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Wareen-Peace's profile
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Member Since : 2008-06-24
875 Posts (0.28 per day)
Most active in : Character Classes
posté January 07, 2017, 01:02:50 | #1

Quote (IVTea @ 07 January 2017 00:38) *

Quote (Yunru @ 06 January 2017 15:24) *

Quote (IVTea @ 06 January 2017 13:42) *

Yunru, do you have a build or playstyle you would be willing to share with us? It would be great especially for spectators who are interested in an ST build.

I would very much love to hear of your experiences!

Its all here:
Click here

I should probaly update it now, since spell lvling doesnt matter any more.

Mostly using this build:


As much single-target on gear as posible. (if not posible, some range instead)

(i took resist instead of wp, since the regen allows you to fire 4 arrows on 14 ap when buffed by osa) More is just overkill.

2 ap wind + 2 ap fire + 2 ap water + 3 ap earth and then light arrow = 12 ap.
Next turn i generaly fire 25% final increased damage 4x light arrows. (if buffed)

*arrow qb cost is reduced due to passive, but its damage is not worth it to wait for next turn*

But it depends:
*if enemy monster is weak to fire, i will attack frontaly
*If enemy monster is not weak to element my light will hit, i teleport behind it, cast 1 rune to weak element and spam the rest of arrows.

Tear is similar, but i usualy use it, when arrow is not posible due to line of sight.
Beam (while weak for its cost), works well if you are not able to attack in line, but i sometimes switch to Glistering halo (since its single on normal target).
I notice that you use Wisp! How do you play with it? I find myself never really finding a big use for it unless I'm in Croc and wanna Shiny Orb spam it for a big burst turn on Boss.
If I may, back before I class changed my hupper this was how I used it:

In most situations, PvE and PvP alike, it wasn't very easy to to predict enemy pathing in order to preemptively give them a fire rune debuff or stabilize a highly mobile character who likes to hit and run. I would simply Downpour + Collapse + Wisp to where ever I'm going to end my turn so that when I summon it the following turn I receive the buffs.

It can be a good deterrent in PvP against CC characters if you run a more tanky build that invests in stronghold. You simply cast Disc + Flux + Wisp and make sure that your back is to a wall and the AoE from Wisp covers two of your sides. Makes it so you can't push them the following turn but you also debuff them and can easily TP away.

But that's just how "I" used it.

~Kouett


Thread : Huppermages  Preview message : #994801  Replies : 26  Views : 986
posté January 06, 2017, 02:59:16 | #2
I'm curious, is there a particular reason why you took range over resistance for a Major Point?

Based off the build, you're decently tanky, even more so if you drop something like Mirage for something like Solar Stronghold. But I would think the added bulk would be more useful than 1 more range on 4 out of your 10 damaging spells you plan to use.


~Kouett


Thread : Huppermages  Preview message : #994691  Replies : 26  Views : 986
posté January 05, 2017, 02:41:38 | #3

Quote (HunterRabbitt @ 05 January 2017 02:16) *
So it seems that (from what I have heard) the boss in phase 3 is unkillable. Due to a bug. Which makes the whole "be the first to kill the boss" thing a bit impossible. Not only that but not everyone can fight this boss because nobody can fight sham moon in a group. Will there be some form of compensation?
Doubtful.

~Kouett


Thread : General Discussion  Preview message : #994512  Replies : 34  Views : 2136
posté January 02, 2017, 23:43:06 | #4
Black Screen ALCON,

I've spent the last 3 hours trying frantically to complete a dungeon whilst combating the annoying new feature of a random black screen. There's nothing I can do but relog my client to remedy the issue. I play, and at random moments the entire screen goes black. Sounds are continuing and I know the gameplay is continuing, but I can't "SEE" anything. Not sure if this is a solitary bug or a new one but please fix this.

~Kouett


Thread : Technical Issues  Preview message : #994211  Replies : 0  Views : 64
posté December 25, 2016, 14:27:37 | #5
Not sure on how those mechanics intertwine, but light sword isn't a terribly great spell in general. But on to what you're asking, no idea, I'd have to test that

~Kouett


Thread : Huppermages  Preview message : #993306  Replies : 4  Views : 238
posté December 24, 2016, 15:47:43 | #6

Quote (IVTea @ 24 December 2016 14:18) *
I am new to the Huppermage class and would like to know, what is a Suffermage? Is it the actual term for a particular build or did this thread just make up a name?

What is its purpose?
It's just a build name haha. For the minimalist on QB (WP equivalent for Huppers). There use to be a build with them that made them nigh unstoppable due to stacking two shiver rings and allowing yourself to be in "Heart of Fire" mode all the time or constantly tanking hits with Solar Stronghold. I'm guessing it runs on similar principles except with one less shiver ring since you can no longer wear two of them at once.

~Kouett


Thread : Huppermages  Preview message : #993147  Replies : 4  Views : 864
posté December 23, 2016, 14:57:18 | #7
A worrying thought for me is that Ankama always tackles waaay to many varying projects at once without any singular focus to capitalize on and improve.

However, if Dofus 3 ends up being as customizable as they're advertising, I think it will be a VERY healthy change and could stand to be the better of both Wakfu and Dofus. My only hope is that they don't start it, get too ambitious, and then once again get side-tracked with other projects to the detriment of the game.

The magazines are a nice touch but seem a bit redundant with Tot's new communication methods. I'm almost willing to say they could do without it but if they're only "bi-monthly" does that mean that will be our main means of communication now? Not that the current method is particularly frequent. I guess if they can STICK to the schedule than people will be happy.

Ouginaks, I'm not particularly excited for, if they're anything like Huppermages were they'll have a short life lived until someone later down the line makes them look amazing.

"E-Sports"? Which title are they going to throw under THAT banner lol.

Lots of interesting ideas as usual, hopefully we'll see some of them come to fruition.

~Kouett


Thread : General Discussion  Preview message : #992961  Replies : 10  Views : 794
posté December 10, 2016, 14:01:49 | #8
This thing better have a worthwhile effect on it considering its barely better than any of the sham emblems lol.

~Kouett


Thread : General Discussion  Preview message : #990932  Replies : 43  Views : 1430
posté November 06, 2016, 16:39:14 | #9
I personally incorporated siphon into my deck a long time ago and continue to use it. It's useful for tagging yourself with it in order to keep some distance between you and other CC things.

~Kouett


Thread : Eliotropes  Preview message : #986902  Replies : 7  Views : 566
posté September 05, 2016, 05:07:54 | #10

Quote (GoodPerson @ 03 September 2016 15:50) *
So I've read that eliotropes can supposedly cast spells through portals, so I decided to go make one for the sake of trying it out. Level 20 currently and pretty much none of my spells interact with portals (Minus Whirlwind which pretty much just gives an extra push in an aoe). I checked all the other spells incase it came later but the only spell that states it interacts with portals is Whirlwind. Am I missing something here or is this just it?
Only a handful of spells in the elio's kit can not be cast through portal. Those spells being:








As stated above, in the spell descriptions, near the top right I believe, there's a little incomplete circle image (zaap) that indicates whether a spell can be cast through portal or not. If it's there, it can, if not, it can't.

Subsequently, you can't cast your spell through the portal unless you are WITHIN RANGE of the portal with said spell. You'll know you are within range because when you have TWO PORTALS OUT (that's how many you need out in order to cast a spell through them) and you click the spell, you'll see your range extend not only from yourself but from your portal(s) as well.

~Kouett


Thread : Eliotropes  Preview message : #978290  Replies : 4  Views : 769
posté August 06, 2016, 17:13:50 | #11
Welp, I guess this class coming was inevitable, I'm curious as to how they plan on making it "unique" though.

I can't think of a single thing in both Dofus and Wakfu that really expanded on just what these dogs can do. Guess only time will tell...


~Kouett


Thread : General Discussion  Preview message : #974823  Replies : 49  Views : 3308
posté August 03, 2016, 21:47:45 | #12
I've seen a few threads like these pop up here and there. If I could impart some of my expertise, I'd say if your looking to support your team, do it from a distance.

Make no mistake, berserk elio (which I attribute with CC elio) is perfectly viable. However, after running a ranged elio for so long and have always had a tri build. It flat out just works. Portal placement is simple and in PvM I'm usually the "if all else fails the elio will revive who he can while he kites the boss indefinitely" guy.

I'm hardly ever hit and if I'm on a small map I just play hit and run tactics while I widdle the enemy away.

As I've said in the past, berserk has its merits, however I dislike the accommodations that need to be made for it gear wise and stat wise. If you're not tanky enough you. will. die. Elio was not made particularly great at tanking, so I forgo the ability in favor of all out sniping.

As far as coordination goes, I simply place a portal as close to an ally and their desired location as possible. CC classes like having a one way ticket to the action and ranged classes like making a little bit of space between them and the enemies. It's pretty simple when you have four portals out and can just keep one centrally located by you and manipulate the other 3 to be in range of an enemy and plop the other two right in front of your ally.

Only my two cents though...

~Kouett


Thread : Eliotropes  Preview message : #974522  Replies : 48  Views : 3147
posté July 14, 2016, 21:24:53 | #13
Sure, why not?

New Class: Drogons Flame


I'm down lol

~Kouett


Thread : Suggestions  Preview message : #972291  Replies : 10  Views : 1015
posté July 11, 2016, 23:43:24 | #14
Berserk Elios have good success reported by those who have specialized in it. I find it most useful as a CC style of play but it can work as a ranged build too (to a lesser extent if you ask me).

~Kouett


Thread : Eliotropes  Preview message : #971608  Replies : 4  Views : 867
posté June 26, 2016, 02:35:53 | #15
So I can't get on beta for w/e reason, but "certain spells" I guess wasn't plural for Elio as the only change I see listed here was the pulsation moving portal upon killing an enemy?

I mean, thanks for fixing that I suppose ^^;

~Kouett


Thread : Feedback  Preview message : #969816  Replies : 41  Views : 3878
posté June 17, 2016, 00:38:43 | #16
So help me if they aren't fixing the train wreck that is "barrier" lol.

~Kouett


Thread : General Discussion  Preview message : #968297  Replies : 115  Views : 6797
posté June 12, 2016, 16:28:24 | #17
So the earth branch is very tank oriented, in encourages being hit or staying near your target i.e. CC builds. However, if one simply uses spells like clash and hiding, you can get away with having a ranged style of play should you choose to do so.

Water is primarily a ranged dd/support tree now since your only portal moving spell outside of "portal" itself is pulsation. Wakmeha is a staple in PvP as a damage dealing move and flood can have some interesting damage uses with the right passives along with its self heal.

Air is your primary damage tree. Ranged/CC/Berzerk, w/e your planning on running, air can find a home in your damage line up. The air tree is also the only tree that has only a single spell that can't be used through portals.

~Kouett


Thread : Eliotropes  Preview message : #967673  Replies : 3  Views : 1348
posté June 05, 2016, 19:08:42 | #18
You know, I'm glad you suggested this, I've had a similar idea for a long time but with a slight difference.

I was thinking of having a relic that you can "trigger" the effects of.

So I was thinking that an Eliacube should go in the "pet" slot vs the "emblem" slot simply because you can't necessarily wear it . It should come with about 75hp (slightly more than standard pets) and 15 general resistance (slightly more than standard pets).

The part where a trigger would come into play some people may argue on its "OP-ness" would come in the form of an active spell you acquire from equipping the relic. Said spell would allow you to shift your exotic bonus from either 45% general damage (slightly higher than standard pets) or a single AP. The bonus should last at least two turns but would have to have a cooldown of like 3 or 4 turns.

If it was implemented in this way I think it'd be more than fair and would still probably need some adjusting for balance but would really make a statement for how relics are unique items amongst all the items we have in game now.

Just my two cents though.

~Kouett


This post has been edited by Wareen-Peace - January 24, 2017, 18:15:22.
Thread : Suggestions  Preview message : #966601  Replies : 12  Views : 818
posté June 05, 2016, 16:09:26 | #19

Quote (Illustrado @ 05 June 2016 12:26) *
okie another question. as ranged should i go berserk or crit/crit dmage? i noticed my HP is always full thats why im having doubts
Alright, so here's my two cents on this debate.

Berserk builds require you to be half dead in order to get any benefit from their damage boost. In order to be an effective damage dealer at a lower hp percentage, you need one and/or a couple of these things:

  • Higher base hp ideally you want roughly 8-10k hp which would mean looking for hp heavy gear and rune for hp to have nearly 20k hp to start
  • Higher base resistance obviously to limit the speed at which you go from 50% to 0 hp during the span of the fight. 75%-80% starting hp is a great starting point to limit your squish while exhalted and bolster your defense while calm.
  • High amounts of block obviously to mitigate damage received while at lower hp pools. 70 or higher block would be ideal to bolster your defense while at lower hp pools.
Mainly, your build becomes tailored to a tank in order to make great use out of it. Now, some may argue that if your damage is high enough, then you'd ideally one shot anything once you're that low before receiving damage even becomes a factor. I'd like to counter that response with, "What happens when you don't one-shot your adversary?"

Finally, as stated above, a good ranged Elio, especially now, should not really be getting hit hardly ever outside of PvP. They have all the tools they need to kite enemies until the end of time which begs the question, "What do you need berserk for if you don't plan on being hit?"

I've found in my experience that rolling crit (as a focus since you can obviously stat full crit and dump into berserk) is both safer and more practical then trying to focus on berserk. But that's just my opinion.



~Kouett


Thread : Eliotropes  Preview message : #966577  Replies : 37  Views : 3023
posté June 02, 2016, 16:32:08 | #20
Below I have displayed the effective changes of all the items proposed to be changed in bold. I'm uncertain about all of these values as some seem to be very clearly a mistake in terms of where on the chart they are placed. Requesting clarification from mod.

Things to note: 66% of the Genetically Modified Epaulettes are negative changes, not sure if that's correct. The Claymus Shushu "before" stats are most likely suppose to be the "after" stats. The Lenald Walm Pelt "before" stats are most likely suppose to be the "after" stats. The Viktorious Rapier "before" stats are most likely suppose to be the "after" stats. The Gelano "before" stats are most likely suppose to be the "after stats. The Otomai's Disciple Armor "before" stats are most likely suppose to be the "after" stats. The Solomonk "before" stats are most likely suppose to be the "after" stats. The Dark Vlad's Epaulettes "before" stats are most likely suppose to be the "after" stats.

Epics
  • Ush Card's 1 AP 1 MP 90 HP [+7] 25 Dodge 15 Initiative -5 Critical Hits 55 damage for 3 random elements [+10] 15 Backstab Damage


  • Woboots 1 AP 1 MP 182 HP [+6] 50 Dodge 25 Initiative 1 Critical Hit 55 damage for 3 random elements 20 Close Combat Damage 20 Resist


  • Wa Wabbit's Cwown 1 AP 1 Range 200 HP [+7] 40 Lock 20 Dodge 20 Initiative 1 Critical Hits 70 damage for 3 random elements 20 to single-target damage 22 Resist [+2]


  • Genetically Modified Epaulettes (stats may be wrongly displayed) 1 AP 97 HP [+7] 20 Initiative [-3] 5 Critical Hits 2 Block [-1] 65 damage for 3 random elements 15 to berserker damage 35 Resist


  • Claymus Shushu (stats may be wrongly displayed) 1 AP 1 MP 287 HP [+7] 30 Initiative [+5] 6 Critical Hits 110 damage for 3 random elements 30 Critical Hit Damage 20 to single-target damage 20 Close Combat Damage 20 Resist


  • Victus Hood 1 AP 1 MP 193 HP [+4] 50 Dodge 6 Critical Hits [+1] 70 damage for 3 random elements [+8] 40 Backstab Damage [+5] 35 Resist


  • Bagus Shushu 1 AP 95 HP [+2] 1 Critical Hits 25 damage for 3 random elements [+5] 12 Resist [+2]


  • Emiwlet Amulet 1 AP 1 Range 1 Control 199 HP [+21] 5 Critical Hits 5 Block [+2] 65 damage for 3 random elements [+20] 25 Resist


  • Lenald Walm Pelt 1 AP 157 HP [+13] 40 Lock 14 Initiative [+4] 3 Critical Hits 55 damage for 3 random elements [+5] 15 area damage [-5] 20 Resist


  • Vizion Dagger 1 MP 93 HP [+11] 30 Dodge [+5] 3 Critical Hits 60 damage for 3 random elements [+10] 20 Backstab Damage [+5]


  • Trool Warrior Spikes 1 AP 75 HP 20 Dodge [+5] 2 Critical Hits 30 damage for 3 random elements 15 Resist


  • Sanefty Belt 1 MP 133 HP [+11] 30 Dodge [+1] 2 Critical Hits 45 damage for 3 random elements [+10] 25 Resist


  • Happy Sram Kimono (stats may be wrongly displayed) 1 AP 365 HP [+3] 50 Lock 8 Block 75 damage for 3 random elements 60 Resist


  • Golden Belt 1 Range 209 HP [+9] 45 Initiative [+5] 6 Critical Hits 70 damage for 3 random elements [+10] 30 Critical Hit Damage [+10] 40 distance damage 40 Resist


  • Indestructible Boots 2 MP 265 HP [+5] 45 Lock [+3] 9 Block 65 damage for 2 random elements [+5] 35 to single-target damage [+5] 40 Resist


  • Durable Shield 1 MP 403 HP [+3] 25 Lock [+25] 15 Block 40 Resist


  • Divine Orrok's Protection 1 AP 165 HP [+2] 25 Initiative 1 Critical Hits 45 damage for 2 random elements [+5] 22 Close Combat Damage [+2] 32 Resist [+2]


  • Limited Edition Cape 1 AP 1 Control 207 HP [+7] 30 Lock 6 Block 40 damage for 2 random elements [+10] 42 Resist [+2]


  • Dora Lagoole 1 AP 1 Range 220 HP 30 Initiative 1 Critical Hits 85 damage for 3 random elements [+5] 45 area damage [+5] 50 Resist. Fire 50 Resist. Water 50 Resist. Earth


  • Welder Mask 1 AP 101 HP [+1] 20 Dodge [+4] 42 damage for 3 random elements [+2] 22 to single-target damage [+2] 22 Resist [+2]


  • Viktorious Rapier (stats may be wrongly displayed) 1 AP 60 HP [+4] 25 Lock [+25] 10 Initiative [+10] 4 Critical Hits 70 damage for 2 random elements [+20] 30 to single-target damage [+5] 10 Resist


  • Palm Charm 1 AP 1 MP 1 Range 148 HP [-2] 7 Critical Hits 90 damage for 2 random elements 30 Resist. Fire [+30] 30 Resist. Water [+10] 30 Resist. Earth [+10]


  • Kannipaulettes 1 AP 242 HP [+2] 50 Lock 50 Dodge 20 Initiative 30 Wisdom -10 Critical Hits 130 damage for 3 random elements [+10] 45 to single-target damage [+5] 30 Resist. Fire 30 Resist. Air 30 Resist. Earth


  • Buzzsaw Breastplate 2 AP 243 HP [+13] 30 Initiative [+10] 1 Critical Hits 85 damage for 3 random elements [+5] 40 Critical Hit Damage [+5] 35 Resist. Fire [+5] 35 Resist. Water [+5] 35 Resist. Air [+5]


  • Gold Croc 1 AP 111 HP [+7] 1 Critical Hits [+1] 55 damage for 3 random elements [+5] 20 Resist [+5]

Relics
  • Gelano (stats may be wrongly displayed) 1 AP 75 HP 3 Critical Hits 35 damage for 3 random elements [+5]


  • Anti-UH Boots 1 AP 156 HP [-4] 30 Initiative 3 Critical Hits 2 Block [+2] 50 damage for 3 random elements 20 Critical Hit Damage 35 Resist [+5]


  • Otomai's Disciple Armor (stats may be wrongly displayed) 1 MP 226 HP [+13] 40 Dodge [+20] 25 Initiative [+5] 3 Critical Hits 100 damage for 3 random elements 40 Resist [+5]


  • Meridia Insignia 162 HP [+7] 30 Initiative [+10] 4 Critical Hits [+1] 7 Block [+1] 75 damage for 3 random elements [+15] 20 Resist [+5]


  • Celestial Bearbarian Amulet 1 AP 1 Range 89 HP [+5] 24 Dodge 12 Initiative 6 Critical Hits 100 damage for 3 random elements 20 Heals 10 Resist


  • Solomonk (stats may be wrongly displayed) 1 AP 1 Range 107 HP [+8] 20 Dodge 30 Initiative 3 Critical Hits 70 damage for 3 random elements 25 Backstab Damage 15 distance damage 15 Resist


  • Powerful Dazzling Belt 1 AP 1 Control 182 HP [+7] 25 Initiative [+5] 30 Prospecting 7 Critical Hits 65 damage for 3 random elements [+5] 20 Resist


  • Harry Boots 1 AP 1 MP 133 HP [+8] 45 Dodge 20 Initiative 3 Critical Hits 75 damage for 3 random elements 25 Backstab Damage 15 to single-target damage 20 Resist


  • Nettlez 1 AP 214 HP [+6] 30 Initiative 7 Critical Hits 5 Block [+1] 155 damage for 3 random elements [+5] 30 Critical Hit Damage 30 area damage 20 Resist


  • Asse Shield 1 Range 378 HP [+7] 20 Initiative [+5] 20 Block [+1] 50 Resist 15 Critical Hit Resistance 15 Resist. to attacks from behind


  • Dark Vlad's Epaulettes (stats may be wrongly displayed) 1 AP 128 HP [-2] 25 Initiative [+5] 30 Wisdom 8 Critical Hits 100 damage for 3 random elements [+5] 30 Critical Hit Damage 20 area damage 25 Resist


  • Souleater 1 AP 1 MP 196 HP [+8] 35 Initiative [+5] 3 Critical Hits 100 damage for 3 random elements 30 Critical Hit Damage 20 Close Combat Damage 37 Resist [+2]


  • Flaxhid's Talisman 1 AP 1 Range 106 HP [+4] 50 Initiative 8 Critical Hits 145 damage for 3 random elements [+5] 35 Critical Hit Damage [+5] 20 to single-target damage 25 Resist


  • Golden Keychain 1 MP 1 Range 91 HP [+6] 3 Critical Hits 70 damage for 3 random elements 10 Resist


  • Lucloak (stats may be wrongly displayed) 2 AP 300 HP [+5] 40 Lock 11 Block 75 damage for 3 random elements [+5] 25 to single-target damage 50 Resist


  • Bygone Hand 1 AP 202 HP [+2] 50 Dodge [-10] 9 Critical Hits 180 damage for 2 random elements 60 Critical Hit Damage 60 distance damage 20 Resist


  • Dora N.I.O. 1 AP 1 Range 202 HP [+2] 43 Dodge 21 Initiative 3 Critical Hits 130 damage for 3 random elements 40 Critical Hit Damage 60 Resist. Fire 60 Resist. Air


  • Belt of the Winds 1 AP 178 HP [-2] 40 Dodge [+10] 30 Prospecting 9 Critical Hits [+1] 140 damage for 3 random elements [+5] 50 Critical Hit Damage [+5] 40 Resist. Water 40 Resist. Air [+40] 40 Resist. Earth


  • Dagger Sives 1 MP 126 HP [+6] 35 Initiative [+5] 6 Critical Hits [+24] 135 damage for 3 random elements 60 to single-target damage [+10]

~Kouett


This post has been edited by Wareen-Peace - January 24, 2017, 18:15:22.
Thread : Devblogs  Preview message : #966247  Replies : 94  Views : 5551