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[Guide] Revamped Sacrier Part 1 (Spells)

By Arkolak - MEMBER - June 08, 2017, 21:54:18
Introduction

Hello everyone, you may or may not know me but I am Morbid-Angel or Morb for short. For over a decade I have been playing Sacrier as my Main in Dofus and then Wakfu. While the spells and mechanics may change through the nerfs and buffs, the class will always be my favorite and I’m here to give you a general guide to the newly revamped Sacrier.

Although I have yet to fully complete my set and begin pvping again I feel that it will benefit all who play sacriers to have a solid reference point from an experienced player to build upon. With that idea in mind I have decided to break my guide into several installments which will cover the basics in the first installments and then various build's I have considered as a sacrier in later installments. I would be overjoyed if others chose to use this as a base for their own creative build guides.

Elemental Spells

Fire Branch

This branch specializes in high dmg which inflicts "Flame Return" self harm to the Sacrier. Combined with Daring Heart and Sacrier's Heart this branch can be used to create a powerful finishing AoE attack.

Blood Rush- Standard high damage single target attack that generates some Flame return.

Bloodthirsty Fury- Inflicts 10% of the sacriers current hp onto self or an ally target to grant 25% damage inflicted on the next spell. This spell works to increase damage from any spell and will buff the target of the spell. Be warned it always does damage equal to 10% of the sacriers Hp, even if the target has a lower hp and will die.

Burning Blood- The only AoE spell in the fire branch, this spell is unique for its consumption of shield for damage. This can be combined in specific scenarios to do moderately high damage to all those surround the Sacrier. Due to its consumption of shields, it is not advised to use regularly while tanking.

Cage of Blood- This spell has become one of only two ways a sacrier can self heal. This spell lifesteals 100% of the damage done to the target. However though heal resist can reduce this healing effect, heal reducing passives such as carnage do not. While tanking this spell can be used to remove up to 3 mp a turn from your target to help ensure they stay locked.

Punishment- The single most powerful spell a sacrier has when certain criteria are met. When Angrrr is at 100% (roughly 25-30% hp) this spell deals a whopping double damage for 6ap and 1 WP, HOWEVER for every movement spell that is used the ap cost is reduces by one. These spells include attraction, insanity, assault, sacrier fist and more. This means that for 1wp and ZERO ap you can do over 250 raw damage... On the other hand if you have less that 100 angrrr and use minimal movement spells this attack is lackluster to say the least.

Earth Branch
This branch specializes in generating large shields and map manipulation at a cost of generally lower damage.

Rocky Foot- A staple to build shield when facing a single foe, this is the spell you used to finish using ap after your interesting spells are cast. Can be used to generate shields by hitting an empty cell.

Sacrier's Fist- A necessity for builds with low dodge and limited mobility, this spell pulls the sacrier 3 cells closer to the target and has a range that can be boosted. Use this spell to get to or away from your foes.

Insanity- 3 cell pull in all directions which generates lock based on how much lock you already have. This is a great spell for tanking as well as doing to damage to multiple foes. The current meta damage for sacrier involves casting motion sickness on self and then using insanity to do large stacks of damage to multiple foes. *Note this spell got a slight nerf and no longer moves the sacrier as well as the targets of the spell so assault is better against a single opponent.

Colonnades- Square AoE spell around the Sacrier which generates shields based on how many targets were hit. Damage and armor generated are moderate unless a large amount of enemies are hit.

Smash- The big guns spell of this branch and the reason you can become wp starved while tanking. This spell generates a large shield when hp is lower and does decent damage but costs 1wp and is limited to once per target. IMPORTANT: This spell will not generate any shield if cast on an empy cell


Air Branch
This branch specializes in high combo damage, mobility, and ranged attacks.

Rippling Tattoo- This spell suffers from a high Ap cost however combined with motion sickness it has one of the highest raw base damage with only punishment being comparable. This spell also has a modifiable range so it could be used in a long range build that uses tempest to apply motion sickness, and then does major damage with this spell.

Motion Sickness- Ah the spell that makes so many spells so much better. This is a multifacetted spell that adds damage or changes conditions for multiple other spells. When self cast on the sacrier, they will gain the ability to inflict the motion sickness debuff to any targets they move for 2 turns. This debuff lasts for 2 turns as well so a total of three turns of damage can be done before recasting. Also of note is that the debuff can be stacked on twice for double the damage inflicted by motion sickness. Damage is inflicted to ALL enemy targets that have motion sickness every time a target with motion sickness is moved by the sacrier. This means that if you have enemies across the map with the debuff and you move an ally, the enemies will still take damage. A great combo with this spell is insanity as it moves multiple targets, and each will take damage for the movement of the others. This spell also works combined with sacrifice if a target you are protecting is hit and you switch places with it.

Assault- Solid single target damaging spell that moves two targets (self and enemy) to inflict motion sickness damage once* (shadow nerf) as well as the spells damage. Unfortunately this spell got a nerf to being 5 range unmodifiable, however it can still be used for midrange damage as well as map manipulation. No line of sight needed with mobility passive.

Spiritual Tempest- This is a very fun modifiable ranged AoE attack that switches the targets position in relation to the center of the cell. Currently for this to work there must be targets on opposite sides of the center cell. These opposite targets will switch places and if the sacrier has the motion sickness buff, both targets will be given the motion sickness debuff. If the targets already have the motion sickness debuff they will take damage for each target moving. with the mobility passive, this spell repels targets instead of changing their place.

Light Speed- This a a crucial spell for almost every build even if they ignore the air branch. By self-casting motion sickness, this becomes a 2ap 1 wp teleport that doesn't need LoS and will do damage in a large aoe on your way to your destination. Even without motion sickness this spell is useful as a way to get to, or run away from, your enemies. If there is no valid destination for you to land after casting light speed, you will still be able to use this spell as an AoE attack, however you will not be teleported. If you use yourself as the target you will cast an AoE around yourself, and then teleport in the direction you are facing.

Active Spells

Attraction- This spell got an interesting change, it now has adjustable range however it only pulls the target 6 cell, with additional range this spell can be used to pull close enough for insanity to pull the target the rest of the way. This spell no longer has any cast restrictions other than 1/target.

Sacrifice- This spell is underutilized in many dungeons where a traditional tank is required, however in zinit dungeons it has become the norm to use sacrifice to protect multiple squishier allies from harm while letting the boss not be pinned by a locker. When combined with the tattooed Blood passive, this spell reduces AoE damage taken by 50%. Not that you will trade places with any allies you have sacrificed who take damage, this is an inconvenience to classes such as iop hitting an enemy with reflect. The way around that is to use sanguine to self stabilize the sacrier or have the class which is attacking be stabilized. Also worth noting is that the sacrier damage suffered by the sacrier is what the ally would have taken, so if the ally has low resistance and would have taken massive damage, the sacrier will take that full amount of damage (unless its AoE).

Transposition- This spell continually gets the nerf hammer, it switches places with  any target at a large range and without LoS. The downfall to this otherwise amazing utility spell is that it can only be casts every other turn. Still worth having for many builds though.

Sanguine Armor- Amazing shield based on max hp, Huge Lock, Self Stabalizes, Super cheap. use this in every build, even on a 3 turn cool down you wont regret using it whenever stabalizing wont kill you later. *Warning: These places are steel beak and sham moon*

Bold Punishment- A new spell that activates Daring Heart: For every time you take damage (including reflected damage) you gain +3% final damage and loose 6 general resistance for a max of +100% final damage and -200 general resistance. This active is how a sacrier can do massive damage however if you do not have high resistances this can get you killed very quickly. Use with caution or yolo like a boss. Additional effect combined with Sacrier's heart and the Flame return from the fire branch to inflict damage when released. Can be released at any time for free to undo all effects granted and then recast in the same turn to generate final damage again.

Bloodthirsty Punishment- The second new active that activates Sanquine Heart. This ability absorbs 30% of all damage taken by the sacrier and then releases half of the stored amount at the end of the sacriers turn. This has the effect of spreading damage out over several turns and allows the sacrier to generate shields to absorb the expected loss of hp every turn. If the stored amount becomes excessive the full amount can be released by recasting the spell and taking half of the damage to your hp pool (under shields) and then recasting it again to begin fresh. Combined with Sacriers Heart Passive, this spell also grants the sacrier 60 general resistance and +40% heals received. Great spell to increase the durability of a sacrier.

All Done - Thanks for Reading

In the next Installments we will cover passives, ability stats, and then move onto some example builds in the third installments!! Comment if you have any questions, critiques, or general feedback and I'll try to get back with you or someone else will answer for me.

Morbid-Angel

Part 2: Overview of Sacrier Statistic Points and Passives

Liked the guide? Check out the rest of it here!
 
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Great spell overview Morbid! biggrin

Bold punishment gives 3% dmg dealt and -6 res per hit, and I've noticed spells that makes the sacrier immune to damage will not trigger bold punishment. I haven't tested it with barrier yet though.

Also when deactivating bloodthirsty punishment the stored damage will go under your shields, which can in some cases kill the sacrier aswell. tongue

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biggrinDDD sounds perfect for triggering clinging to life.
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Small note: While heal resist does apply, the % Heals Performed stat (whether it's a bonus or a penalty) does not affect any life steal effects! I don't know when they changed this, but it was definitely after the spell revamp and (I think) during your hiatus.

I've not specifically tested it yet, but I run Carnage in my Sacrier's primary deck and the heals I receive through Cage of Blood are consistent with this rule. Makes the spell even better than expected.

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I can confirm this, lifesteal effects are based on the damage done so its technically not an ordinary heal. 

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