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Blasting-Vele...'s profile
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Member Since : 2011-04-25
57 Posts (0.05 per day)
Most active in : Character Classes
posté May 23, 2015, 01:55:16 | #1

Quote (Dy7 @ 23 May 2015 01:33) *

Quote (Blasting-Veles @ 22 May 2015 23:32) *
5. Resilience and Transitoire are gorgeous, but their backstab/frontstab does not work or described in riddles.

Their backstab / frontstab bonus work but I think I misdescribed.

Resilience passive : you need to ends your turn in the back of your opponent
Transitoire passive : you need to be in the line in front of your ally

Is that clearer ?
Thanks for clarifying!
My fault, resilience didn't work in training room, but works perfect outside. Guess Mr. Punchies are backless.


This post has been edited by Blasting-Veles - May 23, 2015, 02:12:41.
Thread : Feedback  Preview message : #865152  Replies : 8  Views : 275
posté May 23, 2015, 01:10:01 | #2

Quote (Thannas @ 23 May 2015 00:22) *
Portal Celeste: 3 ap to boost portal spells by 25% (2nd rank) for 2 turns. Though the damage boost doesn't seem to be working right now, thats actually not bad at all. I kinda love it.

Effervescent is nice that it gives you 12% final damage simply when you use exaltation. This could mean going into our out of exalted state. Basically 12% on calm turns (woot).

Exaltation + Portal Celeste effervesscence + rampage... = Really strong elio. I'm not complaining for possible nuke builds.
It's not like you just use Pulsation on yourself and get a portal damage boost. You have also to throw 2 portals around yourself in such way they won't be useful at all as spell extenders. And it also basically wastes 2 portal charges. Try it out in a real PvE fight - you will see how awkward it is.

I'm not saying effervescence isn't nice (but it really could be nicer), I'm saying exaltation is plain bad without it. Exaltation on it's own is basically a switch in mechanic without any real gain (50 res for 20 final damage and -50 res) and with a whooping 1 ap cost that ruins spell sequences. Its not any good on it's own without effervescence and I find it bad you can't gain benefits from a special action spell without spending slot on the passive.

Exaltation (1 ap) + portal celeste (2 portals + pulsation = 7 ap) = 8 ap for 45% damage increase (only through portals). Not a hell of a burst, if you ask me. Also, spawning portals near you to cast pulsation on yourself almost guarantees they won't be useful at striking far away targets and in middle range if a spell can reach enemy without a portal - it will, negating any would be bonuses from portal celeste.


Thread : Feedback  Preview message : #865123  Replies : 8  Views : 275
posté May 22, 2015, 23:32:10 | #3
1. I really like new passive for Cataclysm, but as quake now has 500 level gauge, shouldn't it stack from multiple casts? It would really make my day.

2. Exaltation looks really bad now. To use it effectively you have to invest into Effervescence passive, which also doesn't provide anything special. You can take Exaltation + Effervescence for 1 passive and one active slot and gain up to 32 final damage and -50 resists, or you can take Rampage passive for only 1 passive slot and gain 20 final damage and +50 resist (from permanent calm state). Yes, you would lose flexibility of calm/exalted, but you can easily pack your deck with spells which aren't affected. In total - generic passive looks way better then class specific mechanic of passive + active spells.

3. Portail Céleste is a really nice idea, but hard to implement in battle. In most cases when you are able to target yourself from portal you gain no range bonus from such portal placement and also lose 3 ap to cast Pulsation (thank you for no damage on yourself). Overall looks to complicated or not enough rewarding.

4. Disciple des éléments is a very neat idea for generic passive, not eliotrope special. While it doesn't match elios very well, it surely can spice up many other tribrid classes.

5. Resilience and Transitoire are gorgeous, but their backstab/frontstab does not work or described in riddles.

6. Barrier. Since new Transitoire passive and since Barrier does not hit allies anyway can we have it damage area match glyph area? Or at least change in fight preview area to exclude center cell.

7. All in all I do enjoy what I see in eliotrope deck revamp, especially a way to diverse ranged builds from melee, like Sublimation/Resilience. For future passives I'd like to see some improvements for map manipulation builds, like something for easier/cheaper portal management (no more portal charges/less ap cost for portals, non cumulative) and some more ways to push from portals or better pull.


Thread : Feedback  Preview message : #865062  Replies : 8  Views : 275
posté January 24, 2015, 16:21:35 | #4

Quote (3xited @ 23 January 2015 19:17) *
IOP

General:
  • Adding hidden combos.
  • Adding flying text when doing Combos.

I've found an "Ultimate combo(insert a lot of "o" here)", but I can't figure out what it does except animation.

Can we have an effect list (not how to do them) for hidden combos to distinguish bugged ones from working?


Thread : Feedback  Preview message : #823548  Replies : 1624  Views : 75316
posté December 01, 2014, 09:36:43 | #5

Quote (Agosta @ 01 December 2014 08:07) *
There's no reason it needs to be moved to off topic. It just has no place being a sticky.
Exactly. As it's not justified to be sticky, there is also no reason at all for it to not to be in general discussion. Furthermore it even goes contrary to off topic section motto.


Thread : General Discussion  Preview message : #803359  Replies : 38  Views : 1783
posté November 30, 2014, 11:34:46 | #6
So threads like Click here are classified as general discussion, while some nice and cheerful threads like "Wakfu reaction gif thread" are classified as off-topic (official description - Where you can talk about anything but WAKFU!). And for damn sake same people approve those!


This post has been edited by Blasting-Veles - November 30, 2014, 11:36:18.
Reason for edit : broken link
Thread : General Discussion  Preview message : #802977  Replies : 38  Views : 1783
posté October 10, 2014, 02:34:43 | #7

Quote (Shadow-Frost @ 10 October 2014 02:08) *
Couple more tips for Thork and his Regen

His regen stacks up to three times, and is not based off the characters on the field (but it DOES proc once at the start of the turn of every character. In other words - get rid of non-damage summons when killing Thork). It is based off his artifacts which are laid around the battlefield. If you mouse over them, you'll see " Artifact - Thork" These are the ones you want to break to reduce his regeneration rate. I think the lowest you can get it is to 5%, by breaking 2 artifacts? Not entirely sure there, but it's definitely reduced by breaking artifacts.

The artifacts have 100 HP, so they're fairly easy to break - but! An even easier way to break them is to simply end your turn on them. Ending your turn on an artifact will break them instantly.

Good luck and happy Wakfu-ing ^^

Ah, I should mention - enemies ending their turns on artifacts will not break them. An ally has to do it.

Also...Bwork Dungeon has this relaly annoying bug where you are absolutely unable to do anything for a turn. I'm not sure what causes it.
Destroying artifacts by damage does not reduce his buff stack, only ending turn on them and only on green ones. You can completely negate his buff by destroying 3 totems this way. Mobs do destroy artifacts when they end their turns on them. All artifacts in that fight are marked as Thork's, summoned by him, mobs or players on penalty tiles. Please, do some testings or research before posting tips.


Quote (Kikuihimonji @ 10 October 2014 02:12) *

Quote (Blasting-Veles @ 10 October 2014 00:09) *
If someone still needs a solution, I found it out.

It's a green artifact (don't confuse it with yellow one). When you (or maybe even bwork, didn't test it) end your turn on top of it (standing on the same cell), Thork loses one stack of wild regeneration. Plain and simple.
Ending turns on these artifacts usually lead to a bug where player cannot do anything during their next turn. I dont know if its fixed, but i am not gonna bother testing it as i have no reason to go to that dungeon anymore.

Yeah, that bug is still there and it's pretty fierce. I ran two times by single character and had to restart client in fight once in first fight and twice in second. Bless Ankama for combat reconnect, but they still need to fix range bug, though.


Thread : General Discussion  Preview message : #786184  Replies : 17  Views : 1444
posté October 10, 2014, 00:09:23 | #8
If someone still needs a solution, I found it out.

It's a green artifact (don't confuse it with yellow one). When you (or maybe even bwork, didn't test it) end your turn on top of it (standing on the same cell), Thork loses one stack of wild regeneration. Plain and simple.


This post has been edited by Blasting-Veles - October 10, 2014, 00:13:26.
Thread : General Discussion  Preview message : #786131  Replies : 17  Views : 1444
posté November 30, 2013, 22:52:16 | #9
Hello, Jerry. I've started my fogger long ago as fire, then switched to earth, and at last, about a month ago came to stasis. I'm lvl 123 currently. What can I say about stasis? I do enjoy flexibility of motherfogger, cybot and long range. What I don't like is complexity of it. Without motherfogger spells are linear, without cybot there is no aoe, and you have to waste a lot of ap to build both of them. My damage is nothing to be proud of, but its consistent on trash mobs and it makes it useful. Also, as I am not the prime damage dealer, I spared few points to improve my defence capacities through stasis flux and blockades. It allows me to save those meat-bags time to time, when our healer fails. All-in-all I know I'm not needed on UBs, but I find comfort in my utility roles, it would too boring for me to be pure damager.


Thread : Foggernaut  Preview message : #644175  Replies : 5  Views : 1437
posté October 14, 2013, 16:54:23 | #10
Sorry for being harsh, but I meant no offence, Kat, just clearing things out. Also, as I mentioned earlier, the only reason they messed up water into fogginator is you don't get free mastery from nowhere, so it won't boost stasis.

By the way, you don't have to max fogginator for higher level earth fogger too. At lvl 112, lvl 8 will give you max bonuses, lvl 7 will be optimal for lvl 125 character, lvl 6 will be enough for lvl 143+ and so on.


P.S. Currently, fogginator allows more then 5 stasis spells to be cast and there is no mention about it in game. Does anyone know is it a bug or feature?


Thread : Foggernaut  Preview message : #619907  Replies : 13  Views : 1413
posté October 14, 2013, 14:31:23 | #11

Quote (kurokat @ 14 October 2013 10:20) *

Quote (Blasting-Veles @ 14 October 2013 09:02) *
You can easily save up some points not lvling fogginator, as bonus is negligible. Also, Kurokat, about pure earth fogger and water dmg. You have to test things before writing it down, it's Ankama, nothing is obvious. Fogginator converts water damage to earth, even if water will get far below zero. The only reason for this - stasis foggers will not get boost for free earth damage.

Oh I've done testing here and there. Don't assume one thing or the other.

Click here

Here's a super set (obtainable, but will take forever for many).

What do you mean "even if water will get far below zero"?

Fogginator converts 15%-150% Water Mastery into Earth Mastery. Meaning you need 100% Water Mastery and Maxed Fogginator to get the full benefit of this spell. If not, you could do 143% Water Mastery and Lvl. 6 Fogginator. If you felt like leaving it at level 0, then you would need 1000% Water Mastery, which is impossible at the moment. Say you actually got the super build I posted with it's 355% Water Mastery, you would only need Lvl 2 Fogginator to get the full benefit.

Now, this conversion of Water to Earth does not seem to affect the Stasis Mastery (only increases the Earth Damage when using Earth Spells from what I've seen). This is as it should.

What Stasis benefits is that it gets -1 to all AP costs. That and increasing the level of Fogginator will decrease the damage the Fogger will inflict on itself (as stated in my last post).

One thing to not, unlike what was listed in the revamp, that there would be a limit of 5 Stasis Spell casts when using Fogginator, in game, there is no such limit listed (however that I'm not able to test as of yet, as that would require 8ap minimum (that would allow 4 stasis shots and 2 ray of stasis for a total of 6 spells to see if there is a 5 limit or not). If the limit is not that, than =^.^= is what this kat will be doing.



- Kat



Here, have this too while I'm at it. Let me know if I don't know what I'm talking about, or tell me I didn't spend time testing or checking things afterwords.

And of course, if there are any mistakes, let me know and I shall amend them:

Have you ever, at least once, casted fogginator in live game? You are trying to assume something depending on your reading of spell description, which is completely wrong. Let me explain you how exactly fogginator works.

It transfers 0.15-1.5 (depending on spell level) of your water damage to earth damage per level of character, with a cap of 150. It does not depend in any way on amount of your water damage. In example if you got lvl 50 fogger with lvl 9 spell, he will get +75 earth damage and -75 water damage, even if his water damage is 25 before cast, it will just drop even lower to -50. In the same way, if you character is far over level 100, he won't need to have a spell of level 9 to take it's full effect.

About other inconsistencies. Blockades were indestructible (yes, they had 1hp, but there was no way to remove it). High pressure, Overheating and Cooling has maximum lvl of 240, not 200. I'm not sure what you mean by "triangle 3" and "triangle 6", but Flame Thrower has exactly same aoe as before patch. Wrong High Pressure counter for Flame Fervor and Steampalm. Armor Plating - only 4 charges to devices at max lvl, not 5.


Thread : Foggernaut  Preview message : #619817  Replies : 13  Views : 1413
posté October 14, 2013, 09:02:14 | #12
You can easily save up some points not lvling fogginator, as bonus is negligible. Also, Kurokat, about pure earth fogger and water dmg. You have to test things before writing it down, it's Ankama, nothing is obvious. Fogginator converts water damage to earth, even if water will get far below zero. The only reason for this - stasis foggers will not get boost for free earth damage.


Thread : Foggernaut  Preview message : #619741  Replies : 13  Views : 1413
posté September 07, 2013, 15:39:30 | #13
No you don't. In case you've never played fire, I'll enlighten you - Fire and Oil is plain awesome.


This post has been edited by Blasting-Veles - September 07, 2013, 15:40:09.
Thread : Foggernaut  Preview message : #602929  Replies : 8  Views : 844
posté August 07, 2013, 15:50:10 | #14

Quote (Overdamped @ 07 August 2013 00:43) *
Magmog still has a lot of Stasis resistance. :/
It's not stasis resistance, it's water resistance and brand new useless stasis mechanic.


Thread : Foggernaut  Preview message : #587873  Replies : 86  Views : 7070
posté July 29, 2013, 17:43:21 | #15
What about fire Enutrof's Scalded and Burning (on Fusion) and Explosion (on Ember)?


Thread : Changelogs  Preview message : #581333  Replies : 121  Views : 10420
posté July 29, 2013, 10:33:01 | #16
I'm sorry, but you really should not play any mmorpg, if you can trust a xelor who is in need of an earth set (hell, they don't have an earth branch at all). The community will chew you and spit you out.


Thread : General Discussion  Preview message : #581179  Replies : 32  Views : 1776