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-Shakespeare-'s profile
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Member Since : 2006-07-14
87 Posts (0.07 per day)
Most active in : Character Classes
posté Yesterday - 09:05:56 | #1
hi, i run a hydust build most of the time and enjoy it quite a bit. the boom is incredibly satisfying for me and you can solo stuff like hc owl rooms with it, etc. that being said, it isnt for every dungeon and it requires intelligent placement of hydrands a turn prior. do not expect the hydrands to survive more than a turn and dont even bother with hydust in certain dungeons. in the hc owl boss room, for instance, i switch to what i would consider to be a fairly standard water/fire build.


Thread : Xelor  Preview message : #892915  Replies : 10  Views : 472
posté July 27, 2015, 19:49:15 | #2
+1 for feca. I enjoy partying with them immensely, though you might find them to be too supporty. They do a *lot* more than simply buff, but they don't really do much in the way of raw damage. I used to multibox with a sram, and that tended to work out very well back before all of the changes. I tend not to enjoy it as much anymore.


This post has been edited by -Shakespeare- - July 27, 2015, 19:51:13.
Thread : General  Preview message : #891992  Replies : 4  Views : 163
posté July 18, 2015, 16:38:48 | #3
wtt +3 earth shushu emblem for +3 fire pm Ankalogic


Thread : Trade  Preview message : #888217  Replies : 0  Views : 37
posté July 17, 2015, 18:40:10 | #4
Yup, a mechanics build is hell to play with pubs, but pretty fun with a team that works well together. Special mention goes to fecas with peace armor up. Thank god we can create multiple spell decks!

sidenote: Yes, hydrands block los. With the mechanics specialist perk, however, you can freely dust on top of them to hit mobs around them without destroying them in the process.


This post has been edited by -Shakespeare- - July 17, 2015, 19:27:16.
Thread : Xelor  Preview message : #887909  Replies : 15  Views : 964
posté July 17, 2015, 05:04:09 | #5
can confirm that it pierces  


Thread : Xelor  Preview message : #887763  Replies : 15  Views : 964
posté July 17, 2015, 02:06:18 | #6

Quote (Esplen @ 16 July 2015 11:27) *
You get 3 charges for each Hydrand, not 1 (tested on reset dummy).

You actually get 1 charge from the hydrand itself and 2 bonus charges per enemy it hits. This means that its possible to get 10 charges with only one hydrand, you know, if you got incredibly lucky and/or are god.


This post has been edited by -Shakespeare- - July 17, 2015, 02:12:24.
Thread : Xelor  Preview message : #887738  Replies : 15  Views : 964
posté December 14, 2014, 22:10:17 | #7

Quote (Basgitarist @ 14 December 2014 21:32) *
Yes, I know.

My apologies, then. Personally, I think that incandesence is fine as it is; 2ap for ~200 bonus damage is ridiculous.


This post has been edited by -Shakespeare- - December 14, 2014, 22:11:28.
Thread : Eliotropes  Preview message : #809236  Replies : 24  Views : 2631
posté December 14, 2014, 20:51:16 | #8

Quote (Basgitarist @ 13 December 2014 15:52) *
Since Eliotropes have no spells that consume WP. This is why I'm thinking that Incandescence is intended to work with Exalted, since it gives at max lvl 20 DMG per AP/MP AND WP.


This would work if incandesence actually took wp costs added by the rage state into account. It may be intended to work with exalted, but it doesn't. This could currently be a bug and I am not sure if you know that or not, based off of your post.


This post has been edited by -Shakespeare- - December 14, 2014, 21:07:57.
Thread : Eliotropes  Preview message : #809206  Replies : 24  Views : 2631
posté December 10, 2014, 02:03:01 | #9

Quote (kurokat @ 10 December 2014 01:45) *
Torrential Flux leaves a line of glyphs 5 cells long in the direction of the cast. These glyphs last for 1 turn. So not only yourself but your allies can push things along or onto them, as well as enemies walk onto them.

So while it does not do "infinite damage" as you stated, it does do "insane damage" like I stated.


- Kat

You are correct that it leaves a 5 cell glyph and that allies can push things onto it. The glyph, however, will only do damage at the beginning and end of a monster's turn. An ally *could* push a monster down the glyph, but the monster would take no damage until it started or finished its turn on the glyph. This means that the glyph's damage can hurt a monster a maximum of two times per turn.


This post has been edited by -Shakespeare- - December 10, 2014, 02:07:12.
Reason for edit : i could be incorrect in thinking you are confused about this mechanic!
Thread : Eliotropes  Preview message : #806727  Replies : 47  Views : 3810
posté December 10, 2014, 00:50:37 | #10

Quote (Soundtrack8 @ 10 December 2014 00:36) *

Quote (Rimali @ 10 December 2014 00:01) *

Quote (Soundtrack8 @ 09 December 2014 23:36) *
Am I missing something, but whats the point of exalted / calm state giving and taking wp if none of the spells need it? :S
Well, with exalted every spell transforms into a (potential) WP-Spell. If there are WP left, a spell consumes one and it's damage gets increased.
yeah but I could still cast spells even when I didnt have wp so I dont see the point :X

In the worship state (with the aura), all spells will consume one wakfu point (if you have any left). When they do this, the final damage of the spell used is increased. You can continue to cast spells without any wakfu points to spend, but they will not get the final damage boost.


Thread : Eliotropes  Preview message : #806711  Replies : 47  Views : 3810
posté December 04, 2014, 04:12:08 | #11
Just an fyi, unleashed blade just got whacked with the nerf stick.


Thread : Eliotropes  Preview message : #804472  Replies : 205  Views : 14572
posté December 01, 2014, 02:47:52 | #12
seeing as it hasn't been fixed for the better part of a year, i doubt it *ever* will be!


Thread : Bug Archives  Preview message : #803219  Replies : 7  Views : 817
posté November 30, 2014, 21:29:29 | #13
I main a water/air xelor, so allow me to shed some insight on this: the time control jump will not grant +1ap if it is caused by devotion but will if it is caused directly by a water spell.

For instance, if you time control yourself on a tick turn and then gain another 4ap via water spells, you will then be at the maximum gain of 5ap. If you then cast devotion on yourself, your ap will not increase and time control will jump to another random person without giving them an ap. If you were at the max and then cast something like sandglass on a monster, the time control would jump to the random ally and grant him 1ap at the same time. I find counting on tick turns quite handy because of this!


This post has been edited by -Shakespeare- - November 30, 2014, 21:31:30.
Thread : Xelor  Preview message : #803133  Replies : 6  Views : 1166
posté November 27, 2014, 20:54:11 | #14
wow. on the bright side, they look super ap intensive.


Thread : Eliotropes  Preview message : #801726  Replies : 205  Views : 14572
posté November 09, 2014, 20:57:17 | #15
Yeah, just to let you know: stabber works for all attacks you cast in a turn, not just one. You just provided a picture where stabber procced twice.


This post has been edited by -Shakespeare- - November 09, 2014, 20:58:24.
Thread : General Discussion  Preview message : #794893  Replies : 22  Views : 1786
posté October 06, 2014, 22:08:30 | #16
wtb wa wamulet pm me at Ankama Logic


Thread : Trade  Preview message : #785021  Replies : 0  Views : 170
posté October 03, 2014, 21:27:52 | #17
Closed pm me at Ankama Logic


This post has been edited by -Shakespeare- - October 03, 2014, 21:43:22.
Thread : Trade  Preview message : #784058  Replies : 0  Views : 130
posté January 29, 2014, 18:59:09 | #18

Quote (Wareen-Peace @ 23 January 2014 16:52) *

Quote (Seijuroz @ 21 January 2014 16:40) *
can you describe more information about how to get double bonus dmg from stasified
i'm play in asia server it say "if target has matching resistances" what dose it mean ?

thank you for information
If your opponent has two resistances with the same exact number for example :250% earth resistance and 250% water resistance, than your stasis damage will increase in power.

I believe this is still bugged. I only ever see the damage increase vs enemies with 4 matching resistances like Jellix or many of the UB. I'm still hoping i'm wrong and I haven't checked since the last time I tested it.


Thread : Foggernaut  Preview message : #671567  Replies : 10  Views : 3204
posté January 14, 2014, 12:03:05 | #19
Solomonk is most definitely the best for my build. With it you can maintain very high stasis damage (potentially over 500) and very high crits. Its lack of control is really a none issue, as you can get control from all sorts of equipment these days and there is quite a bit of it on the sage set.

Ultimately, your choice of relic comes down to how you are playing your stasis fogger.

edit: Solomonk is, however, a bit glass cannonish.


This post has been edited by -Shakespeare- - January 14, 2014, 12:09:00.
Thread : Foggernaut  Preview message : #663995  Replies : 3  Views : 662
posté December 25, 2013, 20:21:04 | #20
WTB Black Enewgy Heya, still looking for these. Pm Unkempt Harold


Thread : Trade  Preview message : #656491  Replies : 0  Views : 168