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Focus: The Protoflex
Community Manager * Member Since 2013-07-08
posté March 11, 2014, 17:00:00 | #1
Focus: The Protoflex A new Sidekick will be arriving in-game with the upcoming March 18th game update: the Protoflex! Discover in this gameplay devblog, his spells, and much more!


 

The First Dual Element and Dual Purpose Sidekick


March 18th marks the arrival of the Protoflex whose gameplay will reveal how the next set of Sidekicks will be inspired from.

Indeed, several new brothers-in-arms will be added to WAKFU in 2014 and they will all have the specificity of being both dual purpose and dual element.

Each of them, and this is the case with the Protoflex, will therefore cause damage from two elements at the same time. In addition, each spell will have a different combat effect depending on the Sidekick’s highest elemental mastery.

For example: If the Protoflex is a Tank / Support Sidekick, Earth / Fire. His spells will have a Tank effect if your Protoflex has a higher Earth elemental mastery than his Fire Mastery. On the opposite side, his spells will have a Support effect if he has a higher Fire elemental mastery than his Earth Mastery. In case of equlaity between the Earth and Fire mastery, the spell will not have any effects (only damage).
 
As you can see this Protoflex has a higher Fire mastery than his Earth mastery. Therefore in combat, he will trigger the "Fire" effects (Support) of his spells.
 

Protoflex Abilities

 

Level 10:


Mastery gain (depending on the level of the spells):
  • +8% to Earth and Fire damage
  • +3% to Resistances
 

Level 100:

 
+1 AP
+1 MP
+30% to Earth and Fire damage.
+30% to Earth and Fire Resistances.
Mastery gain (depending on the level of the spells):
  • +70% to Earth and Fire damage
  • +52% to Resistances
  

Level 200:

 
+1 AP
+1 MP
+93% to Earth and Fire damage
+93% to Earth and Fire Resistances.
Mastery gain (depending on the level of the spells):
  • +140% to Earth and Fire damage,
  • +104% to Resistances.
 

The Protoflex Spells

 

Energy Impulse (Passive)

 
  • Effects level 10: If Fire is the highest mastery at the end of the turn: -1 AP to the Protoflex, +1 AP to the 2 nearest allies. If Earth is the highest mastery at the end of the turn: +2 Block, -2% resistance (all) to allies, +2% resistance (all) per ally.
  • Effects level 100: If Fire is the highest mastery at the end of the turn: -2 AP to the Protoflex, +2 AP to the 2 nearest allies. If Earth is the highest mastery at the end of the turn: +20 Block, -20% resistance (all) to allies, +20% resistance (all) per ally.
 
Important: Protoflex damage are dual element. More precisely, all its damage is half and half Earth and Fire. For example: a spell that makes 80 damage will therefore be 40 Earth damage + 40 Fire damage.
 

Heavy Strike

 
  • Cost: 3 AP
  • Range: 1
  • Line of Sight: Yes
  • Boostable Range: No
  • Damage (level 1 - 100 - 200): 2 – 38 – 74
  • Effects (level 100): If Fire is the highest mastery: -20 resistance (all) for 1 turn. If Earth is the highest mastery: gains an Earth shield of 30HP.
     

Flexling

 
  • Cost: 4 AP
  • Range: 5
  • Line of Sight: Yes
  • Boostable Range: Yes
  • Damage (level 1 - 100 - 200): 4 – 38 – 72
  • Effects (level 100): If Fire is the highest mastery: allies in contact with the Protoflex will not be able to be tackled during their next move. If Earth is the highest mastery: Heals 36 HP (level 100, healing being a dual element of Earth and Fire).
 

Burst

 
  • Cost: 1 MP
  • Range: 1 - 3
  • Line of Sight: Yes
  • Boostable Range: Yes
  • Damage (level 1 - 100 - 200): 2 – 20 – 38
  • Effects (level 100): If Fire is the highest mastery: +30 damage, -30 resistance (all). If Earth is the highest mastery: -30 damage, +30 resistance (all).
 

Flexible Shield

 
  • Cost: 2 AP
  • Range: 0
  • Line of Sight: Yes
  • Boostable Range: No
  • Conditions: 2 per turn
  • Effects (level 100): If Fire is the highest mastery: creates a shield of 17 Fire HP (level 100) on allies in a 1 cell cross pattern around the Protoflex. If Earth is the highest mastery: creates a shield of 22 Earth HP (level 100) on the Protoflex.
 

Bodyguard

 
  • Cost: 1 AP & 1 WP
  • Range: 5
  • Line of Sight: Yes
  • Boostable Range: No
  • Effects: If the target of the spell takes damage, the Protoflex teleports on him, pushes the targeted player next to him and takes damage for him. 5 charges.
 

Spatter

 
  • Cost: 3 AP
  • Range: 1 - 5
  • Line of Sight: No
  • Boostable Range: No
  • Effects: Sends the ally on the targeted cell in front of him.
 

Engine Inversion

 
  • Max level cost: 1 AP
  • Range at max level: 0
  • Line of Sight: Yes
  • Boostable Range: No
  • Conditions: 1 per turn
  • Effects: Switches the Fire and Earth mastery % (This type of spell will be part of all new dual element Sidekick).
 
Please note that the names and spell effects are still subject to balancing. 
 
Do not hesitate to give us your feedback about this first glimpse of the Protoflex gameplay and dual mechanical aspect of the upcoming Sidekicks!
http://www.wakfu.com/en/mmorpg/community/blog/posts/417025-focus-protoflex


Ugly Gobball * Member Since 2013-11-10
posté March 11, 2014, 17:49:14 | #2
Is there going to be any reason why I wouldn't use Protoflex over Trank?


Eccentric Moogrr * Member Since 2012-03-13
posté March 11, 2014, 18:25:16 | #3
From what i see none of his skills offer lock, which Trank has a lot of.
Also his sacrifice uses WP and teleports him which I'd say is subpar compared to Trank's.


Eccentric Moogrr * Member Since 2012-02-11
posté March 11, 2014, 19:22:42 | #4
Overall this looks like a mixed bag of things other Multimen and Feca do. To put it simply imagine Trank and Skale combined into a tree-fish-robot.

Energy Impulse transfers AP from Protoflex to nearby allies if its fire mastery is higher. If its earth mastery is higher it gives block and reduces resists for allies (which sounds counterproductive) and gives Protoflex a big chunk of resists for having more allies (comparing it to the +HP passive of Trank).

Transferring AP is always a barrel full of monkeys, but the earth effect is weird. If Protoflex can gain resists and/or block on its own, how about making the effect it gives allies transfer block/resists instead of giving some and taking away the other? Or transferring something different like MP, range (taking range bonuses from Protoflex and giving them to nearby allies, nothing would happen if Protoflex has +0 range), or just plain resists?

Heavy Strike I assume inflicts resist loss to the target (fire) or gives a shield to the user (earth), not the target. If this spell gives the shield to the target it better not damage allies when cast on them or it would be counterproductive.

Flexling seems too similar and superior to Liquid Assets (Skale). When Skale gives a free dodge it costs 5AP and only applies to one ally. When Protoflex gives free dodges it can apply to four allies and only costs 4AP. What if this spell gave dodge to all allies if Protoflex has higher fire mastery or gave lock to all allies if Protoflex has higher earth mastery? Healing seems out of place since we already have a healing-oriented sidekick and none of the other effects Protoflex has involve healing (unless you count the shield from Heavy Strike). What is this, Salvage round two? This spell could even inflict debuffs like -resist for fire or -damage for earth.

Burst reminds me of the new Fecablades armor, trading attack for defense, except having the option to go vice versa. If used on an ally it should not deal damage so it can be used to give more attack to damage dealers or more defense to tanks/supporters.

Flexible Shield sounds pretty good. You can either have a weaker shield in an area of effect or a stronger shield on Protoflex.

Bodyguard would be great if the ally Protoflex teleports to is closer to enemies, but if you use this spell on someone hanging back like a Cra then enemies could hit them to teleport Protoflex all the way back to them. If it also causes Protoflex to take any states that come with the attack this spell would at least have one advantage over Sylvan Symbiosis.

How does Spatter work? Is it like Karchamrak where you can pick up and throw things?

Engine Inversion costing anything can make combinations more difficult to set up equipment for Protoflex. It could be like Souitch (Krobax), costing nothing but having a use per turn restriction. Then again it makes people do something other than the same spell combo every turn.

Would I buy it? Yeah, I guess. If Spatter is like Karchamrak then definitely. The earth effect for Energy Impulse is the worst aspect for my taste but the armors, debuffs, buffs, and something other than a mono- or chromatic element sidekick sound pretty good.


Narcissistic Larva * Member Since 2012-04-03
posté March 11, 2014, 19:36:34 | #5
As an Earth Feca main I can't say much because I don't have any interest in another earth dpt/tank. And I can't stand the idea of have resistance taken away, even if it is just 20% at max level. The fire side of the effects are interesting but I'd probably wait for whatever else you guys come up with for a different element combination.


Lord Madgobb * Member Since 2012-02-19
posté March 11, 2014, 20:21:31 | #6
ok.. if you can switch earth and fire... it seems fine.


Eccentric Moogrr * Member Since 2012-02-11
posté March 11, 2014, 20:55:34 | #7

Quote
Important: Protoflex damage are dual element. More precisely, all its damage is half and half Earth and Fire. For example: a spell that makes 80 damage will therefore be 40 Earth damage + 40 Fire damage.

This can screw fights for the fire and earth "do not inflict {element} damage" challenges if you want the wisdom and prospecting. If the buffing spells can be used on allies without damaging them Protoflex can still be used without ruining those challenges like Skale with the no-water challenge, Trank with the no-earth challenge, or Krobax as long as you only move allies.


Short Strich * Member Since 2013-11-19
posté March 11, 2014, 22:21:19 | #8
Hmm.... new sidekicks...... I hope they're good.


Eccentric Moogrr * Member Since 2012-02-27
posté March 12, 2014, 00:53:58 | #9
Write your reply hereI like 'em - Admittedly I am afraid that the freshness of the switch-element skill might wear off when we get to see the other sidekicks having a similar mechanic, but overall, this is pretty nicely done. The fact that this guy seems to min/max a lot and seems to switch from social (fire) to anti-social (earth) is a really neat idea as well.

Also, I really love his visual design!


Speechless Crobak * Member Since 2012-03-06
posté March 12, 2014, 07:11:24 | #10
Reminds me of the gobball hammer in dofus, god I loved that thing as noob

ill give it a shot ^^


Wilder than Wild Dragoturkey * Member Since 2012-08-27
posté March 12, 2014, 08:09:21 | #11
Meh I would be excited about it, if not Ankama changing the rules of Side-kicks needing keys and making false advertisements saying that they don't require keys for dungeons when Side-kicks were 1st implemented.


Ecstatic Whisperer * Member Since 2011-12-03
posté March 12, 2014, 09:17:49 | #12

Quote (OM3GA-Z3R0 @ 12 March 2014 08:09) *
Meh I would be excited about it, if not Ankama changing the rules of Side-kicks needing keys and making false advertisements saying that they don't require keys for dungeons when Side-kicks were 1st implemented.
Hmm, well, it wasn't exactly false advertisement. Mainly because when sidekicks came out, they did not require keys. They didn't for quite a while.

After it was noticed how overpowered this was (as many people who were farming were using sidekicks over others because of that key requirement), they decided to change it. Which, if you've read the license agreement, they are allowed to do (such as class revamps).

I, while personally was saddened by needing more keys, didn't think there was anything wrong with the change.



On a note on the topic at hand, I would like Protoflex if only for his look and will like to see how well he actually works in combat. I am also hoping that with his lore, we might actually see actual foggernauts at some point (as I still think we need female foggers. Seriously Ankama, you claim they're gender neutral, but you can only select male, and on all the costumes they wear and the emotes they do (such as sounds made) are all male. Nothing gender neutral or female about them).


- Kat


Scary Polter * Member Since 2012-03-05
posté March 12, 2014, 10:51:38 | #13
imho: no lock = no tank, so I do not believe in his tanking abilities


Featherless Piwi * Member Since 2014-02-03
posté March 12, 2014, 15:37:33 | #14
looks like a good teammate, but is it Justice enough!


Lazy Bow Meow * Member Since 2014-02-01
posté March 12, 2014, 23:13:31 | #15
Write your reply here se fuder


Lord Madgobb * Member Since 2011-05-25
posté March 13, 2014, 13:00:37 | #16
What if earth and fire % are equal?


Not so Hairy Moon * Member Since 2012-03-02
posté March 13, 2014, 13:27:01 | #17

Quote (Kikuihimonji @ 13 March 2014 13:00) *
What if earth and fire % are equal?
Quote
Quote
In case of equlaity between the Earth and Fire mastery, the spell will not have any effects (only damage).
 


Tofurby on Diet * Member Since 2012-10-21
posté March 13, 2014, 22:26:21 | #18
After Ankama changed mm to require keys after saying they wouldn'tt I outright refuse to give them any more money.

I let three accounts lapse on their subs, and have no intention to resub unless it is changed back to how it was.


Lord Madgobb * Member Since 2011-11-20
posté March 14, 2014, 00:30:51 | #19
I wanna buy it, but only if it helps me drop equipment- the current Sidekicks really don't do that.


Grizzled Dandelion * Member Since 2011-01-06
posté March 14, 2014, 10:38:19 | #20
"kurokat 12 March 2014 - 09:17

(OM3GA-Z3R0 @ 12 March 2014 08:09)
Meh I would be excited about it, if not Ankama changing the rules of Side-kicks needing keys and making false advertisements saying that they don't require keys for dungeons when Side-kicks were 1st implemented.
Hmm, well, it wasn't exactly false advertisement. Mainly because when sidekicks came out, they did not require keys. They didn't for quite a while.

After it was noticed how overpowered this was (as many people who were farming were using sidekicks over others because of that key requirement), they decided to change it. Which, if you've read the license agreement, they are allowed to do (such as class revamps).

I, while personally was saddened by needing more keys, didn't think there was anything wrong with the change.



On a note on the topic at hand, I would like Protoflex if only for his look and will like to see how well he actually works in combat. I am also hoping that with his lore, we might actually see actual foggernauts at some point (as I still think we need female foggers. Seriously Ankama, you claim they're gender neutral, but you can only select male, and on all the costumes they wear and the emotes they do (such as sounds made) are all male. Nothing gender neutral or female about them).


- Kat"

The problem is that they specifically stated that MM would NOT require keys at all. This was a huge selling point for a lot of people, and the reason I pulled the trigger on them.

Now that they have changed I feel like I was robbed/lied to/spat on. I let my accounts lapse, and won't be subbing back up.

If there is one thing I can not stand, it is a liar.