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Class Revamp - Foggernaut
Community Manager * Member Since 2013-07-08
posté September 12, 2013, 10:00:00 | #1
Class Revamp - Foggernaut

 
After the revamp of its Stasis branch a few weeks ago, it is now time for the Foggernaut class to go under the magnifying glass! We have tightened the screws, checked all the oil gauges and especially gave it a new shine! You will discover in the rest of this devblog, details of the planned changes. The goal is to continue to have 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!

Changes and Goals of the Revamp

  • Stasis branch and Stasified state: Our goal here was to review the costs for better flexibility of use of the spells so that we can offer you real choices between spells, which was not possible with the old hit system. Thanks to more balanced resistances, the changes planned for the Motherfogger will allow a better viability of the Foggernaut against monsters. As for the Statisfied state, it will not change, but its application levels will be rebalanced as you will see further below. The damage bonus of Stasified will double if the monster has equal resists (bosses and UBs included). Also, we decided to lower the damages of the Stasis Branch to balance it with other elementary branched, since this branch will benefit from more "damage all" bonuses equipment with the Equipment Items revamp. Additionally, the Stasis Branch will now receive its own Mastery. Each Stasis spell will contribute to the Mastery just like any other Element, but the total bonus will be divided by 2. The other half of the Mastery will be calculated by the overall Mastery in the other Elements.
 
  • Earth branch and Blockades: This branch has been revised in order to make the Foggernaut a real tank. With lots of support spells, we wanted to offer a serious alternative to the Sacrier class. To do so, we will make him able to take many punches, but also able to protect allies. Regarding the Earth spells, they will always summon a Blockade if used on an empty cell. However, from now on, the Blockades will have their HP based on the Earth Mastery of the Foggernaut (more or less depending on the spell used to summon it) and it will also have resistances. The Foggernaut will be able to return 70% of damage taken to the nearest Blockade. In case of destruction of the Blockade before the total absorption is met, the rest of the damage will be transferred to the next Blockade, and finally the Foggernaut. Also note that the Blockades will still block the line of sight. Also, in case of critical hit by the Foggernaut, the Blockades will have more HP.
 
  • The Fire branch is Under Pressure and might even be Overheating: We removed the Brushfires that were not really useful in order to implement a mechanic based on alternating states to boost gameplay. The branch will strengthen its focus on long distance damage dealing with area of effect. In return, close combat will be more restricted, which will allow us to maintain a correct damage base, therefore,  also making combat even more technical. The novelties of this small redesign of the Fire branch are the "Under Pressure" and "Overheating" states. Whenever a Foggernaut will cast a Fire spell, he will first become "Under Pressure", which will apply certain levels of "Overheating" starting at the beginning of the next turn. This condition will allow him to receive a bonus to its damage for 1 turn (1% per level of Overheating and up to 200% maximum), before reaching the "Cooling" state  at the start of the next turn, which will give the Foggernaut a Fire damage penalty (-0.5% per level of Cooling and up to -100% maximum). These states will alternate every other turn. After testing, we slightly lowered the levels of Under Pressure applied (8 per AP instead of 10).
  • Specialty Spells: They have been revised  to provide you with more choices for each branch. Our goal was to avoid as much as possible that players find themselves forced to select  certain specialty spells instead of having more freedom in their choice. In addition, the Foggernaut gameplay based on Rails will be made easier to use. We especially would like to improve this class aspect which currently is hard to use. New tools will therefore be made available to create and maintain the use of Motherfogger, Cybots, Rails, etc.. Overall, this should give the Foggernaut a real boost to his support abilities.

 

Stasis Branch

Heart of Steam

Its damage will be increased decreased, as the levels of "Stasified" that will be applied.
Cost: 5 AP | Range 1-4 in line | Area: No | LoS: Yes | Boostable: Yes | Conditions: None
Damage (lvl 1, lvl 100, lvl 200): 5 - 83 - 161 | Effects: Applies 20 levels of Stasified

 

Ray of Stasis

Its damage will be increased decreased, but its "Stasified" levels will be decreased.
Cost: 1 AP 1 MP | Range: 1-5 in line | Area: No | LoS: Yes | Boostable: Yes | Conditions: 2 per target
Damage: 2 - 31 - 60 | Effects: Applies 8 levels of Stasified 

 

Stasis Shot

Its range will be slightly decreased, but this spell will have no line of sight and Its damage will be increased decreased.
Cost: 3 AP | Range: 2-6 in line | Area: No | LoS: No | Boostable: Yes | Conditions: None
Damage: 3 - 44 - 85 | Effects: Applies 12 levels of Stasified

 

Stasis Strike

It will lose its MP cost but its damage and levels of "Stasified" will be reduced accordingly. Also, it will no longer allow the Foggernaut to get closer by one cell and will not allow for double damage with the Cybot Relay. Finally, its condition "Must have a target" will disappear.
Cost: 4 AP | Range: 3-4 in line | Area: Cross | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 4 - 58 - 112 | Effects: Applies 12 levels of Stasified

 

Aynaloxide

Its "Stasified" levels will be doubled.
Cost: 6 AP 1 WP | Range: 0 | Area: Circle 2 | LoS: No | Boostable: No | Conditions: None
Damage: 7 - 105 - 203 | Effects: Applies 12 levels of Stasified

 

Earth Branch

Pummel

Its range will be slightly reduced since it will only be cast starting from 2 Range (instead of 1). However, it will become boostable. We finally decided to keep its range at 1. If used on an empty cell, it will summon a Blockade (level 1 to 200) with its HP calculated based on starting from 4 and up to 72 x coefficient of the Foggernaut Earth Mastery. For example, a Foggernaut with 250%  Earth damage, the Blockade will start with 14 HP and up to 252 HP depending on its level, in other words to get to 14 HP: 4 + (250% of 4) = 4 + 10 = 14 HP. 
Cost: 4 AP | Range: 1-4 | Area: Point | LoS: Yes | Boostable: No | Conditions: None
Damage: 4 - 56 - 108 | Effects: Applies Blockade if cast on an empty cell with 4-38-72 (modified by Earth mastery) HP and resists of the Foggernaut


Stomp

Its range will be increased and become boostable. It will only be used 1 per turn (instead of 1 per target). Its damage will be decreased. When used on an empty cell, it will summon a Blockade (level 1 up to 200) which HP will correspond to 2 and up to 44 x coefficient of the Foggernaut Earth Mastery.
Cost: 2 PM | Range: 1-3 | Area: Point | LoS: Yes | Boostable: No | Conditions: 1/turn
Damage: 2 - 35 - 68 | Effects: Applies Blockade if cast on an empty cellwith 2-24-46 (modified by Earth Mastery) HP and resists of the Foggernaut

 

Hammer Time

Its range will be increased and will now work on a straight line, while becoming boostable without a line of sight! As a result, damage will also be decreased. When used on an empty cell, it will summon a Blockade (level 1 up to 200) whose HP will correspond to 5 and up to 88 x coefficient of the Foggernaut Earth Mastery. This spell will now push back instead of pull.
Cost: 5 AP | Range: 1-3 in line | Area: Point | LoS: No | Boostable: No | Conditions: No
Damage: 5 - 61 - 97 | Effects: Applies Blockade if cast on an empty cell with 5-46-87 (modified by Earth Mastery) HP and resists of the Foggernaut.

 

Shebang

Its damage will be increased. This spell will still not be used to summon a Blockade.
Cost: 6 AP 1 WP | Range: 0 | Area: Circle 2 | LoS: Yes | Boostable: No | Conditions: None
Damage: 6 - 100 - 194 | Effects: None

 

Bombardment

Its MP cost will be removed and its range increased. It will now be cast 2 times per turn (instead of 2 per target). Its damage will be decreased. Unlike now, if cast on an empty cell, the spell will summon a  Blockade. Its HP will correspond at level (1-200) to 3 an up to 39 x coefficient of the Foggernaut Earth Mastery.
Cost: 3 AP | Range: 1-5 | Area: No | LoS: Yes | Boostable: No | Conditions: 2/turn
Damage: 2 - 23 - 44 | Effects: 50% chance to cast again after each attack / Applies Blockade if cast on an empty cell with 2-30-58 (modified by Earth Mastery) HP and resists of the Foggernaut.


 
 

Fire Branch

Flambé

Its costs and damages will be increased, as its range will also work on a straight line and be boostable without line of sight. If the Foggernaut is not Overheating when he casts this spell, he will gain +30 24 levels of "Under Pressure" (level 100)
Cost: 3 AP | Range: 2-3 in line | Area: 3 in line | LoS: No | Boostable: Yes | Conditions: None
Damage: 3 - 40 - 77 | Effects: If Foggernaut isn't Overheating: +1/24/48 levels of Under Pressure
Under Pressure: Applies 1/100/200 levels of Overheating at the beginning of the turn
Overheating: +1/+100/+200% fire damage for 1 turn and then applies Cooling for 1 turn (-0/-50/-100% fire damage)

 

Flame Thrower

Its range will be increased, as well as working on a straight line and boostable. Its damage will be increased. If the Foggernaut is not Overheating when he casts this spell, he will gain +60 48 levels of "Under Pressure" (level 100)
Cost: 6 AP | Range: 2-4 in line | Area: Triangle 3 | LoS: Yes | Boostable: Yes | Conditions: None
Damage: 6 - 74 - 142 | Effects: If Foggernaut isn't Overheating: +1/48/96 levels of Under Pressure

 

Blazing Fire

Its AP cost will be decreased and the cost of WP will be switched to MP. Its damage will be increased. In return, it will only rebound on 1 single target instead of 2. If the Foggernaut is not Overheating when he casts this spell, he will gain +40 16 levels of "Under Pressure" (level 100)
Cost: 2 AP 1 MP | Range: 1-3 | Area: None | LoS: Yes | Boostable: Yes | Conditions: 2/turn
Damage: 3 - 40 - 77 | Effects: Bounces on one target after the first (2 max in total). -15% per rebound / If Foggernaut isn't Overheating: +1/16/32 levels of Under Pressure

 

Flame Fervor

Its MP cost will be switched to a WP cost and its range will be decreased as it will now start on contact. Its damage will be decreased. In addition to get behind the target, the Foggernaut will end 2 cells behind it and turn the target's gaze to him. If the Foggernaut is not Overheating when he casts this spell, he will gain +30  24 levels of "Under Pressure" (level 100).
Cost: 4 AP 1 WP | Range: 1-1 in line | Area: None | LoS: Yes | Boostable: No | Conditions: None
Damage: 5 - 70 - 135 | Effects: Goes through the target and ends 2 cells behind. Turns the target towards the Foggernaut. / If Foggernaut isn't Overheating: +1/40/80 levels of Under Pressure

 

Steampalm 

This spell will keep its values. If the Foggernaut is not Overheating when he casts this spell, he will gain +50 40 levels of "Under Pressure" (level 100)
Cost: 5 AP | Range: 5 | Area: Circle 2 | LoS: No | Boostable: No | Conditions: None
Damage: 5 - 70 - 135 | Effects: If Foggernaut isn't Overheating: +1/50/100 levels of Under Pressure


 

 

Active Specialties 

Microbot

Its cost will be lowered and its range increased. It will no longer cast Aynaloxide. Allies will be able to use the Rails as well as the Foggernaut, which will cost 1 MP per 3 travelled cells. Only allied players (not the summons or Foggernaut) will be concerned by this cost.
Cost (lvl 0 / lvl max): 5 AP / 2 AP | Range (lvl 0 / lvl max): 1 / 1-3
Effects (lvl 0 / lvl max): Place a Microbot of lvl 1, 2 charges, rail size 3 in line / Place a microbot of lvl 1, 4 charges, rail size 5 in line.

 

Motherfogger

The values to place it in combat will remain the same, but its mechanism to cast spells will change radically. In fact, once you are in your Motherfogger, you will be able to cast a spell from the Stasis branch of your choice: It will have Chromatic damage slightly lower than the "normal" damage of the spell. Now let's have a look at its his other spells: We added a bonus if the target of a Stasis spell has equal resists (+50% Damage), allowing the Foggernaut to reach +150% Damage (cumulating Stasified and Motherfogger). The Motherfogger we offering Stasis spells with Chromatic lowered damages. With your feedback and our testing, we decided to keep them Stasis and not lower the damages, while removing the "cast in line" condition. This Motherfogger will therefore be much more Stasis oriented. The level of the Stasis and Bot Thrower spells will equal the level of the Foggernaut, while the levels of Fire and Rock Thrower will equal the level of the highest Fire or Earth spell.
Cost: 6 AP / 1 AP | Range: 0 / 0
Effects: Transform into a Motherfogger, +3 to all resists, +5% Stasis damage if target has equal resists / Transform into a Motherfogger, +30 to all resists, +50% Stasis damage if target has equal resists
  • Fire Thrower: Its cost will be reduced and its range increased, as well as becoming boostable, but damage will be decreased. It will be possible to cast it 6 times per turn, but only once per target. You will earn +10 Fire damage for each target that has been hit.
Cost: 2 AP | Range: 4-8 | Area: No | LoS: No | Boostable: Yes | Conditions: 1/target, 6/turn, lvl=highest fire spell
Damage: 2 - 25 - 48 | Effects: For each target hit, +10 Fire damage
  • Rock Thrower: Its cost and range will be decreased, its area of effect will become a single cell (and not a circle of 2 cells), and will be cast 3 times per turn maximum. In return, if cast on an empty cell, it will place a Blockade "loaded in Stasis" which will absorb 50% of damage to any allies situated 2 cells around it.
Cost: 4 AP | Range: 2-6 | Area: Point | LoS: No | Boostable: No | Conditions: 3/turn, lvl=highest earth spell
Damage: 4 - 50 - 98 | Effects: Place a Stasis Blockade: 39 HP (modified by Earth Mastery)
  • Bot Thrower: This new spell will allow you to place a Microbot from your Motherfogger, with a bonus of 3 Range!
Cost: x AP | Range: 1-6 | Area: No | LoS: Yes | Boostable: No | Conditions: 2/turn (shares the condition with Microbot), lvl=Microbot spell
Effects: Place a Microbot
  • Repositioning: No change will be made.
Cost: 4 AP | Range: 0 | Area: None | LoS: Yes | Boostable: No | Conditions: 1/turn
Effects: The next move of the motherfogger on rails will only cost 1 MP, no matter the distance
  • Stasis Thrower: This spell will no longer exist for the benefit of being able to access all Stasis spells, which we mentioned a little earlier. 
Effects: Same as Stasis spells, without "cast in line" conditions. Level is the same as the level of the Stasis Spells.
 

Cybot 

It will now only cost 1 WP, and improving it will increase the range of the spell. The Cybot will have from 3 and up to 30% of the Foggernaut HP (that is to say less than before at low levels, but more at high levels). The spells assimilation system was abandoned in favor of a list of "classic" spells to give him more of a support role rather than becoming a "mini" damage dealer. The Cybot will be able to cast them like any other controlled creature. It will have 3 AP/ 2 MP / 3 WP at level 1, with only the Retreat spell available to use. Whereas at level 9 it will have 6 AP / 5 MP / 3 WP and 5 spells (so 3 new ones):
​Cost: 1 WP / 1 WP | Range: 1 / 1-3
Effects: Place a Cybot with 3% of the Foggernaut HP, 4 AP, 3MP, 3 WP, skills Relay, spell: Retreat / Place a Cybot with 30% of the Foggernaut HP, 6 AP, 5 MP, 3 WP, skills Relay, spells: Retreat, Stasification, Salvage, Microbot, Teleportation
Relay: The Cybot can relay the shots of the Foggernaut. Its gaze will determine the direction of the shot. 
  • Retreat: Attracts the Foggernaut closer.
Cost: 3 AP | Range: 1-5 in line | Area: No | LoS: Yes | Boostable: No | Conditions: None
Effects: Pulls to contact
  • Stasification: Adds Stasified levels.
Cost: 3 AP | Range: 1-5 | Area: No | LoS: Yes | Boostable: No | Conditions: None
Effects: +12 levels of Stasified
  • Salvage: Restores 2 charges to the targeted Microbot.
Cost: 2 AP | Range: 1 | Area: No | LoS: Yes | Boostable: No | Conditions: None
Effects: Gives back 2 charges to the targeted Microbot
  • Microbot: Place a Microbot with a cost of  2 AP for the Foggernaut.
Cost: 3 AP | Range: 1 | Area: No | LoS: Yes | Boostable: No | Conditions: 1/turn
Effects: Place a Microbot, -2 AP to the Foggernaut
  • Teleportation: Teleport the Cybot 2 cells away from a Microbot.
Cost: 2 AP 1 WP | Range: 1-7 | Area: No | LoS: Yes | Boostable: No | Conditions: 1/turn
Effects: Teleports the Cybot 2 cells away from a Microbot


Finally, note that the Cybot will have the Masteries and Resistances of the Foggernaut. 
 

Fogginator

You will notice a lot of changes for this spell. Once transformed into a Fogginator, the Foggernaut will be able to use it for 1 turn only but will no longer die. Similarly, rather than a bonus to damage / AP / MP / Range, it will gain instead:
  • -2 Range to Earth spells, which will no longer place any Blockades, + x% of Earth damage per level (up to +150%). The +X% damage will be replaced by a damage transfer from Water to Earth (-10 Water to +10 Earth for example).
  • +1 Range to Fire spells, transform 10% (100% at maximum level) of the Cooling levels into Overheating levels.
  • Stasis spells will cost 1 AP less, but they will lose a certain amount of HP per Stasis spell used (up to 5 spells may be cast that way).

These values are of course subject to change. The Fogginator spell cannot be used after Statis Flow, and if used for 2 consecutive turns, its cost will increase by 1 WP it will consume all the remaining WP. We implemented this and the fact that Fogginator has to be cast at the beginning of the turn to avoid any abuse during short combats. 
Cost: 1 PW / 1 PW | Range: 0 / 0
Effects: Turns the Foggernaut into a Fogginator, -2 Range on Earth spell, Earth spells don't place Blockades, +0.15% Earth damage per level (max +150), turn 10% of Cooling into Overheating, +1 Range on Fire spells, Stasis spells cost 1 AP less, -0.25*lvl Stasis damage per Stasis spell used (max 5) / 
Turns the Foggernaut into a Fogginator, -2 Range on Earth spell, Earth spells don't place Blockades, +1.5% Earth damage per level (max +150), turn 100% of Cooling into Overheating, +1 Range on Fire spells, Stasis spells cost 1 AP less, -0.2*lvl Stasis damage per Stasis spell used (max 5)
 

Stasis Flow

This spell will replace Salvage and allow to redirect some of the damage suffered by the allies to the Foggernaut. Its cost will range from 1 to 6 AP, and its Range from 1 to 6 at maximum level. If cast on the Foggernaut, it will apply the Stasis Flow . If cast on an ally it will apply the Stasis Link (-1 WP to the Foggernaut). Stasis Flow will have a chance to stabilize the Foggernaut and allows him to absorb a certain % of damage made to his allies, as long as they are situated 3 2 cells around him. The Stasis Link will return a certain % of damage to the Foggernaut. Note that it will be impossible to use this spell if the Foggernaut is a Fogginator. This spell cannot be used two turns in a row on a same target.
Cost: 6 AP / 2 AP | Range: 1 / 6 | Conditions: cannot be cast after Fogginator, cannot target the same target two turns in a row
Effects: On Foggernaut: Apply Stasis Flow (1), on ally: apply Stasis Link (1) and Foggernaut looses 1 WP / On Foggernaut: Apply Stasis Flow (10), on ally: apply Stasis Link (10) and Foggernaut looses 1 WP
Stasis Flow: Absorbs 10%/100% of damages received by allies, up to 2 cells away
Stasis Link: Rebounds 10%/100% of the damages received to the Foggernaut

 

 

Passive Specialties

Armor Plating

Rather than giving extra resistance, the spell will improve Overheating bonuses and reduce the resistance to Overheating while increasing the resistance to Cooling. This passive will now reduce the Overheating resists loss and increase resists to Cooling. It will also allow Blockades to absorb damage made to allies in contact with them, or increase the Foggernaut lowest resistance at the beginning of combat. It will continue to offer a bonus to the Mechanics charges. It will also include a bonus to Lock.
Effects: 
Overheating: -1% resist all / -20 % resist all
Cooling: +2% resist all / +40% resist all
Blockades absorb 2.5% damages dealt to allies in contact / Blockades absorb 50% damages dealt to allies in contact
+1% to the lowest resist at the beginning of the fight / +20% to the lowest resist at the beginning of the fight
+1.5 Lock / +30 Lock

 

Groove 

It will allow the Earth spells to increase the Foggernaut Lock by 1 and up to 10 per AP used (for 1 turn). It will always award Mechanics points and additional Rails but will no longer boost the Microbot damage.
Effects: Earth spells increase the Lock of the Foggernaut by 1 per AP used (1turn) / +2 Control, +2 Rails, Earth spells increase the Lock of the Foggernaut by 10.5 per AP used (1 turn)
 

Critical Turbo

Its bonuses will no longer be cumulative. It will give less Dodge but therefore also give Lock.
Effects: +1 CH, +2.5 Dodge, +1.5 Lock / +20 CH, +50 Dodge, +30 Lock
 

Stasis Shield

This passive spell will replace Painless Steel. In addition to the HP bonus to the Foggernaut, this shield will provide an additional bonus of 8% per ally present in battle. However, the Foggernaut will suffer from 0.5 up to 10% of the maximum of HP lost by his allies.
Effects: +1% HP, +0.4% HP per ally, loss of 0.35% of the max HP lost by allies / +20% HP, +8% HP per ally, loss of 7% of the max HP lost by allies
 

Fire and Oil

In addition to its current effect, this passive spell will increase the range of Fire spells. In addition, it will provide additional levels of Under Pressure per AP spent on a Fire spell, which has wounded a target more than 5 cells away from the Foggernaut. Note, however, that there will be more explosion around the Foggernaut when the effect is applied!, but will generate less Overheating with range spells.
Effects: +0 level of Under Pressure per AP if a fire spell hits a target more than 5 cells away / +2 Range for fire spells, +4 levels of Under Pressure per AP if a fire spell hits a target more than 5 cells away

*Localized words subject to change.

Now that you have discovered the proposed changes, we will continue to listen to your feedback and it is now your turn!

Additions of October 3rd in blue.http://www.wakfu.com/en/mmorpg/community/blog/posts/405378-class-revamp-foggernaut


Overweighted Chafer * Member Since 2011-06-06
posté September 12, 2013, 11:15:04 | #2
why not revamp classes that were out BEFORE foggernaut?
:I


Nun Shall Pass * Member Since 2012-01-05
posté September 12, 2013, 11:24:07 | #3
Sounds interesting even though I am totally unexperienced with the current Fogger. But I never felt an urge to play the old one, this guy however I'd give a try.

@Cairen, it was the long announced order. Foggernauts can really use a revamp, they are pretty underwhelming right now.


Wilder than Wild Dragoturkey * Member Since 2011-05-16
posté September 12, 2013, 11:49:48 | #4
Look nice.
But Stasis-hard nerf?
Fire-OP?


Overweighted Chafer * Member Since 2011-06-19
posté September 12, 2013, 12:18:59 | #5
looking forward to this because im making my own, nice new blocks mechanic


Ecstatic Whisperer * Member Since 2012-04-04
posté September 12, 2013, 12:38:11 | #6
Off-topic, sort of.
Uhm excuse me but since when enutrof's emblem = fogger emblem?




Narcissistic Larva * Member Since 2012-03-12
posté September 12, 2013, 12:48:04 | #7
@Seguchi-sama thats hilarious. lol


Lazy Bow Meow * Member Since 2012-03-13
posté September 12, 2013, 13:35:23 | #8
i like...i like.... JUST DON'T MESS THIS UP.....OR THERE WILL...AN UPSET.....CRYING.....MOTHERFOGGER


Short Strich * Member Since 2012-03-21
posté September 12, 2013, 14:56:24 | #9
The changes to earth and fire look very cool. Stasis seems relegated to support at this point. Without real numbers its hard to say what we're looking at.


Tofurby on Diet * Member Since 2012-09-14
posté September 12, 2013, 15:02:12 | #10
NICE!!!!!! but........ DO A UDPATE FOR SACRIER AND IOP !!!! ESPECIALLY SAC T_T


Overweighted Chafer * Member Since 2013-01-30
posté September 12, 2013, 15:04:41 | #11
Loved the changes.I might even make one soon just to use when the revamps happen but i got a few questions.

Shebang:Will it keep its wp cost?
Rests to cooling:It's a chance to null it or reduce its lv?
Rails:any1 that uses it can still be locked by some1 next to the rail?
Stasis strike:It will keep its minimun range?
Stasis branch:Will it still be linear only?


Ecstatic Whisperer * Member Since 2012-12-15
posté September 12, 2013, 15:14:21 | #12
Looks very interesting, though flame fervor looks like it wont be an interesting fire/earth combo now and you have made it just to escape lock. ill miss its old effect, ive always thought it just needed modifiable range to be super fun.


Short Strich * Member Since 2012-03-21
posté September 12, 2013, 15:23:55 | #13
Another note: The major issue with stasis hasn't been about the rate of stasis stacking. It has been with boss monsters *immune* to stasified and withe 300%+ all res. Maybe just make them immune to wakfu point loss and let us stack the -res on them?  


This post has been edited by -Shakespeare- - September 12, 2013, 17:23:06.
Wilder than Wild Dragoturkey * Member Since 2012-08-27
posté September 12, 2013, 15:24:48 | #14
I am more concerned to why Foggernaughts have the speed bonus that is exactly like the Cra's (+range bonus) Masqueraider's have their own speed bonus, why not Foggernaughts?

Just curious is all

Overall this update seems to make Foggernaughts a little bit more awesome IMO


Teethless Sharkie * Member Since 2008-06-24
posté September 12, 2013, 15:35:40 | #15
Now THIS is what I'm talking about.

With this large overhaul foggers get WAY more mobility/damage/ AND team cohesion.

Flame Fervor is officially useless but the entire fire tree looks like it pretty much HAS to be duel leveled with earth. The average fogger will attack close range or for long distance and will create between 1-3 blockades for protection. Now that these bloackades will act as pseudo panda barrels; you can protect yourself on your Overheat turns and deal massive damage on your under pressure turns.

Great work on that fire and earth buff.

Salvage is gone and Fogginator isn't a flashy tool to use on your last turn? THANK GOODNESS.

Cybots are so much more useful now and rail creation isn't simply a stalling tactic.

I am one HAPPY fogger.


Overweighted Chafer * Member Since 2013-06-07
posté September 12, 2013, 15:57:20 | #16
So.... Can we have female foggers now?
Please?


Ugly Gobball * Member Since 2013-02-22
posté September 12, 2013, 16:04:22 | #17
All of this looks good but the loss to bombardment but ah well.


Community Manager * Member Since 2013-07-08
posté September 12, 2013, 16:11:38 | #18

Quote (Seguchi-sama @ 12 September 2013 12:38) *
Off-topic, sort of.
Uhm excuse me but since when enutrof's emblem = fogger emblem?

Hi!

Thanks you for letting us know and it has been corrected.  


Lord Madgobb * Member Since 2012-02-19
posté September 12, 2013, 16:50:24 | #19
this... im fairly happy with all of this.. and i may regret saying this but earth looks amazingly good fire looks super cool your even making stasis seem different... Passives im ok with but id like to know if armor plating will still give any res or just for our lowest? im upset if we loose our res but oh well i suppose mother fogger gives us a ton though and that skill is alot better. Besides that the only thing i have to ask is if your going to change how stasis damage% is calculated or if that mechanic is going to change cause atm its kinda horrible at least in my opinion.


Short Strich * Member Since 2012-03-21
posté September 12, 2013, 16:58:19 | #20
Here are a few things I am very interested to learn more about:

Chromatic Damage while in a motherfogger: My earth damage % is much higher than my stasis damage percent and this cant be helped at any point in the future. My stasis spells will be doing earth damage then? Will this earth damage still go through the lowest resistance like a stasis spell would?

Stasis link: Very cool looking ability! I am confused, however, as to what you mean by "The Stasis Link will return a certain % of damage to the Foggernaut." Any clarification you could give us? Does this simply mean we absorb some of the damage they take regardless of their range?

Cybot: Will cybot still relay stasis spells cast on it by the fogger? I understand that it no longer assimilates them.


This post has been edited by -Shakespeare- - September 12, 2013, 17:51:10.