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The spell is good... when it procs. Excellent damage, heals, builds WS, looks pretty cool. Given the Crit/WS requirement, it's not that easy to use at lower lvls. And Eca isn't exactly extremely durable at close-combat... if you don't go full Heal boost/Hopper/Love. That, associated with the fact that you can only max so many spells (3/2/0 or 2/2/2, but generally the former for Ecas) makes it tough to associate with another branch while keeping Die Alright/Craps/D-6 (or whatever). So yeah, good spell but not always very practical to use/XP, so it's generally more or less disregarded.
BTW, the mono-element repartition allows to max 4 spells (4/0/0), but who actually plays mono past a certain level...
Once you're at higher level, it wouldn't matter the spell levels. What matters is the base dmg trade-off for other skills.
Dice Roulette is a very powerful skill. It doesn't need to be that high to be on par with other skills at higher level. My current build revolves around Crit Dmg, Distance, and AoE. For PvP, players tend to go close combat (on PvE mobs love getting up close too) which is where Dice Roulette shines. What makes my build viable is 11ap.
Also: is there any huge reason not to go regen AND life steal, after maxing resistance? Too much overhealing? In my MMO experience, the only reason to ever buff HP is to absorb big hits while tanking, or to increase healing spells that give you a % of your health (none of Wakfu's heals seem to do that), so my first instinct is to go resist, then regen, then life steal, then hp.
I bolded the reason.
Truth is, there is such a thing as too much healing. Fire/Water Ecaflips don't require the need to sustain so much. You pick one of the two +heal methods, or neither.
Not choosing one gives you - (theoretically) - the same results, survavility.
Leveling should look like this; +10 hp, +10 res, go back to +10 hp, or +heals received (other players fancy regen, or life steal, but I much prefer +heals received as I can control the amount I need). At early stages, you want to start out with as much hp as possible. HP allows you to take more hits from mobs. With the lack of gear available at early levels, this is much needed.
Second, you want to max resistances from Intelligence ASAP. This scales well with the decent hp obtained from the first step. It allows for less dmg received. More, and more sustain. At this point, you should have a decent set of gear that allows you to quickly down mobs. Your water spells should be enough to sustain the health lost.
Your health pool isn't big enough to have issues with heals.
After resistances are maxed, you want to start taking advantage of that. You have a choice; if you find yourself that your heals aren't sufficient, then go with +heals received. If you want that nice health pool first, then go hp. At this point, mobs should start looking tougher, and fights should be getting longer. Either is fine. PvP is probably picking up at this stage as well.
Not picking +heals received (or any healing method) gives you the benefit of having a bigger health pool, which is pretty awesome. The build that I'm working/testing on, gives me a lot of sustain and survavility for PvP.
This post has been edited by Fadedscourge - September 30, 2014, 21:06:52.
The short version of this story is that the game's currently in an interim state where there's two styles of balance: old-style and new-style. They're changing all the classes to the new style, giving them more and better tools to do their jobs, as well as changing gear / skill / crafting progression to get ready for future content past Enurado.
Also, PvP, Politics, and a couple of other systems that they had haven't been the most interesting nor influential things in their game so far, so they're trying to make them more interesting.
Also also, we have a thing with calling pretty much any change a revamp, but it's not really true. A fair number of classes have just a number of changes that should be made, but their underlying tropes won't probably change for a while.
tl;dr: They're got a lot of content, but it's just that it's not all up to par with what it can and should be.
I see, I see. I've mainly just been scared of Foggernaut getting altered. I really love where he stands right now and thinks he's pretty balanced and well designed, hopefully they'll leave him be.
Sadly, Foggernauts need some tweeking as well. All classes except for Xelors, Feca's, and Sram's (and soon to be Panda's) have been revamped using an old model for revamping classes. Those are the classes that have been perfectly revamped using a new model.
And other classes need to be at that level of revamp for them to be balanced.
So i'm building Fire Ecaflip (Lv 30 atm) and i was wondering ,should i get AP,Range,or MP on Major ? And should i max Ecaflip Die or Ecaflip Precision first? Also Cloudy Tofu set is good if i'm going for ecaflip precision?
1) AP, Range, or MP on Major?
Go MP first, makes it easier to kite mobs while leveling. I prefer MP over Range at early levels because mobs tend to reduce your range (as well as MP). Theoretically MP = Range.
Early mobs mostly have 3 mp, so if you have 4 MP, it makes it a much easier kite.
At the end, depending on your preferences and builds, those 3 main stats are the most standard. When level cap increases to lv 175, the options will widen to include +2wp, or +10 final dmg.
Other players may choose +2wp first, for a more focused Die Alright build. As well as, +10% boost to final dmg for an overall increase in dmg. All good options.