(The Tank and Support)
Before I explain anything I will tell you who I am and why my guide is credible...
My in-game name is Soseki and I've been around since 2010 a lil after wakfu's beta concluded. I main a level 200 xelor which supports allies similar to feca in terms of ap but I also have my own level 188 feca as my 2nd character since before the updated feca became popular.
First and foremost, the idea of a feca is to be a tank, support you allies, and to take alot of hits while allowing your glass cannon friends to do the work... that also means you are limited to your damage spells, so keep that in mind when soloing monsters.
I will explain the following:
-Overview of spells
-Spells I don't use
-Passives I don't use
-Pros and cons
OVERVIEW OF SPELLS
The majority of these spells are mainly suited to pvp, so I'd recommend using very little of these spells if you are doing a dungeon or fighting mobs
Natural attack -3ap (Pvp use mostly)
No line of sight with lots of range, but most useful for flaming state and lock bonus, i'd suggest using this mostly for pvp
Flaming Carpet -4ap (pvp or pvm)
has good aoe damage if you want to go into fire elemental gear,but it will take up a "control" to cast instead of using tonic glyphs and can hurt allies if you have too many out.
Fecastopheles - 5ap 1mp (pvp only)
it pairs well with natural attack because of scalding, but flaming won't damage unless you're always in close combat with lots of lock preferably
Magma - 1ap 1mp (either but mostly pvm)
aside from damaging its most useful for map manipulation; you can pull enemies near you or keep enemies next to you if they move away. (just keep in mind when u swap armors with drip, bubble, orb, fecabo and even meteorite shower
Meteorite Shower -2ap (pvm)
most useful for buffing dmg, but will get rid of any armors
Most of these spells are useful for pvp or pvm because they supplement your crowd control by increasing range, taking ap...etc
Drip -2ap (either)
casts as an armor to increase armor and barrier, you can also use its high range to attack but its usually used for its defenses.
Avalanche -3ap (either)
creates glyph to take away ap and causes water damage.
Steam -3ap (either)
Steam is similar to magma armor but aside from pulling you can push if you have bubble armor on.
Bubble -2ap 1mp (either)
doesn't damage, mostly support to increase your range or an allies. very useful to increase your range to support.
Crashing wave -6ap 1wp (pvm)
aoe dmg and increase aoe dmg after. useful for teams with lots of aoe dmg
The bread and butter of your class in order to tank monsters and to pvp effectively. most spells will help you or allies take less damge and to mitigate enemy damage.
Fecabo -2ap (pvm)
long range earth damage, but mostly useful for increasing range like bubble, but more effective on allies that can heal
Fecablades -3ap (either)
Glyph that does earth damage but more importantly takes a large chunk or mp away from enemies preventing them from moving alot.
Fecammer -5ap (either)
it can supplement fecablades to take away more mp and do damage, but its probably only useful if you really need to take lots of mp away or cant use fecablades because you're using tonic glyph alot.
Orb -3ap 1mp (pvm)
applies lots of armor on you or an ally and partial armor to allies in the aoe. Mostly useful if you have lots of people around the aoe of orb to make the most of it.
Feca Staff -4ap (either)
allows you to decrease enemies damage and gives you flaming state
Personally I'm the type to use multiple decks to prevent being bored but I try to stick to using general builds and mix and change spells on the deck as a I need to.
I personally use this deck as my general deck.
I sometimes swap Feca Staff and Provocation out in place for Meteorite shower or Drip to buff allies
The idea is to keep bosses and mobs in place with spells like Fecablades, and Provocation, as well as as well as have high hp with rock passive and Temporal flux (which is a must for any map manipulating feca with Inversion to pull mobs in while buffing and debuffing, but to also teleport far)
The rest of the spells and passives are for armoring and preventing damages done to the feca to prolong its life in a fight:
Peace armor and immunity to do similar jobs
Carapace for more lock and armor
Leather plating for enemies that try move away from your high lock and reduce their damage
Refection to increase chances of block further reducing damage
This deck in particular is used for Steel Beak mostly to mitigate damage and to keep him stable in one spot while my allies do damage.
I take Feca Master passive instead of rock in this deck mostly to supplement orb armor and bubble armor to assist the eniripsa in our group and to give me orb armor while I take damage as well as having enough ap to throw out tonic glyphs while in the early phases as well as to use provocation to stablize myself when steel beak lands
You could take inversion as well into this deck, but that tends to make the fight harder but you can also finish the fight faster once you get him low enough. You'd probably replace Drip, just keep in mind your hp
SPELLS I DON'T USE
Personally I feel some spells aren't very useful endgame to feca and those would be
Fecabo- useless unless you have a healer but bubble still does it better
Crashing wave- useless unless you have a group that takes advantage of aoe damage buff but meteorite and magma aoe buff overcome the advantages
Fecastopheles- you or your allies need spells that cause flaming to take advantage of scalded and heal reduction is generally good for just pvp.
Natural attack- another pvp oriented spell that mainly is useful in one on one fights
Flaming Carpet- most fecas dont have time to do damage when they're mitigating damage or supporting allies and an only damaging glyph would be better off with a deck using Elementor passive along with Resilience.
PASSIVES I DON'T USE
Ignoring the generic passives, I dont use...
Elementor- mostly because I dont use glyphs for damaging and you'd need to supplement with Resiliance passive to have enough control for damage glyphs and tonic glyphs
Untouchable - niche passive for destructive teammates (haha) although it is nice to have when you like to surround yourself with lots of enemies or when you're in the front line and people have low mp to hit enemies
Eye for an Eye - mainly a damage passive that goes hand in hand with elementor, can supplement your low damage but too niche and probably used mainly for pvp.
Intelligence - Generally I like to have 10 elemental resistance, 5 armor 5 barrier and dump the rest into hp but you could dump it all into hp as well
Strength - Elemental, Aoe, CC masteries or just dump into HP to supplement intelligence
Agility - Just dump lock or even some into ap/mp removal
Chance - Dump into block and crit hit. You can also consider changing crit hit in for crit resistance
Major points - AP, MP/dmg, Range/dmg, and elemental resistance. You could also take Control/dmg to use more glyphs or even 10 kit skill for high end gear
You will want to prioritize these stats in this order
and be sure to have at least 12ap and 6mp as a standard.
Most Fecas use Lucloak as a relic so supplemental epics would be Durable shield or Indestructable boots or Happy Sram Breastplate at endgame.
PROS AND CONS
-very useful class
-can sustain in a fight with lots of block and armors
-supports a team very well and always needed for high end dungeoning
-high lock to control monster ai
-weak early game and can't solo a lot of content
-pvp fights take forever
-building gear alone can be taxing because alot of endgame tank gear is expensive and required for dungeoning.
Although I don't main feca, I like the class alot, but I probably wouldn't have gotten as far as I did if I didnt have help.
I'd recommend if you are a new player or if you don't have a guild to find one because leveling alone is very grindy and frustrating. Your class will not shine alone so it's recommended to find friends or if you can't... go get some Multimen or some Heroes HAHA