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Class Revamp - Feca
Community Manager * Member Since 2013-07-08
posté December 16, 2013, 16:00:00 | #1
Class Revamp - Feca
 
 
The long-awaited revamp of the Feca will arrive with the next update, and today Grou want to share with you the planned changes! Discover later on more details on these modifications to continue to have an early dialogue and ensure that they are as close as possible to your expectations.
We have decided to present to you this revamp spell by spell as if we were presenting a new class because, as you will see, the Feca will be having  a complete overhaul of his spells!

Discover right now the proposed changes for this class and share with us any feedback you may have, so that we can send them to Grou.

please note that the  order of spells, their names and values ​​are still subject to change! 

Revamp Goals

 
The main purpose of this revamp is to allow the Fecas to better fit into a group: to give them a real role and the tools to do so. The Feca has three main possibilities: damage dealer, tank or support. Each is represented by a branch even though the Feca may seem more oriented towards multi-elements.

The main important changes to make note of regarding this revamp are as follows:

 
  • The modifications made to the spells which will only  provide a single Glyph or Armor, in order to limit the old cases of the Feca  with Glyphs or Armor so situational that they became unusable.
  • Glyphs and Armor will no longer cost WP to no longer limit the gameplay of the class, and to avoid for the Feca to become  a single target damage dealer  with no define role at the end of combat.
  • Some spells will be able to move the Glyphs. For example: when using a negative Glyph, the  spell will inflict damage and place the Glyph under the target. For a positive Glyph, the spell will place the Glyph under the ally and the base spell damage will be inflicted on a target 2 or 3 cells adjacent to the glyph.
  • The tanking branch will receive tools to protect allies, therefore tanking will be more useful for the allies. 
  • The damage dealing  branch will be able to compete with all the available bonuses of the other damage dealing oriented classes. 
  • Glyphs and Armors will only loose a charge at start of turn.

Fire Branch

Natural Attack

 
  • Cost: 2 AP & 1 MP
  • Range: 1 - 3
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: 2 per turn
  • Damage (level 1 - 100 - 200): 3 – 44 – 85
  • Effects: Moves the Feca Staff  Fecammer Glyph under the target. Armor: 22 Fire damage (level 100) at the beginning of the target's turn. 3 charges.
 

Flaming Carpet

 
  • Cost: 4 AP
  • Range: 1 - 5
  • Glyph zone: 2 cells circle
  • Line of Sight: No
  • Range boostable: Yes
  • Conditions: Cast in a straight line
  • Damage (level 1 - 100 - 200): 4 – 51 – 98
  • Effects: Glyph: 37 Fire damage (level 100) at the start of the target's turn which is situated above it. 2 charges.
 

Volcano

 
  • Cost: 3 PA
  • Range: 1 - 4
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: Cast in a straight line
  • Damage (level 1 - 100 - 200): 3 – 41 - 79
  • Effects: Moves the Avalanche Glyph under the target. Armor: -50% (level 100) resistance of the enemies to contact (allies), -50% (level 100) resistances (enemies) -75% maximum. 2 charges.
 

Meteorite Shower

 
  • Cost: 2 AP
  • Range: 1 - 6
  • Area: -
  • Line of Sight: No
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 2 – 24 – 46
  • Effects: Moves the Steamy Glyph under the target. Armor: +1 to Critical Hits (+7 at level 100), -2 Block (-14 at level 100), Will not inflict damage to allies. 3 charges.
 

Fecastopheles

 
  • Cost: 6 AP
  • Range: 2 - 3
  • Glyph area: 1 cell circle
  • Line of Sight: No
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 6 – 90 - 174
  • Effects: Glyph : 39 Fire damage (level 100) in a circle of 2 cells at the target's start of turn which is situated above it. 2 charges.
 
Here is one of the Fire visual effects being worked on for the Feca revamp (not final)!
 

Earth Branch

 

Fecablades

 
  • Cost: 4 AP
  • Range: 1 - 2
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 4 – 42 – 80
  • Effects: If the spell causes damage, it will give +4 Block Feca Absorption levels +32 Feca's Shield levels (at level 100). Armor: +40% to resistances (level 100) and -40% to damage and heals (level 100). 2 charges.
  • Feca Absorption: For each AP from an inflicted attack, the Feca will loose 1 state level and heals the Feca: 0.08 Earth HP x Feca level.
  • Feca's Shield: Creates a shield with 1 Earth HP per level.
 

Fecabo

 
  • Cost: 2 AP
  • Range: 1 - 4
  • Area: -
  • Line of Sight: Yes
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 2 – 21 - 40
  • Effects: If the spells causes damage, it will give +2 Feca Absorption levels +16 Feca's Shield levels (at level 100). Armor: Attracts the armor carrier of 2 cells at the start of turn of the Feca if the target is at least 2 cells (at level 1) from him. 2 charges.
 

Fecammer

 
  • Cost: 1 PA & 2 MP
  • Range: 1 - 3
  • Glyph area: Dot
  • Line of Sight: Yes
  • Range boostable: No
  • Conditions: 1 per target
  • Damage (level 1 - 100 - 200): 3 – 39 – 75
  • Effects: +1 Feca Absorption level +40 Feca's Shield levels (at level 100). Glyph: possibility to cause -3MP maximum:  -1MP at start of turn (90% chance at level 100). Once at level 50, it also unlocks a bonus of -1 MP (70% chance at level 150) at start of turn and again once at level 100, it also unlocks a bonus of -1MP at the start of turn (90% at level 200). 2 charges.
 

Defensive Orb

 
  • Cost: 3 AP
  • Range: 1 - 4
  • Area: -
  • Line of Sight: Yes
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 3 – 32 – 61
  • Effects: If the spell causes damage, it will give +6 Block +3 Feca Absorption levels +24 Feca's Shield levels. Armor: Decrease damage of 100% (level 100) and gives back the total damage absorbed at the destruction of the armor. 1 charges. Cannot be used on a target already carrying Perfect Armor and vice versa.
 

Feca Staff

 
  • Cost: 5 AP
  • Range: 1 - 3
  • Glyph area: 1 cell cross
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: Cast in a straight line
  • Damage (level 1 - 100 - 200): 5 – 56 – 107
  • Effects: If the spell causes damage, it will give +10 Block to the Feca +5 Feca Absorption levels +8 Feca's Shield levels.
  • Glyph: Can inflict a loss of 3 MP maximum: -1 MP at start of turn (90% chance at level 100). Once at level 50, it also unlocks -1 MP at start of turn (70% chance at level 150). Once at level 100, it also unlocks -1 MP at start of turn (90% chance at level 200). 2 charges.
 
 
Here is one of the Earth visual effects being worked on for the Feca revamp (not final)!
 

Water Branch

 

Drip

 
  • Cost: 1 AP
  • Range: 0 - 3
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 1 – 12 - 23
  • Effects: Moves the Fecammer glyph under the target.  Enemy Repelling Armor:  Pushes back the target 1 cell then, at the Feca's start of turn, the carrier of this Armor will back up 1 cell if he is 1 cell away (3 at level 100, maximum 6) from the Feca. Allied Armor: Makes the target untackable for the target's next move. Does not inflict damage to allies. 1 charge.
 

Steam

 
  • Cost: 3 AP
  • Range: 1 - 2 2 - 4
  • Area:  Dot
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 3 – 45 – 87
  • Effects: Glyph: Creates a shield with 30 Earth HP at level 100 (58 at level 200) for the allies who starts their turn above it. 2 charges. Cross area of 2 cells.
 

Bubble

 
  • Cost: 2 AP & 1 MP
  • Range: 0 and 3 - 6
  • Area: -
  • Line of Sight: No
  • Boostable range: Yes
  • Conditions: 2 per target and per turn
  • Damage (level 1 - 100 - 200): 3 – 40 – 77
  • Effects: Moves the Flaming Carpet glyph under the target.
  • Allied Armor: Allows to gain up to 2 Range: +1 Range at start of turn (100% at level 100). Once at level 100, also unlocks another +1 Range at start of turn (100% at level 200). Enemy Armor: 50% chance to apply the Disoriented state level 1 (100% at level 100). Once at level 100, also unlocks another 50% chance to apply the Disoriented state level 1 (100% chance at level 200). At the end of the Armor, the enemy is immuned to the Disoriented state for 1 turn. 2 charges.
 

Avalanche

 
  • Cost: 5 AP
  • Range: 3 - 7
  • Glyph area: 2 cells circle
  • Line of Sight: Yes
  • Boostable range: No
  • Conditions: -
  • Damage (level 1 - 100 - 200): 5 – 64 – 123
  • Effects: Glyph: Allows to take away up to 2 AP: +1 AP at start of turn (100% spell level), +1 AP at start of turn (50% spell level). 2 charges.
 

Crashing Wave

 
  • Cost: 4 AP
  • Range: 0 and 2 - 5
  • Area: -
  • Line of Sight: Yes
  • Boostable range: Yes
  • Conditions: -
  • Damage (level 1 - 100 - 200): 4 – 54 – 104
  • Effects: Moves the Fecastopheles glyph under the target. Allied Armor: Creates a shield of 37 Water HP at level 100 (71 at level 200) at the start of turn of the carrier. Enemy Armor: Creates a sphere at the start of turn of the carrier that absorbs 37 Earth HP at level 100 (71 at level 200) inflicted by the carrier. 2 charges. The Shield will absorb 70% damage from an attack and cancel Feca Absorption.
 
 
Here is one of the Water visual effects being worked on for the Feca revamp (not final)!
 

Active Specialty Spells

 

Glyph or Amor

 
  • Level 0 cost: 2 AP & 2 PM / max level  cost: 1 AP
  • Range level 0: 0 - 1 / range max level : 0 - 6 without line of sight
  • Range not boostable
  • All levels effects: On a target: Places a Neutral Armor. On a cell: Places a Neutral Glyph. On Glyph or Armor: Removes the Glyph or Armor and refunds the spell cost to the Feca.
 

Perfect Armo

 
  • Level  0 cost: 6 AP & 1 2 WP /  max level  cost: 3 AP & 1 WP
  • Range level 0: 1 / range max level : 1 - 5
  • Conditions: Limited to 1 per turn
  • All levels effects: Switches planes the target but does not limit the attacks. At the end of Perfect Armor, it will apply Cracked Armor.
  • Cracked Armor: It will not be possible to cast Perfect Armor on a target carrying a Cracked Armor.
 

Teleportation Flux

 
  • Level 0 cost: 6 AP & 1 2 WP /  max level  cost: 3 AP & 1 WP
  • Range level 0: 1 - 2 in straight line / range max level : 1 - 5 6
  • All levels effects: Teleports the Feca and the target right in front of him. If at arrival the cell in front of the Feca is unavailable, the target will be placed randomly around the Feca. The range of this spell isn't boostable. If used on the Feca, this spell allows to activate ou deactivate the possibility of moving Glyphs.
 

Belligerence

 
  • Level 0 cost: 6 AP /  max level  cost: 3 AP
  • Range level 0: 1 in straight line / range max level : 1 - 5
  • All levels effects: On monsters: The monsters will make the Feca their priority target. On players: Decrease the damage that are not inflicted to the Feca by 32% (level 0) and up to 50% (level 9). The range of this spell isn't boostable. Limited to 2 uses per turn.
 
 

Inversion

 
  • Level 0 cost: 3 AP & 2 WP /  max level cost: 0 AP
  • Range level 0: 0 / range max level : 0 – 5
  • Conditions: Limited to 1 per turn (maximum +/- 100%). Unlimited duration.
  • Effects level 0: The Feca will lose 2% resistances (+0.5 per level of the Feca ) and the target will gain +2% damage ( +0.5 per level of the Feca). If the Feca is under Inversion, this will withdraw the effects from  him and refund the spell cost to the Feca.
  • Max level effects: The Feca will lose 20% resistances (+0.5 per level of the Feca ) and the target will gain +20% damage ( +0.5 per level of the Feca). If the Feca is under Inversion, this will withdraw the effects from  him and refund the spell cost to the Feca.
 

Passive Specialty Spells

 

Untouchable

 
  • Effects level 1: +1 Block, +0 Block per ally.
  • Effects max level: +20 Block, +8 Block per ally.
 

Feca Master

 
  • Effects level 1: +0 Mechanics, +5% Lock bonus, +0 Lock per AP maximum at start of turn,+2% Fire damage.
  • Max level effects: +2 Mechanics, +100% Lock bonus, +10 Locks per AP maximum at start of turn, + 40% Fire damage.
 

Fecatalysis

 
  • Effects level 1: 1.5% Locks added to resistances.
  • Max level effects: 30% lock added to resistances.
 

Ironclad

 
  • Effects level 1: +2% resistances.
  • Max level effects: +40% resistances, +1 Range to Water spells.
 

Stabilisation Aura

 
  • Effects level 1: +1 Lock, if an enemy starts his turn facing the Feca, this will apply Stabilization (5%).
  • Max level effects: +20 +40 Lock. If an enemy starts his turn facing the Feca, this will apply Stabilization (100%).
  • Stabilization: Will be applied to enemies in close combat with the Feca at the beginning of their turn (every other turn).
 
Now that you have discover the proposed changes, we are listening to your feedback, let's get typing!
http://www.wakfu.com/en/mmorpg/community/blog/posts/413548-class-revamp-feca


Bellaphone Lover * Member Since 2012-04-14
posté December 16, 2013, 16:26:06 | #2
Erm those animations 'being worked on' were already there, my Feca has been using those animations exactly as they are being shown there since I started playing it pretty much since release!

Anymore lies you'd like to put our way Ankama?

As always I forget to say something positive, the actual revamp seems alright, still don't like the fact you are changing this class though they are already awesome!


Community Manager * Member Since 2013-07-08
posté December 16, 2013, 16:31:17 | #3

Quote (JustD87 @ 16 December 2013 16:26) *
Erm those animations 'being worked on' were already there, my Feca has been using those animations exactly as they are being shown there since I started playing it pretty much since release!

Anymore lies you'd like to put our way Ankama?

That was quite a quick judgement, those animations are being reworked, therefore the ones shown are not the final results. We just wanted to show that they are being reworked. They will also be faster as some sprites will be removed.

You shall see the final ones soon.  


Bellaphone Lover * Member Since 2012-04-14
posté December 16, 2013, 16:36:01 | #4

Quote (Sabi @ 16 December 2013 16:31) *

Quote (JustD87 @ 16 December 2013 16:26) *
Erm those animations 'being worked on' were already there, my Feca has been using those animations exactly as they are being shown there since I started playing it pretty much since release!

Anymore lies you'd like to put our way Ankama?

That was quite a quick judgement, those animations are being reworked, therefore the ones shown are not the final results. We just wanted to show that they are being reworked. They will also be faster as some sprites will be removed.

You shall see the final ones soon.
What can I say I'm secretly an Iop!

It seemed it was being implied those were new animations. it's certainly the impression I got.

That was a super fast reply there Sabs, kudos to you!


I love the idea of the glyphs being more mobile, there was nothing worse than placing a glyph and then it being there useless for another 20 turns unless you've leveled deglyph.

Since the first revamp PDF I changed my Feca into a lock tank, instead of kiting team support, this update emphasises that build perfectly.





,


This post has been edited by JustD87 - December 16, 2013, 16:45:15.
Community Manager * Member Since 2013-07-08
posté December 16, 2013, 16:42:11 | #5

Quote (JustD87 @ 16 December 2013 16:36) *

Quote (Sabi @ 16 December 2013 16:31) *

Quote (JustD87 @ 16 December 2013 16:26) *
Erm those animations 'being worked on' were already there, my Feca has been using those animations exactly as they are being shown there since I started playing it pretty much since release!

Anymore lies you'd like to put our way Ankama?

That was quite a quick judgement, those animations are being reworked, therefore the ones shown are not the final results. We just wanted to show that they are being reworked. They will also be faster as some sprites will be removed.

You shall see the final ones soon.
What can I say I'm secretly an Iop!

It seemed it was being implied those were new animations. it's certainly the impression I got.

That was a super fast reply there Sabs, kudos to you!



,
Thank you.

I can see why they could be taken as the final results, so I added a little "not final" underneath them, so I appreciate that you let us know.


Speechless Crobak * Member Since 2011-06-28
posté December 16, 2013, 16:50:09 | #6
Ok this doesn't look as bad as the last revamp you proposed then cancelled.

Will have to test this on the beta server before I can judge it too much.


Dokushuuuuu * Member Since 2008-01-09
posté December 16, 2013, 16:54:38 | #7
"Alright"? "Not so bad"? Are you guys serious? It looks amazing, one of the best revamps IMO. Feca can finally become a protector or an amazing tank!


Bellaphone Lover * Member Since 2012-04-14
posté December 16, 2013, 17:10:40 | #8

Quote (Rokugatsu @ 16 December 2013 16:54) *
"Alright"? "Not so bad"? Are you guys serious? It looks amazing, one of the best revamps IMO. Feca can finally become a protector or an amazing tank!

My main concern is I had 4 Fecas at one point because they had so many possibilities, tank/support dmg/support kiting ranged dmger (great in 1v1 pvp) 9 cell slayer, the list goes on tbh.

Now the class is much more defined, sometimes it feels like we're all just making clone builds in this game, confined by predetermined sets and builds.

There is so little freedom.


This post has been edited by JustD87 - December 16, 2013, 17:11:42.
Lord Madgobb * Member Since 2012-02-11
posté December 16, 2013, 17:16:41 | #9
I said it when i saw the notes on the feca thread and ill say it here... this is a snazzy revamp! I really like the changes they are implementing though im not a feca player i have toyed with them and its always been a class ive wanted to love but the glyph cost really turned me off.. this revamp seems to have fixed alot of the issues I found with the class.


Eccentric Moogrr * Member Since 2011-06-11
posté December 16, 2013, 17:26:47 | #10
Every.. spell.. looks.. so... good...
must go tri-elemental.


Eccentric Moogrr * Member Since 2012-02-16
posté December 16, 2013, 17:28:02 | #11

Quote (JustD87 @ 16 December 2013 17:10) *

Quote (Rokugatsu @ 16 December 2013 16:54) *
"Alright"? "Not so bad"? Are you guys serious? It looks amazing, one of the best revamps IMO. Feca can finally become a protector or an amazing tank!

My main concern is I had 4 Fecas at one point because they had so many possibilities, tank/support dmg/support kiting ranged dmger (great in 1v1 pvp) 9 cell slayer, the list goes on tbh.

Now the class is much more defined, sometimes it feels like we're all just making clone builds in this game, confined by predetermined sets and builds.

There is so little freedom.
Exactly my Problem with this in my opinion sad revamp. One of the most versatile classes gets condensed to a one trick pony with few variations - compared to the current version.


Ugly Gobball * Member Since 2012-09-07
posté December 16, 2013, 17:31:04 | #12
Personally, I'm not liking this update very much at all. It seems like it will make my Feca ALOT weaker.... Spell damage has been reduced signifincantly, and the one spell that does do somewhat decent damage (Fecastopheles) now costs a whopping 6 ap.

Seems like Damage Glyphs will still do damage to allies around the activator, which is the main reason that Feca's can't use glyphs in team matches without a good chance of harming team mates more than the monsters themselves.

I'll probably have to re-gear and change elements, which be be costly and time consuming, and even then, I don't see how I'll be able to contend or compete with other "damage dealing classes"


This post has been edited by Faiyth - December 16, 2013, 17:34:40.
Lord Madgobb * Member Since 2006-10-23
posté December 16, 2013, 17:48:01 | #13
Oh wow, looks like Feca will an epic tank! Tanking and protecting, that's what Fecas are best at. ^^


Bellaphone Lover * Member Since 2012-04-14
posté December 16, 2013, 17:49:05 | #14

Quote (Rimali @ 16 December 2013 17:28) *

Quote (JustD87 @ 16 December 2013 17:10) *

Quote (Rokugatsu @ 16 December 2013 16:54) *
"Alright"? "Not so bad"? Are you guys serious? It looks amazing, one of the best revamps IMO. Feca can finally become a protector or an amazing tank!

My main concern is I had 4 Fecas at one point because they had so many possibilities, tank/support dmg/support kiting ranged dmger (great in 1v1 pvp) 9 cell slayer, the list goes on tbh.

Now the class is much more defined, sometimes it feels like we're all just making clone builds in this game, confined by predetermined sets and builds.

There is so little freedom.
Exactly my Problem with this in my opinion sad revamp. One of the most versatile classes gets condensed to a one trick pony with few variations - compared to the current version.

I think my needs will end up being shared out more between Fogger, Rogues and maybe my Water Eca (mostly because people keep telling me they are underpowered) since playing end game content becomes boring very fast, especially when all you do is stand and lock the most threatening mob.


This post has been edited by JustD87 - December 16, 2013, 17:50:36.
Squited Arachnee * Member Since 2011-05-07
posté December 16, 2013, 18:18:04 | #15
Considering the current Feca has spells that are so extremely specific you never got to see them activate or when they did, they were mostly drawbacks instead of benefits for you and your party, I think this revamp is going to the right direction. I played a Feca, and ended up just using the same damn spells as everyone else because whenever I wanted to have a tactical choice, it wasn't just worth it.

Yes, it's fun to have 15 different ways to cause damage (Fire glyphs/harmors, Earth armors) to your opponent or 16 different ways to boost your allies or yourself (Water glyphs/armors, Earth glyphs, Peace Armor). It's not fun it's so rare they're useful you'll just end up using 1 or 2. Sometimes, less is more.


Grizzled Dandelion * Member Since 2012-01-18
posté December 16, 2013, 18:25:14 | #16
Okay, I am so PUMPED for this revamp. My Earth Feca can finally serve his purpose.


posté December 16, 2013, 18:31:24 | #17
Fire branch could use some improvements but awesome revamp overall! btw Stabilization in Stabilization Aura is misspelled and I see no fire feca animation. Btw why isn't the feca itself stabilized?


Mister Winter Fashion Victim 2012 * Member Since 2012-12-16
posté December 16, 2013, 18:36:09 | #18
As much as I dig the buffs and all there is no way in hell that this is going to stay unchanged.

I mean really? 85 Block before gear in a standard 10 AP Earth Feca set-up? And am I understanding this right that you can make two allies invulnerable a turn, limited to 6 WP? Feca don't use WP for too much now that GoA isn't limited by WP anymore. Their Teleport puts Beacon Sneakin' to shame as well.

I have hope for my own Feca, but simultaneously pessimistic of how much can change in the course of a month. After all I've seen what Grou can do during crunch time to other revamps before.

I am looking forward to the new spell animations though.

• Mango


Wilder than Wild Dragoturkey * Member Since 2012-07-16
posté December 16, 2013, 18:40:42 | #19
Wow Feca's locks make Sacrier's lock look like nothing.

No love for Sacrier's


Lord Madgobb * Member Since 2010-10-06
posté December 16, 2013, 18:49:34 | #20

Quote (Brokonaut @ 16 December 2013 18:36) *
As much as I dig the buffs and all there is no way in hell that this is going to stay unchanged.

I mean really? 85 Block before gear in a standard 10 AP Earth Feca set-up? And am I understanding this right that you can make two allies invulnerable a turn, limited to 6 WP? Feca don't use WP for too much now that GoA isn't limited by WP anymore. Their Teleport puts Beacon Sneakin' to shame as well.

I have hope for my own Feca, but simultaneously pessimistic of how much can change in the course of a month. After all I've seen what Grou can do during crunch time to other revamps before.

I am looking forward to the new spell animations though.

• Mango
I have to agree with this.

Some of those passives look way too good to be true. I'm sensing some heavy nerfs before its ready for release.