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Rate my Sacrier

By Delaz - MEMBER - August 09, 2017, 06:33:24

Yo yo yo it's you boy Rudel back on that wakfu grind.

Currently working on gearing Zinit gear and this is my current build. 

- http://methodwakfu.com/en/builder/#Jn0qNzK

Thoughts or suggestions?

General idea of the build is working motion sickness in the mid range game, aoe with earth/air and big single target damage with fire combos.

Side Note:

Potential 1 v 1 Monster Sacrier Build.

http://methodwakfu.com/en/builder/#kauA6V8

High Init Beserk Build. Literally would melt people.
 

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For your current build you could go for 20 melee + 30 ele mastery, this is due to your 20 points in ST is all that your ST mastery consist of, this way you will deal more dmg in AOE situations. Also a general note for zinit sacriers is that they tend to be in melee regardless of build, so you can switch out transcendence for feks blood pact this will give you more survivability at higher stasis.

1v1 PVP build: Im not a fan of using %armor of hp, it hinders angrr gains and lowers your your berserk potential, but I guess it can be useful due to the low resistances. Quite the unorthodox relic choice which also puts you at 11/6, this will hinder you from using 4x of blood rush or 2x ms + 2x assault. With amulephaunt + mark vii you will have 100 mastery less but you will have 1 more AP. If you want more masteries you should drop karma epaulettes for spicy epaulettes. And for even more masteries you can ditch heesh for either ourou cards(mythical) + daggasar or fogblade + daggasar.

 

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Score : 523

There's literally 0 instances in which you'd be hitting as ranged in Zinit, so the Melee into Ranged convertion passive is worthless. 

In fact, almost the entire Air branch is super pointless in Zinit, so you are better dualing Fire and Earth instead.

Here's a much better Sacrier

 

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I wouldnt say the air branch is super pointless ms + assault or ms + tempest is really strong even ms + lightspeed is super useful. Also I would say that fire/earth is a more tank related sacrier. tongue

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Score : 523

 

Miichaelle|2017-08-09 11:25:04
I wouldnt say the air branch is super pointless ms + assault or ms + tempest is really strong even ms + lightspeed is super useful. Also I would say that fire/earth is a more tank related sacrier. tongue

That's the thing tho: There's really no point in it, you are better off by basically just Suiciding into free turn mass sacrifice for your party, then into Punish range and dying, and then resurrecting in punish range again.
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If you were to go a suicidal sacrier then youre better off using air, reducing punishment cost is a godsend. Air will 10/10 times deal alot more damage than earth, sacriers can even clear full rooms of mobs on s15+ with insanity + ms combo/tempest + ms. Sacrificing during your cling turn doesnt really work since you either die or survive with 1hp. And I just noticed you went a full dodge sacrier, going for dodge + lock means you only loose 100 dodge for + 200 lock, the lost dodge can be runed back in support slots. And you get the added benefit to actually lock some mobs and preventing them from running to far from you.

Also playing suicidal sacrier with earth spells is kinda counter productive dont you think? x)

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Score : 523

 

Miichaelle|2017-08-09 12:19:52
If you were to go a suicidal sacrier then youre better off using air, reducing punishment cost is a godsend. Air will 10/10 times deal alot more damage than earth, sacriers can even clear full rooms of mobs on s15+ with insanity + ms combo/tempest + ms. Sacrificing during your cling turn doesnt really work since you either die or survive with 1hp. And I just noticed you went a full dodge sacrier, going for dodge + lock means you only loose 100 dodge for + 200 lock, the lost dodge can be runed back in support slots. And you get the added benefit to actually lock some mobs and preventing them from running to far from you.

Also playing suicidal sacrier with earth spells is kinda counter productive dont you think? x)

That's what the 2 mobility air spells in the deck are for.

A few relevant targets have Earth Weakness (Warrior Dragoss / Honey Badger), while Air only hits Gul'naz for weakness.

Insanity + MS is overrated. 
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Assault is okish for mobility and your lightspeed is costly af 6ap 1wp to travel.

Dreggon warrior already got low res so kinda invalidates its earth weakness. Honey badgers air res is kinda lowish too hitting it with ms + assault will prolly hit harder than rocky foot alone. Also only spell branch that can kill warghs are air just to give an example.

I guess clearing a full room at s15+ is overrated then. tongue

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Score : 5383

Revising this thread got super busy in real life for bit. This will be my post Orgest Build without Relic and Epic runes. The build offered by Abrocalypse  is cool but it lacks the added safe of just attacking from the mid range. 12 ap basic Air combo vs 12 ap  basic Fire does the same exact base damage and has easier access to back stab. 

Example of why air is cool;

Turn one: Motion Sickness x 2 Assault x 2(1 is guaranteed BS Damage) - Depending on situation add sacrifice and a active punishment - Base 31 x 12 = 372

Turn 2 Fire More: Assault x 1 + Blood Rush x 3 =  396(Really would be 466.8 base damage since it would be entirely backstab damage)

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Score : 33

I dont think a Sacr can use those weapons buddy.

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