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Ankama Trackers

Update 1.73

By [Ankama]WAKFU - ADMINISTRATOR - September 21, 2021, 12:45:00
AnkaTracker Announcements

1. Demonic Pacts

 
A devblog article describing the changes to demonic pacts is available at the following address: Devblog: Improving Demonic Pacts.
 
  • A notification is now displayed when attempting an extraction without an active pact.
  • When a character loses a fight they initiated against another character with an active pact, the former is transported to the demonic prison. To get out, they must mine 50 krakottes or defeat the prison guard.
    This change reduces the effectiveness of anti-gaming techniques.
  • Characters with an active pact and an empty Pact inventory now have a separate pact visual from the others in order to limit "pointless" attacks that provide no rewards.
  • Interaction durations during extraction phases have changed to expose characters performing an extraction for longer:
    • Starting an Altar convocation: 10 → 20 seconds
    • Activation time after convocation: 2 → 4 minutes
    • Break after extraction phase: 10 → 30 minutes
    • Interaction time to extract: 10 → 20 seconds
  • The pact activation time is now 10 seconds instead of 30.
    This change reduces the duration of the phase during which characters can approach an extraction altar without being attacked.
  • In pact fights between players, characters now earn MP bonuses and resistance penalties from one turn to the next to prevent fights from dragging on.
  • Items that cannot be used when a pact is active now indicate this in the Conditions tab.
  • Swords representing pact fights now have the same order as the teams indicated when hovering over them. They also use nation appearances.
  • Resources obtained through Cap'n Atcha no longer go into the pact inventory.
  • Added an error message explaining you cannot use a Drago-Express when a pact is active.
  • An explanatory book for demonic pacts is available at pact statues.
  • Attacks between characters are now possible in the following areas:
    • Hall of the Wa's Castle
    • Hall of Wagnar's Castle
    • Mineral Tower Entrance
    • Nogord Wungleezared's Lair - Present
  • The pact icon displayed above characters is now displayed at the same depth as the character. Thus, when a character is hiding behind a scenery element, their pact icon will also be hidden.
  • Recall potions may now be used with an active pact.
  • Aggression fights will be properly locked out by default if the defender has the option enabled.
  • Heroes added during the extraction interaction no longer unlock their experience.
 

2. Dimensional Rifts

 
A devblog article describing the changes to dimensional rifts is available at the following address: Devblog: New Rifts and Legendary Artifacts
 
  • Two new dimensional rifts are available:
    • Amakna Rift (110–125)
    • Osamosa Rift (200–215)
 
Exclusive sublimations can be obtained in these two rifts:
 
 
  • Amakna Rift:
    • Reinvigoration
      • -10% Heals performed
      • 8% of heals performed on allies are given back to the state bearer
      • Max. level: 4
    • Technical Critical
      • The first critical hit in the turn inflicts 12% additional damage
      • The following ones inflict 6% less damage
      • Max. level: 2
    • Precaution
      • When ending turn with less than 50% HP:
        • Heals: 10% of missing HP
      • Max. level: 4
    • Abandon
      • At the start of the fight, if secondary masteries are ≤ 0:
        • 1 RA and 1 max WP
      • Max. level: 6
  • Osamosa Rift:
    • ​​Offensive Block
      • When performing a block on a direct enemy attack:
        • 4% damage inflicted (1 turn)
        • -10% Block (1 turn)
      • Max. level: 2
    • Tactical Critical
      • 6% critical damage inflicted if the target has > 50% HP
      • -6% critical damage inflicted if the target has ≤ 50% HP
      • Max. level: 4
    • Neutrality
      • At the start of the fight, if secondary masteries are ≤ 0:
        • 16% damage inflicted
      • Max. level: 4
    • Pretension
      • At the start of the fight, if secondary masteries are ≤ 0:
        • 10% Block
      • Max. level: 6
  • The loot and experience bonus per wave defeated in classic rifts is now 8 (up from 6).
  • The loot and experience bonus per wave defeated in ultimate rifts is now 18 (up from 12).
  • Every five waves, two legendary artifacts (four in an ultimate rift) are offered in place of classic artifacts.
    These artifacts are more powerful than classic ones, so they may have a big impact on combat and gameplay as a whole.
    Our goal is to add more surprises and key decision branches, thus making rifts more replayable.
  • Experience gained in rifts will no longer be penalized if the monster team's level total is higher than that of the team that defeated them.
  • Experience gained in rifts now counts all defeated monsters (and not just those in the first wave).
 

3. Battlefields

 
A devblog article describing the changes to battlefields is available at the following address: Devblog: Changes to Battlefields.
 
  • The frequency of battlefields has decreased; there are now two battlefields per week:
    • Pandora server: every Saturday at 10:00 a.m., then at 10:00 p.m. (Paris time)
    • Rubilax server: every Saturday at 04:00 a.m., then at 04:00 p.m. (Paris time)
 
  • Battlefields are now selected in a deterministic and cyclical fashion (80 → 110 → 140 → 170 → 200 → 215 → 215).
  • To allow for massive battles, the maximum number of participants in a battlefield is now 120 versus 120 (up from 40 versus 40).
  • Heroes can now be used in battlefields.
  • The maximum size of teams in battlefields is now 4 characters (up from 3).
  • The "permadeath" type (if defeated, you can't participate in the battlefield again) has been removed.
  • Battlefield fights now last 60 minutes (up from 45).
  • To compensate for the reduced frequency of battlefields, you'll earn four times as many Glory Orbs and Merit Points.
  • Characters' Merit is being reset with the release of Update 1.73.
    The current amounts are no longer representative due to numerous deals made between players.
  • Battlefields are now selected on Mondays at 01:00 a.m. (Paris time). The week's battlefields are displayed in their interface (opened using Ctrl+B).
  • In pact fights between players, characters now earn MP bonuses and resistance penalties from one turn to the next to prevent fights from dragging on.
  • Items retrieved from within a battlefield now disregard pact status (they go into the normal inventory and don't receive the loot bonus).
 

4. Interface

 
  • To enhance allies' capacity to join fights, when a character tries to join a team that is limited to the group, the team leader now gets a notification informing them of this, and if the leader allows it, the character requesting to join will immediately enter the fight.
  • Guild information notifications now use the new notification system.
    Some notifications were incorrectly sent twice; this problem has been fixed.
  • Taking a screenshot lets you click the created file's name in the chat window to open the folder rather than display the full path.
  • Enchantment bonuses are correctly displayed in an item's tooltip when the item has no stats (e.g., nation rings).
  • The recycling preview is correctly displayed in an item's tooltip when the item is in an inventory that is separate from the main inventory.
  • Heroes' relic auras don't remain displayed in empty space after a fight.
  • It is now possible to open the news from the login interface by clicking the images.
  • Added a separator between "Sold" and "Unsold" when they are on the same line in the marketplace interface.
  • Fixed several cases of desynchronization between an item's description (especially under equipment) and its actual state when going from bags to equipment and vice versa (for example, when it was used at the same time in an enchantment workshop).
  • The pet customization tutorial has been updated to cover pet skins.
  • Clicks no longer pass through the pact inventory interface.
  • The tooltip no longer appears on the XP button in the pact inventory if there are no stored experience points.
  • Kama amounts in the trade interface are now displayed with the thousands separator. A change in the amount traded can now be validated with a button or with the Enter key.
  • Improved the system showing the average price when an item is deposited in the marketplace, so that it is not possible to start entering a price before the average price is displayed.
  • Tokens are now sorted by decreasing level and then decreasing creation order in the quest inventory.
  • An option to hide relic auras has been added. It is possible to hide other characters' auras only, or all auras without distinction.
  • Fixed a bug that caused certain summons to persist at the end of fights.
  • Removing a hero from the group will correctly remove them from characters with an active temporary inventory. If there is no longer a temporary inventory after removal, the interface will close.
  • Fixed a bug that prevented heroes from correctly appearing in the group search when they were added or removed.
  • Set tooltips will no longer display a translation key if a set has no description.
 

5. Combat

  • Aggression fights will be properly locked out by default if the defender has the option enabled.
  • A player can no longer join a locked fight after leaving the fight initiator's group.
 

6. Classes

6.1. Ecaflip

 
  • Tarot
    • Tarot is now a natural Ecaflip mechanic (from level 6)
    • The Croquette and Meowtyrdom cards are not present in natural Tarot
  • Craps
    • Can now only be cast in a straight line
    • Damage has increased
  • Positive Fleeflees
    • The state can be applied up to level 200 max.
    • The state gives 0.3% Critical Hit per level
  • Fleahopper
    • Now limited to 4 uses per turn
  • Fleeflee
    • Now limited to 2 uses per turn
  • Battle
    • Is now 4 AP 1 WP
    • Spell damage has increased
    • No longer maximizes next damage
    • 50% of applying God Ecaflip, 50% of applying God Ouginak
    • The Battle tarot cards can be stacked with the rest of the Ecaflip's tarot (including God Ecaflip and God Ouginak)
    • Now limited to 1 use per turn
  • Three Cards
    • ​​​​​​​No longer removes resistance
    • Inflicts damage only on enemies in the area of effect
    • On allies in the area of effect, randomly applies one of the following bonuses: 1 RA, 1 MP, 50 Elemental Resistance (1 turn)
    • Now limited to 2 uses per turn
  • Double or Quits
    • ​​​​​​​1 AP, 1 WP, 1 to 2 RA (non-modifiable)
    • Previous effects removed
    • Cast on an enemy: -100 Elemental Resistance for 1 turn (outside of the Ecaflip's turn)
    • Cast on self: 30% damage inflicted and 1 MP for 1 turn (for the Ecaflip's next turn)
    • 2 uses per turn, 1 use per target
  • New spell: Clubs
    • ​​​​​​​2 AP, 1 WP, 1 to 3 RA
    • Cast on an ally:
      • 20% Critical Hit (2 turns)
      • 2 MP (2 turns)
      • Pushes adjacent targets by 3 cells
    • Cast on an enemy:
      • Consumes the Ecaflip's Lucky Day: Applies -4 Elemental Resistance per level of Lucky Day
      • 3 turns to recast
  • Roll Again
    • Is automatically unlocked at the start of the fight (3rd spell bar)
  • New spell: Life Token
    • Unlocked at level 45
    • 2 AP, 1 to 4 RA (non-modifiable)
    • Applies 20% Heals received on the target (1 turn)
    • The Ecaflip is healed by 10% of the heals received by the target
    • 2 uses per turn, 1 use per target
  • Passive: Ecaflip's Tarot
    • Adds the Croquette and Meowtyrdom cards to the Ecaflip's tarot
    • Drawing a positive card gives 25% damage inflicted
    • Drawing a negative card gives 75 Elemental Resistance and 1 MP
 

6.2. Eliotrope

General

  • Many effect and spell descriptions have improved.
  • Spell text boxes should be more spaced out, legible, and understandable.
  • Several spells have been reworked so as to have a more consistent and varied kit. In particular, the Calm – Support role has improved.
  • Limits on the number of uses per target or turn have been added to spells. This is an essential change so that characters will be forced to use several options and therefore required to adapt and make different decisions more often.
  • Since the Portal and Exaltation spells can be seen as mandatory, they have been added to the third spell bar at the start of fights. In addition, new non-elemental spells have been created.
  • Passives have been reworked to match the new passive model:
  • Several new passives (between 15 and 20, depending on the class).
  • Passives are aimed at changing the direction, the way of playing the character.
  • Passives have only one level and are unlocked up to level 100.
  • Passives no longer vary the effects of optional spells.
 
  • Natural mechanic: Calm
    • No longer gives resistance
    • No longer regenerates WP when the Eliotrope suffers damaged
    • The Eliotrope regenerates 3 WP at the end of the turn, only if they started their turn in calm mode
 
  • Natural mechanic: Exalted
    • No longer removes resistance
    • Damage inflicted if the WP are > 0 is now 30%
    • Regenerates 2 WP if a portal is destroyed
 
  • Natural mechanic: Mobile Warrior
    • The Eliotrope can convert 2 Range into 1 MP (max 1) at the start of the fight
 

Elemental Spells

No Eliotrope spells have modifiable range. As such, the list of changes doesn't specify this spell constraint.
 

WATER

  • Wakmeha
    • The effect in exalted mode is now:
      • Exalted: Damage penetrates Armor, then the value is inflicted on the target's Armor
    • Now limited to 2 uses per target
 
  • Pulsation
    • Now limited to 4 uses per turn, 2 uses per target
    • Increased damage
 
  • Flood
    • Increased damage in exalted mode
    • Now limited to 3 uses per turn
 
  • Whirlwind
    • The spell's previous effects have been removed
    • Can only be cast on a portal
    • Calm: pushes around the portal
    • Exalted: damage around the portal
 
  • Barrier is now Cataclysm
    • The AP cost is now 5
    • No longer deploys a protective barrier
    • No longer gives Armor when activated
    • Can no longer cast effects on the next turn when the Eliotrope is carried at the start of the turn
    • Reduced damage relative to AP cost (but the AP–damage ratio is similar)
    • When the spell is cast, the Eliotrope can no longer go through a portal until the end of their turn

EARTH

  • Ardent Aegis
    • The spell's previous effects have been removed
    • 5 AP, 3 to 5 RA, straight-line casting
    • 135 Earth damage
    • Places the most distant portal on the target
    • 2 uses per turn, 1 use per target
 
  • Cataclysm is now Tremblor
    • 4 AP, 0 RA (non-modifiable)
    • Earth damage around the Eliotrope
    • At the start of the next turn, damage is replicated around the Eliotrope
    • (Damage is indirect and may be critical)
    • 2 uses per turn
 
  • Clash
    • Now limited to 2 uses per turn
 
  • Hiding
    • The spell no longer steals health in exalted mode
    • The spell steals health when it doesn't go through a portal
    • When the spell goes through a portal, damage is increased
    • Now limited to 2 uses per turn, 1 use per target
 

AIR

  • Torrential Flux
    • Max. spell range is now 3 (in a straight line)
    • The Wakfu Trail glyph can stack instead of being replaced
    • Now limited to 2 uses per turn
 
  • Siphon
    • Now has 1 to 4 RA (in a straight line)
    • Removed the spell's previous effects
    • Calm: Pushes the target 1 cell
    • Exalted: Damage on the target
    • 3 uses per turn, 2 uses per target
 
  • Ethereal Burst
    • Is now 3 AP
    • Armor removal has been removed
    • Incurable applied is now 4
    • Now limited to 2 uses per turn, 1 use per target
 
  • Tempest
    • The spell's previous effects in exalted mode have been removed
    • When this spell is cast on a portal:
    • Damage is replicated on all the Eliotrope's other portals
    • The portals are destroyed
    • Damage from this spell can harm the caster
    • 2 uses per turn
 
  • Unleashed Blade
    • Max. range has increased to 3
    • When the spell is not cast on a portal, damage is increased
 

Non-Elemental Spells

  • Portal
    • Is automatically unlocked at the start of the fight
    • No longer requires control
 
  • Exaltation
    • Is automatically unlocked at the start of the fight
    • AP cost reduced by 1
 
  • Prevention
    • The effect on an ally has been removed
    • The effect on an Eliotrope is now that applied to an ally (protection from being KO'd)
 
  • New spell: Centric Point
    • Unlocked at level 3
    • 2 AP, 1 to 4 RA (no line of sight)
    • Can only be cast on a portal
    • Attracts aligned fighters by 2 cells in a 5-cell cross
    • Destroys the targeted portal
    • 2 uses per turn
 
  • New spell: Wakfu Shield
    • Unlocked at level 15
    • 2 WP, 1 to 4 RA
    • Applies 6% of target's max HP in Armor
    • If the spell is cast through a portal: The applied Armor value is increased by 50%
    • 2 uses per turn, 1 use per target
 
  • Prevention
    • Requires being Calm to be cast
 
  • New spell: Barrier
    • Unlocked at level 90
    • 2 AP, 1 WP, 1 to 3 RA
    • Can only be cast on a portal
    • Deploys a barrier (2-cell circle glyph): -20% damage inflicted for allies standing on a barrier
    • 1 use per turn

Passives

All passives' previous effects have been removed.
 

  • Resilience
    • At start of the Eliotrope's turn:
      • The Eliotrope inflicts 20% additional damage on enemies that were in close combat
 
  • Medium
    • When casting a linear spell, if a portal is between the caster and the target:
      • 20% damage inflicted by the spell
    • The spell must not go through a portal
 
  • Trapster
    • When inflicting damage from behind, one time per target and per turn:
      • Damage is increased 50%
      • The target gains 100 rear resistance until the Eliotrope's next turn
 
  • Fury
    • If current HP < 65%:
      • +2 AP, -75 resistance
 
  • Transitory
    • When an ally (or Eliotrope) uses a portal, once per turn:
      • Heals 10% of the entity's HP
 
  • Effervescence
    • Calm:
      • +100 resistance, -10% damage inflicted
    • Exalted:
      • +20% damage inflicted, -50 resistance
 
  • Celestial Portal
    • 20% damage inflicted by a spell passing through a portal
    • -10% damage inflicted in close combat
 
  • Portal Disciple
    • 10% indirect damage
    • When an enemy target starts their turn on a portal:
      • -2 MP
      • 50 Light damage (level 200)
 
  • Interstellar
    • The Eliotrope can only use the portal spell once per turn
    • 25% damage inflicted by a spell passing through a portal
 
  • Reminiscence
    • When an entity travels through one of the Eliotrope's team's portals, it can't go through a portal again for 1 turn
    • Every three moves, the Eliotrope regains 1 WP
 
  • White Dimension
    • Per target's portal in close combat:
      • 10% damage inflicted on this target
      • Portals can only be summoned next to an entity
 
  • Trepidation
    • 200% of level as Berserk Mastery
    • -25 Force of Will
 
  • Spacetime
    • Portals last 2 turns
    • Portals costs 1 AP less
 
  • Porta(i)l
    • Limited to two portals
    • Spells that go through portals give a health steal (30% of damage inflicted)
 
  • Final Shield
    • 2 max WP
    • -15% close-combat damage suffered
    • -15% damage inflicted
 
  • Novice Sword
    • 2 max WP
    • 15% damage from behind
    • -1 Range for all the Eliotrope's spells
 

6.3. Feca

  • Avalanche
    • Is now 2 per turn, 1 per target
 
  • Pacification
    • The Pacified state correctly sets damage inflicted to 30%: It is no longer possible to alter the state bearer's damage inflicted as long as the state is present.
 
  • Glyphs
    • The Feca's offensive glyphs are limited to 5 triggers per turn.
 

6.4. Huppermage

  • Resonance
    • Range is now 1 to 2, in a straight line, non-modifiable
    • Fire damage has increased
    • When a Rune is possessed, fire damage is reducible.
 

6.5. Iop

  • Iop's Wrath
    • Now limited to 2 uses per turn
 
  • Devastate
    • Now limited to 2 uses per turn
 
  • Jabs
    • Jabs Combo no longer inflicts damage in area of effect around the target
    • Jabs Combo steals 150% of damage inflicted
 

6.6. Ouginak

  • Bone-Breaker
    • The applied Bleeding and Fracture values are doubled
    • Bleeding and Fracture can only be triggered once on a target
    • Now limited to 3 uses per turn, 1 use per target
 
  • Pugnacity
    • The damage value has increased
 
  • Appeasement
    • The spell can now be cast on an ally (the spell's range is now 2 instead of 0)
    • The cooldown period has decreased to 3 turns
 
  • Canine Art
    • Regenerates 6% of missing HP and 4 Fury each time a canine glyph or poison is triggered
 

6.7. Pandawa

Pandawas can now run in combat when carrying their barrel or a fighter (for real, this time).
 
  • Barrelhop
    • Now limited to 1 use every 2 turns
 

6.8. Rogue

  • The Explobomb passive no longer removes too high a bonus value after two turns (in cases where the maximum bonus was reached).
  • The Explobomb passive no longer disappears after a single turn when the bonus is applied with Dynamite, for example.
 

Changes to Spells

The values shown are at level 200.
 

  • Bombs
    • The Rogue's bombs are unlocked at the start of the fight (3rd spell bar)
 
  • New Fire spell: Sticky Bomb
    • 2 AP, 1 WP, 1 to 4 RA
    • Applies a sticky bomb state
    • When the target dies or three turns go by:
      • Fire damage: 92 (around the target in a 2-cell circle)
    • 1 use per turn
 
  • New Earth spell: Encumbering Shot
    • 5 AP, 1 to 3 RA, straight-line casting
    • 135 Earth damage
    • Connection: Adds Single-Target Mastery to Area Mastery
    • 2 uses per turn, 1 use per target
 
  • New Air spell: Obliteration
    • 6 AP, 1 RA, non-modifiable
    • 162 Air damage in a 3-cell vertical straight line (damage is only inflicted on enemies)
    • Entities targeted by the spell are teleported 2 cells farther
    • 1 use per turn
 
  • Blunderbuss
    • Connection is now:
      • Adds Area Mastery to Single-Target Mastery
 
  • Smoke Bombs
    • Removed previous effects (barrier and immunity to bomb damage)
    • Cast on an ally:
      • -10% ranged damage received
      • No longer blocks line of sight
    • Cast on an enemy:
      • -10% ranged damage inflicted
      • No longer blocks line of sight
 

6.9. Sacrier

General

  • Many effect and spell descriptions have improved.
  • Several spells have been reworked so as to have a more consistent and varied kit.
  • Limits on the number of uses per target or turn have been added to spells. This is an essential change so that characters will be forced to use several options and therefore required to adapt and make different decisions more often.
  • Since the Bold Punishment and Bloodthirsty Punishment spells can be seen as mandatory, they have been added to the third spell bar at the start of fights. In addition, new non-elemental spells have been created.
  • Passives have been reworked to match the new passive model:
    • Several new passives (between 15 and 20, depending on the class).
    • Passives are aimed at changing the direction, the way of playing the character.
    • Passives have only one level and are unlocked up to level 100.
    • Passives no longer vary the effects of optional spells.
 
  • Natural mechanic: Angrrr
    • Renamed Fury.
 
  • Natural mechanic: WP Regeneration
    • Our intention was to encourage Sacriers to expose themselves.
    • Spells that require WP are mostly movement spells (for oneself and targets). Thus, the damage and tanking roles interact better with the class's positioning side.
    • A damage "burst" spell also requires WP to reward good positioning.
    • WP generation is 2 WP per turn where the Sacrier lost HP due to an attack by an enemy.
    • This condition is also met if the Sacrier lost 20% of their HP (damage suffered from allied attacks or backfiring damage).

Elemental Spells

The values shown are at level 200.

FIRE

  • Blood Rush
    • 3 AP, 1 RA (non-modifiable)
    • 99 Fire damage
    • Flame Return: 33
    • 3 uses per turn
 
  • Bloodthirsty Fury
    • 2 AP, 1 to 3 RA (straight-line casting)
    • 58 Fire damage
    • Health Steal: 100% of damage inflicted
    • 2 uses per target
 
  • Burning Blood
    • 4 AP, 0 RA (non-modifiable)
    • 135 Fire damage adjacent to the caster
    • The caster loses 10% of their max HP
    • 2 uses per turn
 
  • Cage of Blood
    • No longer steals health
    • Applies 4 levels of Incurable (penalty of -40% heals received)
    • The spell's range is now modifiable
 
  • Punishment
    • 3 WP, 1 RA (non-modifiable)
    • If the caster doesn't have 100 Fury:
      • Sets the caster's HP to 20%
    • 230 184 Fire damage
    • 2 turns to recast
 

EARTH

  • Rocky Foot
    • The Armor gain no longer varies based on missing HP
    • The fixed Armor gain has increased
    • Now limited to 3 uses per turn
 
  • Sacrier's Fist
    • The spell's range is now 1 to 4 (non-modifiable)
 
  • Insanity
    • The cost is now 2 AP, 1 WP
    • Damage has decreased accordingly
    • Now limited to 2 uses per turn
 
  • Colonnades
    • Range is now 0 to 2 (non-modifiable)
    • The spell requires a target to be cast on
    • Now limited to 2 uses per turn
 
  • Smasher
    • No longer costs WP
    • The fixed Armor gain has been removed
    • The Armor gain based on missing HP has increased
    • Now limited to 2 uses per turn, 1 use per target
 

AIR

  • Rippling Tattoo has been renamed Aversion
    • 4 AP, 1 to 3 RA
    • 100 Air damage
    • If the target is stabilized: 150 Air damage instead
    • 2 uses per target
 
  • Motion Sickness
    • Can only be cast on the Sacrier
    • Applies "Motion Sickness" (2 turns)
    • -1 Range to movement spells
    • Moving an enemy inflicts 31 Air damage on it
    • Moving the Sacrier gives them 3% of current HP in Armor
    • Now takes 3 turns to recast
 
  • Assault
    • The spell's cost is now 1 AP, 1 WP
    • Damage has decreased accordingly
 
  • Spiritual Tempest
    • The spell's AP cost is now 3
    • No longer switches places in relation to the center
    • Pushes around the center
    • Damage and range have increased
    • Minimum range is now 2
 
  • Light Speed
    • The spell's AP cost is now 4
    • Damage has decreased accordingly, but increased proportionally to the spell's cost
    • The spell's cost no longer decreases if the Sacrier has Motion Sickness
    • The spell's animation is faster if more than 4 targets are in the spell's area of effect
    • Now limited to 2 uses per turn
 

Non-Elemental Spells

  • Attraction
    • The spell's cost is now 2 WP
    • The spell's range is now 2 to 7 (non-modifiable)
 
  • Sacrifice
    • The spell's AP cost is now 3
    • Sacrifice now applies a 50 Elemental Resistance bonus to allies
    • Range is now 0 to 2 (modifiable)
 
  • Transposition
    • The spell's cost is now 1 AP, 1 WP
    • The spell's range is now 2 to 6 (modifiable)
 
  • Sanguine Armor
    • The spell's range is now 0 to 1 (non-modifiable)
    • Can be cast on an ally
 
  • Bold Punishment
    • Is automatically unlocked at the start of the fight
    • The spell's AP cost is now 1
 
  • Bloodthirsty Punishment
    • Is automatically unlocked at the start of the fight
    • The spell's AP cost is now 1
    • The spell applies a 15% damage inflicted penalty
 
  • New spell: Gash
    • 1 AP, 0 to 6 RA (no line of sight)
    • Can be cast only on a non-enemy target
    • Neutral damage: 10% of the caster's current HP
    • The target gains 25% damage inflicted for the next spell
    • 2 uses per turn
 
  • New spell: Burning
    • 4 AP, 0 RA (non-modifiable)
    • Applies a large amount of Flaming (damage around the Sacrier at the start of their next turn)
    • If the Sacrier doesn't hit anyone, they suffer the damage of Flaming themself
    • 2 turns to recharge

Passives

All passives' previous effects have been removed.

  • Wrath
    • 5% damage inflicted in close combat
    • 1% close-combat damage inflicted per 4 Fury points
    • -1 max MP
 
  • Tattooed Blood
    • 600% of level as HP
    • 20% Block
    • -1 Range
 
  • Wakfu Veins
    • At the end of the turn, if the Sacrier has ≤ 75% of their HP:
    • Restores 1 WP
 
  • Mobility
    • 2 MP
    • 10% ranged damage suffered
 
  • Blood Pact
    • 800% of level as HP
    • -10% damage inflicted as Berserk
 
  • Libation
    • 5% damage inflicted
    • 1% damage inflicted per 5 Fury points
    • -15% max HP
 
  • Transcendence
    • At the start of the fight:
      • Adds Distance Mastery to Melee Mastery
      • Adds Melee Mastery to Distance Mastery
 
  • Blood Trail
    • Per Fury point below 50:
    • 6% of level as Lock
    • Per Fury point above 50:
    • 6% of level as Dodge
 
  • Smasher
    • 25% damage inflicted on a target that has more %HP than the Sacrier
    • -15% otherwise
 
  • Clinging to Life
    • If the Sacrier has < 20% current HP:
      • 3 AP, -2 MP (1 turn)
 
  • Blood Flow
    • Generates 1 WP per enemy targeted by a spell during the turn (max 3)
    • -60% Armor received
 
  • Dangerous Game
    • If the Sacrier has < 35% current HP:
      • 100% Heals received
    • If the Sacrier has ≥ 35% current HP:
      • -75% Heals received
 
  • Vision
    • If the Sacrier has < 65% current HP:
      • -1 Range
    • If the Sacrier has ≥ 65% current HP:
      • +2 Range
 
  • Burning Armor
    • 70% Armor received
    • -2 max WP
 
  • Wakfu Pact
    • 3 max WP
    • -15% damage inflicted
 
  • Sacrier's Heart
    • At the start of the fight:
      • 250% of level as Melee Mastery
      • Current WP are halved
 
  • Executor
    • If the target has ≥ 50% current HP:
      • The Sacrier inflicts -15% damage on it
    • If the target has < 50% current HP:
      • The Sacrier inflicts +25% damage on it
 
  • Pillar
    • Per adjacent enemy to the Sacrier at the end of the turn:
      • Heals 10% of missing HP
      • 30 Elemental Resistance (1 turn)
      • -2 max MP
 

Sacrier Temple (Brakmar)

It is possible to pray to the goddess Sacrier in Brakmar to choose a "multi-arm" visual.

  • Gradual Multi-Arm (standard):
    • Two arms below 50% HP
    • Four arms with 100 Angrrr
 
  • Permanent Multi-Arm:
    • Four arms for the whole fight, regardless of the Sacrier's HP value
 
  • Disabled Multi-Arm
    • No arms are added in the fight, regardless of the Sacrier's HP value
 

 6.10. Sadida

  • The Ultra-Powerful is limited to 1 per Sadida in pact or outlaw PvP combat.
 

6.11. Sram

  • Punishment
    • The spell's range is now 1 (min) to 1 (max) (non-modifiable)
    • Damage inflicted is now single-target instead of being adjacent to the Sram
    • Applies Incurable and Crumbly in addition to Punishment
 
  • Execution
    • Damage inflicted is now in a 1-cell cross instead of being single-target
    • Now limited to 1 use per turn
 
  • Perfidious Attack
    • Now limited to 3 uses per turn
    • Per-target usage limit has been removed
 
  • Forceful Blow
    • Now limited to 2 uses per turn
 
  • Assassination
    • If a target dies after being hit by a trap, the bonus is now:
      • 20% damage inflicted (1 turn)
      • 2 AP (1 turn)
      • Regains 1 WP
 

6.12. Foggernaut

  • Charring
    • Damage has increased
    • Now limited to 3 uses per turn, 2 uses per target
 
  • Flambé
    • Now limited to 3 uses per turn
 
  • Evaporation
    • Cast on oneself, the spell restores 3 AP
 
  • Shebang
    • Now limited to 2 uses per turn
 
  • Microbot
    • Can be cast on an entity
 
  • Turret
    • Reduces ranged damage suffered by 80% if it is on a Microbot
 
  • Stasis Reservoir
    • Also increases Stasis damage by 3% per current WP
 

6.13. Xelor

Changes to Spells

  •  Clock
    • The spell's previous effects have been removed
    • 5 AP, 1 to 2 RA (in a straight line)
    • Inflicts 125 Water damage at the start of the target's turn
    • Every 12 WP regained, the spell's effects are doubled
    • 2 uses per turn, 1 use per target
 
  • Underhand
    • The spell's range is now 2 to 4 (in a straight line, non-modifiable)
    • The spell can no longer be cast on the caster
    • The spell teleports the target two cells farther
    • (Switches places if the cell is occupied)
    • 2 uses per turn, 1 use per target
 
  • Paradox
    • The straight-line casting condition has been removed
 

Changes to Passives

  • Dial Master
    • The passive's previous effects have been removed
    • The current hour only advances if the Xelor is located on an hour cell
    • The Dial's cooldown period is now 2 turns
 
  • Portent
    • A 10% ranged damage inflicted bonus has been added
 
  • Combat Mage
    • A 50 Elemental Resistance bonus has been added
 
  • Course of Time
    • The passive now works with Temporal Twists, as well as with Against the Clock
    • Targets no longer need AP to be targeted by the passive's effect
    • When the Xelor causes 3 position switches, they regain 1 WP
    • Course of Time is limited to 3 AP removal attempts on the same target within the same turn
 
  • Shriveling
    • A 10% indirect damage bonus has been added
 
  • Counterclockwise
    • The problem with the current hour returning to the 11th hour in reverse has been fixed
 

6.14. Masqueraider

  • With a classic mask, the Masqueraider can no longer be locked if they are adjacent to a single KO'd enemy.
  • Several spell icons have improved.
  • Dry Cough has been renamed Sign. 
    The name is more consistent with the animation, as well as with the spell icon.
  • Fixed several bugs that prevented the Masked Spirit from accessing masks on the 3rd spell bar

 
  • Erosion
    • The damage inflicted penalty has increased to -25%
    • The resistance removal effect is now in the Psychopath Mask; it replaces this mask's damage inflicted bonus if the passive is selected
 

7. Items

  • The Levitation Run no longer makes the character completely invisible; it now leaves a small halo behind them.
    This change makes it easier to target characters who use this run in demonic pacts.
  • Mentorship resources (Cutting of the Hours, etc.) can now be recycled.
  • Mentorship resources can no longer trigger Cap'n Atcha.
  • Harvesting a cutting or seed from a mentorship resource destroys the resource.
  • Recipes (Handyman) for making Walls (Lawge, Little, etc.) have been added.
  • The Twit-Twoo Purse item has been renamed "Pile of Books".
  • It is possible to make a "Small Pile of Books" and a "Big Pile of Books" using a quest item, obtained in the Undieworld (Handyman profession).
  • The Undieworld riddle log has been added to the dungeon machine.
  • The old Black Widow Miniature has been added to the Arachnee dungeon machine.
  • The Seismic Coat can be obtained in the mythical and legendary rarities from Agony.
  • The Turquoise Dofus no longer removes too high a bonus value after two turns (in cases where the maximum bonus was reached).
  • Flaming Return I now applies only 50% of level as Flaming instead of 100% (in the rare version).
  • The (old) Loot Potion is correctly removed after two hours.
  • The Stupefaction I and III sublimations can no longer be obtained from the Ancient Egg. It provides the Moon Scales I and III sublimations, as expected.
  • Dragoturkeys and Dragominus have a movement speed of 50%.
  • Resources have been added to the mentor machine in Astrub. In addition, all mentorship resources have a 100% chance of planting in Haven Bags.
  • The Elemental Resistance bonuses of the Defender sets have decreased by about 30%.
 

8. World

  • Moon Island monsters have consistent difficulty icon visuals.
  • Astrub Skeleton family monsters have consistent difficulty icon visuals.
  • Added a Right Wood Lathe to the Justice Cave to make the Right Stool.
 

9. Monsters

  • Gobbalrogs are disembodied at the end of the player's turn who delivers the final blow to Magmog.
  • The Ken'Koko dominant monster no longer has a KO gauge.
  • Arachnee Venom now has a small aura of poison.
  • When entering Phase 2, Solkrupt correctly changes players' HP to 1 even if they are being carried (Karcham or Cat Tree).
 

10. Quests

The quest to get the Rikiki Wand has improved:

  • It is possible to get clues from the Monk Island clan master, as well as in the secret room.
  • It is possible to get books to be placed on the slabs of the secret room to simulate entities' presence.
  • Sounds in the secret room have improved.

These changes are intended to give players the ability to complete the quest and get the Rikiki Wand without help from other players.
 

  • The "Beyond the Door" quest can no longer be obtained if all the objectives of the "An Enormous Door..." quest weren't validated.
 

11. Dungeons

  • Effects in the Crabstacean dungeon at Stasis 31 and 41 are more stable, and their behavior is more consistent. In addition, a visual has been added for the previous turn's positions.
  • Fixed a bug that made it possible to avoid level adjustment during Ultimate Boss fights.
  • The fight against the Great Wild Gobball has changed:
    • The area of effect around the transformation totems is visible, as well as various states displaying the mechanics.
    • The area of effect around the transformation totems is triggered at the start of the turn or when entering the area.
    • Transformation totems are summoned at a certain distance from at least one player character, rather than randomly across the entire battlefield.
    • The Boss regains its immunity at the end of the turn and not at the start; this creates the possibility of exploiting sources of indirect damage on it.
    • The Gobball Spirit Transformation removes the Boss's immunity if the state bearer ends their turn next to the Boss.
 

12. Miscellaneous

Several missing sounds in the game have been added:

  • The sound for several NPCs' dialogues and animations that were silent has been added.
  • The sound for several monsters and spells that were silent has been added.
  • Sound effects have been added at certain points in some cinematics.
  • Opening the display windows in a Haven Bag while moving should no longer lead to an empty interface in some cases.
  • Fixed an out-of-sync inventory visual when items were equipped from a dead character.
  • Enchantments that consume more than a whole pile of shards are correctly displayed in the chat.
  • Fixed a bug that could cause various interaction problems during particular movements (for example, the Tainela rift altar from the rift's entrance).
  • Fixed a compatibility issue with Mac machines.
  • Removing a hero while keeping some interfaces open no longer enables actions with such heroes under certain conditions.
  • Changing heroes will no longer obstruct the ability to edit the current group search.


https://www.wakfu.com/en/mmorpg/news/patch-notes/1385215-update-1-73
First Ankama intervention

Replying to Vndrox

Hi Vndrox#3487,

The Osamodas revamp has been moved to a later time. You can find more info about it here. Thank you!

[Flatops]

See message in context
Reactions 31
Score : 845
fearfearfear

I am not sure yet, if this update rolls out a massive "nerf" or a "buff" for my beloved Eliotrope... I will respond back later...
2 0
Score : 1

Hi, could you tell me if it was a nerf or buff? I'm thinking about creating one haha! biggrin

1 -1
Score : 1

Make Execute with an area spell is a bad idea. Sram doesn't have many area spells, and now we have the most powerful spell as area spell. Why Ankama? How can I make a stat build and choose an equip now?

3 -3
Score : 1646

You should try using "Trauma". It's an air spell that serves essentially the same purpose as the old, single-target version of Execution.

1 -1
Score : -13

ye, nerf more that dirty sram, he is so op

2 -4
Score : 1135

These Eliotrope changes could have worked better if they had listened to the players feedback, there's a lot here that obviously doesn't work, it seems they haven't reviewed it.

WP Regeneration:

It's in a bad state. Eliotrope is being extremely punished for being in the Calm state, and if he wants to regenerate WP in this mode, he loses 2 turns, because he needs to pass a whole turn in Calm State...

The mechanic of destroying portals to regenerate PW is cool, but it doesn't make sense that it hasn't been explored further in this update. They gave the effect to 3 spells, and only two of them are part of an elemental tree. Burning Aegis gained a nice effect, but why this range? And what about the Eliotropes that play melee?

It didn't make sense for any Wakfu Shield to cost PW, you will probably use it in the Calm state, and even then you don't want to spend PW on something like that, it should cost PA.

I can't see Eliotropes using any non-Air/Earth builds anymore. With the low costs and low damage of the water tree, it's not worth using it, you'll want to spend as little Wakfu as possible to do the most damage, and water, currently, is the complete opposite of that, the class doesn't even need to have it's spells limited in terms of use as it is.

Transitional:
No one will use this, it's a VERY weak effect, which occurs once per turn, and takes a slot from Eliotrope's deck. I suggested to change or remove this as soon as they released the changelog, but it looks like it was ignored.

Interstellar:
The effect is nice, but the penalty... You'll only take advantage of the passive at the second round, and even then, it limits Elio a lot.

Beginning Sword and End Shield:
With such cool names, this could have a connection with the Unleashed Blade and Burning Aegis/Barrier, I suggested this in the feedback. The effect has improved, but it's still bland.

Porta(i)l:
Bad effect, it could have gone better here, mainly because it's a nice reference to Portal.

Celestial Portal:
Effect ok, too bad Eliotrope is kind of being directed to another gameplay in my view.

Fury:
The effect is too simple, it's good, but simple, but we have a problem: Will Eliotrope survive to be able to use this? Because with this passive, theres a penalty of 75 resistance, adding to Effervescence, it's 125 less resistance. How is an Eliotrope going to play berserk if he's going to be dead once he gets to the point of dealing damage?

Trapster
Bad, bad bad, soooo bad. I'm sorry, but why is the WHOLE team getting punished so Elio can do more damage? It's even worse that it's a SINGLE SPELL. 



Again, in my opinion, if you want to give incentive to a type of gameplay via passive, you can't just give one passive, you have to give more than it. I will just say what I think should happen, so it can work:

--

This is from my feedback on 1.73:Right now, I don't think theres anything interesting that could keep the Eliotrope on Calm. 
 
I can see Calm state playing two ways: Giving you preparation for your Exalted turn(Offensive gameplay, with Calm state), or as a full fleshed out support.

Calm could give mobs Wakfu Mark to mobs, and this could stack. When you use a spell on Exalted, you would not waste WP, and instead, consume the mark. Maybe this could be an effect from Wakmeha, since I don't think AP removal is that interesting(talking about PVE here)

I would say also, that Calm could give you something like Enrage. Every time the Eliotrope cast a spell while Calm, they will gain more %damage(with a limit of course) when they turn Exalted.

In my opinion, the only spells that should cost 2AP, should be the ones that push/pull targets.

I would say that, since you limited Pulsation, turn it into 3AP spell, and make it refund when used on an empty cell.

High cost/Damage spells will be more used on this patch, for WP efficiency, so maybe give more effects to the low AP spells?

What I think should happen is: Make the Wakfu Mark be only consumable by spells that cost less than 4AP, and after consumed, the enemy could take 10% more damage that turn. That would already help give Eliotropes more variation I think.

Exalted could get a new effect: Every time an Wakfu Mark is consumed, they will gain two stacks of Wakfu Fragment, and every time they consume a WP, he will get one. This could stack until a certain point, and when the eliotrope go back to Calm State, he could gain a buff, maybe more resistance, double the WP regen, and his next Wakmeha cast would cost nothing.


Just wanna give a quick explanation on why I think Shield of the End should be Calm only:

It's a passive that increases your surviability while also making you do less damage. A perfect passive for Calm state. When you're in Exalted state, you don't want this kind of penalty, you just want to do damage.If you wanna give Eliotropes this kind of passives, give them also ways to play arround it. 
-

  • Make Shield of the End work only while Calm
  • Make Shield of the End increase Heals/Armor given
  • Make Flood heal allies
  • Increase the armor given by Therapy and change its cost to AP
  • Make Flood heal in Aoe when cast on a portal
  • Make Barrier give armor to allies
  • Make Prevention give armor(Will keep Ressurection effect if used on dead allie effect)
  • Make Torrential Flux give armor or heal(or both)
  • Make Ardent Aegis give armor to allies

Again, I will emphasize here, Calm state doesn't feel like a mode on its own, it feels like a punishment, and I don't think that's what you want to Elios, right? 


Now I will read some quotes on the 1.73 changelog, that I think are not true.
-
  • Several spells have been reworked so as to have a more consistent and varied kit. In particular, the Calm – Support role has improved.

That did not really happened. You gave us BarrierWakfu Shield and a "new" effect on Transitory. Eliotropes also have a ressurection spell, and can do some map control. Their portals also give a way to allies to move throught the map. 

Do you think Eliotropes can exert a role of support only with that? Do you think Elio can compete against an Eniripsa, Sadida or even an Masqueraider on a healer role? Do you think Eliotropes can exert a role of positioning better than a Pandawa? Why would I play him this way, when you give it so little?

-
  • Limits on the number of uses per target or turn have been added to spells. This is an essential change so that characters will be forced to use several options and therefore required to adapt and make different decisions more often.

That's not even a problem on this update. You just made Eliotropes obligated to use high cost spells, so they can keep their WP positive. Why would an Eliotrope use a low cost spell, when this will waste an WP? And even worse, I don't think any Eliotrope will go out of Exalted to Calm to recover WP, because you just made it way harder than before. 

-
  • Passives are aimed at changing the direction, the way of playing the character.

Some passives are not that good, and you did not really made many passives to other roles. Only damage. Where are passives to a Elio that wants to play a support role? 

Let's do some checking:
Passives that support Portal gameplay(Damage):
  • Insterstellar
  • Celestial Portal
  • Porta(i)l(Lifesteal)
  • Spacetime(Reduces portal cost and duration)

Passives that support Close Combat:
  • Resilience

Passives that support general damage gameplay:
  • Traspter (Backstab damage)
  • Novice Sword (Backstab damage)

Passives that support Berserk gameplay:
  • Fury (PA, -Res)
  • Trepidation(Berserk Damage, -Fow)

Passives that support Eliotrope in general:
  • Final Shield(Damage mitigation, reduces Eliotrope damage)
  • White Dimension (Damage increased per portal in close combat with entity)
  • Portal Disciple (Damage against a target that starts they turn on a portal, and MP removal)
  • Medium (Increases damage if a portal is between the caster and the enemy)
  • Reminiscence (Give WP to the Elio if someone uses his portal, but makes it usable only 1 turn)

There are passives here, that even on a specific category, I would not use, like Trapster, that not only is a weak passive, it punishes your whole team for YOUR damage. Porta(i)l, Medium, Reminiscence, Final Shield, Transitory and Portal Disciple this passives are so weak, or niche, like Medium, or even Reminiscence that theres not really place in most of the decks. 

This are NINE PASSIVES, I repeat, NINE PASSIVES out of SIXTEEN PASSIVES, and they don't even cover that many roles(like the support role that they talk). There are passives here that are either niche, or weak, and I don't even know how some of them got to live. There are passives that I didn't even put on this list, but some of then, even if they are good, limit the gameplay TOO MUCH.
10 0
Score : 6

Looks like Eliatrope and Sacrier both got the good ol' pro and con in each passive. Haven't looked at Eliatrope too much, but Sacrier seems interesting. Alot of possibility for early berserk, due to punishment bringing you to 20% hp immediately and good sustain to stay alive. But it's super risky, which is of course how playing a Sacrier should feel!

2 -1
Score : 122

dang, the double or nothing change makes me sad... no more free gambling every turn sad

3 0
Score : 154

Why? Why does Three Cards need its resistance debuff removed? As if Ecaflips weren't flimsy and fragile enough in fights. That was one of the spells that actually helped me a lot in solo fights! What are you even doing Ankama?

1 0
Score : 1985

Considering the new Clubs spell and new DoQ, you can easily max out -200 resist in a single turn, for a really cheap cost. 

You can apply Clubs resistance debuff at the end of the turn too. As such you can also use the current turn's Lucky Day fully before unloading it for a huge resistance rip.

3 Cards has always have had a problem with "damn this is a kinda good spell but it hurt my allies so I don't use it much" but now it can be used freely and sling it as and when you like, buffing allies who are in the way. 

Overall, Eca's supportive capabilities have been increased this update, I quite like it, considering it always struggled to compete with the top tier DPS, while being lacklustre in supporting.

 

1 -1
Score : 202

No compensation for stats on Elios? Because with the new passives, I genuinely don't think it's possible to play Berserk or melee on that class anymore. Wow, okay, sure, that's fine, but what happens now to Elios who had to make equipment builds with 2 additional control points for the portals, at least add some sort of compensation for huge changes like these.

0 0
Score : 3720

Well the control stat as a whole will be reworked... soon I hope

0 0
Score : 88

What is this. Where is the Osamoda Remake?
Why is the response so slow?

0 0

Hi Vndrox#3487,

The Osamodas revamp has been moved to a later time. You can find more info about it here. Thank you!

[Flatops]

Score : 154

 

first-curry#7554|2021-09-23 16:59:55
 "damn this is a kinda good spell but it hurt my allies so I don't use it much" 

Well i dont think that is a big deal, is really specific situation hard to get in. But yeah three card was a pretty strong spell, and "a must" use in many situations. I agreed with the resis removal but its rework it's really bad, basically make harder to do Area builds, and putting more actives with WP cost just kill any area build.

My advice just go mono-melee, is the top, just buff everywhere. The support branch well there is changes but is pretty intensive in WP, fleas arent good in many situations(berserks teammates will "hate" you), but it doesnt feel at the same level of sadida or ani. Random bonus (three card weird stuff). Unless you need +999MP, and in that case well, just take a panda to position.
 

I don't think it needs to be said. But if you hit your allies, it's more of "your" fault than the spell's fault. A bad workman blames his tools.

I have no idea where Yasai was going with that, because even in group battles, I never hurt my allies. Even if I did, it was most often times I was forced to and I always give them a few fleas to heal up the damage I did to them anyway to compensate. Other times, I'm mostly going solo because I just can't work with strangers more than half the time.

Also the fact that it requires WP now is just awful. Really, why does it need to cost WAKFU now? It angers me immensely because I have an Ecaflip that I spent god knows the amount of time leveling up, and now they just give me a smack across the face with all that hard work. Smooth...real smooth.
2 -1
Score : 1841

Another nice thing would be fixing sidekicks in rifts, cus they get F&^%KING BUGGED USELESS half the time

2 -1
Score : 17950

 

YasaiTsume#3813|2021-09-21 17:47:47
Execution and Trauma overlapped in purpose a little too hard. 

But I guess now with Execution, you can make pure Fire stat builds revolving around Hemorrage gameplay, and it's not true that Srams do not have Area, they have Traps.

All changes point toward wanting to advocate Assassination-Trap-Execution style Sram play. 

If you want to play a traditional ST sram, Air/Water has always been superior at that. 

Not really. Fire/Water Sram used to be the better Single Target build before the class got revamped a long time ago. Air was mobility and AoE with Forceful Blow spam, Water was weaker but stole stuff, and Fire was strong melee single-target. Execution used to increase in damage depending on how much Hemorrhage the opponent had, even.

It's a shame, I still used Execution a lot. Sometimes you want to do the highest possible damage in a single blow to make the most use of your high DMG:AP ratio when you have 100 weak points. Guess Trauma won in the end. Now if only Sram had more survivability to justify getting between a bunch of enemies, maybe the Fire branch's change into AoE would actually be pretty hype lol.

EDIT: Whoops, replied wrong. Meant to continue the thread not start a new one.
0 -1
Score : 3720

Honestly I think they could buff trauma a bit, even tho it only costs 75 weak point

1 -1
Score : 1985

 

GuardianStriker#9758|2021-09-23 19:53:16
 
I don't think it needs to be said. But if you hit your allies, it's more of "your" fault than the spell's fault. A bad workman blames his tools.

I have no idea where Yasai was going with that, because even in group battles, I never hurt my allies. Even if I did, it was most often times I was forced to and I always give them a few fleas to heal up the damage I did to them anyway to compensate. Other times, I'm mostly going solo because I just can't work with strangers more than half the time.

Also the fact that it requires WP now is just awful. Really, why does it need to cost WAKFU now? It angers me immensely because I have an Ecaflip that I spent god knows the amount of time leveling up, and now they just give me a smack across the face with all that hard work. Smooth...real smooth.

Don't be ridiculous : 3 card's AoE is kinda a hinderance if you play with alot of Melee allies. 
And if you were "forced to" so to speak to hurt your allies, your fleas do not heal up the damage to compensate at all, cos your allies just took the L with -60 Resistance, -120 if you were "forced" to hit them twice along with the target you are debuffing. 

If you have played any high stasis 186 - 201 dungeons, you will know that there are plenty of situations where you aren't able to use 3 cards effectively because either the dungeon mechanics are forcing players to tighten up their formation, or that the linear casting makes it really inconvenient to use constantly if you wanna avoid hitting allies with the resistance debuff as well. 
0 -2
Score : 154

Then don't get in the way and you won't receive it. Simple. I have yet to encounter a single dungeon where it is claustrophobic to the point that it forces everyone to be personal space invading levels of close. If the flea fleas don't heal the damage, but still heal enough to where they can survive until it's their turn, that's all that matters. Judging by your knowledge, I assume you know better not to get in the way of such a spell. So why willingly put yourself in that position? Nothing stops you from melee attacking the enemy from the side. Away from the Ecaflip's field of vision, so just do it. No harm, no foul.

I don't see the connection, because a linear cast is definitely more easier to avoid than one that casts in a full area effect and like I just said, you don't have to melee attack from the front either. Attack from the side. Also what dungeon mechanic forces you to tighten up formation to the point it demands caution with friendly fire? That seems even more ridiculous to the point I don't even believe you. 

I'm sorry, but most of these seem more of a "you" problem than anything else, and no. I never played high stasis dungeons cause not a single person I am friends with want to deal with how grindy and bad this game is, and who can blame them? This game is one of the least solo-friendly MMOs out there I've seen so far and I have not encountered one single player who wants to do the lower level dungeons with me, because I'm not high level like most of the population is.

0 -2
Score : 2005

well you're not going brutality build using 3 cards because you want to main dungeons. people go brutality for pvp mainly.

0 0
Score : 16

Good day, dear developers, I have a question for you, will the "tick-tock" mode return to Xelor? Please bring back this mechanic, it was the main feature of Xelora, very interesting and cool. I hope you will listen and return the tick-tock mode to Xelor.

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Score : 2347

 

RayLatsplayhik#9541|2021-10-06 00:03:02
Good day, dear developers, I have a question for you, will the "tick-tock" mode return to Xelor? Please bring back this mechanic, it was the main feature of Xelora, very interesting and cool. I hope you will listen and return the tick-tock mode to Xelor.

I have the same request. Please return the tick/tock mechanic to Xelor's identity
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Score : 3720

Isn't it a passive now?

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Score : 1135

I see people here talking about the new Three Cards. What I will post here is related from my PVE experience only. I find the old effect really just a boring one. If I wanted to remove Resist from a mob, I could just bring an Enu, Masq or a Sad to my party, but this new one is some kind of bad joke in my opinion. It's 5PA to give a random, maybe useful, bonus to an ally. I would not use this on my deck at the current cost. 

Clubs also consuming Lucky Day to remove Resistance is also bad in my opinion. Again, I would just use other class to do this. Clubs also consumes WP, and we know that in this update, every WP that can be saved should be.

There is the fact that also, many maps on dungeons have the size of an egg, and many comps where used with many melees(not counting the tank), so I do understand the new aproach on Three Cards.

Maybe if they do a change on it's cost, and add a new mechanic that is more beneficial to Melees(wich I believe is the main focus of the buff), this would be a more welcome addition.

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