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Niddhoggy's profile
Member Since : 2008-05-13
844 Posts (0.55 per day)
Most active in : Character Classes
posté April 16, 2015, 04:47:18 | #1

This is related to masqueraiders, they follow the Sadida god too. I am trying to find the Sadida description.

Taken from Dofus:

''People say that "there are two things you can't look at directly: the Sun and Sadida", and that that's why this god always wears a mask, so that gods and mortals alike can converse with him. Sadida is the plant god par excellence. All he wants to do is make things sprout, blossom and bloom. His disciples get their powers from plant life and learn to use them to the fullest. Sadida can be seen from time to time during spring nights when the moon is full, dancing on the ridges, followed by a string of buds and flowers...''

''The followers of the god Sadida are gathered under the name "Sadida's Shoe", which means, in Sadida language, "Those whose shoes, soled with wind and laced with greenery, can create dew and joy within the god Sadida's heart, from the innermost depths to the edge of the forests, scented with exquisite and musky fragrances". This funny expression always puzzles people. The first thing you need to know about Sadidas is that they're extremely touchy when it comes to the soles of their feet. Some people say they're hard with calluses, while others say that it's the most sensitive part of their body. It might also be to do with the smell. But no one knows for sure except the Sadidas themselves. Of course, if you ask one of the leafy god's temperamental followers yourself, you'll regret it. In the end, it's your choice: live in ignorance, or run the risk of getting a thorny whack in the privates. Not hard to choose, is it?

We often think Sadidas sleep all day long. The truth is, what we believe to be deep sleep is in fact a very intense activity similar to dreaming... Sadidas claim they are "dream-passers". A dreaming Sadida can make a tremendous effort in the ether to harness the energies that will bring his dolls to life. He is also fond of the teachings spread by forest spirits and lesser gods. They advise him where to find the plants he needs to make his ointments and poisons. This vegetative condition enables him to converse with plants and trees. If a Sadida needs to pick up a plant or cut down a tree, he will always ask its permission, as a Sadida is in perfect harmony with Nature. Some reckon they also take special care to do it because they have the power to change into a tree and that there's something not quite right about hitting a peer with an axe.

Some Sadidas set themselves up as protectors of the land. They use their Sylvan Powerspell, which enables them to change into a tree, to melt into the background and remain watchful, scanning their surroundings. Ever felt like someone's watching you when you're in a supposedly deserted forest? Now you know why!''

This post has been edited by Niddhoggy - April 16, 2015, 04:56:12.
Thread : Sadida  Preview message : #851866  Replies : 7  Views : 205
posté April 16, 2015, 04:01:27 | #2

Thread : General Discussion  Preview message : #851847  Replies : 21  Views : 487
posté April 16, 2015, 01:27:00 | #3
It is a way they found to balance the game and add strategy, Aqualia. Even Iops are not that straightforward anymore hehe

Thread : Sadida  Preview message : #851759  Replies : 34  Views : 922
posté April 15, 2015, 23:35:43 | #4
Thing is, Sadida already can heal himself. Making Drain heal the Sadida will just justify loss of power in other spells during the revamp (unless if they make it consume states like Cra healing spell or Sram healing spell and make it the main way of self healing).

This post has been edited by Niddhoggy - April 15, 2015, 23:40:34.
Thread : Sadida  Preview message : #851668  Replies : 34  Views : 922
posté April 14, 2015, 09:30:22 | #5
I can't even see the Remingtom server in my list when I click ''Display all servers''.

Thread : Technical Issues  Preview message : #850465  Replies : 26  Views : 587
posté April 10, 2015, 06:22:03 | #6
Well, dolls should not be replaced at all. However I'd be happy if they added one plant summon to the game - the Tree of Life (or just Tree if you think that the other name is too fancy).

The Tree is a static creature that has high resistances and blocks the line of sight. The Sadida can only have one out in a fight and it costs 0 control. The sadida will be able to cast bramble spells from anywhere in map on the cells that are close to the Tree, by controlling their roots and doing damage to the enemy (anywhere in a range of 3 cells). When Earthquake is cast, an extra Earthquake will spawn with 100% rate under the Tree doing 50% less damage. Bramble spells do 20% more damage when cast within the Tree area of effect (Manifold, Wild Grass and Bramble).

Trees gain 1 level of Growth per turn and if the Sadida casts Fertilizer on it, it gains 1 level of Growth. The growth will provide a resistance buff to all allies within the Tree's area of effect, +10 resist per level (max level of 7). After they reach level 7 of Growth the Tree blooms and the Growth state is lost, healing all allies within it's area of effect by 160 HP (chromatic) at level 200.

Fertilizer now costs 2 AP, deals 50 damage at 200 and steals 1 MP. There is a limit of 1 cast per target per turn. It adds 25 levels of Brambly Armor if cast on an ally. Linear and requires line of sight. Bramble now takes 2 MP after level 100. Manifold costs 5 AP, deals 110 damage at 200 and removes 1 MP from all targets in the area, bed of spikes is removed.

Air spells when cast on a Tree will have their poison effects spread throughout it's area and water spells have their healing effects strengthened by 20% if the target is within 3 cells from the Tree.

This is just one possible way that I see plants being implemented to the game. I do not expect them to attack or walk around.

This post has been edited by Niddhoggy - April 10, 2015, 06:26:10.
Thread : Sadida  Preview message : #849031  Replies : 11  Views : 384
posté April 10, 2015, 04:01:42 | #7
Hey Alrauna! It's Pangea

I'd love to see Drain's range modifiable, that would be perfectly fine and not too overpowered at all. As for the other spells like Rust and Vaporize, I am expecting Ankama to modify these.

However, since it probably is a revamp, I think that many things will be changed, despite of not being that necessary (we could be good with just some tweaks). I like the idea of a revamp though, can't wait to see what they have in mind :] 

This post has been edited by Niddhoggy - April 10, 2015, 04:02:08.
Thread : Sadida  Preview message : #848996  Replies : 6  Views : 337
posté April 09, 2015, 10:54:23 | #8
Following this logic if Sadidas summoned wooden doors, chairs and tables they could be considered as Trees.

No, dolls are not plants. If they were plants they would be named and they would act differently. Also, plants are known to be immobile summons, and because of that they have quite different gameplay - just look at Dofus. I don't think they would add animated plants like those Dandelions and Sunflowers though.

I am pretty sure they are adding another type of gameplay after the revamp, so Sadidas will not be entirely based in summoning toys. If they don't, well, that's just sad because both international a french side have been discussing about the possibility of Sadidas having plants.

Plants or Trees, it is something that the Sadida community clearly shows interest

This post has been edited by Niddhoggy - April 09, 2015, 11:01:09.
Reason for edit : grammar
Thread : Sadida  Preview message : #848731  Replies : 11  Views : 384
posté April 08, 2015, 11:23:44 | #9
I had this in my files, so I will just pop it in this thread. Have fun~ (this is an old suggestion that I gave up on posting).

EDIT: NVM, I just noticed Sadidas are the next to be revamped. This is amazing, finally! Woo xD, well, they probably already have something in mind so I will just remove my ideas from this topic. I'll just test it whenever I have the chance and give the best feedback I can  

This post has been edited by Niddhoggy - April 08, 2015, 12:12:04.
Thread : General Discussion  Preview message : #848129  Replies : 28  Views : 869
posté April 08, 2015, 05:48:04 | #10

Yes, the spells are way too focused on Dolls. If they really want to revamp the class better they add new content, so we don't have just dolls at our disposal (like living plants for example).

If they are not revamping and just bringing minor changes, better they make the other dolls useful at least. I am ok with both possibilities, but of course I prefer the first one, since dolls are not always useful and since we're a nature related class, it would be nice to have plant summons around like Trees.

The current Sadida isn't a bad class, it is just a jewel that needs some polishing. They forgot to do that in the last revamp and what we have are bugs, useless skills and lack of diversity in our support spells.

This post has been edited by Niddhoggy - April 08, 2015, 05:50:32.
Thread : Sadida  Preview message : #848083  Replies : 15  Views : 683
posté April 08, 2015, 01:33:25 | #11

I'll try to not write too much. So I will just give the general ideas.

  1. Enhance spell animations, specially the earth ones.
  2. Voodoll: bring the totem back, make it have a % of Sadida's HP. Make it only lose HP from enemy attacks, ally attacks will be redirected. Make Dolly Sacrifice able to change the target of the Voodoll, this will improve its role and synergy with most spells.
  3. Lethargic: AP stolen could be given to the Sadida.
  4. Madoll: MP stolen could be given to the Sadida.
  5. Ultra Powerful: coward behavior. Refund of spell cost when charging a new air spell.
  6. Block: higher lock bonus.
  7. Sacrificial Doll: it should gain damage bonus from secondary bonuses like other dolls. Make it have a % of Sadida's fire mastery, this should be enough to make the doll do decent damage without being too strong. If you have around 300% fire mastery at 150~, the doll should probably have around 400% damage with the secondary bonuses taken into account. The doll will then be doing average fire damage plus chromatic damage of Explodoll.
  8. Dolls in general: enhance their resistance bonuses slightly.
  9. Expodoll: increase the damage effects: 50% of Sadida's level as chromatic damage. => level 100 Sadida will do 25 damage on Explodoll, level 200 will do 50.
  10. Tree: add a resistance boost to all dolls in map.
  11. Doll Link: if Totem is linked to an enemy -> redirects 10% of damage taken to the enemy. If totem is linked to an ally -> redirects 10% of damage as heals to the ally. New effect: when a Doll dies the Sadida gains 25 levels of Doll Link. At level 100 the Sadida recovers 1 wakfu point. New Effect: controls all dolls in a radius of size 4 at the ends of turn (this is a counter effect to Lone Sadida).
  12. Lone Sadida: make it work with Voodoll again please. Currently Voodoll reduces the level of Lone Sadida.
  13. Water Branch: Rust should give damage to all elements.
  14. Air Branch: poison mechanics must be better designed.
  15. Earth Branch: make Fertilizer have the same area as Rust, it adds Brambly Armor to allies and damages enemies. MP steal removed. Make Earthquake useful or replace it.

Thread : General Discussion  Preview message : #848013  Replies : 28  Views : 869
posté April 02, 2015, 06:51:45 | #12
Guys, this is an old April fools joke. They did that back in 2011 in Dofus,

Thread : General Discussion  Preview message : #846240  Replies : 21  Views : 1593
posté April 02, 2015, 06:46:41 | #13
Tree is my favorite skill! It provides a cheap way of becoming stabilized and also increases your resists, I really hate being moved and in high levels some mobs can put you into risky situations easily. Also, the Tree provides an advantage for Sadidas compared to Enis. Enis are fragile healers and most of the fights they spend precious turns healing themselves, Sadidas on the other hand can avoid damage by increasing their resitances (monsters are unlikely to attack someone with high res) and focus on healing their allies.

This post has been edited by Niddhoggy - April 02, 2015, 06:47:25.
Thread : Sadida  Preview message : #846239  Replies : 12  Views : 818
posté April 02, 2015, 03:58:41 | #14
Sadidas are not weak, the problem that we are facing at the moment is that our support/passive skills lack utility and the poisons that build the air branch are seriously lacking power. Also some dolls desperately need adjustments.

Thread : Sadida  Preview message : #846170  Replies : 12  Views : 818
posté April 01, 2015, 02:29:02 | #15
Well, if you would want to build everything towards fire because of a single doll, there would be a problem.

This post has been edited by Niddhoggy - April 01, 2015, 02:29:37.
Thread : Sadida  Preview message : #845561  Replies : 15  Views : 683
posté March 31, 2015, 20:43:28 | #16

I am not fire and I have up to 650% fire damage with lone sadida maxed, Sacri doll already has high enough base damage. That's just a simple way of buffing it, you don't really have to push it too insanely to want to use 4 elemental gear. Also, the other types of damage are currently not affecting Sacri Doll like they do to other dolls.

That would be an easy and simple way of fixing the doll.

Thread : Sadida  Preview message : #845412  Replies : 15  Views : 683
posté March 31, 2015, 06:46:57 | #17
If we could level more spells, like secondary spells wit 75% or 50% of our lvl then I could start seeing an advantage in leveling quake. But atm I can't replace by main skills by that  

Thread : Sadida  Preview message : #845098  Replies : 15  Views : 683
posté March 31, 2015, 05:12:13 | #18
The air branch needs a whole revamp on the poison mechanics. I mean, I know it's going to sound repetitive but the latest changes to Cras, Iops and Srams shows that it works. Stench and Gust could apply Woodland Venom state that can be consumed by Poisoned Wind, Kmir and Sudden Chill in order to inflict resistance loss, strong AP/MP loss and MP boost to Sadida.

For example:

  1. Woodland Stench: +12 levels of Woodland Venom. No need for damage boost as it's quite powerful already ^^
  2. Gust: +6 levels of Woodland Stench. Damage should be slightly buffed.
  3. Poisoned Wind: 46 damage at 200, consumes Woodland Stench and applies Poisoned Wind +2 per level consumed.
  4. Kmir: consumes minimum of 10 levels of woodland venom, +1 MP to Sadida every 10 levels of Woodland Stench. Kmir adds +1 MP to the Sadida when cast on an ally, +2 MP after 100. It gives +1 MP to the ally at 1-99, +2 after 100. 1 per target per turn. Dolls can cast it on allies!!! this will allow kmir to be used effectivelly to pull enemies.
  5. Sudden Chill: applies Sudden Chill +3 per level of woodland stench consumed. (max -120).
Ahh something that I really want! Animation enhance in most spells, specially the bramble ones that look like green poo XD
As for Vaporize, it needs something else, maybe damage boost like you've stated, and I don't really like Quake, been trying to use it at 150's and its not really worth it maxing it.

This post has been edited by Niddhoggy - March 31, 2015, 05:17:04.
Thread : Sadida  Preview message : #845051  Replies : 15  Views : 683
posté March 31, 2015, 04:47:13 | #19
I'd be happy with some tweaks and doll buffs, but I don't agree that most spells are ok. I mean, Voodoll is a great skill and it is far from being overpowered, that's why it was completely pointless changing it like they did. It is currently quite useless because of it's short lifespan, the fact it walks and also the fact that it removes Lone Sadida.
The old totem was simply amazing, it only had the problem of being exploited.

  1. Bring the old totem back with restriction to where you can summon it to prevent exploits. Make it have a % of Sadida's HP. Make it possible to switch linked targets with Dolly Sacrifice.
  2. No HP loss from redirected damage.
  3. Dolly Sacrifice: make it return the AP invested when casting on enemies or allies to switch the Voodoll's linked target. This will provide a great synergy between those two support skills, allowing the Sadida to switch totem's targets whenever he wants to without having to remove it from the battle, this will allow water Sadidas to heal allies more efficiently as well as make Tear a more appealing skill.
  4. Optional Idea: make armor applied by bramble spells 20% stronger when cast on an ally-linked voodoll.

Concerning the dolls, I have a lot of uncertainty about how making them stronger, because they are already quite powerful (Greedy, Ultra Powerful and Inflatable) in PvP, but they are simply useless in PvE because of resistances. Therefore I'd hope for a very careful balancing on these two, the other ones are desperately in a need to be buffed. I have some thoughts about them.

  1. Sacrificial Doll: make it have 100% of Sadida's Fire Mastery.
  2. Madoll: MP stolen goes to Sadida.
  3. Lethargic: AP stolen goes to Sadida.
  4. Explodoll: increase the explosion damage to 40. Add +25% Final Damage to Sacrificial Doll.
  5. Block: +2 lock per level.
  6. Resistances: dolls should gain +2 per level, Block gains +3 per level
  7. AI fix is a must.

Now about the elemental spells, certain spells have to be revised (like Vaporize, Earthquake, Gust, Kmir and Rust). I have many ideas but they are not as important as the support skills, I'll just trust Ankama does a good job. There's not much to do right now, don't think they have plans for Sadidas at the moment... I just wish I could use my active and passive skills more effectively rather than just relying on a few specific elemental spells and Tree (which is a lovely spell I'd not change ;3)

This post has been edited by Niddhoggy - March 31, 2015, 04:56:34.
Thread : Sadida  Preview message : #845041  Replies : 15  Views : 683
posté March 22, 2015, 23:00:34 | #20
Actually I've been checking the french forums and it seems that they also are complaining A LOT about the prices. Maybe they're changing the price... who knows, they haven't been released yet lol.

Thread : News  Preview message : #842356  Replies : 106  Views : 3011