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Niddhoggy's profile
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Member Since : 2008-05-13
867 Posts (0.53 per day)
Most active in : Character Classes
posté June 13, 2015, 22:53:11 | #1
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 : 6394
posté June 12, 2015, 08:34:06 | #2
Masqs clone is a double edge knife, as it has a 1 per fight limit but basically doubles your damage for 2 turns. They are probably changing it, I'd personally be happy to see it being changed for the sake of pure versatility. The Masq could be able to summon a double (which would have its own HP) and the same stats, but both clone and masq would get a final damage debuff (-40% to -50%) as long as the double remains alive.


This post has been edited by Niddhoggy - June 12, 2015, 08:35:00.
Thread : Feedback  Preview message : #874270  Replies : 377  Views : 10969
posté June 12, 2015, 00:38:48 | #3
Aging could be converted into an active spell, it is just an air branch filler at the moment. We could have a mechanism instead of this spell.


Thread : Feedback  Preview message : #874138  Replies : 142  Views : 6545
posté May 26, 2015, 05:25:52 | #4
I really like the new voodoll, it acts exactly like an ideal tree spell. I miss the old Totem though, couldn't we get them both? Totem was so unique to Sadidas and it was only removed because of potential bugs with Ultimate Bosses that could have been fixed in another way.


This post has been edited by Niddhoggy - May 26, 2015, 05:26:13.
Thread : Feedback  Preview message : #866572  Replies : 1027  Views : 18548
posté May 25, 2015, 11:50:45 | #5
It is probably a Tree, its just that they don't have the sprite ready in beta at the moment. I'd be happy about it as long as we don't lose our Voodoll.


Thread : Sadida  Preview message : #866154  Replies : 48  Views : 1721
posté May 23, 2015, 03:07:56 | #6
These are pretty rushed changes but the concept is interesting. Also, I miss the old Voodoll, it is currently acting like an ideal Tree spell now (or just like the Tree of Life) from Dofus, maybe they are changing its sprite and spell definition later...


This post has been edited by Niddhoggy - May 23, 2015, 03:08:32.
Thread : Feedback  Preview message : #865193  Replies : 1027  Views : 18548
posté May 22, 2015, 23:14:44 | #7
That earthquake 


This post has been edited by Niddhoggy - May 22, 2015, 23:14:58.
Thread : Sadida  Preview message : #865055  Replies : 269  Views : 7930
posté May 20, 2015, 10:13:37 | #8
Xelors don't need a full revamp, but they do need some changes, I can easily cover what is currently lacking:

  • Initiative loss doesn't do nothing besides increasing Aging's damage. It has to be changed.
  • Aging should be a secondary effect of one of the support skills, no point sacrificing a whole spells branch just for that.
  • Air branch then should be changed to fit the Tick/Tock gameplay. New mechanism on air branch (to replace Aging). I suggest a cheap (2 AP) mechanism with long range that pushes all adjacent targets 2 cells and inflicts air damage with just 2 charges.
  • Temporal Burn needs to trigger rollback.
  • Hydrant really needs to be buffed to 100 damage at level 200 (instead of just 57). Critical hits applied.
  • Time Keeper should restore charges on mechanisms.
  • Sinistro should also have critical hits and 4 AP (+2 AP = double attack).
  • Water branch damage should be increased by 20% on Accelerator turns.
  • Accelerator State max level should be increased to 6.
  • AP loss bonus increased the more enemies present in fight (to make it worth it in PvM and still balanced in PvP).
 


This post has been edited by Niddhoggy - May 20, 2015, 10:15:44.
Thread : Xelor  Preview message : #863577  Replies : 14  Views : 980
posté May 13, 2015, 00:34:17 | #9
The problem is that gears are usually 2 or tri elemental, this reduces the versatility of builds when combined with those cookie cutter spell combinations, as people tend to go duo elemental (at least). They have to change that, adding a bunch of new spells will not increase the variety of builds that much if they don't touch gear bonuses.


Thread : General Discussion  Preview message : #861226  Replies : 20  Views : 1003
posté May 05, 2015, 06:50:37 | #10
Same thing but with Sadi here.  


Thread : Server Status  Preview message : #858722  Replies : 12  Views : 1334
posté May 02, 2015, 07:37:35 | #11
They are far earning a lot of money with all that ogrine shop items and what do we get back? No decent updates, delayed class revamps, rushed and band-aid content... I mean, if you look at Dofus they are getting a lot of updates recently, while Wakfu is pretty much stand still, Dofus even got their timeline sorted. More love to Wakfu and less shop items, we need decent in-game content... Basically everything they added in the last three months can be purchased in the shop, and not necessarily acquired as an in game reward...


This post has been edited by Niddhoggy - May 02, 2015, 07:42:02.
Thread : General Discussion  Preview message : #857785  Replies : 34  Views : 1821
posté May 02, 2015, 01:11:55 | #12
Mono and Duo builds Hi all.

This is simple.

The game right now lacks diversity in builds and there is a bunch of reasons why that happens, one of them is that the developers focus too much on certain types of gear, this forces most players to pick up tri or duo builds because they get versatility AND as decent damage.

Hopefully the diversity will increase after they add new past level 100 support skills, but that is not enough. Mobs tend to have weakness just to one element and the lack of versatility mono builds have end up forcing people to pick up 2 elements at least, to adjust their damage to more than one specific situation.

I have a list of easy and obvious solutions to make monos more popular, that require some work:

  • Add new gear to the game oriented to mono element with higher damage bonus. Mono gear could offer higher damage bonus (25% more damage, a hat that gives 60% for 2 elements could give 75% for one instead). The dodge, lock and resistance bonus could be slightly higher too.
  • Mono-Elemental relics.
  • Mono-Elemental pets.
  • +Spell levels to a single element on gear.

Duo builds are ok right now, but Ankama is starting to force everyone again towards tri with new decent tri gear, and I can see endgame becoming ''all about going tri''.

Edit:

If they don't really want to spend time on creating and designing new gear, they can just make a standard transformation that can be done with magic hammers that could be sold in the shop (as it is the current tendency right now, easy money). This would completely under price certain tri elemental gear, though.

  • Mono Elemental Hammer: transforms an item into Mono-Elemental, it has increased stats, but just damage to one element.
  • Duo Elemental Hammer: transforms an item into Duo-Elemental, it has average stats, but just damage to 2 elements.
  • Tri Elemental Hammer: transforms an item into Tri-Elemental, it has basic stats and damage to 3 elements.
Example:

Flaxhid Talisman - 160

  • Mono: +1 AP, +1 Range,+150 HP, +60 Initiative, +9 to Critical Hits, +170% damage to one element, +40% critical hit damage, +30% to single target damage, +35 resist.
  • Duo: +1 AP, +1 Range, +125 HP, +50 Initiative, +8 to Critical Hits, +150% damage to 2 elements, +35% critical hit damage, +25% to single target damage, +30 resist.
  • Tri: +1 AP, +1 Range, +100 HP, +40 Initative, +7 to Critical Hits, +130% damage to 3 elements, +30% Critical Hit Damage, +20% to single target damage, +25 resist.
 


This post has been edited by Niddhoggy - May 02, 2015, 01:31:01.
Thread : Suggestions  Preview message : #857691  Replies : 2  Views : 205
posté April 28, 2015, 09:39:15 | #13
That is just another band-aid content.


Thread : General Discussion  Preview message : #856353  Replies : 31  Views : 1906
posté April 27, 2015, 00:52:31 | #14
The seed costs 1 AP at level 9  


Thread : Sadida  Preview message : #855815  Replies : 8  Views : 627
posté April 26, 2015, 07:22:29 | #15
Both are viable, tri is more versatile but you require some money to spend on gear. I like Air/Water because I can do pretty good job with just 11 AP, so I can use a damage relic instead of AP one. The Earth/Air is purely damage build, you can do some devastating combo with Wildgrass and Stench, specially with Voodoll if the enemy has enough HP, but you need 12 AP.

When you summon a Voodoll it has its back facing you, this means that you get a freebackstab for this turn. If I am not wrong, Wilgrass has 111 base damage at 200 on Voodoll. This means that you get 25% more damage on the spells cast on voodoll, the sad part is that usually the Voodoll dies in the first two Wild Grass throws because of low HP (I'd do that combo on enemies with 8000 or more HP at 160+). Basically, considering the enemy has enough HP:

2x (111*(1.25)) = 277
1x (88*(1.25)) = 110
= 387 base damage

If you just throw 2x Wild Grass and 2x Stench you get 360 base damage. However, pulling a Voodoll might be wise in the case where the enemy has enough HP and you actually have good rear damage bonus . Another good tip for rear damage is throwing greedies far away, Greedies cost 3 AP to summon and do just a bit less damage than Mudoll, but you can easily get a backstab with one, increasing the damage by 25%.


This post has been edited by Niddhoggy - April 26, 2015, 07:39:38.
Thread : Sadida  Preview message : #855664  Replies : 8  Views : 627
posté April 24, 2015, 13:25:10 | #16
The drawback of tri is only the equipment, it is probably the best option for sadis these days. Offtopic: I wish they make mono builds shine again some day, as I really miss diversity in that game. I am dual just because I love tear too much to sacrifice it for two earth spells


This post has been edited by Niddhoggy - April 24, 2015, 13:25:47.
Thread : Sadida  Preview message : #855060  Replies : 11  Views : 863
posté April 23, 2015, 22:54:22 | #17
I'm water/air focused on support and whenever I have more than 2 inflatables I start to heal more efficiently than Eniripsas because I can cover great part of the map and maintain my allies alive. The air element os mostly for damage/resist reduction. Inflatables crit 1000~1100 hp at my level on 0% heal resist :] 


This post has been edited by Niddhoggy - April 23, 2015, 22:56:22.
Thread : Sadida  Preview message : #854885  Replies : 11  Views : 863
posté April 21, 2015, 07:06:43 | #18
Sadidas are not weak, but their gameplay simply requires a boost like Iops required. Also, be careful to not generalize the idea that they are unbeatable since I would take this as an exception (due to fully and best available gear probably).

Good job for that player though.


This post has been edited by Niddhoggy - April 21, 2015, 07:08:25.
Thread : General Discussion  Preview message : #853925  Replies : 172  Views : 9162
posté April 21, 2015, 01:06:04 | #19
Ah thats not much then, just around 275m :/


Thread : General Discussion  Preview message : #853867  Replies : 18  Views : 1682