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Niddhoggy's profile
Member Since : 2008-05-13
811 Posts (0.56 per day)
Most active in : Character Classes
posté Yesterday - 18:26:42 | #1
In case you haven't noticed, Pandora doesn't have any stats when you level her.

Thread : Devblogs  Preview message : #824207  Replies : 21  Views : 996
posté January 24, 2015, 13:07:22 | #2
I just hate how Ankama insanely devotes their work to Iops, most of their spell animations are being reworked and they look amazing on beta, while Pandawas lost their sound effect on milking it and some spells have bad/awkward animations still.

I just think that it should be given the same attention to every class. I just hope they at least rework Earth Feca and Earth Fogger animations during their update, at least hat.

By the way, have you guys seen the new Bubble Gun from Cras? lol

This post has been edited by Niddhoggy - January 24, 2015, 13:08:27.
Thread : General Discussion  Preview message : #823500  Replies : 881  Views : 31256
posté January 22, 2015, 16:14:41 | #3
@Gelgy but then you need to lock with the Drheller, not something practical :/ considering flaming needs an entire turn to work. If Enutrofs had positioning abilities it would maybe be good.

Thread : Enutrof  Preview message : #822825  Replies : 10  Views : 323
posté January 22, 2015, 16:02:15 | #4

How do you exactly use flaming in PvE, I mean, as Enus it's not a good option to run and face mobs in close combat :/

Thread : Enutrof  Preview message : #822822  Replies : 10  Views : 323
posté January 21, 2015, 23:30:36 | #5
I think the Earth spells coul apply Scalded during Zerk form. I can see it becoming an ideal combo with a fire branch based around applying flaming state.

I don't like the idea though, I think they are removing scalded after the revamp anyways.

Thread : Enutrof  Preview message : #822594  Replies : 10  Views : 323
posté December 18, 2014, 22:06:24 | #6
  1. Remove all beacons
  2. Change Unbeacon into Beacon, this skill summons a beacon that reacts to elemental attacks cast by the Cra. Fire: -0.6 HP per AP used to activate per level of the Cra, same area of effect as now. Earth: -0.5 HP per AP used to activate per level of the Cra, -1 MP loss in the area of efect. Air: 0.4 HP per AP used to activate per level of the Cra, same effects as now. Water: -0.5 HP per AP used to activate per level of the Cra, -1 AP loss in the area of effect**.
  3. Fire Beacon becomes Oil Arrow: applies Oil state that makes the enemy explode upon receiving fire damage in a circle area of effect. The spell does not do damage, it just applies the state. The explosion is fire based.
  4. Earth Beacon becomes Foot Binder: applies Stabilized to target and deals earth damage, has a cooldown of 2 or 3 turns.
  5. Air Beacon becomes Whirlwind Arrow: applies Whirlwind to a target, makes the target move 1 square away from the Cra per level of whirlwind at the end of it's turn (max level of 3).

  1. Lashing Arrow now removes 1 MP 2x (50% +0.25% per level), adjustments to damage must be done. (The spell costs 2 MP and 1 AP and removes 2 MP).
  2. Riddling Arrow now removes Hyperaction.
  3. Long Distance Combat changes into Mystical Archery: costs 0 AP, 1 WP at level 9. Transforms ever Earth spell into Water and change their effects. +100% Water Damage Bonus at level 9. Lashing Arrow becomes Frozen Arrow (water damage AP loss - Example). Destructive Arrow becomes Atonement Arrow (high water based shot that can be cast in close range). Riddling Arrow becomes Slow Down Arrow (removes Hypermovement). Piercing Arrow becomes Enchanted Arrow (the arrow sticks to the ground and creates a healing aura - must be cast on empty square). Foot Binder becomes Absorptive Arrow that greatly steals HP).
  4. There must be a passive mastery that converts a % of the earth mastery into water mastery.

These are some random ideas that could be used to make cras better xD

This post has been edited by Niddhoggy - December 18, 2014, 22:13:23.
Thread : Cra  Preview message : #811506  Replies : 22  Views : 1805
posté December 18, 2014, 14:34:34 | #7
I also share those thoughts on mask. I think that each branch could have 2 spells that can be used on any mask and three other spells - one for each mask. This way masks would be available for every branch. However, I think that would be quite hard to balance, I mean, every branch would have a strong close combat and a ranged spell (coward and psycho). The role of classic mask in wakfu is different than in Dofus, and I think the current role in wakfu is redundant, since both psycho and classic are focused in close combat damage (one in area and the other through moving). The ideal role of classic mask, on my view, is to be support or some sort of buff that increases the masq survival (could be heal on water branch, parry on air branch and something else for fire).

I would really like to see masqueraiders being what they are suppose to, a versatile class that can switch between three types of roles...

Thread : Masqueraiders  Preview message : #811127  Replies : 5  Views : 851
posté December 14, 2014, 14:59:44 | #8

Unfortunately not, it's working like before, you cant reapply it and stack it.

Thread : Server Status  Preview message : #809122  Replies : 37  Views : 3068
posté December 14, 2014, 13:24:54 | #9
You should consider not nerfing Scalded like this, the strategic aspect of this state is that you can trigger it whenever you want, making it a reliable tool in some situations, specially for corpse explosion. I, however, agree that it is currently a bit overpowered, but why wouldn't you simply restrict it's levels? 300 levels of scalded is far from being overpowered, I would even consider 400. However, a state that lasts 1 turn is really a step behind in the development of the class.

Thread : Server Status  Preview message : #809083  Replies : 37  Views : 3068
posté December 13, 2014, 11:16:03 | #10

Tank pandas can increase their survival through shields and worn-out and stack scalded, during the right time they can go damage and activate it and one shot the person. It does look overpowered, but it's not stronger than Fogginator for example, so I don't know why they are really doing that.

I am happy with 300-400 levels of scalded, but this 1-turn scalded is going to make the effect as useless as it was before.

Edit: and I agree, it would only be used for corp explosion and yet really weak compared to the current scalded :/

This post has been edited by Niddhoggy - December 13, 2014, 11:19:35.
Thread : Pandawa  Preview message : #808540  Replies : 21  Views : 1609
posté December 12, 2014, 16:38:22 | #11
Burning Blood stacks are not possible if you stay close to enemy, if you want to stack you can't activate scalded XD

Thread : Pandawa  Preview message : #808115  Replies : 21  Views : 1609
posté December 12, 2014, 16:34:44 | #12
They changed it on last patch to 2 turns.

Thread : Pandawa  Preview message : #808110  Replies : 21  Views : 1609
posté December 12, 2014, 16:22:35 | #13
Scalded being nerfed on next patch I have just checked the french beta server section and realized they are going to make scalded last 1 turn, destroying the current tactical aspect that this effect got on latest patch.

It is obvious that the effect is overpowered in PvP (not at all in PvE). The solution they gave to that aspect was to make scalded last one turn only, thus destroying any chance of stacking it to more than 200 levels without the help of other classes.

The solution they found is terrible. There are other options that they could consider.

  • Restrict Scalded to 300, 400 or 500 levels (instead of 1000)
  • Make the effect last EXACTLY 2 turns. Right now it lasts endlessly as long as you keep applying the effct. If scalded lasted exactly 2 turns (not being possible to prolongue it), the skill would be much more balanced and still useful in a tactical aspect.

This change is not going to destroy my gameplay, but it is going to make it less strategy base and also they're removing the only chance that some classes that can apply scalded state to have a chance in fights against those unbreakable tanks.

Thread : Pandawa  Preview message : #808101  Replies : 21  Views : 1609
posté December 10, 2014, 21:00:48 | #14
Scalded is kinda difficult to stack in team fights, most classes do higher damage within the turns you need to stack scalded. However you can always stack around 200 levels and throw the enemy in middle of a mob to do extra damage when it dies. It works awesomely with explosive flask, sadly I had not enough points to max it since I play a tri ele...

I could have done more damage if I were on merry state (i was sober) but still..
Sometimes it is really useful, sometimes it's not (like at Wa).

I think that finally we got a mechanic to deal with tanky mobs and players. Note that Enutrofs and Iops can get benefit from scalded stack aswell


I play a tanky tri elemental build, I use my 500 lock points mainly to annoy mobs, I think they're quite useful and I still can tank in some situatons, however most mobs can still run away with that new dodge system, even fecas have trouble locking mobs. When i reach 600 lock with Bash Barrel mobs still manage to dodge me, which is sad. My build is basically a multi task build, I can switch from damage, to tank or to support whenever I want. I love it!!!

This post has been edited by Niddhoggy - December 10, 2014, 21:07:42.
Thread : Pandawa  Preview message : #807116  Replies : 10  Views : 1447
posté December 03, 2014, 14:29:31 | #15
They can have a passive named Stagger

Stagger Lvl. 20
Applies 1 level of Staggered per AP/MP on an enemy through a close combat spell.
+40% close combat damage

Staggered: -3% close combat damage resistance per level.
Max level: 50

When it reaches level 50: the state disappears and the enemy becomes stunned. Then it becomes immune to Stagger for 2 turns.

Stun [Rework]: AP loss stun makes no sense. Make stun drop the Block of an enemy to 0 and apply to it a final resistance debuff of -10%.

This post has been edited by Niddhoggy - December 03, 2014, 14:33:32.
Thread : Iop  Preview message : #804317  Replies : 60  Views : 5730
posté December 01, 2014, 11:43:04 | #16
They are not that bad, but they are not in a better situation than Iops and Cras.

Thread : Sadida  Preview message : #803413  Replies : 47  Views : 2753
posté December 01, 2014, 00:02:26 | #17
I think that the Dizzy State is currently lacking interesting effects. I would be easily fixed if they increased the state to level 30. Also, the effect of the water branch has to bee different from fire's, because currently it is way too redundant.

  • Flaming Burp: -5 Resist/Level. Max: -150 resist.
  • Pandawhack: +10 Resist/Level. Max: 100, consumes only up to 10 levels per attack.
  • Milk Wave: -5% Damage/Level. Max: -150.

This post has been edited by Niddhoggy - December 01, 2014, 00:02:46.
Thread : Feedback  Preview message : #803174  Replies : 26  Views : 4534
posté November 25, 2014, 09:53:08 | #18
They should make all gear better in 2~3 resistances, this way we're going to have some versatility in game builds and not just only people with the same % reduction everywhere.

Thread : General Discussion  Preview message : #800770  Replies : 126  Views : 7551
posté November 17, 2014, 00:45:40 | #19
I have some ideas to improve the synergy with the earth branch:

  • Milk Wave:
[New Effect]
If the Panda carries the Barrel:
- Reduces the range of the spell to 0
- Square Area of Effect of size 3
- Deals 190 damage at level 200
- Dizzy +6 to all targets around the Pandawa

  • Dairy Springer:
[New Effect]
If the Panda carries the Barrel:
- Range not changed
- The Panda moves to the selected square and leaves the Barrel at the square he was previously standing
- Deals fire around BEFORE moving

  • Milky Breath:
[New Effect]
If the Panda carries the Barrel:
- Range reduced to 1
- Consumes Dizzy and applies Damage Loss, -10/Lvl.
- Same damage

Max loss: 150

This post has been edited by Niddhoggy - November 17, 2014, 00:53:00.
Thread : Feedback  Preview message : #797326  Replies : 26  Views : 4534
posté November 16, 2014, 12:42:19 | #20
Well, someone told me they are getting tokens, they're currently working as if you were multitabbing.

I don't see that as a problem since, if they restrict or give some sort of weakness to Heroes, they are not going to be used so much, since you can always log another window. The best solution I find here is to buff sidekicks and make them extremely good at their specialist roles.

- Sidekicks could get their health recovered every fight, Heroes could not.
- Sidekicks could get their 120% exp while Heroes would have to be somehow limited, with no exp. bonuses.
- Sidekicks could be extremely good at their specialist tasks, Heroes would remain as flexible fighters.

These are the current solutions I find to not bring a hero nerf.

Thread : Feedback  Preview message : #797184  Replies : 59  Views : 8491