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Foggernaut Rework Thoughts

By Thebestonealive#3234 - MEMBER - December 06, 2022, 17:57:03
So, 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.
4 -9
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Score : 726
pensive ? i am a bit lost on whats exactly bothering u with it but i think its really strong rn perhaps too strong 
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Did you not read my post before commenting?
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give it a chance, its not even been a day yet.
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That's legitimately what I implied. "Maybe this will change as more mechanics are explored". Read my post before commenting. These are Day 1 Thoughts and are subject to change. I will continue to look for other avenues to play Fogger.
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Tank-wise I can still see this Fogger having potential, the passives that give 50 res, Lock and 50% block are perfect, he can get armor more easily (from 5 to 3AP cost) and you don't need the turret at all to tank since you won't use SP to tank, only WP if you need to do some mopre special stuff.
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Score : 726
 
Thebestonealive#3234|2022-12-06 17:58:24
Did you not read my post before commenting?

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 
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Score : 42
I haven't played wakfu for that much(my foggernaut is only lvl58) and I don't know that much about the game, but this rework ruined tank damage foggernaut for me. I loved going in, leveling up high pressure and then doing a huge nuke with lifesteal to gain all of my health back and now I DON'T HAVE MY NUKE AND EARTH SKILLS DO LIKE 0 DMG. I don't want to play foggernaut anymore...
2 -1
Score : 11220
you can heal from the turret tho, and Shebang is a hell of a nuke because it deals DOUBLE damage on enemies still over 90% HP (so a great opening hit) and Dissolution puts a poison of the same damage for 2 turns on 2 levels of High Pressure. Nott to mention your turret deals a hefty damage with water and earth spells. Your level is still too low to see the real numbers, but keep going.
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I don't mind it but as of day 2 it still feels awkward to play. I think I just need time but as of now the timer is my worse enemy and turrets have way too little health.
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Completely agree. The turrets need more HP, or more resistance than what the player has because they do not survive at all.
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Well foggernaut is not an osa or sacrier, of course they were going to have all sorts of limits in their mechanics. I could see the weak turret that gets deleted by enemies from a mile away. Next time they revamp foggernaut make sure to ask for its role to be dps and nothing more. The moment you ask for more you get this result. Osa is one of those rare classes, which had to be made really good, because of its popularity.
0 -5
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Don't you get tired of crying in every thread about how osa is op and every other class is literally neglected? I usually don't care, but this level of persistency is not healthy.
4 -3
Score : 1277
I doubt very much that you can get to know the character in an hour but Fogger is definitely underwhelming. Ive played it as my "main" for a very long time and every time I do anything with it, just get the feeling of starting over with something else. Something that could solo easier the content... Fogger has quite low DMG compared to how costly the attacks are.
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Score : 42
 
Granthese#6501|2022-12-08 07:03:40
you can heal from the turret tho, and Shebang is a hell of a nuke because it deals DOUBLE damage on enemies still over 90% HP (so a great opening hit) and Dissolution puts a poison of the same damage for 2 turns on 2 levels of High Pressure. Nott to mention your turret deals a hefty damage with water and earth spells. Your level is still too low to see the real numbers, but keep going.

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)
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Score : 2953
New Fogger feels like what gunner Rogue shoulda-woulda-coulda been: Modifying their "gunner" spells (fire branch) by casing stuff on + through their Boombot Turret 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.
  • Fogger AoE got REALLY condensed. It's super dependent on Turret placement now outside of the occasional + cross shaped skill.
 
  • Shebang: Not really a fan. It feels bad to blow most of your AP on one spell that only gets a bonus when attacking an enemy above 90% HP.

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.
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