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AoKishin's profile
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Member Since : 2011-06-13
327 Posts (0.25 per day)
Most active in : General Discussion
posté Yesterday - 15:35:36 | #1

Quote (Mapoko @ 26 January 2015 14:22) *
What do you think about my idea of Fury to actually give burning ?
Let's say 10% final damage may be better, but burning will at least give variety, so we can play our fire branch more than one way.

I have no objections about giving fury some burning. However, there should be a condition for it like: "Requires a target" because one can just spam BTF on an empty cell xD


Thread : Sacrier  Preview message : #824157  Replies : 33  Views : 1707
posté Yesterday - 11:50:43 | #2
yep, sacriers had tattoo states back in beta, though effects are different.

I just incorporated it to the first 3ap skills (similar to sram's 4th skills), states gives the sacrier a more complex gameplay.

i have nothing against masqs but they have the right to rage


Thread : Sacrier  Preview message : #824112  Replies : 33  Views : 1707
posté Yesterday - 10:52:02 | #3
Yea, i wish we can push that "Tattoo" concept to the devs.

Anyway, lets revive the tattoo states:

Fire Branch:

BR Revamp: Range 0-1 3AP
Cast to self: Rage Tattoo: Increase damage by %, reduce res by 2x% Recoil x2 Returns 2AP Rage State (1turn)
Conditions: Is not in Rage State, Is not in Blitz State, Is not in Concrete State

Note: Remeber glass cannon days? good times.

BTF - Increased fire bonus or just change to final damage

CoB - Increased damage or remove can't be locked effect
Note: If this happens, i'd max it no doubt


Air Branch

RT Revamp: Range 0-2 3AP
Cast to self: Blitz Tattoo: Increased Dodge, +1Range to Air Spells(except lightspeed), enable 2nd effect of air spells. Returns 2AP. Blitz State(1turn)
Conditions: Is not in Rage State, Is not in Blitz State, Is not in Concrete State

Note: triggers effects such as assault and reject tattoo's stab bonus (sacrier will not be swapped) and being able to use lightspeed but sacrier will not be teleported, therefore removing the 1WP cost.

Earth Branch

RF Revamp: Range 0-1 3AP
Cast to self: Concrete Tattoo: Increased Lock, Additional Final Resist, Stabilized, +100Hypermovement, Returns 2AP Sets MP to zero when cast. Concrete State(1turn)
Conditions: Is not in Rage State, Is not in Blitz State, Is not in Concrete State

Note: The stabilize skill we wanted, however reduces MP to zero if cast to self. So use it wisely.

LS - no LOS, Increase MP Reduction chance

Smasher - no change, I love you smasher, best looking skill ever


This post has been edited by AoKishin - January 26, 2015, 11:51:06.
Thread : Sacrier  Preview message : #824103  Replies : 33  Views : 1707
posté Yesterday - 01:00:22 | #4
It's worth the second buildup  


Thread : Sacrier  Preview message : #823991  Replies : 13  Views : 323
posté January 25, 2015, 04:53:37 | #5
As a sacrier autist, i share your agony.

If only there is an earth skill that actually stabilizes the target, so that air skills will have some synergy with earth. (im looking at you crackrock!)

Sacrier skills for me is already subpar, it can only improve in the future.


OH by the way, cling does not proc flaming state (start of another turn). which is unfair in my opinion. I tried using it on ambass the other time, i thought i could nuke mrs freez with it xD


Thread : Sacrier  Preview message : #823712  Replies : 33  Views : 1707
posté January 24, 2015, 01:00:17 | #6
I cant even get the bonuses before unless you play solo or have very low res

I can't imagine a tank masq.


Thread : General Discussion  Preview message : #823358  Replies : 26  Views : 871
posté January 23, 2015, 07:47:26 | #7
Cheap relic on sale.

Looks at inventory tab.

Not enough kamas


Thread : News  Preview message : #823056  Replies : 163  Views : 1605
posté January 23, 2015, 07:29:34 | #8
MS>Assault>Sacfist>Reject

MS for ranged extra ap/mp burn

I don't know why you are forcing yourself with reject tattoo, but it's not a good choice to deal damage.

If you base your reasons with raw damage instead of efficiency, i would like to see you use reject tattoo 50% of the time.

atleast with assault, you risk less mp, and kite far away targets with its no LOS bonus. (my gear gives me +3range and it's very rewarding for map manipulation)



Spoiler: (highlight to show)
the only stabilized chance you can get anyway is fighting hyphalumps
 


Thread : Sacrier  Preview message : #823052  Replies : 13  Views : 323
posté January 22, 2015, 10:10:40 | #9

Quote
Third turn cycle. Another important note is that kiling Scalded enemies while you are enflamed with normal attacks (1-1 range) still triggers the explosion. If somehow something lived, I could have used it as a living bomb AoE regardless.

I tried using my Boiling Blood then killing off the enemy with Blood Rush at the same time, it doesn't trigger the explosion.

Am I doing something wrong?


Thread : General Discussion  Preview message : #822772  Replies : 133  Views : 3627
posté January 22, 2015, 03:42:14 | #10
please always consider MP, and probably indicate the conditions


Thread : Sacrier  Preview message : #822680  Replies : 3  Views : 218
posté January 22, 2015, 03:38:44 | #11
yea, i reverted to punish build after the change and i could not even use punish for 2 reasons
  1. My HP is too high
  2. Enemy HP is too low
Atleast on pre-patch BB, I can set off scalding easily by killing the target. But now, i actually needed to pray every turn, hoping that the enemy does not push or dodge away from me.

Probably will be back on my BB build once heroes are implemented and get a panda myself


This post has been edited by AoKishin - January 22, 2015, 03:39:04.
Thread : Sacrier  Preview message : #822679  Replies : 33  Views : 1707
posté January 21, 2015, 11:25:16 | #12
I dont know how to use BB efficiently anymore, aside from using it together with cage.

otherwise, pushes, teleports and free dodge renders the skill completely useless unless an ally sacrifices some of his AP to put you beside a scalded target.

I think I'll wait for the hero system to be implemented and maybe revert back to BB build.


Thread : Sacrier  Preview message : #822294  Replies : 4  Views : 289
posté January 19, 2015, 22:17:52 | #13

Quote (Delaz @ 19 January 2015 19:31) *
Why implement this new scald system which still need more testing and changes... come on ankama do better.



Thread : Changelogs  Preview message : #821638  Replies : 26  Views : 3364
posté January 16, 2015, 17:27:17 | #14
so, i try to scald a target, but target has push or free dodge

i try to flame-on again, stronger than ever but target pushes me again or dodges

so Burning blood is now 1000% more useless. Thanks for keeping my hopes up.
Back to punishment build again  


Thread : General Discussion  Preview message : #820435  Replies : 133  Views : 3627
posté January 14, 2015, 03:01:13 | #15
this is a bad idea. The token system reduces grind rate by rewarding specific tokens to the player, and can only be used to that dungeon's exclusive items.

with your example, i can just do piwi dungeon with 5 noobs and actually get a lv160 token that i can use to that 150+ dungeon that i can't do alone.


Quote
How do players find that fun at all? I really don't get it...

Commitment, Interaction, Exploration, Lore, Roleplaying.

"Find a guild" is always the common advice.
If you are just playing the game to be strong, you are doing it wrong.


Thread : General Discussion  Preview message : #819736  Replies : 23  Views : 1068
posté January 13, 2015, 06:55:22 | #16

Quote (xxxtheseekerxxx @ 13 January 2015 05:58) *
What is this, Final Fantasy?
Yep, we need protector summoners!

like Jiva using diamond dust, linear3x7 with an animation that lasts for 10 seconds! lol  


Thread : General Discussion  Preview message : #819475  Replies : 28  Views : 917
posté January 12, 2015, 02:46:25 | #17
Scalding is crap now, goodbye my sweet BB build

Scalded / Flaming:

A new mechanic has been introduced for Scalded / Flaming:
  • The damage is now based on the Flaming level on the caster. The max level of Flaming is 500.
  • Scalded has to be placed on the target to whom the character want to inflict damage. The max level of Scalded is 1.
  • At the start of the turn, a Flaming character deals damage to all targets Scalded in melee.
  • If the target dies under the Flaming shot, a blast of damage is done in circle size of 2 cells.
  • The Flaming state can be accumulated over two turns. Thus, the second turn is far more powerful. However, its duration can’t exceed two turns.
  • Scalded lasts until the end of the caster’s next turn. It can be replaced to extend the duration.

As a result of the changes, class spells using Flaming or Scalded have been changed.

Sacrieur:
Burning Blood: Applies Scalded to targets in the area of effect. Applies levels of Flaming on the Sacrier, even if there is no target in the area of effect.
Blood Rush: Applies Scalded on the target.


This post has been edited by AoKishin - January 17, 2015, 01:01:17.
Thread : Sacrier  Preview message : #819231  Replies : 33  Views : 1707
posté January 11, 2015, 00:30:01 | #18
as long as it has that AoE pop on death, it's still good  


Thread : General Discussion  Preview message : #819016  Replies : 20  Views : 1219
posté January 08, 2015, 16:35:56 | #19
ah, you meant the archer challenge

yes, 2nd row is considered as ranged.

that's why it's confusing. any 2+ range is considered as ranged damage, 3+ are the only ones who benefit on distance dmg


Thread : Sacrier  Preview message : #818415  Replies : 10  Views : 580
posté January 08, 2015, 10:42:02 | #20
i really wish this was on the foggernauts/suggestion thread.


Thread : General Discussion  Preview message : #818372  Replies : 68  Views : 1740