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Nutella's Zinit/Pandalucia Support Feca Guide! (Updated for enchantments 7/14/19)

By BetterThanBoxBox - MEMBER - September 14, 2015, 06:13:00

Hey, Nutella Covered Balls here. A few people have asked me to make a Feca Guide, so here I am! This is my main guide and will only be focusing on content Post-Moon. If you want to see a guide more relevant to content before that, you can check out my other guide here. Also, the entire rune system was recently changed, so some info is subject to change. That aside, Feca is an AMAZING asset to any team right now and will amplify a teams damage output and defense tenfold compared to any other class! Well, here's my guide on spells, passives, and stats. Hope it helps! 

Quick Announcement: I will be leaving the PvP sections in the guide, but I will no longer be updating them. The information should still mostly be relevant unless I say otherwise here. The PvM sections will continue to be updated as usual.


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PvM:

Spells:

-Fire-


With the shift to support meta, I don't really feel like there's much to say about fire. Meteor is definitely core since 20% damage inflicted for 2AP is pretty insane, and Magma is optional but not recommended because even though it's more damage inflicted buffs, the spell slot is best saved for more important spells. Natural Attack can be good in Shadofang and Nogord, but is pretty sub-par elsewhere.

-Water-

Steam, Bubble, and Avalanche are the must haves in the water branch. Just like before, Steam is still essential almost purely for positioning reasons. Bubble gives +4 range and makes your target unlockable, along with lasting until placed on another target which is absolutely insane for 3AP. Lastly, Avalanche is really nice for applying the Leather Plating Debuff to enemies as well as limiting their actions. As for other spells, Drip provides a decent shield with barrier able to be cast on more than one ally.

-Earth-

Now to the good stuff happy. Feca Staff, Defensive Orb, and Fecablades are the extremely strong ones in the earth branch. Feca Staff has -final damage and flaming added to its already decent base damage. Defensive Orb is a much stronger shield than Drip, but only one person on the team can have it at a time, making it important to decide who has has it and when. Fecablades is the -mp version of Avalanche, and is just as useful.

Now here's my main decks using this build:

Passives:

Main choices:
There is a lot of room for change when it comes to passives, but here is what I found to be most effective. In the first spot Shield is the best choices giving +shields and lock which in turn gives resist. In the second slot, Temporal Flux is my favorite option. It gives +2 mp after teleporting AND allows you to tele every turn. It also still gives the +range and adds the pull on Inversion, but while still being nice, that isn't nearly as useful anymore. Third, Refection is a must. It just adds so much tankyness to your kit, there's no reason not to take it. The last 3 slots are really open to preference as Feca has many good options. The main choices for these slots will typically be Leather Plating, Feca Master, Motivation, Inhalation, or Medicine depending on what it is you're running. Now you may be thinking, "Medicine on a Feca??? Nutella you're crazy," but hear me out. With the shift in the Feca meta, it's extremely essential to shield allies and this passive increases them even more than I thought. After some testing it's apparent Medicine scales multiplicatively with other armor buffs which allows for some insane numbers especially with Sublimations.


Alternative choices:
Now there are a couple other passives that are nice in some scenarios. For the new Blightopard dungeon, Untouchable can be nice to allow allies to damage the mobs even if you're in the way, but keep in mind that enemies can see through you too. If you happen to be dying too much or just need some extra tankyness, Rock can be taken in certain cases as well. Lastly, if you happen to be short on lock for whatever reason, it's never a thing to take Interception to help close that gap.


My passives:

Stats:

-INT- 10 points in Resistance is always a must. From here on, you can take Heals Received and/or 2-5 points in Barrier, followed by Max HP, it really comes down to preference.
-STR- Dump Close Combat, then Single Target, then General Damage, since shields only scale off single, cc, and general.
-Agility- Dump 15-20 points into Lock, then 20 points in WillpowerAfter that finish with some more points in Lock. If you don't already have enough, a few points in Initiative also couldn't hurt.
-Chance- Dump Block, then Crit/Backstab Resist.
-Major- For majors, AP, MP, Resist, and Range/Control are by far the best specs on Feca.


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1v1 PvP:

Spells:

-Fire-

Here is where most of your dmg will come from; Flame Carpet and Meteor. These are essential in 1v1 PvP as Flame Carpet has amazing base dmg for a spell that lasts 2 turns AND goes through shields. Meteor is just as great since it allows you to deal a bit of dmg from a range, but more importantly you can spam it on yourself to regen a ton of WP. As for other spells, Magma can be neglected for 1v1 PvP since shielding will be your main goal. Nat Att feels like it's made for 1v1, but it's competition (Meteor) offers the WP regen making it the superior choice is most scenarios. Lastly, Fecastopheles is another great spell. Although it's limited but its MP and high AP cost, the damage, incurable, and scalding make it an essential spell in some matchups.

-Water-

Here, I would make sure to have Avalanche, Steam, and Bubble against most classes. Starting with Avalanche, the -4 AP and good damage through shields (even without much dmg%). Steam is just a great spell overall as it allows you to position enemies on and around your glyphs, and Bubble can be insane in 1v1 when paired with Fecablades against classes like Srams. Using this armor will increase your kiting potential tenfold and hopefully give you an edge against those pesky Srams. Lastly, Crashing Wave might seem as if it would be better in PvP, and while this is true, I still wouldn't take it. This is because the WP cost is much more effective on other things such as Immunity, Provocation, and Tele Flux, and it still has an immense AP cost.

-Earth-

For the most part, earth is the same as PvM. Fecabo is best left untouched, but Fecammer is very strong in PvP due to its high base dmg, and -MP utility. Feca Staff, Fecablades, and Defensive Orb are still core.

-Special-

Jesus Christ where do I even start. These 2 spells are broken. Feca is a class that doesn't have a heal spell for a reason yet there was recently a universal active added that allows Feca to heal. Not to mention there's another active that gives Feca the ability to have an insanely high base damage ability (weapon). Both of these spells are simply overpowered.


Now, here's a deck example for 1v1 PvP:
(Drip and Meteor can be exchanged)


1v1 Stats:

-Int- 10 points in resist is still essential, but after that 5-10 points in Barrier is really a must followed by Max HP.
-Str- Here you probably want to dump General Dmg, so neither your shields nor glyphs take much of a hit.
-Agility- In this tree, I opted for Lock & Dodge due to how useful dodge is in 1v1. You could also take all Lock, or Willpower.
-Chance- Here you pretty much want the same thing as PvM, 20 in Block then even between Crit and Backstab Resist. You could also take Berserk dmg to cheese enemies and synergize with Victus Shell.
-Major- Also the same as PvM. AP/MP, Range or Control, and Final resist.

Passives:

For 1v1 passives you want Resilience for the larger Carpet and to prevent taking dmg from your own glyphs,Temp Flux for TP every turn and the MP, Shield for more lock and shields, Refection for amazing tank stats, Elementor for more glyph dmg/duration, and/or Feca Master for cheaper shield costs. Carnage is also great as a straight up increase to direct and indirect dmg at the cost of lower heal from Bone Marrow. Instead of Carnage you can take Eye for an Eye to increase direct dmg while not taking a hit on heals.

1v1 PvP passive example:

or, an alternative I also use a lot:


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Group PvP:

I left this till the end, because group and 1v1 are VERY different for Feca. For group PvP, you really just want everything I listed in the PvM section. You're goals are exactly the same in group PvP and PvM; keep your team alive, and make the enemy team easier to kill.

Here's the deck that I use for group PvP:

 Deck Explenation:
Group PvP is pretty standard and extremely similar to PvM with its spells, the only main difference being Magma isn't worth the slot and should instead be replaced with the second invulnerability active to give your team more survivability. Passives are pretty standard aside from Leather Plating. I take this because in group PvP starting on -MP is already bad enough for your opponents, and this also makes them do less damage to your allies. However this effect does not apply if an enemy steals your Tonic glyph.

Group Stats:
-INT- 10 points in Resistance is always a must. From here on, you can take Heals Received and/or 3-6 points in Barrier, followed by Max HP, it really comes down to preference.
-STR- Dump Close Combat, then Single Target, then General Damage
-Agility- Dump 15-20 points into Lock, then 20 points in WillpowerAfter that finish with some more points in Lock or Initiative.
-Chance- Dump Block, then Crit/Backstab Resist.
-Major- For majors, AP, MP, Resist, and Range are by far the best specs on Feca. If you don't have enough control, sacrifice some stats to get some from gear then run Resilience at 200!

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GEAR/RUNES:
Items:
​​​​​​Here's my current set on live which is 99.9% done aside from like 1 or 2 possible socket color upgrades. The mimisymbic'd items are Mocking Cap, Fuzzuffily, Galondriel Stripes, Coat of Chain Scales, and Easandals.
I chose these items mainly because they give a lot of mastery and support stats with decent resist mainly due to the lack of crit. Because this set isn't as tanky as a traditional Feca build, I ended up using a decent amount of my rune slots to counteract that. That said, I found this approach to be much stronger than building tanky and runing damage. While it's entirely possible to go with a much tankier build, with the amount of shield you can now get, I fully recommend building more damage. 

Enchantments: 
(For those of you that don't know what enchantments are, I recommend checking out the devblog on enchantments before continuing).
While I'm not going to post my exact enchantments, I will give a rough guide on how I think the best way to go about enchanting your items as a Feca is. 
Resists:
For resists in the new system, you almost exclusively want to be putting them in the doubled slots. For those of you that don't know that's cape for air, epps for water, belt for fire, boots for earth, and breastplate for all 4. The main goal here is to get at least 80% resist in all elements while preserving as many slots in the boots and cape as possible for doubled damage. 
Support:
In almost any team comp, Feca wants to be first. That said, this is extremely easy to accomplish now that in a doubled slots, you get up to 80 initi per rune. Because of this, I recommend getting 2 green slots on your amulet for a total of 160 initi. From there, lock and dodge are doubled in rings give you 120 lock or dodge per slot which is actually kind of absurd. I took advantage of this to bring my mediocre 800~ lock up to a really solid 1200. While it is nice, you may not feel like you need 1200, so basically just put in as much lock or dodge as you feel you need. 
Damage:
For damage, you mainly want to focus on hat, cape, and boots as that is where Feca's main secondaries are doubled. The main idea is to maximize damage you get in these slots and just add melee everywhere that's left over after resist and support.

Sublimations:
Starting off with the normal sublimations, I'm going to first list the ones that I'm taking and follow up with some I think are also viable. 
In my build, I plan to use 3 Rocky Envelope, 3 Healing, 2 Save, 1 Solidity, and 1 Swiftness.
These sublimations all help Feca a ton allowing you to shield more, move more, and drastically increase your effective HP pool. Other sublimations I think are viable include Tenacity, Good Deed, Evasion II, Blocking Expert, and Devastate II. All of these sublimations are still good, but they either don't fit with the socket colors that Feca wants, or they're just not as good as the ones listed above.
Epic/Relic Subs:
Feca has a few options when it comes to Epic and Relic sublimations, and similar to above, we're going to start with what I use and follow up with other options.
In my build, I use Alternation and Surgical Precision. In my opinion, Alternation is hands down the best relic rune for Feca and nothing else really comes close. If you really wanted extra turn 1 shields for whatever reason, I guess you could take Brazier instead, but I wouldn't recommend it in a majority of cases. As for Surgical Precision, this is where many people might disagree. I fully believe that the range loss is justified here by not only the sublimation, but the raw stats you get by not having to build for range. That said, there a lot of Fecas at endgame that will disagree with this and say that Feca needs the range, and if that's the case for you, I would try and get the WP to take Stasis Pact as it gives Feca some stats that really help it a lot with no downside. Now some of you may be wondering why I didn't list Herculean Strength, and the main reason for this is lock and dodge being so readily available with runes in the ring, while force of will and block aren't. For that reason, I would only take Herculean Strength if you're really short on lock and dodge and can't rune at the moment.
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Conclusion:

I hope you enjoyed the guide, and learned something new about Feca. Feca is still and always will be my favorite class even if others think it's boring. No matter how good you think you are, there's always more tricks you can learn and little ways you can improve biggrin. Anyways, Good luck and have fun!
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Score : 2358

good guide, glad i forced you to make it XD

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Score : 7947

I disagree I think Natural Attack is a good PvE spell. Otherwise a decent guide.

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Score : -11

Best. 10/10

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Score : 1138

.

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HealingHotness|2015-09-14 06:18:24
I disagree I think Natural Attack is a good PvE spell. Otherwise a decent guide.
There are many mobs which are really tanky, I'd have to dissagree with you here.

About the PvP build however... I think maxing all glyphs would be a must because you can keep the enemy on them a lot and therefore should try to get the most of their damage - if you focus on direct damage any shielder (or any person with barrier) will win against you.

Fear the Sram tho laugh 
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Score : 149

This guide is assuming 1v1 pvp which is the majority of the time but you have to input this into your guide.

You also need to clarify what passives and spells for group pvp setting.

7/10

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Score : 361

mmm Feca lovers still exist laugh

Sadly Feca as DD doesn't work that good anymore angry

That's why the population of that class is so low. A Feca focused in damage is a solo layer anyway.

PD Flaming Carpet is deadly idd, for teammates cool 

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Score : 1138
ambitionzazaridah|2015-09-14 06:47:57
This guide is assuming 1v1 pvp which is the majority of the time but you have to input this into your guide.

You also need to clarify what passives and spells for group pvp setting.

7/10
Thank you for the input, I'll update this later to include group PvP happy 

shankissimo|2015-09-14 06:45:34
HealingHotness|2015-09-14 06:18:24
I disagree I think Natural Attack is a good PvE spell. Otherwise a decent guide.
There are many mobs which are really tanky, I'd have to dissagree with you here.

About the PvP build however... I think maxing all glyphs would be a must because you can keep the enemy on them a lot and therefore should try to get the most of their damage - if you focus on direct damage any shielder (or any person with barrier) will win against you.

Fear the Sram tho laugh
Haha yeah, Srams are REALLY tough for Feca now, especially if you're a Sram with 79% resist and barrier (cough Varuru cough). I looked back over the spells, and I recommended meteor in PvP and didn't even take it in the deck :wacko:. So I think I'll update that today to level up the other glyphs higher for more dmg. Thanks!
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Score : 745
BetterThanBoxBox|2015-09-14 13:25:31

shankissimo|2015-09-14 06:45:34
HealingHotness|2015-09-14 06:18:24
I disagree I think Natural Attack is a good PvE spell. Otherwise a decent guide.
There are many mobs which are really tanky, I'd have to dissagree with you here.

About the PvP build however... I think maxing all glyphs would be a must because you can keep the enemy on them a lot and therefore should try to get the most of their damage - if you focus on direct damage any shielder (or any person with barrier) will win against you.

Fear the Sram tho laugh
Haha yeah, Srams are REALLY tough for Feca now, especially if you're a Sram with 79% resist and barrier (cough Varuru cough). I looked back over the spells, and I recommended meteor in PvP and didn't even take it in the deck :wacko:. So I think I'll update that today to level up the other glyphs higher for more dmg. Thanks!
Any Sram is tough for Feca hahaha, complete armor ignore+potent poison-alotofAP, and if hes got medicine Ripoff+ColdBlood heals ~5000 *usable potentially usable eveery 3rd turn, just like invisibilitity*.

Approximity because of heal resists.
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Score : 2501

Hi,

In earth branch, do you consider necessary lvl fecablades for pvm and pvp? I have a sadida in my team with bramble, fertilizer and wildgrass.

In water I lvl drip, bubble and steam biggrin 

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Score : 1138
morezanto|2015-09-14 15:21:48
Hi,

In earth branch, do you consider necessary lvl fecablades for pvm and pvp? I have a sadida in my team with bramble, fertilizer and wildgrass.

In water I lvl drip, bubble and steam biggrin
Hey, I wouldn't consider Fecablades necessary, especially if you have a Sadida constantly in your group. I just find it very useful in areas such as Xelor Past where if a mob gains more than a certain amount of mp, It does a huge AOE burst. Also, if you're level 175, leveling it to 100 for -4 MP is VERY easy, and doesn't require much spell exp at all.
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Score : 491

In your guide you don't mention Fecastopheles for PVP. What's the reason you didn't take it, especially since you're bound to face healers like Pandas and Sadidas?
 

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TheAntKnight|2015-09-14 23:34:15
In your guide you don't mention Fecastopheles for PVP. What's the reason you didn't take it, especially since you're bound to face healers like Pandas and Sadidas?
I've tried this on the beta, and from what I've seen, keeping it up every turn is VERY difficult, do to the high AP and MP cost as well as managing glyphs, shields, etc.

If you can find room in your build for this, then that's great. I just don't feel like the 30% incurable is worth it when heal resist is a thing, and other classes such as Sacrier have a much stronger Incurable.
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Score : 428

what about gear for full tank feca?

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BetterThanBoxBox|2015-09-14 23:39:16
other classes such as Sacrier have a much stronger Incurable.
Sacrier's Incurable is close combat single target with WP cost, I think Fecastopheles is needed for Feca as it is a reliable damage source, also the Incurable. At least in PvP.
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Score : 1138
Scab|2015-09-15 00:34:06
what about gear for full tank feca?
Hybrid or Tribrid?
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Score : 491

Wait a sec, no Tonic in pvp build? o.O Really? That sounds almost blasphemous. tongue 

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Score : 764

i jst build class feca, just for PVM purpose, may i ask how much Range and Control normally needed for good buffing/shielding allies in PVE ?
thx

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Score : 428
BetterThanBoxBox|2015-09-15 03:58:05
Scab|2015-09-15 00:34:06
what about gear for full tank feca?
Hybrid or Tribrid?
water/earth
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