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Class Revamp - Eniripsa
Community Manager * Member Since 2013-07-08
posté August 06, 2013, 09:00:00 | #1
Class Revamp - Eniripsa


The healing class of WAKFU, the Eniripsa, get its turn on the revamp table! Today we give you more details about the planned changes, to establish an early dialogue with you and ensure that they are as close as possible to your expectations.We have deliberately decided to not mention certain values, as they are in the process of being balanced,  so that you can focus on the new mechanics, which will come with the revamp. Indeed, it is for these mechanics, that we need your feedback, since values can be rebalanced more easily at a later time.

Discover now the proposed changes for this class and we are looking forward to read any feedback that you will share with us, so that we can send them to Grou!

A Few Changes...

 
  • Hygiene Levels: Its use will remain the same but the state will have up to 200 levels, with a maximum increase of healing that will remain at +100%. To compensate for this, overall, all levels of application will be increased. Finally, note that spells will offer the same level of Hygiene, being level 0 or level 200, and critical or not. For example, Healing Word will always give +3 levels of Hygiene. The Water branch did not undergo profound changes, but an adjustment of values.

  • Unnatural Remedies, Propagator*and Air branch: For each Air spell used, the  Eniripsa increment a state (a gauge) of "Propagator*" up to 50 levels (similar to Hygiene with Water spells). Before casting an Air spell , this gauge will lose levels for each "Unleashed" state created by the Eniripsa, with the help of using Unnatural Remedies (which will no longer apply Zombification). If the gauge is empty, the Air spell will no longer enforce the state that it is linked to. To summarize, the more you will use Air spells, the more you will apply more states related to them. The purpose of the revamp  of the Air branch is to remove the hazards of this branch, avoiding the problem related to the rise of the Infection state that is applied on the enemy, which can then be lost and therefore remove too powerful state (Sleepy, Madness), which are systematically blocked by Bosses and not very playable in PvP for their difficulty of application.

  • Fire Branch: These spells will no longer give more levels of Hygiene.This change was made to let the particularity of Hygiene to be linked to Water just like Marks are with Fire. The range and cost of the Fire branch have been reviewed to transform it into a more malleable branch all together.

  • Controllable Coney: The Coney is now directly under your command!

Water Branch

Healing Word

Healing will increase, as well as the levels of Hygiene offered , which will be 3 (instead of 2).
Cost: 3 AP | Range: 0-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage (Lvl 1 - lvl 100 - lvl 200): 3 - 38 - 73 | Effects: +3 Hygiene

 

Invigorating Word

Healing will be increased, as well as the levels of Hygiene offered , which will be 4 (instead of 2). Rebounds will only take away -10% -15% of the healing value, regardless of the level of the spell (instead of -30% at level 0, -15% at maximum level).
Cost: 4 AP 1 MP | Range: 0-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: Needs a target. 2/turn
Damage: 5 - 56 - 107 | Effects: 1 Rebound of -15 %, +4 Hygiene

 

Revitalizing Word

Healing will be lowered, but the levels of Hygiene offered will increase to 5 (instead of 3).
Cost: 5AP | Range: 0-3 | Area: Circle 1 | LoS: Yes | Boostable: No | Conditions: None
Damage: 5 - 58 - 111 | Effects: +5 Hygiene

 

Renewing Word

Its cost will drop to 1 AP (instead of 2) and its range will increase to 0-6 (instead of 0-5). Consequently, healing  will be scaled down and it will provide 1 level of Hygiene.
Cost: 1AP | Range: 0-6 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 1 - 10 - 19 | Effects: +1 Hygiene

 

Fortifying Word

It will only be cast 2 times per turn maximum. As a result, levels of Hygiene offered will be 4 (instead of 2).
Cost: 4 AP 1 WP | Range: 0-3 | Area: Point | LoS: No | Boostable: Yes | Conditions: 2/turn
Damage: 6 - 72 - 138 | Effects: +4 Hygiene

 

 

 

Air Branch

Fear Flask

Will add +2 levels of Propagator* (+3 in CC).
Cost: 3AP | Range: 1-2 | Area: Point | LoS: Yes | Boostable: No | Conditions: Cast in line
Damage: 3 - 35 - 67 | Effects: If triggered: Consumes 5 levels of Propagator and push by 1 cell / +2 Propagator

 

Psykosis Flask

Its damage will be lowered and its cost halved (1 AP & 1 MP instead of 2 AP & 2 MP). It will only therefore use 2 MP at least to cast it. If released by Unnatural Remedies, it will consume 5 levels of Propagator* to apply the Psykosis state inflicting up to -80% -40% damage at maximum level.
Cost: 1 AP 1 MP | Range: 1-5 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: 2/target
Damage: 2 - 31 - 60 | Effects: If triggered: Consumes 5 levels of Propagator and applies Psykosis / +0 Propagator
Psykosis: lvl 1 - 200: -0% (max -80%) damage (1 weakness maximum)

 

Pain Flask

Its damage will be increased. It will add +2 +1 levels of Propagator* (+3 in CC). If released by Unnatural Remedies, it will consume 20 15 levels of Propagator to inflict  the Link of Pain state, inflicting up to 50% of its damage at maximum level on adjacent cells.
Cost: 2AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 2 - 28 - 54 | Effects: If triggered: consumes 15 levels of Propagator and applies Link of Pain / +1 Propagator
Link of Pain: lvl 1 - 200: Deals 0% (max 100%) of the damage received by single target attacks to cells in contact

 

Infected Flask

Its damage will be increased and the cost will drop to 5 AP (instead of 6). It will add 4 levels  of Propagator* (as well as CC too). If released by Unnatural Remedies, it will consume 10 levels of Propagator* to apply the Gangrene state, inflicting -6 HP per AP used at maximum level.
Cost: 5AP | Range: 1-3 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 6 - 77 - 148 | Effects: If triggered: consumes 10 levels of Propagator and applies Gangrene / +4 Propagator
Gangrene: lvl 1 - 200: Deals 1 HP Damage (max 12) per AP spent

 

Lethargy Flask

Will add +3 levels of Propagator* (+4 in CC). If released by Unnatural Remedies, it will consume 30 levels of Propagator *to apply the Lethargy state which, for each use of AP, will inflict up to 100% chance of losing 1 additional AP at maximum level.
Cost: 4 AP 1 WP | Range: 1-4 | Area: Cross 1 | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 6 - 69 - 132 | Effects: If triggered: consumes 30 levels of Propagator and applies Lethargy
 / +3 Propagator
Lethargy: lvl 1 - 200: 0% chance to inflict -1 AP (max 200%) per AP spent, increases cost of spells by 1

 

 

 

Fire Branch

Sadist Mark

We will also add 1 MP to the cost of 3 AP, its range will be increased to 2-5 (instead of 1-2), and it will only be possible to cast 2 per target. As for its damage, it will be increased. This Mark, once placed on an enemy or a summon, will heal the killer of the target up to 50% of its maximum HP 100 HP at maximum level.
Cost: 3 AP 1 MP | Range: 2-5 | Area: Point | LoS: Yes | Boostable: No | Conditions: 2/target
Damage: 4 - 59 - 114 | Effects: If enemy: place Sadist Mark
Sadist Mark: lvl 0 - 100: Heals the killer on the target by 0 to 100 HP maximum (usable on summons)

 

Traid Mark

Its cost will be increased to 4 AP (instead of 3) and its range to 0-2 (instead of 1-3). Its damage will increase accordingly. This Mark, placed on an enemy, will at its maximum level , give 1 to 2 WP, up to 100% chance, to the killer of the target. The player will then be able to regain a maximum of 3 WP.
Cost: 4AP | Range: 0-2 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 4 - 59 - 114 | Effects: If enemy: place Traid Mark
Traid Mark: lvl 0 - 100: gives 0 - 100% chance to regain 1 to 2 WP, max 3 times per player

 

Hammle Mark

Its cost will be increased to 5 PA (instead of 4 AP & 1 MP), and its range will increase to 2-6 (instead of 1-2). Its damage will be lowered. This Mark, placed on an enemy, once at its maximum level, up to 100% of maximum MP to the killer of the target.
Cost: 5AP | Range: 2-6 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 5 - 64 - 123 | Effects: If enemy: place Hammle Mark
Hammle Mark: lvl 0 - 100: gives back 0 - 100% of the max MP

 

Refund Mark

Its range will be decreased to 0-2 but the damage will be increased. This Mark, placed on an enemy, will at its maximum level, give back to the killer of the  target, up to 100% of the AP used to defeat the opponent. However, this does not work if it is the Refund Mark who kills the opponent.
Cost: 6AP | Range: 0-2 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: Doesn't have Ecaflip's Paw
Damage: 6 - 95 - 184 | Effects: If enemy: place Refund Mark
Refund Mark: lvl 0 - 100: gives back 0 - 100% of the AP spent to kill the monster (doesn't work if Refund Mark kills the enemy)

 

Rebirth Mark


Its cost will be decreased to 2 AP (instead of 3 AP & 1 WP) and its range will be increased to 2-4 (instead of 1-3). Its cast will no longer be limited to 1 per target. Its damage will be cut in half. This Mark, placed on an enemy target will revive the target under the command of the one who has killed it. At  minimum level the monster will suffer a damage penalty of -60%, but at maximum level receive a bonus of +40% damage.
Cost: 2 AP | Range: 2-4 | Area: Point | LoS: Yes | Boostable: Yes | Conditions: Doesn't have Ecaflip's Paw, doesn't have Magical Control
Damage: 2 - 26 - 50 | Effects: If enemy: place Rebirth Mark
Rebirth Mark: lvl 0 - 100: Resurrects the target controled by the one who killed it, the target suffers -60 - -40% damage

 

 

 

Active Specialties

Unnatural Remedies

Its cost will be increased (2 AP and 0 WP at maximum level). It will no longer apply Zombification and can be only cast on an Eniripsa only. From now on, Unnatural Remedies  will change the Water spells into damage spells. It will offer up to +30% damage bonus to Fire, Water and Air. it will change the Fire spells into healing spells and the Water spells into damage spells, offering +30% damage to Fire, Water and Air and will release the next used Air spell (consuming Propagator* levels to apply the Air spell state). The modification of this mechanic  is linked to the problem posed by the Zombification , just like it has been done for every state having issues, we modify its functionality to avoid having to limit them on bosses and avoid PvP abuse.
Cost: lvl 0: 2 AP 1 MP / lvl max: 2 AP | Range: lvl 0: 0 / lvl max: 0
Effects: lvl 0: Change water spells to damage spells, change fire spells to heal spells, triggers the next air spell, +3% Damage, +3% Heal / lvl max: Change water spells to damage spells, change fire spells to heal spells, triggers the next air spell, +30% Damage, +30% Heal

 

Transcendence

It will heal based on level x 0.2 Chromatic HP. This spell will always switch the target to a different plane, the Eniripsa will be able to cast it on an ally, allowing the target to become un-targetable, as well as: not being able to tackle or be tackled, no longer taking damage, to consume all of his AP and to no longer block line of sight. Warning, this spell can not be used on a Pandawa who is carrying. It will only be cast once per fight, at the start of round.
Cost: lvl 0: 5 AP 1 WP / lvl max: 1 WP | Range: lvl 0: 0 / lvl max: 0-9 (no LoS) | Conditions: Cannot be cast on a Pandawa carrying someone, 1/fight, must be used at the beginning of the turn
Effects: lvl 0: Transcendent, Heal (lvl of the Eni*0.2) chromatic HP / lvl max: Transcendent, Heal (lvl of the Eni*0.2) chromatic HP
Transcendent: Cannot be targeted, cannot lock or be locked, cannot take damage, doesn't block line of sight, cannot cast spells. Lasts 1 turn

 

Coney

Its cost will be in AP. Its range will be lowered for the first levels, but will be increased at maximum level. It will have up to 10% 20% of the Eniripsa HP, 4 MP, 3 AP and 100% of the Eniripsa damage. The big news is that it will become controllable. It will not be able to tackle. Spells will be the same level as the Eniripsa. It will have the Murmurs spell (3 AP, 2 Range, Chromatic Healing giving 2 levels of Hygiene). It will reduce the damage area by 50%. Only 1 Coney will be able to be summoned  at a time.
Cost: lvl 0: 5AP / lvl max: 2AP | Range: lvl 0: 1 / lvl max: 1-4
Effects: lvl 0: HP 10%, MP 1, AP 3 / lvl max: HP 20%, MP 4, AP 3, Damage of the Eni 100%
Coney: Is now controled by the player and can lock. Its spells have the same level of the Eniripsa. Healing Murmurs (3AP, Range 2): Chromatic heal of 1 - 19 (max level), +2 Hygiene, reduces AoE damage by 50% (max once per Coney). Has 100% of the Eniripsa's masteries.

 

Regeneration

Grou is thinking about a Chromatic Healing spell working with charges, but he hasn't decided yet. You can submit your ideas as long as your spell doesn't affect the resistance to healing, and can be applied to all branches. This spell will apply the Regeneration state to its target. This state will heal the target regularly.
Cost: lvl 0: 4 AP 2 MP / lvl max: 1 AP | Range: lvl 0: 0-1 / lvl max: 0-5
Effects: At the beginning of his turn, the Eniripsa loses 2AP and heals the target of 0.28 HP (Chromatic) per level of the Eniripsa. The Eniripsa cannot be healed by his own Regeneration, but he can cast the spell on himself to cancel the state currently applied to another target.

 

Eniraser


No modification.
Cost: lvl 0: 5 AP / lvl max: 2 AP / Range: lvl 0: 0-1 / lvl max: 0-4
Effects: lvl 0: Removes the effects from the target, applies In Recovery lvl 1 to a KO target, the ally comes back to life with 1 HP / lvl max: Removes the effects from the target, applies In Recovery lvl 10 to a KO target, the ally comes back to life with 1 HP
In Recovery: Stays until the ends of the fight, cannot be removed. lvl 1: -100% damage, -100% resists, -2AP / lvl 10: -0% damage, -0% resists, -2 AP

 

 

 

Passive Specialties

Absorption

Its effects will become: Absorption Aura up to 10% damage. The Eniripsa is healed up to 10% of the healing spells cast  by others. The Eniripsa will lose the Absorption state and instead receive Heal Drain. This modification will be made to limit the tanking aspect of the Eniripsa and refocus it on its support position.
Effects lvl 1: Absorption Aura of 0% damage, the Eni is healed of 1% of the entire heals cast by others / lvl max: Absorption Aura of 10% damage, the Eni is healed of 10% of the entire heals cast by others
 

Expert Healer

This passive specialty will not change.
Effects: lvl 1: +2% Heals / lvl max: +40% Heals

Massacuring Mark

Its damage and heal will reach up to 0.5 Fire damage x monster level (instead of 20% of the maximum HP). It will also provide up to +20% Fire damage to the Eniripsa.
Effects: lvl 1: Upon death of a marked enemy: 0,1*lvl of the monster Fire Damage on the enemies in contact. 0,1*lvl of the monster Fire Heal on the allies in contact, Eni: +1% fire Damage (max 100%) / lvl max: Upon death of a marked enemy: 0,5*lvl of the monster Fire Damage on the enemies in contact. 0,5*lvl of the monster Fire Heal on the allies in contact, Eni: +20% fire Damage (max 100%)

Constitution

Will always provide up to +10% maximum of HP on the Eniripsa, but also on allies (instead of +15%).
Effects: lvl 1: +1% max HP on self, +0% on allies / lvl max: +10% HP on self, +10% on allies
 

Master Propagator*

This passive will replace Heal Drain. It will provide to Air spells a 100% chance to gain 1 additional level of Propagator*. At mid level, it will also increase your Air damage (up to +2%) per Propagator level.
Effects: lvl 1: Air spells have 5% chance to add +1 Propagator / lvl max: Air spells have 100% chance to add +1 Propagator, +2% Air damage per level of Propagator

*Localized words subject to change.

If you have any questions, we will try to answer them to the best of our abilites.
Do not hesitate to give us all the feedback you feel necessary. We will sum up the most relevant and most shared feeedback and give them to the team for review.

Addition of August 26th (spells costs and damage)
http://www.wakfu.com/en/mmorpg/community/blog/posts/404113-class-revamp-eniripsa


Lord Madgobb * Member Since 2011-03-01
posté August 07, 2013, 16:16:15 | #2
Oh great now enis can pk people wait out their entire turns + however many coneys turns they have and heal off any damage they receive

Well done


Lord Madgobb * Member Since 2011-05-25
posté August 07, 2013, 16:39:05 | #3
All i see is nerfs here and there. Would be better to leave eniripsa as it is and not revamp it.


Lord Madgobb * Member Since 2011-12-11
posté August 07, 2013, 16:44:23 | #4
My biggest concerns about the Eni remain. Are these effects from Marks or Propagator enough to justify an Eni's low damage dealing ability when not focused on healing. From what I've read, i don't think so.

WATER:

Revit - This does not need a lower base damage.
Renew - I like this being 1AP
Fort - This should have +5 Hygiene to take into account the MP cost.

FIRE:

I like the increased range to keep an Eni safe from harm.
Triad - only a 1WP return per target? I hope that's a mistake.

AIR:

It has potential to be an interesting support mechanic for a team.

SPECIALTIES:

Unnatural Remedies - This sounds like a nice way to increase our specialty options.

Transcendence - Sounds useless. But it's hard to tell because i don't understand if it allows the target to attack.

Coney - No idea how effective it will be, but controllable is pure WIN!

Absorption - I won't be leveling this anymore. Staying within range of allies to give them the aura is too tough. Heal Drain is only effective with others healers.

Constitution - More HP is better, less HP is bad.

Mass Propagator - Sounds interesting. I like the state staying on the Eni instead of enemies. Spending 2AP to activate these states is costly. They better be good. Wasting Ap to trigger a state that isn't 100% to succeed sounds horrible.


Ecstatic Whisperer * Member Since 2012-04-04
posté August 07, 2013, 16:56:28 | #5
Turns out not that bad. As an owner of two water enis, I have been worrying a lot about the revamp.

Basically, the only thing that still hurts me is zombification removal. I have no idea how should we deal with self-healing monsters now. For example, Chillberg mobs. The battles are already quite long here, and without zombification it is going to take x2 longer. How about to rethink monsters' healing behaviors then, uh? At least lower their healing spells' value, please.

Also, enis won't be able to heal allies and damage enemies at the same time? Cast zombi on an enemy close to an ally who needs healing, cast revitalizing word.. That's how I lived all the time. Healer and decent DD. Was a lot of fun to me. If it will be no longer possible, then I'm very very sad.

Fire branch definitely needed a boost, and seems you've failed it once again. I've been always thinking that fire and air enis are very interesting and have a good potential and I was hoping for the revamp which is supposed to make them a bit more powerful. But seems they will remain still underpowered and not worthy. No one would want to bring a fire or air eni to the group, if they need a real healer. Even more: now basic team setup for high-lvl PvE is a tank/map controller, few DD's and 1-2 healers. There's just no room for something as helpless as fire/air enis being now. I'm sorry for saying that, but that's true so far.

Don't sure if I got it correctly: Absorption and Heal Drain now are the same passive, and the last one will remove Absorption when eni is healed? Or what? Uh please enlighten me.

Conclusion: this revamp is quite boring and still can be considered as nerf. Enis become weaker at many points and gain nothing as a compensation.


This post has been edited by Seguchi-sama - August 07, 2013, 16:59:43.
Ugly Gobball * Member Since 2011-08-11
posté August 07, 2013, 17:08:19 | #6
Correct me if I'm wrong, but since Traid MArk and Refund mark now have a range including 0...this will allow a fire eni to heal themselves without being a hybrid into water, correct?

I really do not agree with the range changes to the spells of the fire branch. I have been playing fire eni since lvl 1, now lvl 117....and I really see more nerfs here than a revamp. If you gave us the ability to heal ourselves, well that may very well compensate for the rest. You attempted to compensate for the AP cost increases by giving us better range on each spell, but range was a never a problem for us. I'm not sure what you are aiming to "fix" with this revamp.

I al so do not see anything concerning fixed or modifiable ranges on the fire changes....and how dos adding an AP and taking away a MP on hammle mark justify a decrease in damage? Something with this revamp of fire is just not right, you missed the MARK again.

You had the opportunity to really make fire a dynamic class. You could have focused on the marks being instant buffs on allies, and giving effects on death of enemies.


Teethless Sharkie * Member Since 2005-07-09
posté August 07, 2013, 17:31:45 | #7
I think Refund Mark should also give AP back when the target was killed by Refund mark. An exception should be that this isn't the case when targets are 1 hit KO'd, but if you kill it with Refund after 6 turns or something, I feel like refunding is very just. Other mark spells will trigger the new marks' effect, so Eni's will be unable to make use of their own Refund Mark otherwise.

I also feel like Hammle mark will not be used like this. 5AP for even lower damage?

Regeneration should cost WP, or Fire Eni's will have nothing that needs WP, leaving their Traid Mark fairly useless (except for support purposes). I like the new Massacuring effect, but the range of Fire spells makes it hard for Eni's to actually use this for themselves. Still, I like they will have less of a tank & frontline. And its nice that pure Fire Eni's can heal themselves.

A Chromatic healing spell for Regenration isn't that bad either. It could be with charges and triggered when a player attacks it. But it could also be like former Osa attack Gobball Steak, buffing and healing players stepping on it. Shape it like a potion for role play purposes. Would it be too bold to ask for an AP buff? Eni could do it in Dofus.... its not that far-fetched to gain action/energy from a potion, either. *just finished his Red Bull*

EDIT: I'm just looking at Fire Eni's just now, but I agree with was said a few posts above here. The effects of marks aren't good enough to be allowed in groups over water eni's. What if you make the marks pulse? Every mark fully triggers when the target dies, but while it's still alive you give the Eni an XX% chance get a partly buf

Sadist Mark could have a XX% chance to give some HP to eni,
Hammle has XX% chance to give MP
Traid XX% for WP from Traid,
Refund XX% chance for AP
XX% chance -%dmg to monster and +%dmg to Eni from Rebirth marked monsters?


This post has been edited by PidgeonX - August 07, 2013, 17:43:38.
Ecstatic Whisperer * Member Since 2011-08-07
posté August 07, 2013, 17:42:55 | #8
So what happens when an eni puts the unnatural remedies state on themself and casts invigorating word on an enemy. Will the bounces heal after the first one, will they jump through the enemy ranks, or will it just play havoc and bounce through allies as well damaging until it runs out of range?

I think i like most of the changes, but still think transcendence on allies making them immune to damage at the cost of their ability to do anything is a bit op, and you will be revisiting this down the road. It also doesn't really add anything to the game. It's too much of a cheat to be able to put an invulnerable state on people and it will cause problems.

I think I like propagator but it sounds to me like at max level propagation it'll give plus 100 air damage, but then you'll constantly be trading in part of your air damage to apply an effect. That effect is also going to cost you 2 ap to be able to apply it, so you're losing damage to apply the state in both your air damage percentage and in your amount of offensive casts being reduced by 2 ap. This will have the eni going up and down in damage as it applies states and losing power for the next turn until it's built back up as well.


Eccentric Moogrr * Member Since 2011-02-24
posté August 07, 2013, 17:46:24 | #9
I love all the new posts and all the update stuffs......but for the love of everything can someone (mod/dev/troyle/sabi) please get us any kind of info on a Fogger related patch? The whole stasis branch is virtually unplayable atm and its driving those few of us who play the amusing class bat poop crazy....


Wilder than Wild Dragoturkey * Member Since 2011-03-30
posté August 07, 2013, 18:01:42 | #10

Quote (Elistah @ 07 August 2013 17:46) *
I love all the new posts and all the update stuffs......but for the love of everything can someone (mod/dev/troyle/sabi) please get us any kind of info on a Fogger related patch? The whole stasis branch is virtually unplayable atm and its driving those few of us who play the amusing class bat poop crazy....
Roadmap lists October as the scheduled date for Fogger revamps.


Tofurby on Diet * Member Since 2012-10-15
posté August 07, 2013, 18:10:11 | #11
Couple questions out of curiosity. Caution, they might sound stupid and I apologize:

  1. If an Eniripsa used Unnatural Remedies on themselves, would the + heals from their stats affect the healing from your fire spells?
  2. (If the answer is yes to the first question) Would the Hygiene state affect heals from the fire branch while under the effects of Unnatural Remedies?
  3. (If yes to that, then...) Can a water/fire Eni keep the Hygiene state if s/he is under the effects of Unnatural Remedies by using fire spells to heal? As in, will the state wear off, even though they are using the fire spells to heal?
 


This post has been edited by demonfoxassassin - August 07, 2013, 18:41:45.
Lord Madgobb * Member Since 2011-12-11
posté August 07, 2013, 18:13:54 | #12

Quote (Seguchi-sama @ 07 August 2013 16:56) *
Don't sure if I got it correctly: Absorption and Heal Drain now are the same passive, and the last one will remove Absorption when eni is healed? Or what? Uh please enlighten me.

The Eni's 10% Absorption ON ITSELF is being replaced by Heal Drain. So Eni's lose the 10% final damage reduction but gain Heal Drain instead. The absorption aura still affects allies in range, but not the Eni.

Fire Eni's now lose another AP to their heal combo's. Because Regen was only 1 AP, it is now UR at 2AP to heal.


Dokushuuuuu * Member Since 2008-01-09
posté August 07, 2013, 18:19:11 | #13
Not sure about those changes, I like some of the things, some don't.

First of all, I like most of the water changes, I like that Healing and Invigorating will finally be useful (hopefully) but then again, I think you nerfed Revitalizing too much. I also agree with limiting Fortying to 2x per turn.

Air isn't really my cap of tea, so I'll skip it.

Even though I was always water, Fire interested me from the beginning and I was hoping for some nice buff so fire Enis would finally be useful (maybe i would even switch to fire), not sure if I got it.
I like the fact fire Enis healing potential will be bigger (and they will be able to heal themselfs) and all those +% dmg spells are awesome, but I was really hoping for some changes when it comes to marks. They will still be totally useless in pvp, on bosses and in small group of monsters (1-2).
Someone from Ankama proposed one spell some time ago, so we can use it to take the buff from marked monster before he dies, why didn't you implement it? Especially that fire Enis wont have a lot of WP spells,.

It's nice that Coney will be controlable and it doesn't cost WP, but 10% of Enis HP, really? It's not even one hit, it's half hit, lol. Are you serious with that? You could just give him 1HP, no difference. I don't know why, but Ankama seems to have a big problem when it comes to summons. Every summon in the game is not like it should...
hat?


This post has been edited by Rokugatsu - August 07, 2013, 18:23:20.
Ecstatic Whisperer * Member Since 2012-04-04
posté August 07, 2013, 18:29:49 | #14

Quote (Gynrei @ 07 August 2013 18:13) *

Quote (Seguchi-sama @ 07 August 2013 16:56) *
Don't sure if I got it correctly: Absorption and Heal Drain now are the same passive, and the last one will remove Absorption when eni is healed? Or what? Uh please enlighten me.

The Eni's 10% Absorption ON ITSELF is being replaced by Heal Drain. So Eni's lose the 10% final damage reduction but gain Heal Drain instead. The absorption aura still affects allies in range, but not the Eni.

Fire Eni's now lose another AP to their heal combo's. Because Regen was only 1 AP, it is now UR at 2AP to heal.
Ah, thank you. :3
This change does nothing to me, never paid any attention to Absorption because Heal Drain is much greater. And also I dislike how Absorption aura slows down every fucking character that passes next to eni. Step - wait - step - wait. Errgh. x_x
But now we have 2 passives merged into the one, well okay then.


Featherless Piwi * Member Since 2012-03-05
posté August 07, 2013, 18:48:10 | #15
An idea for the Spell "Regeneration" :
Range: 0

Cust: 1WP + 6AP
Effect: Absorb 10% of HP of All the Allies


This post has been edited by JairMedeiros123 - August 07, 2013, 18:54:58.
Overweighted Chafer * Member Since 2012-03-25
posté August 07, 2013, 18:50:22 | #16
My most basic question right now is: what on earth do enis even do with wp now if trans is the only wp sink? Not having a use for an important game feature in most fights seems very lackluster. I hope regeneration will be a wp based chromatic heal or damage reflect state of sorts. In general I would love to see enis as more of a buffer class.

So far I like the new air mechanic as well as a possibly useful coney at last. I only hope the damage adjustments will be balanced since air enis should be able to compete with other DDs around. The new mechanic for unnatural remedies is very interesting as well since it finally extends to all elements. In that regard enis seem to tie in better.

That being said, both water and fire seem disappointing right now, I was really hoping to see some interesting new ways to play here. Having water enis heal and deal less while taking the option to do both at the same time without introducing anything new just seems very flat and boring especially compared to other class revamps we've recently seen. I don't understand why revitalizing word needs to be nerfed since it will already be quite difficult to use without damaging allies or healing ennemies. I would have liked something like fire heals giving minor buffs when applied and heals over time to replace some of the less interesting water branch spells. It's already quite hard for enis to play several elements since neutral damage does not affect heals and these changes do nothing to give us more gameplay options as far as I see here. I hope both branches will undergo some serious work before the actual revamp.


This post has been edited by everat - August 07, 2013, 18:53:18.
Reason for edit : spacing
Featherless Piwi * Member Since 2012-03-05
posté August 07, 2013, 18:53:42 | #17
An idea for the Spell "Master Propagator" :
Range: 0

Cust: 1WP
Effect: Create a Area (Range:0-2) for Cure all that step. (Allies and Enemies)



Dokushuuuuu * Member Since 2008-01-09
posté August 07, 2013, 19:23:25 | #18

Quote (everat @ 07 August 2013 18:50) *
My most basic question right now is: what on earth do enis even do with wp now if trans is the only wp sink? Not having a use for an important game feature in most fights seems very lackluster. I hope regeneration will be a wp based chromatic heal or damage reflect state of sorts. In general I would love to see enis as more of a buffer class.

So far I like the new air mechanic as well as a possibly useful coney at last. I only hope the damage adjustments will be balanced since air enis should be able to compete with other DDs around. The new mechanic for unnatural remedies is very interesting as well since it finally extends to all elements. In that regard enis seem to tie in better.

That being said, both water and fire seem disappointing right now, I was really hoping to see some interesting new ways to play here. Having water enis heal and deal less while taking the option to do both at the same time without introducing anything new just seems very flat and boring especially compared to other class revamps we've recently seen. I don't understand why revitalizing word needs to be nerfed since it will already be quite difficult to use without damaging allies or healing ennemies. I would have liked something like fire heals giving minor buffs when applied and heals over time to replace some of the less interesting water branch spells. It's already quite hard for enis to play several elements since neutral damage does not affect heals and these changes do nothing to give us more gameplay options as far as I see here. I hope both branches will undergo some serious work before the actual revamp.
Totally agree, I was expecting more new stuff, some new ways to play, and I was always waiting for Eni to get some buffing spells, not just heals.
I even got an idea how could it look like:
Fire marks would work like they do when cast on enemy, however, when we hit an ally, he gets some buff, like + heal, + dmg, + res or something. Or, I don't know, he gets some healing for 3 turns, or gives him a chance to get AP or anything.

Also, when I see "chromatic dmg/heal" all I hear is NURF. All the spells in the game that has something to do with "chromatic" are so useless, just look at Sadis spells. Tree heal is worst than Coney even though it cost WP and only heals you once, Sac Doll dmg and heal is a joke ect, so Im really worried about Trans now, it will probably heal like 40-50HP.

I have big hopes for Regeneration, it was a really nice spell in Dofus, why not here? We could use WP to cast it, but please, change it so it wont stop healing us once we get hit or make dmg, think about some other way to limit it.


Wilder than Wild Dragoturkey * Member Since 2011-11-11
posté August 07, 2013, 19:27:48 | #19

Quote (Gynrei @ 07 August 2013 16:44) *
My biggest concerns about the Eni remain. Are these effects from Marks or Propagator enough to justify an Eni's low damage dealing ability when not focused on healing. From what I've read, i don't think so.

WATER:

Revit - This does not need a lower base damage.
Renew - I like this being 1AP
Fort - This should have +5 Hygiene to take into account the MP cost.

FIRE:

I like the increased range to keep an Eni safe from harm.
Triad - only a 1WP return per target? I hope that's a mistake.

AIR:

It has potential to be an interesting support mechanic for a team.

SPECIALTIES:

Unnatural Remedies - This sounds like a nice way to increase our specialty options.

Transcendence - Sounds useless. But it's hard to tell because i don't understand if it allows the target to attack.

Coney - No idea how effective it will be, but controllable is pure WIN!

Absorption - I won't be leveling this anymore. Staying within range of allies to give them the aura is too tough. Heal Drain is only effective with others healers.

Constitution - More HP is better, less HP is bad.

Mass Propagator - Sounds interesting. I like the state staying on the Eni instead of enemies. Spending 2AP to activate these states is costly. They better be good. Wasting Ap to trigger a state that isn't 100% to succeed sounds horrible.
First part, most spells are getting a boost or have a much more appropriate cost for their damage.

Water:
I'd say a small decrease in Revit is a good idea, but thats my opinion
Renewing is very nice now

Fire:
Traid only giving back 1WP for 200 levels in a spell is way too low imo, I like the effect right now, but if we have to change it, I would rather find a different application if possible.

UN: Keep in mind, they said using this spells turns healing spells into damage spells. While they didnt come out and say it, I will not be surprised if this means one cannot use Revit and Invig to heal and deal damage, and instead deal damage to all effected.

Trans: no, using the spell on anyone drains all their AP away, so unless you happen to have any MP only spells, you will only be running this turn. (Go Drhellzerkers, Go)

Coney: If I remember correctly, the heals are low, but if its a low cost, itll be worth it to have this guy out for some nice bonus heals.

Master Propagator: Upon consuming the Prop levels, the state will then be applied, Meaning you will always havea stat to apply (And Psychosis flask is pretty awesome now, as is Lethargy and Pain)


Eccentric Moogrr * Member Since 2012-03-26
posté August 07, 2013, 19:47:20 | #20
I like that in order to do damage it cost AP instead of WP although this also means I am going to have to rework my 8 AP build and get a 10 AP build like everyone else. Minor annoyance but I can manage. Also, being able to zombify certain self healing monsters had a lot of perks. It will make Yech'ti a bit more annoying by removing this mechanic. It is also very nice change for hybrid/multi elemental enis.

I don't mind merging heal drain and absorption other than the fact that the absorption aura is annoying as hell and really slows down a player. If you can eliminate the hang time it would be a huge improvement.

Coney being controllable? Yes, please! Will the coney be evolving and doing more than just giving small heals? Possibly adding a HP shield or other team buffs? Will the coney be able to do damage? At higher levels a coney really looses its appeal/effectiveness, please make it more versatile. If you make it more useful and desirable summon you could keep the cost of WP and I would still use it. Only reason not to use WP on it now is because of zombification or because it roams around causing more harm than good. However, if you remove the WP cost from all the other spells you are not going to have any wakfu sinks and coney could stand to retain it current cost.

The fire branch change seems like a nerf when it really needs a buff. You "buffed" the range but took out all CC damage leaving the eni very vulnerable. Also the increased range is not that splendid, 3 range is not much at all! Another thing the fire branch needs is an AoE spell. Every other fire branch is mainly AoE attacks and all other fire branches have at least one AoE attack. It can be argued that massacring mark turns spells into an AoE but that is only upon death, so it is once per fight/per enemy and who knows if the monster will kindly oblige you and die close to you, an ally, or an enemy? Even the air and water branch get one AoE attack, leaving fire with none. Over all I think the fire branch for enis is missing some umph and leaves something to be desired.