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Niddhoggy's profile
Member Since : 2008-05-13
886 Posts (0.53 per day)
Most active in : Character Classes
posté Today - 05:14:17 | #1

It would be amazing to give other classes whats the feeling of playing like as a Xelor hahahaha

Thread : Feedback  Preview message : #904344  Replies : 43  Views : 543
posté Today - 04:09:30 | #2
Dial HP is really low on beta right now and it often gets killed really fast, specially if you are soloing mobs. Furthermore, after the rollback change, we're likely to have less AP in average, so if they want us to heal our dial with Time Keeper, they are pushing it too much because we have even less AP on beta right now. And 25 AP is quite impossible right now unless if you have 14 base AP and you count AP gained from Sand glasses and time theft. The average is 15 AP, which is not that much compared to other classes. It is clear that the class hits maybe too much right now on live server, but those changes are really flawed as they are only making the class really fragile after patch, limiting our damage, AP drain and our AP pool.

It would be much more wise if they actually did the following to balance out our damage output (while not stupidly changing Rollback and Dial's HP):

Tock Turns
  • +80% AP drain
  • Water Spells have 40% less base damage.
Temporal Freeze
  • If triggered: gives back all the AP stolen to the enemy.
  • Only applies the state during Tock turns.
  • Frostbite now applies Temporal Freeze.
  • Slow Down: resist loss replaced by AP loss resistance reduction during tock turns and resist loss during tick turns.

But no, they prefer to bring those baind aid changes that don't really take into account our gameplay. Its like if someone who got no idea how to play a Xelor were just working with the class development.
Oh and yet classes like Foggers remain with their 31/AP ratio cost spells that takes into account the lowest enemy resistance...

This post has been edited by Niddhoggy - September 04, 2015, 04:13:13.
Thread : Feedback  Preview message : #904336  Replies : 43  Views : 543
posté Today - 01:57:35 | #3
It probably concerns once again PvP, because if they wanted to nerf Temporal Freeze stack the would have nerfed the amount of levels applied. It looks that their concern is to nerf AP drain, which only makes sense in PvP, since it is useless in PvE...

This is a really bad approach since like people already mentioned, our skills already have many cast limitations and when it is joined with the short 30 second turns, it becomes a mess. I have already tested the new Sandglass and it is terrible, I wouldn't mind a 3 or 4 cast per target limit, but 2 is just pointless. If they are afraid that we do too much damage while taking AP, it would be smarter to give us great AP drainage power in Tock turns with water damage penalty, and the opposite during tick turns.

Thread : Feedback  Preview message : #904314  Replies : 43  Views : 543
posté Yesterday - 14:00:36 | #4

You pretty much summed up everything... great post  

Thread : Feedback  Preview message : #904129  Replies : 43  Views : 543
posté Yesterday - 07:00:42 | #5
Moon Island doesn't represent all mobs of the World of Twelve.

Thread : Feedback  Preview message : #904076  Replies : 43  Views : 543
posté Yesterday - 05:10:37 | #6
I am not talking about PvP here, I hate it (it will never be balanced until they make it group PvP). For instance I dont use water for AP drain, since it's worthless in PvE (sadly...)

Sinistro is only useful in certain situations in PvE, since right now the game rewards those classes that are doing way too much damage, like Foggers (gosh, did you see the base dmg on fogger stasis spells? with all the benefits they get from stasis) and Rogues, to finish off mobs as fast as possible (it is sad but it is the truth). I love Xelors because even though they can ditch some decent damage, they're great map manipulators and can benefit the team with something those DD's dont have. Just find it quite exaggerated that they are focusing on minor changes while ignoring old and unused effects such as initiative loss and AP drain on mobs. Certain mobs will definitely get hindered, but AP control is no way as effective as MP control in PvE.

This is mostly their fault when balancing mobs, giving way more AP than they actually use.

This post has been edited by Niddhoggy - September 03, 2015, 05:26:15.
Thread : Feedback  Preview message : #904050  Replies : 43  Views : 543
posté Yesterday - 04:52:40 | #7
Frostbite still unappealing, even after nerfing sandglass. The fact it doesn't give Temporal Freeze and it has a 3 cast limit makes other spells more important.

I didn't like having to spam sandglass, but making it 2 casts is just nerfing it way too much (3 casts would be fine). Hell, you cast it twice and then you have to look for which spell you still haven't reached the cast limit...

This post has been edited by Niddhoggy - September 03, 2015, 04:56:26.
Thread : Feedback  Preview message : #904043  Replies : 43  Views : 543
posté Yesterday - 01:09:14 | #8
Concerning Xelor Changes Hey there.

Following the changes to Xelors on Beta:

  • Fixed the bug that caused the Xelor had 30% chance of storing 1 AP for each AP used the spell, instead of each spell used.
  • The chances of store 1 AP by launching spell is increased to 35% (instead of 15% / 30%).
  • The maximum stored AP is now 3 and 6 to the ranks 1 and 2 of the liability.
  • AP are no longer automatically earned at the start of turn: use Garde-Temps to recover AP.

Xelor's Sandglass
  • The spell is now limited to 2 casts per target per turn.

The rollback change is okay, since It obviously wasn't working well with the passive, providing way too much AP sometimes. But Sandglass? I realize that it could build a lot of Temporal Freeze, but doesn't make sense limiting it to two casts per turn, it should be at least three casts PER TARGET. I am pissed about this change but I can adapt.

As for the air and fire branch, it seems that you're giving way too much attention to things that do not really need to be changed at first. The air branch still remains with no unique role, its just an auxiliary branch to fire and water and I hate that. Air needs something more than what it actually has and you've already gone halfway with it: Clocking Off. Why not improve this mechanic and make more air spells apply it?

The fire branch is still stuck with initiative debuff, which is rather useless for us. This is a change that would have to be done before anything else, because the whole mechanic behind fire branch is flawed right now, it only used to inflict extra damage with Aging.

So, basically I will finish this post with some short suggestions.

  • Frostbite: make it apply Temporal Freeze for obvious reasons.
  • Xelor's Sandglass: change it to 3/target, 2 per turn is just too pointless. I wont use this spell anymore if it goes to 2 per target per turn as it fills an important spell slot.
  • Timekeeper + Aging: fuse both spells, if cast on an enemy applies the Aging effect with chromatic damage (effect stacks if there's a time rift).
  • Initiative Loss: replace it for something useful!!! It can be Minus Heals, - Minus Block, Minus damage, Minus Lock. Just make it useful and adjust Aging's effect accordingly.
  • Mechanic Specialist: an extra HP boost to mechanisms would be useful.
  • Old Aging = Air Mechanism: since Aging's effect been fused with Timekeeper. Replace the old spell by a mechanism, the Clockfly. A static mechanism that deals air damage and applies Clocking Off +2 to all targets in a line area of 6 cells in the same direction as the Xelor faces. 4 AP, 100 damage at 200.
  • Tempus Fugit should apply Clocking Off +1 before teleporting. Xelor Punishment +1 outside dial, +2 Inside dial.
  • Time Distortion: can be cast on self. Returns 2 AP and deactivates Clocking Off effects during the current turn.
  • Temporal Waves: new effect, increases Clocking Off maximum level to 4, 5 at level 2.

This post has been edited by Niddhoggy - September 03, 2015, 01:12:26.
Thread : Feedback  Preview message : #904003  Replies : 43  Views : 543
posté Yesterday - 00:18:36 | #9
Does Sanglass give +2 AP to allies now? Otherwise its just gonna become another useless spell... 2 per turn is terrible. Ankama, why not make the air branch better and actually change the initiative loss of the fire branch into something useful? Geez.

By the way, why not making Frostbite apply temporal freeze? Now we're left with two limited water skills, one that damages allies (clock) and the other that can only be cast twice lol.

This post has been edited by Niddhoggy - September 03, 2015, 00:20:09.
Thread : Server Status  Preview message : #903984  Replies : 20  Views : 568
posté August 30, 2015, 13:32:59 | #10
An easy idea to kind of buff mono builds is to give global passives to every class:

Elemental Mastery
+15/25% Final Damage to a specific element
-15/25% Final Damage to all other elements

This post has been edited by Niddhoggy - August 30, 2015, 13:34:24.
Thread : General Discussion  Preview message : #902990  Replies : 23  Views : 819
posté August 29, 2015, 04:30:26 | #11
Yes. They ruined it.

Classes need more elemental spells to make mono worth it. And of course, mono gear.

This post has been edited by Niddhoggy - August 29, 2015, 04:31:13.
Thread : General Discussion  Preview message : #902665  Replies : 23  Views : 819
posté August 28, 2015, 14:35:12 | #12
I think Panda builds need more identity in general, I don't know how to explain, just doesn't feel interesting to me anymore. After they came out from revamp they were good, the corpse explosion with flaming was simply amazing. Now I am left with weird spells that have weird areas and without any identity. The healing power of other spells is terrible compared to Milk Wave and this spell has most of its power concentrated in it... making other spells unappealing.

During the first days of Pandas I kinda liked the idea of the old fire branch, with being restricted to barrel only. It pushed us towards strategy and had a good mix with the water branch. I mean it wasn't perfect, but I don't know why they gave up on it, instead of polishing this beautiful idea.

Basically, for those who don't know, the Panda was only able to cast fire spells if he was next to the barrel, since the source of all flammable liquid came from it (he used quarts of milk to cast fire spells). I would see no problem now if they restricted Flask/Milking It/Light My Fire like the old ways. Leaving Flaming Burp and Dairy Springer as basic fire spells.

As for the water branch, it has too much power centered around Milk Wave, and spells look redundant. Dizzy mechanic is flawed, as only 1 spell from each branch benefit from it, we need something more than that...

Also, there is no real need for weird areas like Blisskrieg's, the old version was much better and made much more sense than now :'(

This post has been edited by Niddhoggy - August 28, 2015, 14:42:07.
Thread : Pandawa  Preview message : #902389  Replies : 8  Views : 383
posté August 27, 2015, 12:44:07 | #13
Air Branch Thoughts Hello everyone. After update I rediscovered Eniripsas and so far they are my favorite class. They can ditch some decent damage and heal really well their allies, however, despite the fact that water and fire branches are great at the moment, the air looks rather redundant with uninteresting effects (besides damage). So, I came here with several ideas that could improve the branch.

What I like in the air branch is that Eniripsas use dangerous flasks with substances to harm their enemies, but what if they could also use it on their allies or on themselves to boost their damage in trade off weaknesses?

Fear Flask
This is a great spell, however the damage is rather low, considering it only triggers upon pushback damage. So, I suggest to boost the damage and make it also trigger upon casting it on stabilized targets.

  • 40 damage if target is stabilized or if it suffers pushback damage at level 200.

Psykosis Flask
This spell was considerably nerfed, since it had great damage for great cost. The are of effect is unnecessary right now, when you can extend Gangrene's area to a square. My idea is to make it have an AP boost effect if cast on allies, but with the drawback of making the target psykotic (changes position at the end of turn).

  • 75 Damage at 200. Doesn't have area anymore.
  • If cast on self or on an ally: Psykotic +2.
  • Psykotic: +2 AP, changes facing direction in the end of the turn, -40 resist (2 turns).
  • Cannot be reapplied until state vanishes.

Pain Flask
Oh c'mon, I really miss making my team mates fart, what if upon casting Pain Flask on them it makes them feel bad and in the beginning of their turn they end up farting causing damage to surrounding targets?

  • If cast on self or on an ally (lvl 200): Flatulence (200)
  • Flatulence: deals 60 air damage to surrounding targets at the start of turn. Farts.
  • Cannot be reapplied until state vanishes.

Gangrene Flask
The idea is to make the spell apply the Epidemic state on an ally or on self. The state makes the target lose HP upon consuming AP. The problem is that it transfers the disease to the enemy, making it cause the same effect on your team (and on and on, in a loop effect).

  • If cast on self or on an ally (lvl 200): Epidemic (200)
  • Epidemic (200): loses 16 HP per AP used, spells apply Epidemic (200). Effect ends in the end of the turn.
  • Works with area spells.

Radioactive Flask
Lethargy Flask is one of the redundant spells. Right now the MP debuff is indeed useful, but situational. The idea is to preserve all effects from this spell, damage, range, propagator effects, and add alongside that a self/ally effect that will cause mutation, turning the target into one random monster that is found in the world of twelve. The monster will have all four elemental damage equal to the value of the highest elemental damage (it can be from a Tofu to a Xelot, no bosses). This is a crazy idea that I had that could be tested before anything else, to prevent it from being abused. Another possibility is to make it apply Radioactivity to the target, making it lose HP at the start of the turn but increase its final damage (the second one is a more solid idea).

This post has been edited by Niddhoggy - August 27, 2015, 12:52:05.
Thread : Eniripsa  Preview message : #902133  Replies : 1  Views : 223
posté August 05, 2015, 11:33:24 | #14
I never really played Osa in Wakfu because I don't find it interesting, I pretty much lost the love for it after they removed the ability of raising the level of our captured mobs in Beta. It would be great if they allowed us to increase the level of our beasts, but you have to take into account that it takes a lot of work and the game is not centered around the Osamodas class, this is not pokemon, sadly.

I am excited for the static summons and from what I read in french forums they may even have new abilities when they get stronger, that is interesting. Hopefully the update will make me want to play Osas, since I lost all my faith in Sadidas because their summons are unpractical in PvE.

Ahh one more thing, apparently the static summons are going to have unique appearance, in other words, they will differ from all mobs found in the World of Twelve (read in french forum). This sounds fun!

This post has been edited by Niddhoggy - August 05, 2015, 11:36:17.
Thread : Osamodas  Preview message : #895014  Replies : 8  Views : 850
posté August 02, 2015, 23:23:24 | #15

Doesn't feel like playing anymore until they do that. Remington is messed up, my hopes are gone.

Thread : General Discussion  Preview message : #894041  Replies : 134  Views : 3601
posté August 02, 2015, 22:23:41 | #16
When are they creating a new server? Remington doesn't sound fun anymore.

Thread : General Discussion  Preview message : #894019  Replies : 44  Views : 1880
posté August 01, 2015, 04:57:52 | #17
I am a tri Eni and I have been loving the class so far after patch, but I have two decks, one pure DD and the other is pure healing.

I love the new water branch and Refund Mark area of effect heal, eni feels much better right now. However, the air branch is still a bit redundant in some spells and Fear Flask is not worth leveling at the moment.

I can pretty much maintain my whole team at 80%+ HP in Xelorium Past dungeons with my heal deck, with me being the only healer. I am still able to ditch some decent damage with Fortifying, Refund and Gangrene with my dmg deck  

This post has been edited by Niddhoggy - August 01, 2015, 04:59:22.
Thread : Eniripsa  Preview message : #893469  Replies : 12  Views : 1059
posté August 01, 2015, 02:55:23 | #18

Ahh I see, I have missed this information. Well, hopefully they will do a decent job with selecting those static summons

Thank you,

Thread : Osamodas  Preview message : #893428  Replies : 8  Views : 850
posté August 01, 2015, 02:51:23 | #19
Side note on Osa summons I couldn't test Osas on beta during the beta, but I heard that the devs wanted to restrict Osas to only a few summons like in Dofus. However, the Osamodas community raged upon that idea, and then Ankama gave up on it. Apparently, this change would reduce the summon variety and restrict Osa builds a lot. They claimed.

However... what I see before and after patch are Osas that are restricted to only a few summons at their specific level, so they end up using the same summons all the time. Contradicting, isn't it?

Wouldn't it be nicer if Osas had, lets say, a total of 10 different summons that they could use at all levels, instead of those few summons for every level range? Furthermore, wouldn't it be a lot easier to balance the class and allow them to be in pair with other classes, without having to be changed/nerfed all the time?

This is just a thought,


Thread : Osamodas  Preview message : #893426  Replies : 8  Views : 850
posté June 13, 2015, 22:53:11 | #20
I like the idea of being able to capture and summon monsters, but sadly this is not practical at all. If they find a solution by restricting the number of creatures to 4-5 and it is balanced, I am fine with that.

This post has been edited by Niddhoggy - June 13, 2015, 22:53:32.
Thread : Feedback  Preview message : #875030  Replies : 144  Views : 7287