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mask PVE viable?

By blackpropower - MEMBER - November 06, 2019, 03:47:47

Hi everyone, im a returning masq player, i've been afk from the game for quite a while and lately i've been coming back and i have no idea how the balancement is rn but i have the feeling that masq is still underpowered as when i left, so when i joined back i still had my old ST melee build for pvp mainly tough realizing im garbage at it for now i wanted to go on for PVE but  i have really no idea if its any good and if i should keep going air water st and melee or if i should do something else like fire/water with aoe and some other stuff, any tips you're willing to give is a huge help. also yes if you're wondering im still very nooby on this game even after all this time.

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Mask is viable on PvE at all levels.
Now, it loses it's edge on late game (level 185/200) in comparison to other classes but it is still viable. On those levels it's not a pick for high stasis dungeon running tho.
On lower levels it's not only viable but very powerful as well.

As for builds, it depends mostly on your playstyle. I use ST/Melee from 140 and above, but that's mostly a personal choice. I know people that went full melee or even brutality, and worked very well. Going for more specialization allows you to ditch higher damage. It's just mobs tends to not be as easy to AoE on endgame content as it is early on, making fire branch less appealing.

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yhea i can see why in endgame where positioning can be crucial the red branch might not seem optimal, i just liked the looks of the spells and the aoe rly but i guess it's true, so then i suppose i should just keep going with my st melee build, thanks for the suggestion buddy! appreciated

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Yes, mask is very viable. I focus to SiM/Melee on 200 and work very good in PvE. 

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I'm not a masq main, nor have i played the class extensively but ive ran a lot of content with Masq players and heard about others
From what ive seen, (and because you specifically wanna know about AoE), AoE masq excels at lower level content, dishing out some seriourly high Dps for any other DD's at its level, it naturally struggles with some mobs that have a higher fire res, as most of its good AoEs are in the fire tree, but that doesnt mean the damage output is any less impressive

As Rori said its going to be higher level content that you might see the issue, Masq does not scale very well when it comes to output when compared to other classes like Iop, Sacrier, Sram,etc
Its ability to heal, while handy, isnt too needed, as classes like Eni and Sadida will be gods of support at this point, making it less useful.

Brutality masq will have a very nice output, the issue is a lot of content at lv200 frowns on AoE and makes it a lot harder to pull off, some examples being Badgeroxxor forcing you to AoE but only in backstab, Softboiled Dreggons giving other dreggons resist if you AoE them, and Dreggon warriors straight up nuking you if your AoE wont kill it in 1 turn, Dormor Dungeon mobs will revive if you dont kill them in certain ways, Warhogs can only die when no one is near it, while balrog requires 2 people in CC

ST Masq isn't much better off, whilst it wont suffer when it comes to getting the backstab kills or even at all with mobs, it suffers much more with Boss's as most of its higher DPS output will require moving the boss, which is something you rarely ever want to do, with few exceptions

Im going off on a tangent, but to conclude:
Is AoE or ST Masq viable? Absoloutly, but you will need to work a lot harder with it than you would for other DD's
AoE or ST masq? Purely personal preference, both are viable, but if you plan on doing ALS i highly encourage you to do Brutality AoE

There might be a few people who discourage you for not being "meta", ignore them, build diversity and personal enjoyment is far more important, and better players wont care
 

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It's not that masq doesn't scale very well. It's that other classes have more stable final damage increase or/and higher spell base damage. Masq edge always was the 400 melee mastery gained from its passive -  a big bump to cover up it's pretty meh base damage. With new enchantment system that bumped all people's damage way up, the 400 damage masq gain is even less notorious, which was already dependent on being ultra-specialized to ditch damage (st/melee or bruta, even backstab).
To stack up big hits, you use a lot of tricks like fluctuation, burst of wakfu, renewal and a lot of other things. All to keep up with other endgame DDs. And by that you are much less efficient, using a lot of mp, needing to be close by and whatsoever. I don't see it as needing to move boss a lot - I've never had this trouble on endgame at least. The trouble I see is that mask is way too frail on endgame. It is potentially two targets on masq due to double while double doesn't benefit from half of the masq's buffs, making masq lose another bit of its edge. Not even getting to the point that -100 resist became completely wasted with enu around.

To defend masq on endgame: it is very versatile, saving stuff with positioning, covering up lack of heals and having thick bursts that allow nuking some pesky mobs. But it's just not as effective as other DD classes due to its nature of jack-of-all-trades. It allows you to save people from a bunch of situations, but an Iop or fog will always ditch out higher damage.
As we both mentioned, AoE has several issues on lategame, even more on melee. Sum up with psycho's -50 resist and double's innate fragility and you get to die pretty quickly. But it is still viable.

Just to reinforce that this is only on endgame. As mentioned, Masq under level 170 is a true powerhouse, even more with Brutality AoE. On level 125 it peaks up a lot due to the upgrade of artful dodger passive, making it easily overpower other DDs due to the 300 extra mastery (that can be doubled with brutality).
 

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Exxo-Turn|2019-11-07 03:21:36
It's not that masq doesn't scale very well. It's that other classes have more stable final damage increase or/and higher spell base damage. Masq edge always was the 400 melee mastery gained from its passive -  a big bump to cover up it's pretty meh base damage. With new enchantment system that bumped all people's damage way up, the 400 damage masq gain is even less notorious, which was already dependent on being ultra-specialized to ditch damage (st/melee or bruta, even backstab).
To stack up big hits, you use a lot of tricks like fluctuation, burst of wakfu, renewal and a lot of other things. All to keep up with other endgame DDs. And by that you are much less efficient, using a lot of mp, needing to be close by and whatsoever. I don't see it as needing to move boss a lot - I've never had this trouble on endgame at least. The trouble I see is that mask is way too frail on endgame. It is potentially two targets on masq due to double while double doesn't benefit from half of the masq's buffs, making masq lose another bit of its edge. Not even getting to the point that -100 resist became completely wasted with enu around.

To defend masq on endgame: it is very versatile, saving stuff with positioning, covering up lack of heals and having thick bursts that allow nuking some pesky mobs. But it's just not as effective as other DD classes due to its nature of jack-of-all-trades. It allows you to save people from a bunch of situations, but an Iop or fog will always ditch out higher damage.
As we both mentioned, AoE has several issues on lategame, even more on melee. Sum up with psycho's -50 resist and double's innate fragility and you get to die pretty quickly. But it is still viable.

Just to reinforce that this is only on endgame. As mentioned, Masq under level 170 is a true powerhouse, even more with Brutality AoE. On level 125 it peaks up a lot due to the upgrade of artful dodger passive, making it easily overpower other DDs due to the 300 extra mastery (that can be doubled with brutality).
 


Glad to see some other mask who got it all figured out, despite all what it lacks the class has a great game-play & I will soon be reaching 150 which will give ma great boost
Thanks for mentioning again the tricks needed to play the mask correctly, since I hadn't played for a year or little bit more (y)

as of those who care, since level 60 I switched from AoE to Single Target + Melee + Back Stab + CC
That's the Quadrpule combo I've been going on till now (143) and it has worked way good vs all strong classes;

Feels sad that after finally reaching 150 that stuff will get tough for my favorite class,
But if you like the gameplay, you will be in same level as others, you'll certainly guys need to do much more effort (use your minds, you aren't a iop biggrin)
 
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Exxo-Turn|2019-11-07 04:21:36
It's not that masq doesn't scale very well. It's that other classes have more stable final damage increase or/and higher spell base damage.

That's the thing - our sources of final damage are less straightforward than casting on ourselves a spell, or moving a bit. However, from what I've read throughout this topic, it looks like the no crit, renewal-focused gameplay is pretty much the only one mentioned; I'd recommend trying the complete opposite, a full crit rate gameplay that disregards this passive and completely changes the role your double plays. Although to put that build through its paces, you'll have an aggressive and risky gameplay for your original, with on the contrary a double acting as a support mainly used for positioning.

By this, I mean running a 60% crit rate build by default, topped by the classic mask instead of psycho (raises to 80%), combined to the classy masq passive that'll get you to 100%. Going this way means you're heavily reliant on your double to keep your buff up, however it already offers a new source of final damages: your double's crits will keep buffing allies around him, including the original. And since the double always plays right after you, you can also start running a passive often unused - catch me if you can. Once more as you need your double up to keep the buffs running, you won't be inclined to leave it in harm's way; so you can go ahead and grab a stack of catch me, while your double gets you away. In short, the key word here would be synergy: while exposing your original (and sometimes allies) to grab stacks of catch me, your double jumps in to get you away, building in the meantime stacks of both classy masq passive & classic mask.

Keeping the classic mask on your original does spread stacks as well for a team effort, however the max limit remains 20% whichever source cast it; so if you're confident in your double's buffing, you can find another source of final damages for a more selfish gameplay by simply summoning the double while wearing the classic mask, then switch to your psycho mask. One spell slot is lost but you reap the damage benefits from both masks.

In the end, running a similar build nets you 15 (if unlucky) to 20% final damages along 20% crit rate, additional effects on some spells (although as of now I don't really feel like they offer anything interesting anymore besides scherzo, it was a different story with the former collision damage on classablanca) and a slow build-up of catch me, for up to 30% final damages. As well as the mask master mainstay, and the option to get your original back to the psycho mask (you'll focus on the offensive exclusively with it anyway).

I'm not saying it's any better than the renewal build, but if you're used to it and want to try something new, give this one a go - maybe you'll like it? At least I do for PvE gameplay, really enjoy it, and definitely remains steadfast in saying my masq is my main character.
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Yeah, I used it a while on level 200 and it's my pick of choice for levels 140-185. I reccommend it, altho I don't use the 20% crit passive cause it needs buildup / double alive. As I often ressurect, buff goes away. I used it when it buffed casablanca damage over the top, but no more colision damage for us.

It's viable, fun and buffs the heck out of everyone.

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