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Iops are not op at all. They're probably one of the most balanced classes in this game. Even in PvP, they're extremely easy to handle. Point the nerfing hammer elsewhere.
Iops are not op at all. They're probably one of the most balanced classes in this game. Even in PvP, they're extremely easy to handle. Point the nerfing hammer elsewhere.
Iops are not op at all. They're probably one of the most balanced classes in this game. Even in PvP, they're extremely easy to handle. Point the nerfing hammer elsewhere.
I actually agree. Earth Iop can 60-70% stun twice in a turn and they do massive damage on that attack. I think this is unbalanced, personally, and even more so then what people say about xelors punishment.
Personally i don't think iops are really "OP" , this class can be beaten by almost every class in game , i think your question should be like this : Why does iops are So popular in the game?
Well heres the answer: due they are very "unique" with their game play and its most easiest, not most it is the easiest of classes to play, all you need is stack 8 aps and then do everything that do all iops:
Earth branch : Shaker
Fire branch : Judgment
Air Branch : Jabs
Iops should hit very hard. That's there niche. They are a true close combat class with no extendable range spells. If a boss allows you to stay next to them without one shotting you, bring an Iop. If you have a sadi, bring an Iop.
There are many strong classes in Wakfu. Some better in certain situations than others. Iops aren't even required for any specific UB or dungeon. The battles requiring Pandas and Eni's don't have many good alternative options.
Iops are not OP. If you're scared of them... throw them away.
Iops are supposed to be the hardest hitters in the game at close combat.
Masqs can out damage them now though. Especially if you can spam fugue or if you're using a double.
I said they should not be able to hit hard on attacks that stun 60-70% of the time. That or the stun chance should reduce.
FALSE good sir because of the 10% stun chance at move lv 100 and also they made it to were authority can proc only three times a turn AND increse has to be maxed to be a 1 to 2 ratio. your info is dated, sir
Iops are supposed to be the hardest hitters in the game at close combat.
Masqs can out damage them now though. Especially if you can spam fugue or if you're using a double.
I said they should not be able to hit hard on attacks that stun 60-70% of the time. That or the stun chance should reduce.
FALSE good sir because of the 10% stun chance at move lv 100 and also they made it to were authority can proc only three times a turn AND increse has to be maxed to be a 1 to 2 ratio. your info is dated, sir
-Oath-Keeper
Exactly! Iops can never have a stun rate of 60-70% twice in a turn. Iops have two spells that actually stun; Charge and Rocknoceros which both have a 10% to apply Stunned at level 100 and 15% on a critical hit (Which I don't think stacks with the % from Increase).
The only effective way to actually stun a target is to convert your 100% Power to 50% to apply Stunned via Increase (Lvl.9). The chance to apply Stunned only lasts for one hit only, so it's more of a gamble to be honest. That's why Stun Iops are no longer common anymore. The limit on Authority and the fact that it has only 40% to proc made it even harder to stack Power in the first place (Unless you make needless Jumps to stack Power, but that burns WP which you need). Point is, Increase as a specialty is pretty balanced.
Iops are supposed to have the best damage output in the game. They're killing machines and don't require much strategy to play. Iops, however, are pretty simple-minded and a lot of people who play them are probably about as smart, so if you want to gain advantage you need to be smarter.
this class can be beaten by almost every class in game
couse people do often Iops with bad builds and can't think at fight =\
Yah, i nay be agree that Iop is only meele fighter and
No range.
Moving costs wp, aoe costs wp, high end single target damage needs you to use wp as well, stun not working on anything that you actually want stunned.
..but he have very long teleport skills and a lot randge skill... and they were never nerfed
What long teleportation skills? I hope you're not referring to Flatten because that support spell is a joke. The teleportation spells that Iops have are nowhere near as good as the ones other classes have range wise.
What range skills? I'm really interested to know what you define as ranged.
maybe because they aren't?
+1 to the last two posters
220 base damage per turn..? +20% max HP? +100% damage?
Yeah guys that shit is fucking balanced.
It's not like they can do huge AoE damage or stun targets or something.
Oh wait...
Iops are not op at all. They're probably one of the most balanced classes in this game. Even in PvP, they're extremely easy to handle. Point the nerfing hammer elsewhere.
Yeah... leave my Iop alone.
I actually agree. Earth Iop can 60-70% stun twice in a turn and they do massive damage on that attack. I think this is unbalanced, personally, and even more so then what people say about xelors punishment.
Iops are supposed to be the hardest hitters in the game at close combat.
Masqs can out damage them now though. Especially if you can spam fugue or if you're using a double.
No range.
Moving costs wp, aoe costs wp, high end single target damage needs you to use wp as well, stun not working on anything that you actually want stunned.
I prefer 210 base damage with incredible range, good utility spells, almost guaranteed crits and 4 lives.
Iops are nice for fast dungeon crawling when you xp leech Lunar or shit like that. For everything else there are better choices.
Personally i don't think iops are really "OP" , this class can be beaten by almost every class in game , i think your question should be like this :
Why does iops are So popular in the game?
Well heres the answer: due they are very "unique" with their game play and its most easiest, not most it is the easiest of classes to play, all you need is stack 8 aps and then do everything that do all iops:
Earth branch : Shaker
Fire branch : Judgment
Air Branch : Jabs
Hope it make you guys understand
-Blazed
Iops should hit very hard. That's there niche. They are a true close combat class with no extendable range spells. If a boss allows you to stay next to them without one shotting you, bring an Iop. If you have a sadi, bring an Iop.
There are many strong classes in Wakfu. Some better in certain situations than others. Iops aren't even required for any specific UB or dungeon. The battles requiring Pandas and Eni's don't have many good alternative options.
Iops are not OP. If you're scared of them... throw them away.
-Oath-Keeper
The only effective way to actually stun a target is to convert your 100% Power to 50% to apply Stunned via Increase (Lvl.9). The chance to apply Stunned only lasts for one hit only, so it's more of a gamble to be honest. That's why Stun Iops are no longer common anymore. The limit on Authority and the fact that it has only 40% to proc made it even harder to stack Power in the first place (Unless you make needless Jumps to stack Power, but that burns WP which you need). Point is, Increase as a specialty is pretty balanced.
Yah, i nay be agree that Iop is only meele fighter and
..but he have very long teleport skills and a lot randge skill... and they were never nerfed
Iops are supposed to have the best damage output in the game. They're killing machines and don't require much strategy to play. Iops, however, are pretty simple-minded and a lot of people who play them are probably about as smart, so if you want to gain advantage you need to be smarter.
What range skills? I'm really interested to know what you define as ranged.