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

Jferg's profile
Member Since : 2011-03-07
122 Posts (0.1 per day)
Most active in : Guilds
posté October 11, 2016, 12:09:23 | #1
Bubble armor is your friend in boss fights. Shout out to all the melee chars.

As long as you have enough durability to sustain some boss ranged pokes then it's all you need. I toss it on my sac vs nyl king so I can just hover 4-5 cells away, easily take his range hit dmg and just run on and off him each turn.

Get it a little easier with sac having cage every other turn during p2 to vuln him right as his turn ends so I am right next to him then just run away free cuz bubble.

Although with them nerfing boss lock I might not even need bubble for the free dodging anymore lol.

Thread : General Discussion  Preview message : #982113  Replies : 29  Views : 805
posté October 01, 2016, 17:09:54 | #2

Quote (SpiritualEnigma @ 30 September 2016 16:20) *
Only way for it to be stolen is if someone logged your account and left the guild. I think she's trying to spread drama for no reason. Doesn't make sense.
I actually know a guild that use to be a really big and active guild in which this happened, because 2 people were co-leading and shared the logs of the neutral leader account. Then one day, one of them decided they wanted it all to themselves.

Thread : Guilds  Preview message : #981066  Replies : 22  Views : 600
posté September 11, 2016, 06:03:41 | #3
Welcome to the new members! We are still openly recruiting for those looking for a home ^^

I will stop slacking and get to updating the HW pictures and such this weekend xD

Thread : Guilds  Preview message : #978952  Replies : 28  Views : 4633
posté August 28, 2016, 17:39:53 | #4
I solved this problem, started running a feca since my sac needed to be DPT due to them not really being the most viable tanks anymore. Now I just bubble my sac and blam easy mode CC damage with free dodging, works really well when you have a fogger with rails up or elio portals. Also building your melee to sustain some hits helps, my sac as long as not linear can just sit near the croc boss, just gotta make sure you don't line yourself up to get pushed to a puddle! xD

Thread : General Discussion  Preview message : #977440  Replies : 38  Views : 1840
posté July 31, 2016, 09:29:35 | #5
Will update photos and some info tomorrow, recruitment is open. If interested pm Juniiper, Maddness, Tashibi or Noobaflip

Thread : Guilds  Preview message : #974151  Replies : 28  Views : 4633
posté May 01, 2016, 12:11:58 | #6

Quote (Hearttyace @ 29 April 2016 06:11) *

Quote (Gelgy @ 29 April 2016 05:23) *
I would consider changing it just because BTF is a 1 AP spell to deal 2 AP worth of damage to yourself, and its apparent reward (final damage to your next fire spell), doesn't compete with spending that AP on other spells that hurt enemies.

I mean really, if BTF hurt enemies, it might justify itself better. But right now the only thing it is actually good at accomplishing is letting the Sacrier push themselves to or below 50%. What Delaz demonstrated is that its supposed primary purpose (boosting fire damage) doesn't work.

(EDIT: it works in the very literal sense in that the bonus is applied. Just not in any sense that anyone cares about, because the AP is better spent on other spells)
Sure it does. With the exception of blood rush.

81 x 1.3 - 81 = 24 - Blood rush
115 x 1.3 - 115 = 34.5 - Burning Blood to 115 x 1.4 x 1.3 - 161 = 48.3
108 x 1.3 - 108 = 32.4 - Cage of Blood
177.5 x 1.3 - 177.5 = 53 Punshiment at 50% hp(Which is when it's supposed to be competitive)

With the exception of Blood rush which I find it hard to find use other than " I need flaming while tanking, and blood rush happens to be the cheapest option" BTF is great. Majority of Fire spells are worse than it after first use, Which is IMO a larger problem then BTF.

The only diminishing return was in Blood rush. BTF deals some bit more than 2 AP worth of HP, which is why I said it may take too much HP. But then again, it's intended purpose was to reduce HP for the Sacrier with benefit.

Honestly, sometimes I think the majority of Sacrier problems lies with everyone wants to do everything. Mechanically their Damage dealing is flawed and has lower potential than may be theoretically possible. HOWEVER, Positioning and Tanking are very powerful for Sacrier, In theory, Assault +Motionsickness is enough to consistently out damage Cra. In practice, you don't get backstab so it's actually less than actually possible. Zerous did a pretty decent job, I expected him to gut the class but he left a lot of mechanics that I expected to get torn apart with their initial effect(I was almost certain Transport was going to get gutted, but he just nerfed it's usefulness while buffing it by reducing it's AP cost). I'm almost certain Sacrier suffers from the same amount of issues Iop does. Which leads me to believe they're not as bad as everyone acts like they are, but definitely could use tweaks. Like every class ever.

But, Delaz's post had too many glaring flaws and issues.
this issue with sac is not able to do multiple things at once, not that they should be able to do everything, but no other classes eat such harsh penalties in the passive slot setups or seem to have such redundant passives. Like how pact and tatooed should be a combined passive.mobility and tanking are counterproductive on sac due to passives, you either run a more range setup at the cost of your shield generation and hp or you run a more durable setup at the cost of your range.

"Nerfing it's usefulness while buffing it by reducing AP cost", have you actually played sacrier?

Using mobility passive to get that reduce AP takes away -100 resist, try being tanky and mobile with a passive taking away 100 resist and let me know how well your tanking goes at say places like any moon island dungeon.

Thread : Sacrier  Preview message : #961172  Replies : 19  Views : 1269
posté May 01, 2016, 11:45:09 | #7
yeah just tested with my sac that has quite a decent chunk of zerk dmg and it most definitely does not effect the dmg % shield generated by colonades

Thread : General Discussion  Preview message : #961170  Replies : 11  Views : 784
posté May 01, 2016, 11:21:13 | #8

Quote (blazakkhakabow @ 27 April 2016 01:30) *
60% incurable every turn kinda hurts masq real bad though
just wanted to point this out since this guy always says things that he doesn't know about.

Smash is 40% not 60% and even with smash on masq have healed for 2k+ easily through it. It's really ineffective, stabilizing ones self to prevent the bs clone kmir across the map is the more effecient tool for sac vs masq. Play a sac so you know how to actually use it properly with the correct tools or don't comment on classes you have no knowledge of.



Thread : General Discussion  Preview message : #961167  Replies : 334  Views : 12701
posté April 13, 2016, 04:57:51 | #9
When you disconnect and then reconnect you sometimes get swiped with a glitch that puts you to level 1 stats, like 6ap/3mp no dmg or resist, it's a display bug, but it prevents you from using more than the stats that are shown for ap/mp, your dmg and resist wills till be normal. The reconnect system is nice, but I'd rather be able to actually continue my fight after reconnecting. luckily we had all 6 chars alive and was just croc boss last, but not an enjoyable way to play new content when you are one of the big DPT on your team and it cuts your dmg in half, makes things go even slower.

Thread : 1.46 Bug Reports  Preview message : #955165  Replies : 18  Views : 1499
posté March 18, 2016, 05:06:31 | #10

Quote (sramthal @ 18 March 2016 05:04) *
another "server down in 2 minutes..." thread ? Seriously ?
The last time it was 1 minute actually, at least they were generous enough to give us 1 whole minute longer.

Thread : Technical Issues  Preview message : #949826  Replies : 14  Views : 890
posté March 18, 2016, 05:01:43 | #11
I would not call sac complete with the sheer amount of bugs the class has, Like being unable to target invisible targets with half our spells, motion not bypassing armor as it should, the angrrr bugs, spells that can be used for just cc instead of movement are not made to just stop movement when stabilized, just simply can't be used at all, the list goes on. I like the base that sac has, but there are some serious things that need fixing is all I am getting at here.

Thread : 1.46 Bug Reports  Preview message : #949819  Replies : 3  Views : 378
posté March 18, 2016, 04:58:38 | #12
We didn't even get the warning, just boom got locked out and thought we just dc'd since both are on the same connection. Now we know...

Thread : Technical Issues  Preview message : #949813  Replies : 14  Views : 890
posté March 18, 2016, 04:30:42 | #13
So, why is angrr still bugging out our sacs? WHY THE EFF IS THIS STILL A GLITCH?

Fight start and you freeze up, shows mob going before you even though you go first in init order and timer sticks to 0. Then you relog and get stabbed with the lovely 6/3 ap/mp cap... why is this still a thing? Please actually finish our revamp and fix the bugs, been how many months since deck system broke us?

*Wishes dy7 had done our vamp*

Thread : 1.46 Bug Reports  Preview message : #949803  Replies : 3  Views : 378
posté March 15, 2016, 23:42:06 | #14
So, about that motion sickness. So, why was this never fixed to properly bypass armor? Just curious.

It states it is suppose to with the deck changelog and no changelogs after said anything different, it even displays red number damage through shields like it bypasses, but it does not actually bypass.

Changelog link

Thread : 1.46 Bug Reports  Preview message : #949375  Replies : 1  Views : 423
posté March 15, 2016, 23:30:56 | #15
When will motion sickness be fixed? So, I was playing full fire/earth tank and swapped back to tri, which I have not played since the deck update. Fighting someone who uses shields I noticed that motion sickness is not bypassing armor like it was intended to and stated for on the deck update changelog.

"Glyphs, Bombs, Traps and Poisons
Glyph, Bombs, Traps and Poison effects can now bypass Armor and Barriers.

The effects this applies to are:
Glyph: Wakfu Trail
Glyph: Avalanche
Glyph: Fecablades
Glyph: Flaming Carpet
Glyph: Microbot (AoE damage)
Glyph: Fire Wall
Bomb: Blinding Bomb
Bomb: Burning Bomb
Bomb: Megabomb
Trap: Fog Trap
Trap: Laceration Trap
Trap: Trap of Silence
Poison: Intoxicated
Poison: Cursed
Poison: Tetatoxin
Poison: Crârsenic
Poison: Negative Fleeflees
Poison: Ardent Aegis (reflects damage)
Poison: Gangrene
Poison: Poisoned Chalice
Poison: Hemorrhage
Poison: Motion Sickness"

Also while fighting I notice that the motion damage is displayed in red like it is bypassing, but it does not actually bypass. Is there any plans to actually fix this? like maybe with the next moon update???



This post has been edited by Jferg - October 24, 2016, 10:47:13.
Thread : 1.46 Bug Reports  Preview message : #949372  Replies : 0  Views : 165
posté March 15, 2016, 23:23:58 | #16
What I would like to see from this update is that they finally fix sacrier motion to bypass shields like it is suppose to. It displays red number through shields as if bypassing, but really only hits shield health instead of actual health.

Thread : News  Preview message : #949371  Replies : 109  Views : 10133
posté March 15, 2016, 04:06:24 | #17
Seal of Companionship glitch Ticket #1598563

Due to a bug I reported probably 2.5-3years ago which caused achievements to reset a few times my professions at lvl 100 are not counted in achievements which prevented me from getting my seal. Just started playing again and so would like this fixed. Attached to ticket is a screen shot of the profession page showing all gathering at 100 and the achieve page showing the achievements not marked.



Thread : 1.46 Bug Reports  Preview message : #949258  Replies : 0  Views : 224
posté March 15, 2016, 03:57:45 | #18

Guild Name: Ashen Lepus
Server: Nox (Amakna)

Ashen Lepus, named after the rabbit constellation (lepus), set in the ashen night sky, we stand for peace, luck, and tranquility. Like a constellation is made up of many stars, we strive for teamwork and symbiosis.

We have a fully developed Haven World on Wabbit Island and all available guild buffs.

Looking for: Relaxed and mature players, no level requirement currently, but most active members are 120+

Thread: Ashen Lepus
(We also have a private guild forum and Teamspeak channel).

Contact IGNs: Juniiper or Maddness (GMs)

This post has been edited by Jferg - October 24, 2016, 10:47:13.
Thread : News  Preview message : #949257  Replies : 26  Views : 3035
posté March 12, 2016, 19:35:22 | #19
Bring your best duds!


Thread : Community Events  Preview message : #948817  Replies : 1  Views : 423
posté March 10, 2016, 02:45:47 | #20

Quote (Frenchhhie @ 02 March 2016 00:41) *
Hii wondering if you still recruit? You can pm in game my name is Gratteux
Welcome Gratteux! Will be updating main post to include any prof bonuses and such that are missing from HW section. Plus new screenies!

Thread : Guilds  Preview message : #948254  Replies : 28  Views : 4633