Back to

By continuing to browse this website, you consent to the use of cookies, which enable us to offer you customised content and to collect site-visit statistics. Click on this link for more information on cookies, and to customise your cookie preferences. X

No flash

Chronotorious's profile
Member Since : 2012-02-18
174 Posts (0.1 per day)
Most active in : General Discussion
posté October 14, 2016, 20:51:36 | #1
"A Saddle and Reins" Quest still monitored in quest log after completing it I just completed the Dragoturkey Mount quest line. I paid 3000 kama for my license.

But one of the completed prerequisite quests still shows up in my quest log.

"A Saddle and Reins" should have been completed when you turn in 5 coarse threads to Missy Amulet. It's bugging the hell out of me to not be able to stop monitoring this quest. I know it's seems petty, but it's making me not want to play until it's resolved


This post has been edited by Chronotorious - January 24, 2017, 14:14:45.
Thread : Bug Archives  Preview message : #983367  Replies : 1  Views : 235
posté June 13, 2016, 19:08:43 | #2
Ankama delayed something? Shocker!

Revamped Incarnam won't save wakfu, especially since you can just skip it. Mystery box sales won't save wakfu. Ogrine sales won't save wakfu.

Basically, what I'm trying to say is: you can't save wakfu if you don't put effort into it. You're trying to save a game by spending the least amount of time and resources that you can. It doesn't work like that. You end up wasting more effort with all these random updates that no one wanted than if you had just worked on what you promised, what people asked for from the beginnng.

Even IF you manage to get a few new people to play, it won't mean anything if you can't get them to stay.

Thread : News  Preview message : #967807  Replies : 75  Views : 4346
posté November 24, 2015, 09:54:12 | #3
Short answer: No.

This is Ankama we're talking about. They leave things hanging for literal years. Yeaaaarsss. They haven't even finished their current set of class revamps and they're pumping out a new class.

They still have craft revamp to do and a ton of other stuff from forever ago. It would be nice to have revamped sidekicks, but I think that's among their lowest of priorities.

Thread : General Discussion  Preview message : #927437  Replies : 3  Views : 479
posté November 16, 2015, 19:03:35 | #4
Drop Knight is just ok. He has a very short default range & mp cost on a lot of his spells, which makes hin awkward to use... more like a stationary buff statue that you need to stay close to. His offense is extremely limited (as to be expected) by high ap costs (usually 4) as well as limit per target per turn.... but his damage is virtually non existent.

If you need a healer, i would stick with lumino (who has a res) or krosmoglob (who can double up as a damage dealer).

Thread : News  Preview message : #926023  Replies : 20  Views : 3363
posté November 10, 2015, 19:09:21 | #5

Quote (Bjear @ 10 November 2015 16:45) *
This doesn't mean it will 100% be Ouginaks. The poll could just be another way to trick us. Also,

This shit is ugly, like seriously. I know it won't look like this but come on, give us a badass new look!

edit: also we have never seen a female Ouginak (as far as I'm aware)...

Don't you know how wakfu works? Especially if it's a monsterous race... the males are ugly as F, while the females aren't. Sram and Sadida come to kind. There are only male Foggers because they were so fugly, all the females refused to reproduce with them and they died out.

A female ougi is probably just a human babe with puppy ears and a puppy tail

This post has been edited by Chronotorious - January 24, 2017, 14:14:45.
Thread : General Discussion  Preview message : #925067  Replies : 289  Views : 27473
posté August 18, 2015, 18:43:07 | #6
Great cats think alike!

About fleas, yeah, I don't like how they work either. I think I'll ditch 3 Cards and give Rough Tongue + HoT a go for now... then see if I want to swing over to more support instead of locker as I keep playing. I'll have to fiddle around with wakfu elements and see if I can make a good off tank set without sacrificing too much damage.

Thread : Ecaflip  Preview message : #899415  Replies : 4  Views : 1215
posté August 18, 2015, 00:45:36 | #7
3 Cards and Die Alright: worth it for my build? PvE oriented. I'm tribrid lite. A mobile, single target, close ranged damager, with long range options... some locker action when needed.

4 Earth: Everything but HoT. That said, I don't find myself using 3 Cards much, if at all. I mostly use Battle and AoN, with some All-In for precision / left-over AP. I'm considering dropping 3 Cards for HoT to become an off-healer with Trance (and possibly that heads or tails coin passive) when needed.

2 Fire: Craps and D-6. Craps is nice for some lucky day, push, decent long range damage. D-6 for double roll + flaming / lock. I might drop 3 Cards for any other fire spell. The -mp one might help me lock mobs far away when I cant be up close. I wasn't impressed with Die Alright when I tried it out. Thoughts?

2 Water: Up to Scratch and Hunter. Scratch for mobility + locking / block thanks to the dice passive (forget the name). Hunter for mobility + lock / heal / -dodge. This is where the tribrid lite comes in. Both of these spells are aoe, while the other spells are single target. I prioritize earth and fire dmg over water. However, I could drop 3 Cards for either Rough Tongue for pull + off-healing... or Fleahopper for +mp to allies spam with the Flealine passive. Decisions.

So, whatcha think guys? Any feedback is appreciated. Thanks in advance.

This post has been edited by Chronotorious - January 24, 2017, 14:14:46.
Thread : Ecaflip  Preview message : #899222  Replies : 4  Views : 1215
posté July 27, 2015, 19:34:48 | #8
Good class to pair with Xelor? My friend wants to be a water / fire xelor with minor air for utility. Which classes would compliment the Xelor playstyle without simply being a support slave? I want to do more than just buff or heal him.

PANDA - not sure how tanky they can be, but I was thinking earth / fire. How is their damage?

ECA - I want to say earth / fire. If I need to heal, I can take that one talent for earth. They get a revive too. I've read extensively that water fleas are not necessarily bad, but they aren't in the best spot right now.

SRAM - water / fire with minor air? Sort of like Panda, has nice utility and map manipulation. Plus, that one loot talent lets me buff my friend and myself at once.

Any other suggestions? Thanks!

Thread : General  Preview message : #891989  Replies : 4  Views : 786
posté July 09, 2015, 17:39:32 | #9
Their best element is Air. Best stat is Intelligence. Best active spell is Reading and best passive is Comprehension. Best gear is Thinking Cap.

There is good info in this thread and the beta feedback thread. Why not take a look or even test things out yourself? I'm sure people would be more tun happy to help you, as opposed to spoonfeed you.

This post has been edited by Chronotorious - January 24, 2017, 14:14:46.
Thread : Ecaflip  Preview message : #884776  Replies : 70  Views : 11851
posté April 27, 2015, 02:09:27 | #10
I came back for Eliotropes, stayed for a little while in hopes Heroes would be released... left around January. I don't know if even heroes would bring me back now. The grind just keeps getting worse and worse.

Thread : General Discussion  Preview message : #855839  Replies : 8  Views : 859
posté October 01, 2014, 10:21:31 | #11

Quote (Brokonaut @ 30 September 2014 23:41) *
Traps are mostly fine in their current state. They simply need to remove the two-per-turn limitation and make the trap level scale off of player level instead of spell level (forcing you to level things you don't want to).



Bled Dry = 62 dmg, 31 hemo, single
Laceration Trap = 75 dmg, 19 hemo, aoe

Swindlesram = 81 dmg, dodge loot, single
Silent Trap = 81 dmg, -2 ap, aoe

Tricky Blow = 81 dmg, move yourself away, single
Foggy Trap = 81 dmg, teleport, aoe

The damage of the traps and the spells that make them are the same (or a little more for the fire trap). So... if traps had the same level as the Sram... wouldn't this give Srams 3 spells for free? Is that really a fair / good idea? Srams can already use a ton of their spells at level 0 to good effect, more so than any other class, if I'm not mistaken.

Thread : Sram  Preview message : #783053  Replies : 13  Views : 1881
posté October 01, 2014, 04:38:31 | #12
Can't access shop on Nox? Sometimes I like to browse the shop to see how costumes will look on my characters, or if there are any good deals going on. But I can't get the shop to load at all! It's stuck on loading. Does anyone else have this problem?

Thread : General Discussion  Preview message : #782957  Replies : 1  Views : 344
posté May 02, 2014, 05:58:12 | #13
IMO, it's not fair to say that people are "too lazy" to level crafting, when the devs themselves have acknowledged how convoluted the system is. They're even working on a crafting revamp from the ground up. That has to say something.

It also begs the question: why are they calling non-crafters lazy? Are there that many people who don't craft? Surely, not every non-crafter is lazy...

Considering the above: I don't feel insulted as much as I feel that calling non-crafters "lazy" is an unjustified cheap shot. I could call Ankama lazy for not fixing the bugs they've ignored for years (literally). But I'm willing to give them the benefit of the doubt, that they have more important matters to attend to.

The point I'm trying to make here is: there's a difference between being "lazy" and having other priorities. Just because I'm not crafting, it doesn't mean I'm not busting my ass doing something else.

As far as my choice of the word horrendous goes... it's just semantics. Certainly, what's bad for me might be good for someone else. It's all relative. But I didn't presume to speak for everyone in my previous comment


TLR: Ankama shouldn't call people lazy, when, by their own admission, the crafting system is convoluted and in need of a revamp. If you require "proof" of admission, I direct your attention here:

-- Key Points --
> revamp has been "a long time coming, but not an easy task, because of how the current system is a pile of layers, one on top of another"
> desire to rebuild on "healthy strong foundations"
> desire to do away with "gathering thousands of resources to craft 500 of the same recipe, while you afk for the 2 1/2 hours it would take to complete them"

apparently you can't post links... lets try again:

Thread : News  Preview message : #724023  Replies : 26  Views : 3218
posté May 02, 2014, 04:52:49 | #14
"Lazy ones?" Really...? You have the gall to chastise people for not wanting to level up the horrendous crafting in this game?

Thread : News  Preview message : #724015  Replies : 26  Views : 3218
posté March 27, 2014, 19:53:07 | #15
Wow, thanks guys!

Kakenshu, I'd love to read your guide if you ever made it. No pressure. Thanks a lot for your post, it was very helpful. As for using mother fogger, it was just an idea I had It might make it a little easier to place a blockade next to a far away ally than to stasis flux them. Plus, mother fogger gives you a little more resists to help tank something in front of you.

Warren, that's a good point about going 3 earth / 2 fire. Flambe also seems to stack overheated a bit higher. Thanks for sharing your build... it helped me configure mine. My only concern is Stasis Shield. Do you find that you take too much damage unless you blockade each round? Thanks for your help!

This post has been edited by Chronotorious - January 24, 2017, 14:14:46.
Thread : Foggernaut  Preview message : #706869  Replies : 4  Views : 1834
posté March 23, 2014, 00:51:41 | #16
Fire/Earth hybrid: high dps in both elements. Help? Hello, I'm trying to plan to a Fire / Earth hyrbid that can do high DPS in both elements, and even Tank if needed. Is this asking too much? I've spend the past hour or so combing through the forums for info, but I'd like your opinions to see if I'm on the right track. Would you recommend a 3 spell max / 2 spell max split? Or a more even distribution of 3 / 3?

FIRE -- low / high / high / low / high

As far as I can see, all fire spells give an equal level of High Pressure per AP (+16 levels).

  • Flambe: Low. Doesn't require LoS, and you can cast x2 Flambe for the price of x1 Fire Thrower for moderately higher damage... but the linear cast is less flexible than Fire Thrower.
  • Fire Thrower: Great range. This what makes Fogger a fire cra. It affects the same area as Flambe (3 tile line), but covers a wider area.
  • Blazing Fire: Easy max. Great single target dps, with potential for multi target. Cheap cost
  • Flame Fervor: Utility only... even then, I don't know if I would use this much. WP is better spent on Fogginator, Shebang, or Stasis Flux.
  • Steampalm: Easy max. Huge aoe, no LoS, good dps.

EARTH -- low / high / low / high / high

Each spell gives roughly the same blockade per AP (18-19 HP at 200).

  • Pummel: Low. Sure, it does decent dps, but it's kind of a blah spell over all. A single Bombardment with one recast is roughly equal to one Pummel in terms of dps. Bombardment also offer marginally higher blockade.
  • Stomp: Easy max. Great blockade and dps for a cheap enough cost.
  • Hammer Claw: Utility only. The pull may be nice in some situations, but I don't see this being a go-to spell for dps or blockades.
  • Shebang: Easy max. Great close range aoe dps, when fire spells can't cut it.
  • Bombardment: Max for me. The initial strike may be weak, but the subsequent strikes more than make up for it. With 1 recast, Bombardment does about about 25 damage per AP. One strike of Pummel = about 27 damage per ap. Because this spell has a low cost, it also makes for easy blockades. If the initial strike of Bombardment isn't worth the damage, you can always use it to set up a blockade... then follow up with a volley of Bombardment + free recasts. I imagine this is very nice when set up with Fogginator and Critical Turbo, as well.


Not really sure here, so I'll just list my general opinions...

  • Fogginator & Fire and Oil: The main damage boosts for Fire and Earth.
  • Microbot & Groove: Decent utility for the whole party, great kiting for Fogger.

Then I'm at a loss

  • Should I take Motherfogger + Armor Plating for more range, +60% resists, and blockade fun for everyone?
  • How good of a tank can a Fire/Earth Fogger be without Stasis Flux, or would that be a staple?
  • Would Shebang + Fogginator be too hard on WP without a Stasis spell for WP regain (say, Ray of Stasis)?
  • Is Critical Turbo really worth it?

This post has been edited by Chronotorious - January 24, 2017, 14:14:46.
Thread : Foggernaut  Preview message : #704579  Replies : 4  Views : 1834
posté March 19, 2014, 04:21:45 | #17
Add the option to "exp lock" spells, please Some spells are great utility at level 1. You use them, but you don't really want (or need) to level them. Example: Rougery in the air branch for Rogues. I know Ankama could give a crap about a good idea like this... but it would be great if they implement an "exp lock" option for spells.

You could "lock" a spell, and it would not gain any exp, no matter how many times you used it. You could unlock it, and it would gain exp as normal. It would be great for leveling up.

This post has been edited by Chronotorious - January 24, 2017, 14:14:46.
Thread : General Discussion  Preview message : #694641  Replies : 7  Views : 959
posté March 19, 2014, 03:58:25 | #18

Vaporize, very useful, but just used to control dolls. No need to level.

K'Mir, situationally useful, only for pull. No need to level.

Earthquake, good dmg, but too random, and can hit yourself / allies.

This post has been edited by Chronotorious - January 24, 2017, 14:14:46.
Thread : General  Preview message : #694629  Replies : 11  Views : 1755
posté March 18, 2014, 19:11:32 | #19

Quote (Gynrei @ 18 March 2014 18:11) *
Seriously... someone thought you'd get a new MM by any means other than real life currency?

I was expecting it to cost blood.

Thread : General Discussion  Preview message : #694337  Replies : 8  Views : 1040