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Foggernaut Rework Thoughts
By Thebestonealive#3234 - MEMBER - December 06, 2022, 17:57:03So, after playing Fogger for about an hour or so, I feel like this class has lost its direction. I mean, I feel like this iteration of Fogger is even worse than the previous iteration of Fogger, with the removal of Overheating and High Pressure buffs...
What really is the purpose in playing Fogger anymore? It wasn't viable before, but now with the emphasis on a turret (or two), in PVM, it will just be a nuisance. The AI doesn't like stationary, weak summons and the 100s of conditions for attacking a monster. Also, the passives are extremely underwhelming to say the least. Why is the 4AP fire spell that was a staple for fire Foggers now restricted to no LOS?
If they made multiple different turrets like in Dofus, the potential would be so much greater.
I still don't see a reason in using Fogger as a tank, nor as a DPT. Maybe this will change as more mechanics are explored. At the moment, I think I'm considering this the worst class now. This Fogger was probably more designed for PVP.
To make this abundantly clear: these are DAY 1 THOUGHTS and are SUBJECT TO CHANGE. I'm well aware that there are mechanics that I haven't explored yet.
Edit:
Why is Hot Wheels even a passive? It's just a net negative on the Foggernaut and their allies, no? No point in even using this passive. I do see a little more tank potential than yesterday after testing out a lot more. However, again, nothing too big to replace Foggers with Sacrier or Panda. DPT is what I'm still investigating. Removing the "Stasified Protection" passive seems to have helped.
Also, the 4 AP regained from Froth is 100% a staple for DPT. I see my damage output go way up during Fogginator.
What really is the purpose in playing Fogger anymore? It wasn't viable before, but now with the emphasis on a turret (or two), in PVM, it will just be a nuisance. The AI doesn't like stationary, weak summons and the 100s of conditions for attacking a monster. Also, the passives are extremely underwhelming to say the least. Why is the 4AP fire spell that was a staple for fire Foggers now restricted to no LOS?
If they made multiple different turrets like in Dofus, the potential would be so much greater.
I still don't see a reason in using Fogger as a tank, nor as a DPT. Maybe this will change as more mechanics are explored. At the moment, I think I'm considering this the worst class now. This Fogger was probably more designed for PVP.
To make this abundantly clear: these are DAY 1 THOUGHTS and are SUBJECT TO CHANGE. I'm well aware that there are mechanics that I haven't explored yet.
Edit:
Why is Hot Wheels even a passive? It's just a net negative on the Foggernaut and their allies, no? No point in even using this passive. I do see a little more tank potential than yesterday after testing out a lot more. However, again, nothing too big to replace Foggers with Sacrier or Panda. DPT is what I'm still investigating. Removing the "Stasified Protection" passive seems to have helped.
Also, the 4 AP regained from Froth is 100% a staple for DPT. I see my damage output go way up during Fogginator.
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no no i did but i genuinly dont understand what part bothers u, because changing the staple dmg skills past rework is very common i would say, i would have loved to have more turrets too but i think the passifs basically give more turrets (u know the pull and tp etc). but yeah maybe give it a bit of time it should work out once u have time to figure things out, and it really is easier to deal dmg (mele and distance ) and tank on the new foggy
Tried out dissolution and it only does more damage with the pressure thing which is a pain to get. Shebang does, but only for the 90% hp thing. Like it seems to me that the only way I can reach my old damage is when I do some special thing and it only works once. Before all I needed to do is stay near the enemies and bam! Big damage! Now I have to either spam water attacks or hit an enemy once while he has 90%. It sucks!(By that I mean that it is no longer as satisfying or fun to use to me)
oombotTurret for indirect chromatic damage.Firethrower is already a copy-paste of the old Boombot functionality of casting a shot through it to make it an AoE cone. Fogger's innate battle passive is also called "Sabotage Master," which feels like something a Rogue would be specialized in.
Elemental Spells: They feel fine, to be honest. They're all useful, impactful, and not overly complicated.
Turret: I like it overall. Deals good damage with auxiliary effects via passives. Can be tricky to get the hang of, but Fogger has a decent number of ways to manipulate positioning.
Gunner: Not a big fan of this state, but it's not horrible. The +50% indirect damage is nice (Turret stuff), but being limited to a straight line + on microbots feels bad. The teleportation actives make it more bearable. Also, it can be nice to shoot an earth spell really far away to place a Blockade, I guess.
Microbots: Pretty restrictive, and their passives carry extra maluses... but extra movement is nice for you and allies.