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Foggernaut spells
Happy Miliboowolf * Member Since 2012-03-03
posté September 07, 2012, 13:15:59 | #1
Foggernaut spells Hello. I have found this information on the NA side. But since not everyone can go there I decided to post it.











 


Soft Crackler * Member Since 2011-06-06
posté September 07, 2012, 13:20:27 | #2
It is sad that Fogginator only lasts 1 turn like Sacrier's Super Saiyan mode.


Grizzled Dandelion * Member Since 2012-02-13
posté September 07, 2012, 14:19:22 | #3
Fogginator doesn't look that useful unfortunately. Maybe against some minor monsters that you can 1 turn KO with it yeah, but against bigger stuff? I see the rage when the monster got like 5 hp left after your barrage and then all of a sudden you go KA-BOOM!
I wish they'd make the same thing with it they did with the Savage Anger of the Osa, where instead of killing your pet, it now just makes it miss next turn. Ok, foggernauts are stronger than pets, so make that 2 turns, but don't be suicidal about it.

Stasis seems to do a lot of damage compared to other trees, so I going to wild guess and say that you won't be able to up your Stasis with EQ or STAT, so, as you progress, you'll become less and less usefull as your damage will grow less due to no EQ bonus. But hey, at least you'll have a blast-start(after all you just need to ruin the nature a bit and will get a head-start percentage). Maybe I'm wrong though. I sure hope so, because otherwise that tree seems kinda useless, unless there's some trump card in left out spells.

What scares me are conditions on a lot of spells. 1 hit per turn or 1 per target probably, which will ruin some of the combos in my head.

But other trees look great so far. Fire can definitely help in combo with my rogue: just imagine the damage output of brushfire and Rogue's firewall combined! >D
I hope brushfires are stackable though... Naah, would be too good to be true.

-------------EDIT-------------
Scrap what I've said about stasis. On a second thought, it's gonna be a terrific element. Sure, it won't do as much damage as other due to no EQ or STAT bonus to most monsters, buuut... who have resists toward Stasis? No one! So it's gonna be the purrfect boss-killer class, if everything stays as is! Woo-hoo for Foggernauts!  


This post has been edited by Bwoha - September 07, 2012, 14:49:21.
Soft Crackler * Member Since 2011-06-06
posté September 07, 2012, 15:16:48 | #4
Ankama made a very bold move with implementing the Statis tree of Foggernaut. They had a difficult enough time to balance classes with standard elements. It's unpredictable what the Statis will do in various types of battle. Too bad and it will be called broken, too good then a lot of nerf and "conditions" will come, both of which are bad to players.


Ugly Gobball * Member Since 2012-02-10
posté September 07, 2012, 16:01:08 | #5
I'm sure these spells were taken from the enemy version of the Foggernauts so we can't be certain they will ALL be in the player created versions. Also some of these spells will clearly not be that strong at that particular level. So balancing aside, at least we have an idea of what they can do especially if we've never fought them... So yay!


Grizzled Dandelion * Member Since 2012-04-21
posté September 07, 2012, 20:42:31 | #6
It gonna be interesting to see how this works out. Looks like 10 ap with Fire fog would be great though 0_0

-Aquila


Happy Miliboowolf * Member Since 2012-03-03
posté September 07, 2012, 20:56:53 | #7

Quote (Freewinds @ 07 September 2012 20:42) *
It gonna be interesting to see how this works out. Looks like 10 ap with Fire fog would be great though 0_0

-Aquila
I dont know about that... They have conditions


Grizzled Dandelion * Member Since 2012-04-21
posté September 07, 2012, 21:09:22 | #8

Quote (Sargent-Wiggest @ 07 September 2012 20:56) *

Quote (Freewinds @ 07 September 2012 20:42) *
It gonna be interesting to see how this works out. Looks like 10 ap with Fire fog would be great though 0_0

-Aquila
I dont know about that... They have conditions

Ah true, but I bet its just "Once per turn". Still think a Flame Feror, then Flame thrower would be pretty awesome with the backstab.. Guess we'll have to wait and see!

-Aquila


Overweighted Chafer * Member Since 2011-11-04
posté September 07, 2012, 21:50:31 | #9
I don't think these spells are the final versions, we got only 3 spells of each branch and a few specialities, but some have cooldowns which is something player spells don't have at all, only mobs do. The Foggernauts mobs don't have any actual speed bonus either so this is probably not going to be the final version of the class, just plain teaser.

Oh yeah and anyone can view these spells using an Eniripsa's Rebirth Mark.  


Grizzled Dandelion * Member Since 2012-02-13
posté September 07, 2012, 23:37:19 | #10
look at sec 37:
[url=http://www.wakfu.com/en/forum/2-log-book/47097-foggernauts-first-pictures-invasion?page=1]Click here
I wanna see cannon skillz!) I think the canon will be a special skill instead of belonging to a tree and will be similiar to fogginator: increasing damage. In the video you clearly see dudes in canons use fire and stasis skills to attack.


This post has been edited by Bwoha - September 07, 2012, 23:37:54.
Overweighted Chafer * Member Since 2008-09-23
posté September 08, 2012, 17:57:52 | #11
Why did they add that freakin' stasis element stuff? This is ridiculous and will broke the game system, except if they do a all class revamp which is improbable. This is like the day that they add perception just to turn out a Sram exclusive stat, how will the other class and monsters even defend themselves against it? I am predicting just stasis foggernauts in Wakfu from now on...


Overweighted Chafer * Member Since 2011-11-04
posté September 08, 2012, 20:52:28 | #12

Quote (LeoAdeliet @ 08 September 2012 17:57) *
Why did they add that freakin' stasis element stuff? This is ridiculous and will broke the game system, except if they do a all class revamp which is improbable. This is like the day that they add perception just to turn out a Sram exclusive stat, how will the other class and monsters even defend themselves against it? I am predicting just stasis foggernauts in Wakfu from now on...

There are no Stasis equips in the game though lol, it sounds mostly like either a strictly support, or an unplayable branch so far.


Short Strich * Member Since 2012-02-10
posté September 08, 2012, 21:18:55 | #13

Quote (LeoAdeliet @ 08 September 2012 17:57) *
except if they do a all class revamp which is improbable.

Wasn't the class rebalancing done to make a solid ground for classes revamping? And isn't Troyle posting 'possible' changes to classes (so there will be more/other)?
Oh, right. All of the above are true.

Improbable, my nose...


Grizzled Dandelion * Member Since 2012-02-13
posté September 08, 2012, 22:10:20 | #14
I don't get people complaining. Yes, Stasis tree will be unique and probably problematic.
But it's about time we got a trumph card in our fight agains UBs and this can possibly be it) Or the most terrible tree any class ever had. xD

One of the two. Either most amazing thing eva, or the most terrible.


This post has been edited by Bwoha - September 08, 2012, 22:11:09.
Overweighted Chafer * Member Since 2008-09-23
posté September 08, 2012, 23:04:22 | #15
Until now they have added very specific mechanics to the classes, like the sacrier rage and the ecaflips stroke of lucky, or the fecas shield plates, but that don't change the core system that much, because they all bend the rules within the actual character base stats. But to create a totally new damage element to the game just for the sake of a single class , in my opinion, its crossing the line between acceptable expansions to the game and crazy fanwork add.

Come on, no one here already saw some "hey this is my new fan class full with super over powered abilities with a new element that cannot be blocked because they are awesome", really guys? REALLY?!

I was kinda ok with the new classes, and that rail movement mechanic seemed interesting , until I found out about the stasis new element...

I am just seeing, the next class will be eliatrops with their "wakfu super element" to counter the foggernauts...
And in no time the world of twelve will be populate with only that 2 classes, and neither of these will be classes of the original twelve deities, how ironical...


Grizzled Dandelion * Member Since 2012-04-21
posté September 08, 2012, 23:16:09 | #16
Wait untill they come out before saying thing like that, we won't know how it works untill either they tell us, or when they come out ^^ Can't say there OP before there even released XD

-Aquila


Teethless Sharkie * Member Since 2012-01-06
posté September 09, 2012, 03:28:44 | #17
leo:

The stasis element is actually very well balanced; Stasis foggers dont really hit that much, sure they have really high base dmg but they cant up it at all the only way to increse the stasis branch damage is the stasificed debuff and eaven that has stack limit of 100

so stasis branch will be underpowered in sense of damage, but in the up side you can go full tank and still deal ok dmg without anyone shielding themself for stasis dmg.


Grizzled Dandelion * Member Since 2012-02-13
posté September 09, 2012, 09:17:43 | #18
Players don't usually have that much resist. Usual mobs also don't have that much resist. Who does have a lot of resists? Fecas and bosses. So those will be the primarily(if not only) targets of foggernauts.

The base damage is not anywhere near proportially big as it should be, considering they will have a much-much lower percent towards attack. So this tree won't do super-amazing damage, it will do mostly ok damage. But on monsters with ultra-high RES that ok damage will be more than anyone else will be able to do, which gives this tree a reason to exist.

Besides, let's stop arguing, because we don't know the actual mechanics of this yet. As such, there's no need to quarrel over it.


Overweighted Chafer * Member Since 2011-08-27
posté September 11, 2012, 05:42:59 | #19
pssstt.. i got the video link for the spell animation
click here


Soft Crackler * Member Since 2011-06-06
posté September 11, 2012, 08:52:03 | #20

Quote (krishsakti @ 11 September 2012 05:42) *
pssstt.. i got the video link for the spell animation
click here

The first part of the video clip is probably about special abilities from which I can see:
- A slider which is created by connecting 2 "bases"
- A robot minion which is very similar to Rogue's boombot, which will fire when it is fired upon by the Foggernaut and also has the ability to attract the Foggernaut (possibly other things also) towards it.
- A machine gun turret which looks like it can slide on the slider, is mounted by the Foggernaut and shoot something like the 4th fire spell of Foggernaut

For some strange reason, after sliding on the slider, the foggernaut becomes a Fogginator, which is granted some extra +2 AP, +3 range and +3 MP.

The later parts are about each tree of the Foggernaut:

Fire Tree:
Flame Thrower
- 1st fire spell: costs 2 AP. It looks like the first fire spell of Pandawa, which hits 3 cells on a line (range = 1).
- 2nd fire spell: costs 3 AP. It doesn't look like it has any longer range either, possibly only hits 2 cells on a line... but who knows its range might be extendable and hit enemies with invisible "heat".
- 3rd fire spell: costs 4 AP 1 MP. We all have seen this spell used by other invading Foggernauts. I think its range should be greater than 1 despite its animation in the video. Description: Going through enemy (like Pandawa's Blisskrieg) causing fire damage, and leave flaming trail on empty cells.
- 4th fire spell: costs 5 AP, range = 5+. This spell looks like it might not require line of sight. The explosion looks small so it might not be an AOE spell.
- 5th fire spell: costs 6 AP, a cone AOE spell.

Aside from possibly very high damage per AP, possible extra burning effects with some not so surprising AOE properties, this branch isn't something new, just another damage dealer.

Earth Tree: Hammer/Blade
- 1st earth spell: costs 2 MP, a total copy-paste from Iop's Gust.
- 2nd earth spell: costs 5 AP, hits an enemy and push it back, and the Foggernaut will also jump back, a small alteration of Rogue's Longsword, not sure about the possible line AOE.
- 3rd earth spell: costs 3 AP, 1 MP, simply a melee, single target spell. This is probably Bombardment, with %chance to be casted again. I won't be surprised if this spell has a condition like: ending the Foggernaut's turn.
- 4th earth spell: costs 4 AP, again, a melee, single target spell.
- 5th earth spell: costs 6 AP 1 WP, using 2 blades hitting all adjacent enemies, expect this to be either a box (8 cells) AOE (like Iop's Devastate) or a cross AOE spell (like Iop's celestial Blade).

I think, aside Bombardment, other spells probably will have some special effects too because for now this tree is nothing more than a different type of Iop (possibly with no +%HP and + very little %Damage... again)

Statis Tree: Statis Energy Gun
All spells are probably ranged, the maximum range is unknown but I think it will be very similar to Rogue's earth tree (basic range = 1-4 with some spells requiring minimum range = 2)
- 1st statis spell: costs 1 AP 1 MP, single target
- 2nd statis spell: costs 3 AP, single target
- 3rd statis spell: costs 5 AP, concentrates energy and blast forward... I don't know if it has any AOE.
- 4th statis spell: ...looks exactly the same as the 3rd one. They probably took the wrong sample.
- 5th statis spell: costs 6 AP 1 WP, a box (8 cells) AOE.

All spells will cause the effect which grants the chance to steal WP from an opponent at the beginning of their turns.


Summary:

Foggernaut's spells are a bunch of copy-paste of other classes with some small alterations here and there, only a few are genuinely made from scratch.

General formula: 5 spells: 1 of which costs MP, 1 of which is a huge AOE spell, costing 6 AP 1 WP, 1 is the basic 3 AP spell, let's throw one in the middle with 5 AP cost, melee will have a mobility spell, and range will not. Still obviously, the use of these rules and combination with other elements has to make a different mix from other classes.

New and interesting stuffs: Foggernaut's special abilities. They seem very interesting, but, 1 inherent problem!:
- Will they be exclusive for the Statis branch or not? (like how most Rogue's abilities are Bomb based)

The robot minion will attack when hit by the Foggernaut. The Foggernaut's turret on Dofus will attack anyone in its zone for every turn after it has been activated by a spell. Will this be the case or will it be exactly like earth Rogue and its boombot?

The base used to create a slider (as well as other things) doesn't seem to cost anything at all (AP, MP, WP) which is very strange. I have a theory like this: There are 2 abilities:
- The 1st one summoning a base. If another base is summoned linear with the 1st one, a slider will be created. The Foggernaut will slide from one base to another when stepped on a base (not sure what will happen when he steps on the rail, or if anyone steps on the rail, or if the rail is an object that can be stepped on at all).
- The 2nd ability, if casted on a stand alone base, will summon a robot minion, else, if it is casted on a slider (2 bases connecting with each other), it will summon a machine gun turret.
- Or the 2nd abilities might be broken into 2 different abilities to fill up the required 5 active abilities.

As a frequent design, they probably have a charge count of something (Statis energy for example). In Dofus, Foggernaut has 3 types of turrets for 3 different purposes: Healing, Pushing/Attracting, and Attacking. They are activated using different spells and will not differ enemies/allies. Therefore, in Dofus, turrets has no charge count and are very cheap & flexible with summoning/re-summoning.

I really hope that all of these bases, slider, bot and turret don't cost WP at all, leave that WP costs for something like upgrading turrets for example. I also hope that each branch of Foggernaut can make a special use of the "base". Remember we still have a mechanic cost too :S


This post has been edited by Resonate - September 11, 2012, 10:52:11.