 0: 0-1 / lvl max: 0-4
Effects: lvl 0: Removes the effects from the target, applies In Recovery lvl 1 to a KO target, the ally comes back to life with 1 HP / lvl max: Removes the effects from the target, applies In Recovery lvl 10 to a KO target, the ally comes back to life with 1 HP
In Recovery: Stays until the ends of the fight, cannot be removed. lvl 1: -100% damage, -100% resists, -2AP / lvl 10: -0% damage, -0% resists, -2 AP
AbsorptionIts effects will become: Absorption Aura up to 10% damage. The Eniripsa is healed up to 10% of the healing spells cast by others. The Eniripsa will lose the Absorption state and instead receive Heal Drain. This modification will be made to limit the tanking aspect of the Eniripsa and refocus it on its support position.
Effects lvl 1: Absorption Aura of 0% damage, the Eni is healed of 1% of the entire heals cast by others / lvl max: Absorption Aura of 10% damage, the Eni is healed of 10% of the entire heals cast by others
Expert HealerThis passive specialty will not change.
Effects: lvl 1: +2% Heals / lvl max: +40% Heals
Massacuring MarkIts damage and heal will reach up to 0.5 Fire damage x monster level (instead of 20% of the maximum HP). It will also provide up to +20% Fire damage to the Eniripsa.
Effects: lvl 1: Upon death of a marked enemy: 0,1*lvl of the monster Fire Damage on the enemies in contact. 0,1*lvl of the monster Fire Heal on the allies in contact, Eni: +1% fire Damage (max 100%) / lvl max: Upon death of a marked enemy: 0,5*lvl of the monster Fire Damage on the enemies in contact. 0,5*lvl of the monster Fire Heal on the allies in contact, Eni: +20% fire Damage (max 100%)
ConstitutionWill always provide up to +10% maximum of HP on the Eniripsa, but also on allies (instead of +15%).
Effects: lvl 1: +1% max HP on self, +0% on allies / lvl max: +10% HP on self, +10% on allies
Master Propagator*This passive will replace Heal Drain. It will provide to Air spells a 100% chance to gain 1 additional level of Propagator*. At mid level, it will also increase your Air damage (up to +2%) per Propagator level.
Effects: lvl 1: Air spells have 5% chance to add +1 Propagator / lvl max: Air spells have 100% chance to add +1 Propagator, +2% Air damage per level of Propagator
*Localized words subject to change.
If you have any questions, we will try to answer them to the best of our abilites.
Do not hesitate to give us all the feedback you feel necessary. We will sum up the most relevant and most shared feeedback and give them to the team for review.
Addition of August 26th (spells costs and damage)
Revit - This does not need a lower base damage.
Renew - I like this being 1AP
Fort - This should have +5 Hygiene to take into account the MP cost.
I like the increased range to keep an Eni safe from harm.
Triad - only a 1WP return per target? I hope that's a mistake.
It has potential to be an interesting support mechanic for a team.
Unnatural Remedies - This sounds like a nice way to increase our specialty options.
Transcendence - Sounds useless. But it's hard to tell because i don't understand if it allows the target to attack.
Coney - No idea how effective it will be, but controllable is pure WIN!
Absorption - I won't be leveling this anymore. Staying within range of allies to give them the aura is too tough. Heal Drain is only effective with others healers.
Constitution - More HP is better, less HP is bad.
Mass Propagator - Sounds interesting. I like the state staying on the Eni instead of enemies. Spending 2AP to activate these states is costly. They better be good. Wasting Ap to trigger a state that isn't 100% to succeed sounds horrible.
Basically, the only thing that still hurts me is zombification removal. I have no idea how should we deal with self-healing monsters now. For example, Chillberg mobs. The battles are already quite long here, and without zombification it is going to take x2 longer. How about to rethink monsters' healing behaviors then, uh? At least lower their healing spells' value, please.
Also, enis won't be able to heal allies and damage enemies at the same time? Cast zombi on an enemy close to an ally who needs healing, cast revitalizing word.. That's how I lived all the time. Healer and decent DD. Was a lot of fun to me. If it will be no longer possible, then I'm very very sad.
Fire branch definitely needed a boost, and seems you've failed it once again. I've been always thinking that fire and air enis are very interesting and have a good potential and I was hoping for the revamp which is supposed to make them a bit more powerful. But seems they will remain still underpowered and not worthy. No one would want to bring a fire or air eni to the group, if they need a real healer. Even more: now basic team setup for high-lvl PvE is a tank/map controller, few DD's and 1-2 healers. There's just no room for something as helpless as fire/air enis being now. I'm sorry for saying that, but that's true so far.
Don't sure if I got it correctly: Absorption and Heal Drain now are the same passive, and the last one will remove Absorption when eni is healed? Or what? Uh please enlighten me.
Conclusion: this revamp is quite boring and still can be considered as nerf. Enis become weaker at many points and gain nothing as a compensation.
I really do not agree with the range changes to the spells of the fire branch. I have been playing fire eni since lvl 1, now lvl 117....and I really see more nerfs here than a revamp. If you gave us the ability to heal ourselves, well that may very well compensate for the rest. You attempted to compensate for the AP cost increases by giving us better range on each spell, but range was a never a problem for us. I'm not sure what you are aiming to "fix" with this revamp.
I al so do not see anything concerning fixed or modifiable ranges on the fire changes....and how dos adding an AP and taking away a MP on hammle mark justify a decrease in damage? Something with this revamp of fire is just not right, you missed the MARK again.
You had the opportunity to really make fire a dynamic class. You could have focused on the marks being instant buffs on allies, and giving effects on death of enemies.
I also feel like Hammle mark will not be used like this. 5AP for even lower damage?
Regeneration should cost WP, or Fire Eni's will have nothing that needs WP, leaving their Traid Mark fairly useless (except for support purposes). I like the new Massacuring effect, but the range of Fire spells makes it hard for Eni's to actually use this for themselves. Still, I like they will have less of a tank & frontline. And its nice that pure Fire Eni's can heal themselves.
A Chromatic healing spell for Regenration isn't that bad either. It could be with charges and triggered when a player attacks it. But it could also be like former Osa attack Gobball Steak, buffing and healing players stepping on it. Shape it like a potion for role play purposes. Would it be too bold to ask for an AP buff? Eni could do it in Dofus.... its not that far-fetched to gain action/energy from a potion, either. *just finished his Red Bull*
EDIT: I'm just looking at Fire Eni's just now, but I agree with was said a few posts above here. The effects of marks aren't good enough to be allowed in groups over water eni's. What if you make the marks pulse? Every mark fully triggers when the target dies, but while it's still alive you give the Eni an XX% chance get a partly buf
Sadist Mark could have a XX% chance to give some HP to eni,
Hammle has XX% chance to give MP
Traid XX% for WP from Traid,
Refund XX% chance for AP
XX% chance -%dmg to monster and +%dmg to Eni from Rebirth marked monsters?
I think i like most of the changes, but still think transcendence on allies making them immune to damage at the cost of their ability to do anything is a bit op, and you will be revisiting this down the road. It also doesn't really add anything to the game. It's too much of a cheat to be able to put an invulnerable state on people and it will cause problems.
I think I like propagator but it sounds to me like at max level propagation it'll give plus 100 air damage, but then you'll constantly be trading in part of your air damage to apply an effect. That effect is also going to cost you 2 ap to be able to apply it, so you're losing damage to apply the state in both your air damage percentage and in your amount of offensive casts being reduced by 2 ap. This will have the eni going up and down in damage as it applies states and losing power for the next turn until it's built back up as well.