Browse forums
Ankama Trackers
MiiiiKy's guide to Earth/Water CC PvE Fogger (2020)
By MiiiiKy#4307 - MEMBER - July 10, 2020, 09:33:03

The Fogger was the first class in 2020 to receive a full revamp, many Fogger mains were hugely disappointed by the revamp, damage wise it was a nerf, this is undeniable, Foggers used to be way simpler and stronger but, in my opinion, also boring.. Just use Stasis and win, no need to use other elements anyway so most Foggers just focus on mono-element gears and spam Stasis all day, since the revamped Stasis became a state with drawbacks to it most Fogger mains disliked it but I actually find the class way more interesting and appealing now so I decided to make a guide to help anyone struggling with it!


Strength - 20 Melee Mastery; X Elemental Mastery
Agility - ALL Lock and Dodge
Fortune - 20 % Critical Hit; 20 % Block; X Rear Mastery
Major - 1 Action Points; 1 Movement Points and Damage; 1 % Damage Inflicted; 1 Elemental Resistance
X = Rest of points





- Flambé (3AP; 1-3 Range; Single-Target)


- Current (2AP; 1-2 Range; Single-Target; -10% criticals; 2 uses per target)
- Evaporation (4AP; 3-4 Range; Zone; Teleport to cell; 1 use per turn)
- Froth (4AP; 1-1 Range; Zone)
- Outpouring (3AP; 1-3 Range; Zone; Move closer 2 cells; 1 use per target)


- Pummel (5AP; 1-3 Range; Single-Target)
- Trampling (3AP; 1-3 Range; Single-Target; -3MP; 1 use per target)
- Bombardment (2AP; 1-2 Range; Single-Target; 3 uses per turn)
- Hammer Claw (4AP; 1-3 Range; Zone; Attracts 2 cells)
- Shebang (6AP, 1WP; 0 Range; Zone)


- Blockade (3AP, 1WP; 1-4 Range; Summons Blockade that protects allies within 3 cells from it)
- Microbots (1AP +1 per recast in same turn; 0-7 Range; Places Microbot that form Rails when connected)


- Energy Moderator (+20% Damage; Can't generate WP by killing Stasified enemies)
- Gear Amputation (Starts with Overheat and Overpressure at Lv2; Cannot be Removed; Cannot increase level)
- Heavy Duty Covering (-3 Max WP; +600% HP of Level)
- Wakfu Reactor (Starts with 2WP; -50 Elemental Resistance)
- Carnage (+15% Damage)
- Transportation Technology (+3 max Microbots Rail size; Max Microbot is now 6; -1MP)


- Why Dodge and Lock?
- Why Rear Mastery?
- Stasis State:
Because we are going with Energy Moderator, getting WP back from killing Stasified enemies isn't a thing in our build so Stasis should only be used if the enemy is weak against Fire or Air, the elements we ain't focusing on, if the enemy can be killed with Earth or Water, don't bother entering this state or just remove it, using WP spell in the Stasis state should also be calculated, like using Shebang in a group of at least 3 mobs
- Skills:
- Evaporated Backstaber
- Hammer Claw + Froth
- Back-up Blockade
- AP Efficient Microbots
- What's with the lonely Fire Spell, Flambé?
- Gear Amputation is OP, fight me!


Respond to this thread
Most of the stuff you added about the guide are oriented to level 125,lvl 20 to 100 players have little to about no use of those, be it because the passives, or because the high cust spells, with low benefits.Stasis is weaker in general when compared to being able to use the best of your other elements, because while you could had used 1 pw to get 10% damage increase,more 50 resistence, 2 pm, push or pull 2 cells,add tatical advantage with buffs or debuff,you spent 1 pw with stasis, to do the same thing you would do without it, while not adding tatical advantage.While some could sugest something about advantage of hiting the weakest resistence,you cust just do your best without the weakest resistent,improving your gameplay and your own element,and still keeping 1 pw,and without wasting the pw you would lose with the stasis transfomation.Talking about Overheat/pressure ,it's too clunky to be used all way around,the enemy can push/pull,or just not be there,and then you lose everything ,because hidden ,stealth mechanics and visual bugs, besides giving just close combat or distance combat doesn't really adds to elaborate gameplay.My conclusion,every spell need to be lowered 1 pa,or added more perks,so the players can use more spells per turn, the passives needs to be unlocked before level 100, so the new players can have a more solid option about the class,and the class need a more charming identity, because nor stasis, nor overpressure/heat are charming enough to atract new players.i liked when the rails custed 1 pa, when overheat and overpressure could've played more flexiblely,thou i welcomed armor spell, and how close combat got more attention, giving focused damage isn't the way,well,i wished that no matter the builds both buffs could have equal importance.The turrent doesn't need to be dealing damage,but it could at least not be pa wasting. Cannoneer,i don' think should have been even added,too much extra steps for something that gives straight benefits when also dismissing the class as whole.Cloth armor,not sure if adding the resistence that way is a constructive way of playing,probably not.Final argument,we need Pw!that's something that creates oportunity in gameplay, for attack,and to defend, starting with 0 pw is the same as saying kill me,there are monsters and players that can remove pw,so even if you starts with 3 pw due to passives, you would still be hungry at pw,what's more, there is a Dg lvl 50 called koko dungeon, i guess,that one of the challenges is keep your pw high every turn to gain acess to bonus battle, but it's impossible to for the steamer/fogger
A bit of advice, when trying to phrase your thoughts try to do it in a presentable way so there will be more incentive to read it, not trying to be condescending here just giving a real advice. It's a bit hard to take everything in consideration but I will try
1. About going full Zone, I discord, while this would make them more all-arounder with both Melee and Distance it would also be, with the pardon of the words, a pain in the a*s.. Most of the Zone spells, with exception of Froth and Shebang, have low AP/Damage ratio, specially the Fire Spells Fire Thrower and Blazing Fire and the Earth Spell Hammer Claw, on top of that there are Single Target spells that are very useful for damaging like Pummel, Current, Bombardment (Which you can easily build stacks if you are out of range) and even Flambé
2. Blockades aren't suppose to be used as a main thing, like I said, they are backups in case you see yourself in a bad situation so you shouldn't rely on them, it's true that the previous Blockades are better and that's why I understand the nerf, I mean, a Fogger could easily tank Dragon Pig without breaking a sweat so I get the nerf
3. Your WP should be taken in consideration and used sparely, the reason why my build only has one damaging spell with WP on it is because it's Shebang and the damage and AoE of that think is too good to pass up but for the most part, if a enemy can be killed using Earth or Water then don't bother going Stasis State, just kill them normally and save that for mobs that are weak against Air or Fire
4. Overheat and Overpressure ARE too clunky to be used efficiently, I agree, that's why we are picking Gear Amputation, now you have both at Lv2, no worry about distance or anything like that and, in this build in particular, the bonus Dodge from Overheat can be also used to freely move around mobs to get easy backstabs so it's a win-win
I get that old Fogger was stronger and simpler to use but the new Fogger is also pretty efficient himself, my build isn't the best for damage since Distance focus is still stronger since it's way easier to build Overheat than Overpressure but it's the build I liked and in the end the important thing is to have fun.
My Fogger isn't Lv200 yet and he is a full PvE build as do not intend on going PvP, will only bother myself with Sublimations by end-game, again, sorry that I can't help with that
And yes, previous Foggers were boring.. I wouldn't touch that class in any way shape or form before, not because they were bad but just because they weren't interesting.. I just hope Xelor, Osamoda and Masqueraider get the Fogger treatment and not the Feca treatment..
You can check the spell stat's description again, only in-game, whereby the turrets on rail or not? The range it target will result different.
Helmet: Stalahelmet - It has Single-Target but it's mostly for the %Block, it also has high mastery compared to all the other options too.
Cape: Blood Cape
Amulet: Hoodfella Amulet - You could also get the Claw Amulet but that one doesn't have %Crit.
Epaulettes: Paradoxal Eppaulettes
Breastplate: Armoretro
Belt : Unabelting
RingA: [Kel'Dwa] - I opted to keep using this one since it's a ring.
RingB: Sixtooth Ring
Boots: (Woobots) - It has more mastery overall than the Indestructible Boots and it gives AP instead extra MP.
WeaponA: Wooden Riktus Sword
WeaponB: Highly Armored Shield - Need to be crafted but it's a good shield, couldn't find a better one for Lv170 tho'..
[Relic] / (Epic)
I dont know if i should focus on damage, resistance, or both
Do you happen to have a guide that is up to date on where to level / gear?
I am solo player with two sidekicks which are mostly as meatshields due to low dmg they make. Is there good spot somewhere to farm items to make money while gaining decent xp with killing mobs & completing environmental quests?
Atm I have been sitting at Lower Slope because the env. quests have been great and quite speedy to complete. I gain decent xp but killing the Drhellers is harder and usually in groups of 1-3 at tops I kill them. I just don't know really what to kill and all guides I find tend to be heavily outdated (most likely) so can't trust those either.
For SideKick, either you don't use any single piece of gears, so that they can use their own default build fully, or if you have full set proper runed++ gears on them, then they can have satisfied performance.
However for people who only play fogger or have smaller teams, I can see how a change in fogger with more depth is appealing.
I was honestly lost on what to do with my fogger (came back after a long break) but I'll give it a try with your information in mind.
Good guide, thanks for the effort on presentability.
In specific he recommends Gear Amputation which really hurts the damage output of the Fogger in the long run compared to fully stacking your High Pressure or Overheating. Also Heavy Duty Covering is pretty bad. I replace it with Stasis Reservoir, which allows me to stack up WP until I have an extra 24-28% damage on turn 6 or 7.
Long story short I think this build is okay in some scenarios but I believe the true strength of Foggernaut is in it's gradually ramping up damage that allows it to be incredibly strong by the time you reach more than 6 turns.
Gear Amputation + Flaming Carapace.
Gear Amputation NOW was changed to always apply 2 stacks of Overheating and High Pressure at the start of your turn, while Flaming Carapace turns any High pressure stack converted into Overheating in stacks of flaming and a damage buff. With these two passives combine, EVERYTIME you wnd your turn next to an enemy, you will get flaming (and a generous damage of it) and +8% damage buff.
EDIT:
Nop can't really change anything. What I have currently are Heavy Duty Covering for extra HP, Cyclic Battery for 2 stacks of Overheat / High Pressure, Energy Moderator for the extra Dmg%, Carnage for the extra Dmg%
What I could do basically is to swap Carnage for Flaming Carapace.
EDIT2:
I actually tried this, Flaming Carapace deals so low damage it was no point of using it...
Perhaps, I havent touched much on the abilities since this seems to work. Every time I try to change something, things screw up and I drop damage so much there is just no point in doing it.
I'd really like the Flaming Carapace to be part of my build simply because it takes up to 3 turns to gain max 6 stacks of High Pressure if I dont miss my positioning.
But do you mean that I could swap Heavy Duty to Flaming Carapace? or Cyclic for Gear? Either one of those?
I kind of like the extra HP from Heavy Duty since it gives almost 1k extra hp, my fights arent fast usually.
Cyclist is just there to speed up to get my stacks, it's fricking annoying to try gain stacks 1 at a turn when the fight ends in 2 or 3 turns: you gain barely any use from the stacks.
RE-EDIT:
Alrighty I noticed that the Flaming actually needs the overheat stacks in order to deal damage what so ever, hence the 0 dmg with what i tried.
Sure for "weaker" and faster fights with carapace it could be useful because its easy 1k hit if enemy stays near, which they most of time time wont btw so its kind of waste. But the 6 stacks without carapace makes me tankier and stronger in the long run. So its all about how fast the fight is over if its any use at all.
You might want to rework / look through the guide. The latest changes to Fogger ruined a lot of things.