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What goes into Fortune Points?

By Rouvinne - MEMBER - November 17, 2019, 08:40:48

Crit%, Block%, Crit dmg, Rear dmg, Berserk, Heal, Rear res, or Crit res?

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Well Crit to max and then crit mastery is the default for a DD
Block, berserk and maybe crit resist is good for tanks
Rear damage is good on srams and other high mobility assasins
Heal for pure heal suports like enis

Rear resist feels to situational to ever take imo

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i was reading through some guide, but apparently bombs don't benefit from crit. i tried experimenting but bombs don't benefit from block and berserk either. n i dont heal. so what points do people usually take, and why?

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Amethyic|2019-11-17 22:58:50
While they do seem contradicting to each other, that's just how it is. Like you can take rear res or crit res if you want to be more defensive but if you want to squeeze the most out of your stats, berserk mastery would be the wiser choice as there'd be situations you'll be low HP and that mastery kicks in.

In a way, Rogues get the short end of the stick in statting fortune points. Since bombs don't crit and backstab, that culls out crit chance, crit mastery and rear mastery which are the only offensive options (aside from berserk mastery).

Is an ST/Melee air rogue good later in the game? If I'm gonna need to be at low health anyway, i figured i should be right in the midst of danger, by keeping just enough health using self heal from Slap Shot. Something tells me it's not though..
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That might've been viable pre-rework but now I'm not so sure. Rogues are intrinsically linked with bombs now. Although someone posted in Loka's guide about a distance rogue that deals damage with execution, pulsar and piercing shot and only use bombs for extra damage + WP regen.

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Rouvinne|2019-11-17 17:14:31
But.. Block helps guarding HP,  while Berserk requires HP to be low. Aren't these two stats opposing each other in terms of purpose?

You can just start with low HP and then protect it with block, or are weak for the first half of the fight, then strong in the second half
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That's the thing; I don't like playing with low health. Makes me unreasonably anxious. I'll put the stats in berserker, but I won't benefit from it.

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Rouvinne|2019-11-17 11:14:31
But.. Block helps guarding HP,  while Berserk requires HP to be low. Aren't these two stats opposing each other in terms of purpose?

Look at it this way... once your hp is low, block helps prevent your HP from getting lower. Berserk damage is kind of like a little boost for you if you get below 50%. It iss totally reasonable to just dump it all into berserk mastery, though. The fortune branch in its entirety is pretty iffy for rogue just cuz a lot of it doesn't apply to bombs. 

Rouvinne|2019-11-18 00:52:00
 
Amethyic|2019-11-17 22:58:50
While they do seem contradicting to each other, that's just how it is. Like you can take rear res or crit res if you want to be more defensive but if you want to squeeze the most out of your stats, berserk mastery would be the wiser choice as there'd be situations you'll be low HP and that mastery kicks in.

In a way, Rogues get the short end of the stick in statting fortune points. Since bombs don't crit and backstab, that culls out crit chance, crit mastery and rear mastery which are the only offensive options (aside from berserk mastery).


Is an ST/Melee air rogue good later in the game? If I'm gonna need to be at low health anyway, i figured i should be right in the midst of danger, by keeping just enough health using self heal from Slap Shot. Something tells me it's not though..

ST/Melee Rogue generally works late game, but you have to use bombs as a rogue no matter what, so if you're trying to get around using bombs... that's not gonna work lol.

A tanky ST/Melee Rogue with a lot of lock and HP is fun because you can get enemies to get stuck around you and your bombs, but for PvE it's hard for me to recommend ST in general.

Seems like you're thinking about having to always benefit from berserk mastery, which, I don't think is how you should see it at all. You should focus on enabling your primary masteries, like melee and ST, and just see Berserk Mastery as a bonus.

Fortune branch is just iffy for Rogue. I could even make an argument for Healing Mastery on Rogue for Fortune, lol. There just isn't any particularly good stat for rogue in there.



 
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Yeah.. learned that firsthand. I died more times than i survived being an ST/Melee Air rogue. Back to the bombs..

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Rouvinne|2019-11-21 11:42:13
Viable perhaps, but not for newbies like me probably. I died more times than i survived being an ST/Melee Air Rogue. Back to the bombs..

But the thing is, even as an st melee, you can play exclusively the bombs. Heal yourself on bombs youre not gonna use, and maybe burst some mob that comes close enough without bombs (if you know your damage)
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Rouvinne|2019-11-21 16:42:13
Viable perhaps, but not for newbies like me probably. I died more times than i survived being an ST/Melee Air Rogue. Back to the bombs..


My good man.. Do you have a moment to talk about mobility rogues? amaizing you wont regret it!

basically do what im doing your dmg will be lower but your ability to survive will sky rocket; 1.st prioritise mp and range stat into basically ranged dmg and play with the mentality of assasin choose the targets you go after and do not go in situations where you cant escape using cheap abilities basicly if you are in position where you need to sac more than 2ap and 1 wakfu you failed.

Think yourself as long-distance sram xD bombs are your friends but they're escapes and zoning and wakfu recovery cast few bombs in spots you can reach with the switch ability and prebebly can claw to one bomb that is further down (claw is amazing do not sleep on this spell well if you dont have range then its well kinda bad but if you have on it the minumum of 6 range boi o boi its good you can escape from ANYTHING with clever use of claw)

my style of rogue is not in the meta BUT what it does have is reliable damage on every turn with added benefit of not being anywhere near enemies and not taking dmg while still dealing dmg)

just remeber you cast execution on start of the turn even if you cant hit anything to gain the passive build up for stacks and once you have 4-10 stacks you can use it on based on need with 4 stacks this spell is a beast with 10 stacks its just evil beast since it does high dmg with 2 ap WITH shuting down all healing for a turn and since you will need to play bombs to gain wakfu and move or zone you will have this stack up pretty much all the time.

p.s the fugitive passive is your frend dont be scared of the - dmg having 7 mp base is just pure bliss
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