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Defensive Stance suggestion
By YasaiTsume#3813 - MEMBER - June 19, 2023, 03:22:38Current:
2AP, 1WP
- Reduce 30% damage from opponents who has higher health than the Iop
- Steals 120% of Earth damage inflicted as Armor (Connection)
Proposal:
2AP 1turn Cooldown.
- Reduce 30% damage from opponents who has higher health than the Iop
- Steals 120% of Earth Spell as Armor, once. (Connection)
- Following turn: Gain Counterattack
Counterattack:
1 Turn
- Alters Earth Spells for the rest of the turn.
- Shaker: + 20 damage per successive cast on same target.
- Rocknocerous: -50 Elemental Resistance per hit.
- Impact: Removes Line of Sight.
- Charge: Range becomes 1- 4. Pushes target back 2 cells. 20 Collision damage. If target is Charged, pushes back 3 cells instead.
- Devastate: Draws enemies in 3 cells, then deals damage.
Thoughts?
2AP, 1WP
- Reduce 30% damage from opponents who has higher health than the Iop
- Steals 120% of Earth damage inflicted as Armor (Connection)
Proposal:
2AP 1turn Cooldown.
- Reduce 30% damage from opponents who has higher health than the Iop
- Steals 120% of Earth Spell as Armor, once. (
- Following turn: Gain Counterattack
Counterattack:
1 Turn
- Alters Earth Spells for the rest of the turn.
- Shaker: + 20 damage per successive cast on same target.
- Rocknocerous: -50 Elemental Resistance per hit.
- Impact: Removes Line of Sight.
- Charge: Range becomes 1- 4. Pushes target back 2 cells. 20 Collision damage. If target is Charged, pushes back 3 cells instead.
- Devastate: Draws enemies in 3 cells, then deals damage.
Thoughts?
Respond to this thread
- One of the rare Fire/Earth Iops
Just a comment on Charge though, because I feel like we always use Charge to clear the gap between us and the target, so having the push effect kinda defeats the purpose. I don't wanna use Charge on a target and not reach them after doing so.
It's about time us Iops get some love. I want to see different possibilities and builds for Iops.
PS. But please Ankama, when you do revamp us, don't remove our Critical hits and Block passive.
It's also a good support to Earth/Fire ranged build which lets them push enemies away as opposed to needing to use resources to escape melee range.
One thing i was looking at is on the block passive, instead of being +4 anticipation x crit, being +2 anticipation x crit / pa, pm consumed, it would make big pa spells worth to combine with the passive