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posté Yesterday - 17:15:44 | #1
Overall I like this but there are a few things I would change.

Most of the earth spells would become Riddling Arrow and Piercing Shot would become Destructive Arrow. If all the earth spells have their own unique effects independent of other earth spells people could pick whichever effects they prefer when building their Rogue. For example Machine Gun building levels of a state which inflicts a resist penalty on the target from the end of their upcoming turn to when their next turn starts (allowing your entire team to beat down on them), Piercing Shot ignoring protective states (Sacrifice, etc.), Cross Fire doing rebound damage, Blam ignoring armor HP, and Pulsar increasing the chain reaction damage bonus.

Your idea for bombs is similar to a brainstorm I had some months ago for a version of Rogue based almost entirely on bombs, but instead of using elemental spells on yourself to decide what bomb is created the elemental spell would be cast on an empty bomb vessel to decide its element and effects. Both systems allow the elemental spells to be usable for directly targeting things and creating bombs, allowing more utility to the class overall.

I like the chain reaction bonus on Bomber Fan and removal of bomb glyphs. Great way to encourage people to use bombs to blow things up instead of laying down a carpet.

For the air bombs Vacuum might have issues pulling more than one target adjacent to the bomb. Also it would be great if they push/pull before causing other bombs in their areas of effect to chain react.

For Boombot it could regain charges per bomb detonated, further encouraging people to use detonations to keep the utility summon alive.

Molten Shot seems too straightforward. How about making the damage bonus apply per bomb that detonated since your previous turn, encouraging people to set up massive clusters and follow it up with building another cluster which will have a big permanent damage boost? Because how it is now would make people want to drop a couple bombs for the AoE, permanently buff their damage, then blow up those two bombs immediately without setting up clusters.

Powder might work better as a powder trail rather than spending tons of AP to create an area of effect of it (2AP per space for Powder compared to 3AP to create a bomb with a circular 2 space radius or 3x3 square): if Powder is adjacent and connecting the AoE of a bomb, the Powder space(s) can cause bombs whose areas of effect are connecting to it to chain react as if they were overlapping with the AoE of the bomb which detonates. Once the Powder is used to chain react bombs it is consumed.

The damage bonus for bombs over time is good for encouraging people to set up clusters over time rather than throw down one or two bombs and immediately setting them off. Does the damage penalty apply if bombs are detonated before your next turn starts (if your Boombot or allies blow up a bomb you placed during your last turn)?

Overload (Boombot spell for +charges) could have its cost reduced to 1AP. From what I can tell it costs 2AP to prevent the Boombot from maintaining a bomb glyph indefinitely, but with your changelog bomb glyphs will no longer exist.

Barbed Fire seems a lot more powerful with your changes. Its damage is more than doubled, the secondary effect when cast on a bomb might be problematic if something is standing on the targeted bomb, and losing its modifiable range aspect might not be enough to counterbalance the buffs. Without bomb glyphs having the +1 charge effect removed is a good start.

Bazooka is Remote Control with AoE damage. I thought you wanted to discourage people from immediately detonating bombs.

For the bomb damage bonus on Remote control I think you mean (permanent), not (infinite). If you mean it can add up without a maximum restriction you could also say (unrestricted).

Critical Sight is weird since Rogue has no means of gaining critical hit chance from its spells. The idea of air Rogue being themed around crits has always been strange to me. If the air branch were themed around gaining crit chance that would be great for hybridizing with bombs since crit bombs have higher base damage.

Thank you for posting this.


Thread : Rogue  Preview message : #776648  Replies : 3  Views : 128
posté September 05, 2014, 00:10:54 | #2
You could make one Blinding and one Mega for 8AP1MP. Start of your next turn both would lose one charge and you can make another Blinding and Mega. Third turn the first Blinding only has one charge to use Remote Control or Machine Gun to chip the last charge off or Boomerang/Blam for AoE damage and removing that last charge.

I used to use Burning a while ago but after the Rogue revamp that brought us Megabomb I found I only really needed Blinding and Mega, one for low cost and one for high damage.

When using bombs remember that chain reactions are your best friend for setting off detonations. Would you rather wait for four bombs to count down to zero or just one which can set off as many bombs as you place within the areas of effect of each other?

Making three Blindings in one turn with 9AP is the typical bomb glyph setup. Remember that bombs which form bomb glyphs still lose charges, detonate when their charges are depleted, and can be chain reacted.

To answer your question in brief in case you skipped my entire post, do you prefer detonating bombs or making the bomb glyph?


Thread : Rogue  Preview message : #770451  Replies : 1  Views : 377
posté August 31, 2014, 17:56:30 | #3
You can get a bunch of health from Virility. For example if you have 1000 health and maxed Virility you would have 1200 health in battle.

Elemental stats also give resistance to their respective element to help you take hits. If you decide to go hybrid it only costs three points for the highest stat while the other three only cost one point so you get more stats for less points spent.


Thread : Iop  Preview message : #768234  Replies : 3  Views : 237
posté August 29, 2014, 17:24:53 | #4
Did the detonation occur during the turn you used Remote Control, or did you have your Boombot blow it up immediately following the turn you used Remote Control?

The damage bonus may only apply for 1turn similar to other buffs so as soon as your next turn starts the damage buff is removed.

If your bombs normally deal very low damage the problem could be the damage bonus being too low if Remote Control is not especially high leveled or if the normal damage for your bombs is too low to notice the damage bonus.


Thread : Rogue  Preview message : #767440  Replies : 1  Views : 194
posté August 29, 2014, 17:16:16 | #5

Quote (-Belis- @ 29 August 2014 13:32) *
the problem i have seen with my earth/air cra is the absolute necessity to bring with me someone that take the enemy away from me, and this is bad because other class haven't so much skill shutted down simply for being in close combat with an enemy...

What if the air branch were changed a bit to have more map manipulation? Taking into account the three beacon spells are changed into a single active specialty to open up a fifth spell for each element:

Homing Arrow- Stays mostly the same. If cast on a beacon causes enemies linear to it from 2 to 5 spaces to be pulled by 1 space. This spell becomes a suction utility when paired with a beacon (which would have varying effects depending on the spell cast on them). Deals lower damage than when directly targeting foes.

Plaguing Arrow- If cast on a beacon causes enemies linear to it from 2 to 3 spaces to teleport to be adjacent to the beacon. The movement effect is teleport because pulling can be interrupted by penalty tiles and terrain height between the target(s) and the beacon. Deals lower damage than when directly targeting foes.

Retreat Arrow- If cast on the beacon causes enemies within a 2 space radius of the targeted beacon to be pushed 1 space away. Area of effect knockback. Deals lower damage than when directly targeting foes.

Storm Arrow- If cast on a beacon, causes enemies adjacent to the beacon to lose some levels of Hypermovement. When paired with Riddled state allows the Cra to decelerate enemies, remove their resistance to deceleration more quickly than they would naturally lose it, then decelerate them even more. Deals lesser damage to affected targets. Amount of levels of Hypermovement state removed increases with spell level.

I like the idea of Lashing being like Flaming Claw (Rogue), grappling toward one of your beacons without spending WP or destroying the beacon.

I also really like the idea of Riddling becoming an ammunition-like state where spell secondary effects become more potent by consuming some levels of Riddling. Would that be always open or would there be an active specialty spell that toggles whether you will use Riddling state for additional effects? Would people always be using up their levels of Riddling?

If beacons were revamped to be a specialty, what do you guys think the secondary effects for elemental spells should be? Should each spell have its own unique effects or do you think that would be too complicated?


Thread : Cra  Preview message : #767435  Replies : 15  Views : 515
posté August 29, 2014, 16:51:16 | #6
What if Possession was a passive specialty that caused all of your summons within a radius of the Osamodas to be controlled? Summon AI would still wonk out for summons far away but based on what Ankama has justified recent changes with I would say they want Osamodas to be near their summons in battle rather than hiding somewhere in a distant corner of the map.


Spoiler: (highlight to show)
Before anyone complains about Sadida, yes I would like a similar change for them too. No one should have to deal with horrible summon AI which discourages using summons.



Thread : Osamodas  Preview message : #767420  Replies : 15  Views : 909
posté August 29, 2014, 16:49:49 | #7
Earth might be less overused for Iop after this.

Do other means of AP removal affect bosses? I thought that was part of boss resistances. If not then earth Iops might replace water Xelors for bosses in terms of AP removal, though water Xelors can still give AP to allies.

You know what I would like to see? A little bit of synergy between Locking Pro and one of the close combat earth spells. Like if Charge removed the Locking Pro immunity state instead of stunning. Rocknocerous could have the -4AP change while Charge becomes more of a support spell by allowing you to continue using the Locking Pro passive on a mob at the expense of some damage per points spent.


Thread : Iop  Preview message : #767419  Replies : 6  Views : 462
posté August 12, 2014, 16:13:54 | #8
For classes that get up close and personal I prefer going with principle characteristics (strength, intelligence, agility, chance) because they also give you resistance. Crits may have a lot of damage to offer but Iops are easy targets for enemy attacks.

Super Iop Punch is part of my build for my Iop but my Iop is a fire-air hybrid, mostly fire. If your Iop is a tribrid or not primarily fire in a two element hybrid you would be better off with other spells. Sure Judgement can hit things from the same distance but Punch closes the gap, if you need to be adjacent to that target to lock it or whatever else is going on in the battle. You could use the 2MP you saved by using Punch instead of walking toward the target to do a couple Gusts.

Uppercut seems pretty dumb. Most Iops have Jump, Wrath, or Increase in their build already so the offer to have something that burns your WP out even faster is usually refused. A pure air Iop might like it until they have to use Jump to reposition themself.


Thread : Iop  Preview message : #762334  Replies : 3  Views : 640
posté August 12, 2014, 04:59:36 | #9
There was a time when people were whining classes lacked the crazy damage buffs Iop gets from specialties which led to effects like Blazing Calligraphy, Lone Sadida, and Temporal Prism.

Ecaflip is a gambler class. Sometimes it hits high, other times low, but it comes down to a roll of the dice or draw of the card. They may have a higher maximum potential but their damage output is supposed to be less consistent and predictable.

Rogues are supposedly the strategic class as with the fire branch, but the air and earth branches are so simple and become unfairly powerful with some Rogue specialty effects. If all of Rogue was as complex as the bombing aspect but the offense power was about the same, maybe a bit higher, most people would go back to simpler classes like Iop.

Xelors are supposed to be one of the few technical complex classes where the player has to learn many more things about how the class works. To me it seems as though the support/debuff aspect of Xelor has been overlapped with raw damage though there are still aspects of technical gameplay lingering.

Osamodas has no reason to be a better Iop than Iop. I have no idea why the air branch is an abomination of Cra, Iop, and Sram. If you ask me all the elemental spells of Osamodas should revolve around either summons or the Gobgob, supporting/buffing your summons or using your Gobgob to support your party members.

Based on what I have read about Iop the class is themed around being a 'paladin': melee attacks, able to buff allies (currently only Bravery Standard does this), and a bit of tanking (Virility). If Ankama were to begin working on revamping Iop I would love to contribute ideas to making Iop more paladin-like, as well as revamps for other classes to make them less Iop-like.

I heard Ankama has new staff for class balance so hopefully we will see more revamps to correct past mistakes, especially for classes which have not been revamped yet to start on better footing.


Thread : Iop  Preview message : #762210  Replies : 10  Views : 1209
posté August 11, 2014, 22:56:49 | #10
In my experiences with Bravery Standard I prefer using it while teaming up with range classes when the enemy group is also diversified: we have close combat and long rangers, they have close combat and long rangers.

For example if I have a Cra buddy they may have less HP and resists, making them more vulnerable to attack. If I stand between them and enemies who attack from long range while keeping close to the Cra, Bravery Standard allows me as an Iop to offer them buffs, block enemy line of sight for long range attacks, and block enemy attempts to push/pull/teleport the Cra because I block line of sight to use those mobility spells on the Cra and I am stabilized to negate any attempts to reposition me.

If their close combatants try to come close I can still block line of sight for gap closing spells then take advantage of their proximity for my upcoming turn by punching their dumb faces.


Thread : Iop  Preview message : #762122  Replies : 1  Views : 260
posté August 10, 2014, 17:43:19 | #11
Bomb explosion damage is affected by fire and CMC damage bonuses. The bomb glyph is not affected by CMC damage.

If you want to be a fire-earth Rogue definitely pick up Blam and Blinding Bomb for your elemental spell build. Blam allows you to attack enemies placed near your bombs to damage them while removing a charge from the bomb(s) in the area of effect of the earth spell. Blinding Bomb is the easiest of the three bombs to use for detonation and glyph formation.

For primarily fire Rogues I recommend ranking Bomber Fan and Boombot as soon as possible. Remote Control, Magnetic Claw, Initiator, and Fusillade can come afterward in whatever order you want.

I highly recommend going hybrid if you want to be at least partially fire Rogue. I also recommend choosing spells with area of effect like Blam and Boomerang Dagger for hitting enemies and your bombs to remove charges at the same time. But if you decide to hybrid remember that bombs are still part of your build, though you will find it easier to simply use air/earth spells to deal direct damage easily.


Thread : Rogue  Preview message : #761638  Replies : 3  Views : 349
posté August 09, 2014, 04:49:09 | #12
What you said in the original post is why fire Rogues are so rare outside of people only using the bomb glyphs. No one bothers looking into any of the tricks or shenanigans fire Rogue is capable of so they play Rogue as a Cra (earth) or Iop (air); which is odd since an old glitch where bombs would detonate from overlapping was patched and the explanation was that it made Rogue a pseudo-Cra. Meanwhile people are still playing Rogue as Cra to this day.

Charges are removed when you use Remote Control on it, your Boombot uses Detonator on it, an attack damages it (excludes spells with secondary effects for your bombs like Barbed Fire and Flaming Claw), collision (the bomb is pushed/pulled toward a space occupied by a wall or a bomb), and at the start of your turn as you know. Charges lost from bombs being attacked includes AoE spells cast by your allies to attack enemies who happen to be near your bombs, dealing damage and helping your bombs detonate at once.

The most important aspect of causing bombs to detonate is chain reacting. If a bomb is depleted of its charges and you have other bombs in its area of effect, those bombs will detonate regardless of how many charges they have remaining. If chain reacted bombs are detonated they will also chain react any more of your bombs in their areas of effect.

Boombot is amazing if you can figure out how to use it. I use Boombot for manipulating my bombs far more than Remote Control and Magnetic Claw but both specialties are nice to have. If I were you with all the experience using fire Rogue I currently have I would rank Boombot before Remote Control and Magnetic Claw, all three specialties after having maxed Bomber Fan for the +control, +CMC, and +AP upon detonation.

Area of effect spells like Boomerang Dagger and Blam are amazing for fire Rogue, damaging enemies standing near/on your bombs while removing charges. As mentioned earlier in this novel- I mean, post- teammates with large area of effect spells like fire Foggernaut are amazing for area of effect damage.

I could go on for a few days but the enjoyment of fire Rogue in my experience mostly comes from figuring these sort of things out on your own.


Thread : Rogue  Preview message : #761217  Replies : 7  Views : 804
posté August 04, 2014, 18:41:49 | #13
You can drag a tab to see effects of other levels. At levels 10 and 20 the passive Fire and Oil gives +1 range to fire spells (+1 at lv10, +2 at lv20). The range boost does not apply to Steampalm or Flame Fervor as neither have modifiable range.

Cybot must be cast on an active Microbot. Microbots are active by default until you use Cybot or Motherfogger on it.


Thread : Foggernaut  Preview message : #759964  Replies : 5  Views : 368
posté July 29, 2014, 02:53:05 | #14
You can find a fire Iop guide here.

Which fire elemental spells do you want to use? Specialties? Maybe incorporating a bit of air into your build?


Thread : Iop  Preview message : #758088  Replies : 2  Views : 686
posté July 18, 2014, 03:16:17 | #15
Earth-air hybrid Rogue is pretty easy to figure out, but since you asked:

The generic build is Piercing Shot, Pulsar, Slap Shot, Boomerang Dagger, and Longsword for elemental spells.

The earth branch is basically a matter of whether you want more range flexibility or damage. The opposites of this spectrum are Machine Gun with no directional restriction but low damage versus Piercing Shot with the highest damage and a resist debuff to make the attack hit even harder but linear restriction.

The air branch is mostly melee with Roguery for a more restrictive but less punishing version of Guile (Sram) and Longsword to deal damage while escaping lock zones. Slap Shot is basically Jabs (Iop). Barbecued Ribs is basically Uppercut (Iop again). Boomerang offers strategic use but most people use it for the similar area of effect shape to spells like Wrath (Iop yet again).

In terms of specialties the most relevant ones to your build are Fusillade, Smoke, Surprise Shot, Initiator, and Rogue Master.

Fusillade is a burst damage spell which doubles your AP and removes all MP for the turn used, but doubles your MP and removes all AP for the turn after. The only spells which can be used during either turn are earth spells.

Smoke deflects damage taken if the attacker is a certain distance or further away, but may not be used in consecutive turns and applies a range debuff during the turn the spell may not be used.

Surprise Shot is a probability chance for earth spells to deal additional damage.

Initiator gives you a damage bonus to all elements based on your initiative. This spell does not remove initiative while giving the damage bonus, the damage bonus is gained simply for the Rogue having initiative.

Rogue Master gives you initiative and may cause you to gain AP for using air spells, the latter effect having a higher probability when air spells are critically cast.


Thread : Rogue  Preview message : #754850  Replies : 2  Views : 602
posté July 18, 2014, 03:07:05 | #16
I think Nox meant you should get bigger investments before spending characteristic points on principles: AP, MP, and maybe range.

After those going with agility, chance, intelligence, and strength should be fine. Doing so raises damage and resistance to all four elements.

Whoever told you to spec for agility probably thinks stasis spells are actually air spells because both have purple icons.


Thread : Foggernaut  Preview message : #754845  Replies : 6  Views : 673
posté July 17, 2014, 17:14:38 | #17
Well the most common things to spend characteristic points on are 1AP (150 points) and 1MP (100 points) as soon as possible. You can spend 80 points to get 1 range if you feel you need it, which for a pure fire Rogue I recommend since you can set up chain reactions and glyphs with more flexible range.

After that as a pure fire Rogue you would be better off ranking intelligence for damage. As a mono-brid using characteristic points for initiative so you get the bonus from Initiator is less potent per point use. For example if you have 30 characteristic points you could get 10 intelligence (5% fire damage and resist) or 15 initiative (4.5% damage all elements, if you have lv20 Initiator). Having more initiative is a huge advantage for fire Rogues but in terms of raw damage going with initiative may be a better choice. You could try to do both by getting 1 intelligence and 2 initiative per 5 characteristic points when you level.

For equipment you want fire damage and initiative. Even without Initiator having more initiative helps you get the upper hand with bomb placement. +CMC is also good if you can find equipment that gives both fire damage and CMC. If you want to be able to have more than three bombs in play at once you also want control but equipment that offers it can be difficult to find. A few items I recommend are Sand Helmet, Sand Breastplate, Ratty Riot Shield, and The Laughing Rat for equipment that gives +fire damage and +control.


Thread : Rogue  Preview message : #754711  Replies : 3  Views : 763
posté July 17, 2014, 01:29:19 | #18
As you could probably figure out the fire branch revolves around bombs.

Barbed Fire is designed to be used on enemies who are within a square area of effect around your bomb (spaces diagonal, adjacent, or on top of the bomb) to teleport them to a random space within that same area of effect. The spell also damages. The teleportation effect also applies if the targeted enemy is adjacent or diagonal to your Boombot. The teleportation effect is inteded to be used with the bomb glyph which the game names "Wall of Flame". Barbed Fire may be cast on your bombs to give +1 charge to the bomb.

The glyph is created when three bombs have at least one bomb adjacent or one space apart (while still being linear) to each other, but not all bombs connected to the glyph need to be adjacent/linear to all other bombs connected to the glyph. The glyph damages anything that starts its turn or moves within the glyph. The glyph damage is limited to three per target per turn preventing the glyph from becoming incredibly powerful when paired with pushing/pulling effects which can move enemies around in the glyph.

Burning Bomb, Blinding Bomb, and Megabomb are all summoning spells. Burning and Blinding create a bomb with a 3x3 square area of effect while Megabomb has a 2 space radius area of effect. Bombs automatically detonate when their charges are depleted to zero. Bombs lose one charge per attack received (excludes attacks which apply secondary effects such as Barbed Fire), per use of Remote Control from the Rogue, per use of Detonator from the Boombot, per collision (spells which attempt to push/pull the bomb to a space where the floor is elevated, is a wall, or already has a bomb on it), and at the start of your turn (all bombs lose 1 charge at the start of your turn simultaneously).

When a bomb detonates any of your other bombs in its area of effect will automatically detonate regardless of how many charges they have remaining. This effect is called chain reacting. Placing multiple bombs close together and only detonating one can set off a massive chain reaction dealing a lot of damage in a large area of effect.

Bombs may not be cast directly on enemies. The only ways to use bombs to deal damage is through detonations or the bomb glyph. Keep in mind the glyph has limited damage per turn while bombs have no restriction to how many explosions can damage at a time. If you want to compare damage rates between the glyph and bomb detonations look at the 'Wall of Flame' effect from the Bomber Fan passive and the three bomb spells.

Flaming Claw can be used on any of your bombs, your Boombot, allies, and ally summons to cause the Rogue to move 2 spaces toward the targeted ally. If this spell is used on an enemy it inflicts damage. This spell can be used to escape lock zones without having to dodge roll.

Remote Control allows you to remove 1 charge from the targeted bomb manually. Increasing the rank of this specialty increases the maximum range, decreases how much the spell costs, and in later ranks allows this spell to be used without line of sight restriction.

Magnetic Claw allows you to pick up a targeted bomb, place the held bomb on the targeted space (may not place the held bomb on an occupied space), pull a targeted ally 1 space, or push a targeted enemy with an additional 2AP cost on top of whatever your current rank of the specialty costs. This spell can only be used twice per turn so you can pick up then throw a bomb. This spell is great for grabbing a lone bomb sitting in some ignored corner of the map then tossing it into a cluster of bombs to set it off.

Boombot is a support summon for manipulating your bombs: adding charges, removing charges, pushing, pulling, picking up, and throwing. Each of these actions is a 2AP spell and the Boombot only has 4AP. The total health of the Boombot is based on that of the Rogue. The description has been bugged for a while about how much MP the Boombot has; it has 1MP in low ranks and 4MP at max rank. The Boombot is not damaged by your bomb glyphs, detonations, or detonation secondary effects.

Bomber Fan is the most important specialty for fire Rogue. It gives +control, +CMC, +bomb resist for you, +bomb resist for your allies, and AP gain when your bombs detonate. Control is the characteristic which limits the amount of bombs you can have in play: 1 control = increases max amount of bombs you can have in use at a time by 1. CMC stands for controlled mechanisms and creatures, basically summons damage bonus (bombs are considered summons). The bomb resistance effects helps protect you and your allies in case any of your bombs damage your team. The AP gain effect when this passive is maxed out is +1AP per detonation, so if you detonate nine bombs in a big chain reaction you get +9AP. If the detonation(s) occur during your turn the AP gain occurs during the same turn. If the detonation(s) occur during the battle outside your turn the AP gain applies to your upcoming turn. For example if you set up a cluster, end your turn, then have your Boombot set them off you can get AP for your upcoming turn so you can make more bombs than you had in use in your previous turn.

Initiator gives you an all element damage bonus based on your initiative. If your Rogue is low level this passive will hardly give anything worth spending the characteristic points on but in medium to higher levels the bonus becomes very noticeable.

Runaway gives you a chance to teleport a couple spaces away from your position when attacked. The rules for how this specialty can screw you up have been vague for a while but from what I read this passive is supposed to move you away from penalty tiles and toward allies. This passive activates after the attack occurs so all damage and secondary effects still take effect.

That was a pretty basic overview of the fire branch and the most relevant specialties for a pure fire Rogue. If you have any questions feel free to ask.


Thread : Rogue  Preview message : #754575  Replies : 3  Views : 763
posté July 10, 2014, 22:38:21 | #19
I play a tribrid Rogue and an air-fire Masqueraider.

With my Rogue my main strategy is using bombs and chain reactions. I would explain what I do but that would go on long enough to make a book out of it. Basically I use area of effect spells from earth and air branches (Blam and Boomerang usually) to remove charges from bombs while dealing damage, then have my Boombot set off any bombs not yet detonated to deal even more damage. Most people playing this class prefer to keep things simple which may be fine for them but it feels very similar to playing Iop.

Masqueraider is similar to Rogue but its spells are more suited for the player staying close to the enemy rather than running circles around the map. The fire branch and its suiting mask are considered less useful because as a Masqueraider you would be close enough to attack, but none of your spells or specialties give you defense or enough survivability to maintain that playstyle for very long before being killed within one or two turns (in higher level content).

Overall I would say Masqueraider is better if you have a well organized team where people are helping each other, but not everyone can handle that sort of strategic combat. Rogue can also benefit from competent teammates but is less necessary for your survival in battles.

Sidekicks are basically filler characters if your party needs a little more than it currently has. For example if your party is trying to do a dungeon but needs some extra members to deal more damage, offer support (if your team lacks support characters), etc. For a more specific example if you have a team of four pure offense characters like Rogue, Iop, etc. and you need someone to help the team survive you could bring Trank for tanking or Lumino for healing without needing to find another player somewhere in the world willing to join.

The fire branch for Rogue is very difficult to use at lower levels. It needs a lot of specialties to be effective. If you attempt fire Rogue at lower levels and find it lackluster that is because most Rogue specialties are designed specifically or primarily for the fire branch.


Thread : General  Preview message : #752924  Replies : 4  Views : 537
posté July 10, 2014, 22:22:30 | #20
I recommend trying any class you think you might even slightly enjoy since you can always delete the character and use the newly available character slot to make a new character of a different class. At levels 10 and 30 you can respec so if you start a new character with a branch you may not enjoy you can still try a different branch, especially since at lower levels you can afford having your spell experience spread out.

For area of effect attacks I recommend Rogue, Foggernaut, and Iop. Rogue and Foggernaut both have area of effect spells for close and medium range while Iop has more powerful close combat spells.

Feca is primarily a defensive class designed for taking hits so your allies can go unscathed, having high defense to survive all the punishment you take, creating glyphs which can buff your allies or debuff enemies, creating armors which buff allies or debuff/harm enemies, and since its latest revamp having high lock to keep melee-oriented enemies from chasing your allies. The fire branch seems to offer more offense than the earth and water branches. Hopefully an experienced Feca user will show up in this thread to help you.


Thread : General  Preview message : #752917  Replies : 2  Views : 360