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Drahkovi

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Drahkovi last won the day on October 21

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  1. Reserving this space. This post is currently under construction. Still cleaning up formatting, adding spoiler tags for easier navigation, etc. Couldn't finish it all tonight, with work tomorrow. Check back later! UPDATE, Day 2. Finished General, Earth, and Air spells. Cleaned up formatting elsewhere. Still under construction. UPDATE, Day 3. Finished Fire and cleaned up elsewhere. UPDATE, Day 4. Finished Water and updated General Spells UPDATE, Day ???. Mostly ready. Fleshing out Class Set, Builds, Combos, then need to proof-read
  2. Ecaflips: A Return to Form - MOSTLY COMPLETE - STILL POLISHING "True Ecaflips never stop gambling, and they always go all in. But watch out: they ... would even be willing to gamble their lives on the roll of a die just to win a fight." [PREFACE] Background on Ecaflips, my proposed changes, and who I am. Ecaflips' kit, for most of Dofus' early history, was right in line with their Thematic. High-variance spells with wildly varying effects, where a single lucky roll could spell victory... and could just as easily doom Ecaflips to catastrophe. Roulette could dispel all magical effects, fully heal you, even skip your turn. Critical Hits had incredibly powerful effects, and some spells were as likely to spell your defeat as the enemy's. Through the beginning of Dofus 2.0, these spells were reined in and made more reliable - a side of effect of balancing a strategy game. However, Ecas emerged with a new Thematic: The Jack of All Trades. Why was this class so fun to play? Almost every spell had SYNERGY, and they fit together in wonderful ways. Unfortunately, the changes since the Spell Variant Update have pushed Ecaflips into a High-Damage carry build. Gone are hybrids and supportive playstyles: Mono-Elemental Damage is king, and Variants leave no need to diversify your Elemental choice. My suggestion here includes a complete overhaul of the Ecaflip class, working through each spell in the Elemental paths, as well as detailing Playstyle, Thematic, and Combos. I would highly recommend to read [MECHANICS] and [GENERAL] thoroughly before skimming through the rest. Nerfs are noted, changes are highlighted, and while numbers are not explicitly stated, I would expect lower damage output. The goal? Pull Ecaflips down from their current Powerhouse Pedestal, and restore them to a Gambler and Jack of All Trades. Builds will have variety, synergy within and between elements. While too many random effects are detrimental to pretty much everyone involved, I've reinforced Roulette with a "Double Down" feature, enabling Ecaflips to embrace the Gambler theme if they choose to. My Ecaflip "Mythic-Master" (Echo / Rosal) was my first Level 100, 199, and 200 character among dozens of alts, and I've played since ~2010. At one point I was Rank 1 within the Ecaflip class in global 3 v 3 (Group), and Rank 27 out of all players, all classes (As a Tank/Support Ecaflip. Using this set, roughly). At Level 151 I hovered around Rank 7~8 Brakmarian in Wing PvP. I have played almost every Elemental combo in every incarnation of the class, including wildly off-meta such as Pure Wisdom AP/MP Red. My experience is almost exclusively with PvP; However, I would hope these changes enable the Ecaflip to find new niches in PvM as well. Unfortunately... in recent years I've played less and less, and have lost my passion for the Ecaflip class. [Table of Contents] Ctr + F "[Section]" to navigate. [PREFACE] <--- Worth Reading. [HISTORY] <--- Nostalgia Section. Skip This. [WHAT WENT WRONG] <--- Honestly, Skip This. [THE VISION] <--- Start here! [MECHANICS] Mechanical changes to class spells and playstyle. Read thoroughly. [GENERAL] Non-Elemental Spells. Read thoroughly. [EARTH PATH] Close-Range Brawler. High Sustained Damage && MP Red. [AIR PATH] Mid-Range, Highly Mobile Fighter. Combo Effects. Anti-Heal, Pushback && AP Red. [FIRE PATH] Versatile Duelist or Intelligence Healer. Emphasis on strategy. [WATER PATH] Mid-Range Cannon or Vitality Healer. Ramping Damage leading to massive Burst. [CLASS SET] UNDER CONSTRUCTION. Class set mods marked by ^ [BUILDS] UNDER CONSTRUCTION [COMBOS] UNDER CONSTRUCTION [HISTORY] Nostalgia Section. I recommend skipping this, come back later. For those that want to read it, you'll find many effects / builds that have inspired this proposed overhaul. There were quite a few mechanics that allowed for versatile Ecaflip builds, and I'll include some unique builds for those unfamiliar with the class. Lucky Devil was a great example of what I am suggesting within this overhaul, as it opened up many of these builds. It was my personal favorite period in Ecaflips' history - each Mono-Element build had clear weaknesses and strengths. You could diversify to effectively utilize your whole kit, or hone in on a small niche and suffer elsewhere.Lucky Devil (Wiki Link) gave: + 70 Heals -20 Damage Unhealable in 3 turns (duration 2 turns) Removed Wheel of Fortune, set it on cooldown (available when Lucky Devil expired) Reduced damage of certain spells Playful Claw changed to Water Damage, Life Steal, Heal on allies increased (10% to 12% max hp) Reflex no longer erodes, Steals Life Perception Heals Allies in area for % Max HP (instead of granting +25 Damage to allies) Feline Spirit no longer damages allies (Instead of removing -1 Duration on the Ecaflip after this next turn) Heads or Tails no longer heals enemies or damages allies Felinition healed 10%(?) max HP instead of 8%(?) Former Mechanics: Perception granted +25 damage to all allies within the area. Heads or Tails dealt damage followed by healing at 9(!) range. Claw of Ceangal reduced AP for 8 turns on crit. Later, caused the ally to lose AP when healed, up to -6 AP per turn. Rough Tongue reduced 2 range for 12 turns on a Critical Hit. Feline Spirit had a chance of dealing damage back to the Ecaflip. Later, -1 duration of effects after delay. Later still, reduces target's AP reduction Ecaflip's Luck would either heal, or apply double damage. Roulete (Wiki Link) was a whole can of worms, and Dopple would roll it as well. Dopple existed. Wiki Link, and could cast Heads or Tails + Roulette + Bluff Felinition healed allies for a percentage of max health Rekop dealt damage instantly had a 50/50 chance of failing and further reducing your AP. Later, delayed Rekop could stack up to 3 times. Bluff had a base damage variance of 1~50 [55 guarnteed crit], with a further 50/50 chance of Air or Water damage. For a time, Clover provided guaranteed 100% or 0% crit rate, with spell's effects changing on crit. Allowed Ecaflips to choose their playstyle. Several of these effects / spells opened up entire playstyles all on their own. Read a few below, or not. Honestly I recommend skipping to the proposed update - this is my nostalgia section: [BUILDS] A few Off-Meta builds I'd played, and found PvP success with. Several inspired mechanics in this suggested overhaul. True Gambler Double Roulette (Dopple) allowed the player to spin the wheel, and play where it landed. Just as likely to help your enemies as yourself, this was my favorite build and perfectly captured the Ecaflip's soul. I personally played Full Tank / Dreggon / Thanos / Ring to respond to any situation, and Rekoped when all else failed. Bonus Points: Class Ring for triple Roulette, and +Damage on Rekop to hedge your bet CLEAR DRAWBACK: You might accidentally give that Strength Iop +2 AP, +Strength, +Damage while he is standing right next to your ally. Hope you have some AP Red slotted. Agility Anti-Heal + AP Red Chance/Agility Drain Tank Between Playful Claw and Reflex's AoE lifesteal, and Perception's AoE heal (allies only), the Ecaflip could become a formidable tank - much like a Chagi Eniripsa. https://www.dofus.com/en/mmorpg/encyclopedia/weapons/18012-koutoulou-bow and Felinition allowed for moderate lifesteal even out of Lucky Devil. Bonus Points: Placee Bow at lower levels to compliment the build. CLEAR DRAWBACK: Lucky Devil sacrifices -20 damage and 300% Power (Wheel of Fortune), leaving your damage low and COMPLETELY unhealable for 2 turns out of 5 - seriously vulnerable and a juicy target. Not even Eca Luck could help you there. Intel Healer With Felinition and Perception providing moderate % healing, Intel's linear healing rounded out to create a competent group healer. HoT could provide 450 healing (strong at the time) at 13 range, and All or Nothing was a solid burst heal. I personally wore a Thanos Staff and could easily heal a Kolo team or 8 man Frigost II group. Bonus Points: Class Belt allowed for non-LoS Rough Tongue, and incredible positioning/Mobility on an 8 range Feline Spirit Jump. 1 AP AoN was icing on the cake. CLEAR DRAWBACK: While you're much more flexible than an Eni, with longer range, you'd never compete with sustained healing. Addtionally... relying on Lucky Devil gives you downtime and major unhealable vulnerability. Self heals are also quite low as HoT considers you an enemy. Bluff Machine Gun This build had high highs and low lows. Bluff could crit for 55 base damage, which was Lethal Attack levels for 3 AP. With the proper build it could crit 600+ (which was strong at the time). Bonus Points: Class Hat for a bonus 25 Critical on Bluff, bringing it to 1/2. CLEAR DRAWABCK: -Crits would wreck you, and you were required to take the class hat as well as dual-element. Or, up the ante with a pure and reach 700+ Damage crits! Several unlucky rolls could leave you high and dry though. Pushback Ecaflips Fairly unchanged from the current build! Mash Fate of Ecaflip, grab some MP red, and introduce your target to a wall. This is the one build that really survived the update unscathed (Intel Healer still sort of limps along) Bonus Points: Class Cloak really allowed this build to shine. 6 AP for two Fate of Ecaflips meant you could spend more time positioning / responding to threats. CLEAR DRAWBACK: It was pushback, before the era of pushback damage and massive mobility. While you could dish out respectable damage for little stat investment... you really, really needed a wall. [WHAT WENT WRONG] - Current state of Ecaflips and shift in class mechanics, leaving the original fantasy behind. The Spell Variant Update crushed many of Ecaflip's unique interactions, and continued to whittle them down through the years. The biggest side effect, though, was common to all classes: There is no longer a reason to diversify through a hybrid build. Almost every class saw it's mono-elemental weaknesses removed or shored up, and damage went through the roof with additions of Shields, Final Damage, Ranged/Melee Damage, Ebony, Crocubur, etc. Ecaflips have gradually shifted from diverse close-range gamblers with a few select niches to all-around powerhouses. The Result: Why go Hybrid to round your character out, when you can stay Pure, grab variants for your needs, and deal more damage? To be fair, the meta shifted and damage creep affected the class significantly as well. However, ever since the Spell Variant Update it has been a game of Nerf/Buff Whack-A-Mole. Strength/Ecaflip's Audacity builds dominated, then Chance/Misfortune/Crit took the wheel. Misadventure has had loads of issues as well. Currently we're in an Intel/Meowtch Meta, and Eca's are back on the wagon as.... an Eroder? Something that was never part of the class fantasy, and used to require a signficant invest of AP, has become the pillar of the class. While Ecaflips have some cool new tricks, it is a pronounced and difficult change for myself as a long-time main - I find myself rarely playing my favorite class. Don't get me wrong, there are some great new abilities! I adore the new pushback build and the changes in that direction are absolutely solid, but Ecaflips have left their "Jack of All Trades" playstyle and "Gambler-Fighter" theme behind. [THE VISION] Goal of the proposed Overhaul. Read me! Pivot away from "The Eroder Class," return Strengths and Weaknesses to each Elemental Path. When every Element has Erosion, Close-Range Spells, Long-Range Spells, and High Damage, players will just play the Flavor of the Month. Instead, return a few old tricks to the toolkit and allow players to switch it up mid-game like they used to. I've rebuilt the class from the ground up, improved on the fantastic direction that Ankama has taken the Ecaflip, returned forgotten mechanics, and made tweaks for balance and build diversity. What the new Ecaflip offers players: Unique Spells: Each Spell follows a thematic, a niche, and feels good to use. Ecaflip spells make you feel like you're playing, well, an Ecaflip! Secondary Effects allow for complex plays and big moments. Not a cookie cutter brawler. Slower Playstyle: Potential and Skill Ceiling is much higher; Combos take skill (and more time!) to set up. Rewards good decision-making, punishes poor decision-making. Clear Weaknesses: General Spells have drawbacks, and Mono-Elemental build WILL lack tools. Earth needs to be in Close Range. Air has low Damage. Fire needs specifics conditions. Water needs several turns to ramp up. Going Hybrid can fill these weaknesses, at the cost of the Damage a Mono-Elemental build provides. On Live... Pure Builds have few to no flaws. Jack of All Trades, Master of None: Ecaflips might dabble in Pushback Damage, AP Reduction, MP Reduction, Burst Damage, Healing... but other classes will do it better. Variety of Builds: Mono-Elemental players get a few new tools, plus a stand-alone playstyle && strong thematic fantasy. Hybrid/Omni players get cross-element interaction. > Damage Dealers: Varied sources of Power / Damage. Noticeably weaker than other damage classes, but with a variety of Burst or Sustained Damage patterns. > Pushback: More variety in spell kit, with surprising attack patterns / angles. Takes more setup than before (Fate of Ecaflip nerfed), but potential for more damage. You're now encouraged to use more of your Spellbook: No longer restricted to Fate of Ecaflip / Claw of Ceangal spam! > Battle Healers: Ecaflip's offensive spells boost their Healing output. Healers are encouraged to wade into the thick of combat, and are rewarded for doing so; One turn spent landing attacks can set up major Healing on the next. Abundance of Spell Power, which affects Healing. Access to Healing Burst set-up, or sustained Healing patterns. Vitality-based Healing benefits from +Heals, is based off Ecaflips's Max HP, and is no longer impacted by Erosion. // Same Benefits Intelligence Healing has. > Off-Tanks: You won't find a true tank here! However, Strength and Intelligence paths provide tools for a capable Brawler or Duelist, and Vitality is MUCH more important. > Supports: More tools to position, enable, and disable enemies and allies alike. Buffs / De-Buffs have strategic use, and allow for a variety of play-styles. [MECHANICS] Class mechanics have been tweaked to accommodate new playstyles. Broad strokes here, details in the spells section! Changes > Elemental Paths [EARTH], [FIRE], [WATER], [AIR] have distinct Themes / Power Fantasies. > Two Patterns of Damage && Healing: Burst or Sustained, Ramping Damage. > Variety of Secondary Effects with Cross-Elemental Interaction > AP Drain re-introduced. MP Drain firmed up (and restricted to close range). > EVERY spell's base damage reduced. Numerical Damage is not explicitly listed* * Ranges from: Massive (5 AP) > High (4 AP) > Moderate (3 AP) > Minor (2 AP) > Tiny (1 AP) ** ** Some spells break this pattern, such as Air Path, Feline Spirit, All or Nothing... > +Power converted to +Spell Power. Affects Healing. Does not affect Weapons. > Buffs come with steep penalties, and potential Offensive uses > Kittens are Controllable, but reduces Ecaflips's Damage or Healing output significantly. > Vitality-Based Heals are now based off Ecaflips's Max HP, before Erosion. +Heals Apply. // Currently, Vit Healing is worse on Low-HP Allies. Intel does not have this issue. > Healing / Damage / Buff Priority is more consistent during Start of Turn. In general: > Healing --> Damage is Dealt --> Buffs expire. Scenario: Pussycat + AoN Heal --> Rekop + Ivory Deal Damage --> Roulette + Roar expire. [General Spells] Non-Elemental Spells && Buffs. Kittens, Clover / Lucky Star, Roulette / Spell Strike are central to playstyle. Balancing Goals: > Spell tweaked to provide more interaction, opening up new builds and playstyles > Buffs always have a Drawback. Ecaflip's Luck / Repercussion / Godsend are PERFECT examples. > While more Spell Power is available, the Ecaflip takes more risk to access it. > Kitten, Clover / Lucky Star, and Roulette / Dial are central to Ecaflip's Kit > Open up a Vitality Healing playstyle (see Mechanics). All paths can use it, though Water has synergy. [Summoning Claw] - [Summoning Stroke] Kittens are central to new playstyle. Summoning sacrifices Ecaflip's Damage or Healing output, but Ecaflip can now control his Kitten directly. With modifiable range and new effects, several builds will shine with creative uses of Kitten, ESPECIALLY in conjuction with Clover and Lucky Devil. Fire && Water in particular have natural synergy. Lower cooldown allows for a slightly more Summon-Focused build, but significantly reduces the Ecaflip's own output, as well as increasing his damage taken. [Summoning Claw][Summoning Stroke] 3 AP, 1 ~ 3 Range. 3 Turn Recast^. Summons Enraged Kitten* * Each active Kitten increases Ecaflip's Final Damage Taken by 7% (Infinite). Stacks (No Limit). * Each Healing Kitten reduces Ecaflip's Final Damage Dealt by 7% (Infinite). Stacks (No Limit). 10 AP. 4 MP. HP: 25% of Ecaflips's Max HP. AP Res: 20, MP Res: 70. Res: 35/35/-5/40/-5. Power: 700. Brood: Enraged Kitten inherits 50% of Ecaflip's +Damage and +Range and is Controllable by Ecaflip. Spell: 4 AP. 1 ~ 4 Range, Modifiable. 1 Cast / Target, 3 Casts / Turn (Limited by 10 AP) Allies: Grants Target Ally (1) stack of "Claw". Enemies*: Steals 45 Water Damage. Grants Ecaflip && Kitten (1) stack of "Claw". * The Ecaflip is considered an Enemy Claw: 70% Spell Power. Stacks (5) times, Duration (5) Turns. Disappears if Enraged Kitten dies. DRAWBACK: -7% Final Damage && no Healing Kitten. Essentially: Permanent Negative Cloudy Dofus. DRAWBACK: Power bonus takes longer to ramp up, does not affect weapons, and disappears on death. // Enraged Kitten will deal 315 Damage on 0% Res, ramping up to 495 Damage. // Spell Power affects Healing, allowing Healers to take Enraged Kitten (!!!!!!!) Scenario: Live vs Suggested. 1200 Strength, 300% Power, 15% Ranged Damage. 40 Base Damage Spell. Live Patch: Additional 300% Power from Kitten: 874 Damage after (1) Turn of Kitten attacking, Suggested: Additional 350% Spell Power from Kitten, -7% Final Damage: 833 Damage after (3) Turns [Summoning Claw][Summoning Stroke] 3 AP, 1 ~ 3 Range. 3 Turn Recast^. Summons Healing Kitten*. * Each active Kitten increases Ecaflip's Final Damage Taken by 7% (Infinite). Stacks (No Limit). * Each Healing Kitten reduces Ecaflip's Healing && Lifesteal by 7% (Infinite). Stacks (No Limit). 10 AP. 4 MP. HP: 20% of Ecaflips's Max HP. AP Res: 70, MP Res: 20. Res: 35/-5/40/-5/35. Brood: Healing Kitten inherits 50% of Ecaflip's +Heals and +Range and is Controllable by Ecaflip. Spell: 4 AP. 2 ~ 4 Range, Modifiable. 1 Cast / Target, 3 Casts / Turn (Limited by 10 AP) Allies: Restores 10% of Ecaflips's Max HP to Target. Applies (1) stack of "Purr". Enemies: Restores 2% of Ecaflips's Max HP to Target. Applies (1) stack of "Purr". Purr: Kitten Siphons 7% of Healing Target Receives. Stacks (infinite) times, Duration (2) Turns. DRAWBACK: -7% Healing Performed by Ecaflip (e.g. Pussycat). "Purr" lowers subsequent healing. // Lots of creative uses. Buff Kitten's Range && MP. Give it Smell for 3 Heal turn. // You can already do these on Live Version, but Kitten is prone to suicidal movement choices. [Clover] - [Lucky Star] Central to new playstyle. Clover: Burst Damage or Healing. Lucky Star: Sustained Healing && Support. [Clover]{Lucky Star} 2 AP, 0 ~ 7 Range, No Line of Sight. 2 Turn Recast^. One "Mimic" per Ecaflip. Allies: Target enters the Mimic State (Infinite). Refunds 2 AP && Resets Cooldown. Ecaflip: Enter "Clover" state. "Clover-Mimic" Spells* gains 100% Crit Chance && remove "Clover" CLOVER: Next "Clover-Mimic" Spell* is duplicated by the "Mimic" at 60% effectiveness. MIMIC: Casts "Clover-Mimic" Spell* at Mimic's End of Turn. Secondary Effects apply to Mimic. * Misadventure * Bravado * Yowling * All or Nothing * Peril * Kraps * Playful Claw * DRAWBACK: New Functionality, and a critical tool in new Ecaflip's playstyle. {Clover}[Lucky Star] 2 AP, 1 ~ 3 Range, Modifiable. 1 Cast / Target. One "Lucky Devil" per Ecaflip. Allies / Enemies: Heals 5% of Ecaflips's Max HP^. Target enters the "Lucky Devil" State (Infinite). Roulette / Spell Strike: Refunds 2 AP to Ecaflip. Target enters the "Lucky Devil" State (Infinite). LUCKY DEVIL: Targets in "Lucky Devil" state duplicate casts of Perception and Roar at 60% effectiveness LUCKY DEVIL: Receives 10% Increased Healing from Ecaflip && Healing Kitten. // Not from other players. LUCKY DEVIL: Heal 5% of Ecaflips's Max HP*^ on Pull / Push / Transpose / Receiving Pushback Dmg. * Max (3) Activations per / Turn. DRAWBACK: New Functionality, and a critical tool in new Ecaflip's playstyle. Healing reduced 7% > 5% // REMINDER: Vitality Healing now benefits from +Heals. Minor Niche as Anti-Pushback Scenario: Live vs Revamp. 5k HP Ally, 4k / 5k / 6k HP Ecaflip. +0 / +150 / +100 Heals (Affects Vit Heals) 8 AP Combo: Lucky Star > Claw of Ceangal > Claw of Ceangal > Perception (3 Enemies) Live: ( 7% ) > ( 7% ) > ( 7% ) > ( 5% + 5% + 5% ) = 36% Ally's HP = 1,800 > People are seriously undervaluing Support Ecaflip on live. 36% Heal with ZERO stat investment. 4k, +0: ( 5% ) > ( 5% ) > ( 5% ) > ( 3% + 3% + 3% ) = ( 24% Eca's HP +0 )*1.1 = 1,056 > Significantly nerfed. Still not bad for no stat investment. 5k, +150: ( 5% ) > ( 5% ) > ( 5% ) > ( 3% + 3% + 3% ) = ( 24% Eca's HP +600 )*1.1 = 1,960 > Slightly higher thanks to 10% Heal bonus on Lucky Devil (Only applies to Eca / Kitten Healing) // Most Healers have significantly less than +150 Heal. This build itemized for it specifically. 6k, +100: ( 5% ) > ( 5% ) > ( 5% ) > ( 3% + 3% + 3% ) = ( 24% Eca's HP +400 )*1.1 = 2,024 > Dedicated Vitality Healer. Good luck reaching that Max HP && +Heals while dealing high damage. WITH HEALING KITTEN && 2 Stacks "Purr": 2,024 * 0.90 Heals Performed * 0.86 ("Purr" x 2) = 1,566 > Major cut to healing. You can add Healing Kitten for more reliability, but less healing performance. [Perception] - [Roar] Extra synergy with Lucky Devil for Support && Healing. Reinforces Gambler archetype through Double Down. [Perception]{Roar} 2 AP, 0 Range, 1 Turn Recast. Circle of 3 cells. Ecaflip^ is healed for 5% of Ecaflips's Max HP* per nearby enemy, revealing invisible units.^ * +Heals would apply to final heal, not per each Enemy. LUCKY DEVIL: Also cast by Target in Lucky Devil state, at 60% effectiveness (3% of Ecaflips's Max HP) DOUBLE DOWN: If Roulette / Spell Strike are in Lucky Devil state, trigger their effect. Stacks (No Limit). DRAWBACK: Nerf to Allied Healing from 5% to 3%, now based on Eca's Max HP. // Return of Gambler build / fantasy. Fleshes out Omni && Support builds {Perception}[Roar] 1 AP, 0 Range, 3 Turn Recast. Circle of 3 cells. Ecaflip gains^ 100% Spell Power per nearby enemy. // Enables Burst Healing LUCKY DEVIL: Also cast by Target in Lucky Devil state, at 60% effectiveness (60 Spell Power) DOUBLE DOWN: If Roulette / Spell Strike are in Lucky Devil state, trigger their effect. Stacks (No Limit). LOW PRIORITY BUFF: Roar expires AFTER Heals and Damage tick on Ecaflip's Turn. DRAWBACK: No longer affects weapons, 3 turn Cooldown disrupts Cloudy cycle. // Return of Gambler build / fantasy. Fleshes out Omni && Support builds [Roulette] - [Spell Strike] Great targets for Clover / Lucky Devil plays. Reinforced Gambler archetype through Double Down [Roulette]{Spell Strike} 2 AP, 1~4 range (Does Not Require Line of Sight), 3 Turn Recast. HP: 25% of Ecaflips's Max HP. Res: 20 / 20 / 20 / 20 / 20. Max 1^ Roulette. Enters "Rooted" state when Summoned and places Ecaflip in "Roulette" state. Roulette: At the start of Ecaflip's turn, all units (Ally + Enemy) gain a random buff. LUCKY DEVIL: While Roulette is in "Lucky Devil" state, Perception & Roar trigger "Double Down". DOUBLE DOWN: Roll another buff. Stacks with "Roulette" buff. LOW PRIORITY BUFF: Roulette expires AFTER Heals and Damage tick on Ecaflip's Turn. DRAWBACK: Roulette is just as likely to help your Enemies as yourself. No longer fires on initial cast. DRAWBACK: Double Down requires Lucky Star && keep Spell Strike in "Lucky Devil" instead of Ally. // Rooted state means Ecaflip can't use Roultte for movement through Ceangal, but can use it as a block. // Re-introduces an emphasis on random effects, the original theme of the class. // Return of Gambler build / fantasy. Fleshes out Omni builds {Roulette}[Spell Strike] 1 AP, 1~3 Range^, 4 turn Recast. HP: 20% of Ecaflips's Max HP. Res: 20 / 20 / 20 / 20 / 20. Re-summoning destroys previous Spell Strike. Strike Out: Grants Attacker a random buff on Spell Damage OR Pushback Damage. Buffs Stack (No Limit). LUCKY DEVIL: While Roulette is in "Lucky Devil" state, Perception & Roar trigger "Double Down". DOUBLE DOWN: Roll another buff. Stacks with "Strike Out" buff. // Eca's Pushback Spells don't deal damage to Allies. Now spells can trigger buff on Pushback damage. // Return of Gambler build / fantasy. Fleshes out Omni builds DRAWBACK: Double Down requires Lucky Star&& keep Spell Strike in "Lucky Devil" instead of Ally. DRAWBACK: Enemies can use Spell Strike as well. Buffs are weaker than Roulette. // Spell Strike generating on Spell Damage but NOT Pushback Damage was always strange. // Return of Gambler build / fantasy. Fleshes out Omni builds [Rekop] - [Trickery] Rekop: Burst Damage && +Damage Buff. Gambler Fantasy! Trickery: Sustained, Ramping damage. [Rekop]{Trickery} 5 AP, 0 ~ 5 Range (Modifiable). 2 Casts / Turn. Target Required. One Rekop per Enemy Moderate (3AP) Air / Water / Earth / Fire Damage^ in { 1 / 2 / 3 } Turns. Grants Eca (1) stack of "Poker". Deals { 100% / 125% / 150% } Final Damage, Returns { 2 AP / 1 AP / 0 AP } to the Ecaflip. Poker: Ecaflip gains +25 damage for { 1 / 2 / 3 } Turns. // Unlikely to go past 4 in Kolo PvP House Rules: Rekop deals 70% less Damage to Allies. // It will still hurt, especially if Omni LUCKY DEVIL: "Lucky Devil" gains { 1 / 2 / 3 } stacks of "Poker" for { 1 / 2 / 3 } turns, returns 1 AP. > First Rekop (2), Second Rekop (3). 9 AP. Total: +25 Dmg (2), +25 Dmg (3) > Third Rekop (3), Fourth Rekop (1). 9 AP. Total: +25 Dmg (1), +25 Dmg (2), +25 Dmg (3), +25 Dmg (1) > First Rekop hits +100 Dmg. Second Rekop hits +75 Dmg. Remaining: +25 Dmg (1), +25 Dmg (2) MEDIUM PRIORITY DAMAGE: Rekop fires AFTER Healing but BEFORE Buff expiration on Ecaflip's Turn. DRAWBACK: 2 Casts / Turn. FINAL DAMAGE BOOST NERFED // Damage requires stacking "Poker" DRAWBACK: Damage is delayed (counterable) and gets wrecked by Ivory Dofus or Damage Reduction. // Returns +Damage to the Ecaflip's kit, and encourages keeping Rekop on multiple targets. // Opens up some interesting uses. You can buff your ally... but he will still take significant damage. [Rekop][Trickery] 5 / 4 / 3 / 2 AP. 1 ~ 7 Range, Modifiable. 1 Cast / Target^. 3 / Turn. Requires a Target. Deals { Massive / High / Moderate / Minor } Damage* for { 5 / 4 / 3 / 2 AP }. (1) Stack of "Trickery". * Trickery changes Elements with each cast. Indicator next to HP displays Element. Trickery: Increases Trickery's Damage by 7%, Stacks (7) Times. Must cast every turn to maintain. Cheap Trick: Casting Trickery on Roulette or Spell Strike deals 70% reduced damage, returns 1 AP. DRAWBACK: 1 Cast / Target. Requires hitting a target to maintain Buff. Range is no longer Modifiable. DRAWBACK: No longer changes Element on each Turn / Crit. Pures can't just wait for their Element. // Ramping sustained damage VS Rekop's delayed burst damage. Cast / Target prevents Spam [Wheel of Fortune] - [Pussycat] Mostly Nerfed. Added penalties, and delayed boost leading to big payoff. Potential for offensive usage. [Wheel of Fortune]{Pussycat} 2 AP, 0 ~ 6 Range (Modifiable), 4 Turn Recast^. Buff and Debuff that doubles every turn. Duration: 3 Turns. Allies: 125 / 250 / 500 Spell Power, Final Damage Taken +7% / 14% / +28% Enemies: 100 / 200 / 400 Spell Power, Final Damage Taken +5% / 10% / +20% LOW PRIORITY BUFF: Wheel expires AFTER Damage over Time and such tick on Ecaflip's Turn. DRAWBACK: Ramping buff to Damage && Healing, but massively increased damage taken. // Potential Offensive uses, but... Not only do you lose your Power buff, you give it to an enemy. {Wheel of Fortune}[Pussycat] 3 AP, 0 ~ 4 Range, Modifiable. 4 Turn Recast^. Buff and Debuff that doubles every turn. Duration: 3 Turns. Duration can't be reduced. Allies: Restores 7 / 15 / 28% of Ecaflips's Max HP, - 7% / - 14% / - 28% Final Damage Dealt. Enemies*: Restores 5 / 10 / 20% of Ecaflips's Max HP, - 5% / - 10% / - 20% Final Damage Dealt. * The Ecaflip is considered an enemy by the spell. HIGH PRIORITY HEAL**: Pussycat fires BEFORE Damage over Time and such tick on Ecaflip's Turn. ** This means that the Heal AND Final Damage Reduction wear off before Rekop would tick. DRAWBACK: Ecaflip heals himself less than Allies. Massive reduction in damage output. DRAWBACK: Overall Self-Healing is the same... but must be Proactive not Reactive. // Potential Offensive uses, but... You're giving up your strongest heal AND access to Wheel of Fortune // Pussycat is SERIOUSLY underrated. I've seen more Ecaflips catching on now, but ... // ... just after the Spell Variant Update? I was the only one using it. 45% Max HP to an Ally is ENORMOUS [Smell] - [Redistribution] Smell: Nerfed. Longer recast, AP && MP Vulnerability. Redistribution: Unchanged [Smell]{Redistribution} 3 AP. 3 Turn Recast^. Duration can't be reduced. On Cast: Reduces all targets' AP && MP Loss Resistance by 20. 2 turn duration. Turn 1: Removes 3 AP from Targets and grants 3 MP. Refunds 3 AP to Ecaflip. Turn 2: Removes 3 MP from Targets and grants 3 AP. LOW PRIORITY BUFF: AP/MP Loss Res expires AFTER Damage over Time and such tick on Ecaflip's Turn. // The AP granted would be "Burst AP," to be covered in a Mechanics Revamp post. DRAWBACK: 3 Turn CD (No longer synched with Cloudy - MASSIVE nerf). Vulnerable to AP/MP Reduction. // Synergy with AP / MP Red builds, but lowering your own resistance is dangerous. Redistribution now viable. {Smell}[Redistribution] 1~3 Range (non-mod), Circle of 3 cells. 3 Turn Recast^. 1 Turn Duration. Turn 1: Applies Unlockable state to targets. Duration can't be reduced. Turn 2: Applies Gravity state to targets. Duration can't be reduced. [Ecaflip's Luck] - [Godsend] No Change from Live. Healing based on Ecaflips Max HP. [Ecaflip's Luck]{Godsend} 2 AP, 0 ~ 6 Range (mod). 4 Turn Recast. || 2 AP, 1 ~ 5 Range (mod). 1 Cast / Target. 3 Casts / Turn. No change from Live LOW PRIORITY BUFF: Siphon expires AFTER Damage over Time and such tick on Ecaflip's Turn. [Ecaflip's Luck][Godsend] LOW PRIORITY BUFF: Damage Amplification expires AFTER Damage over Time and such tick on Ecaflip's Turn. [Catnip][Leap] 1 AP, 0 ~ 2 Range. 3 Casts / Turn. || 1 AP, 1 Range, Straight Line Only. 1 Cast / Turn. Forbidden: Gravity. No change from Live [Repercussion] - [Siphon] Repercussion: Shield based on Ecaflip's Vitality. Siphon: New effect. [Repercussion]{Siphon} 2 AP, 0 ~ 6 Range, 4 Turn Recast^. Duration can't be reduced. Turn 1: Applies an shield for to 25% of Ecaflips's Max HP for (1) Turn. Turn 2: Target deals 15% less Final Damage for (1) Turn. LOW PRIORITY DEBUFF: Repercussion expires AFTER Damage over Time and such tick on Ecaflip's Turn. DRAWBACK: Equal with Live at 5,000 HP. Glass Cannon Ecas will find themselves more vulnerable. {Repercussion}[Siphon] 2 AP, 0 Range or 2 Range*, Area of Effect: 2 Cell Ring. 4 Turn Recast^. Spell cast location is "Center," Ring Area is "Outer". Requires a Target. Duration can be reduced. Center: 35% of Healing the "Center" receives is redirected to "Outer" Targets. (2) Turn Duration. Outer: 35% of Healing "Outer" Targets receive is redirected to the "Center" Target. (2) Turn Duration. * Ecaflip will always be affected by the spell's Area of Effect, either Center or Outer LOW PRIORITY DEBUFF: Siphon expires AFTER Healing over Time and such tick on Ecaflip's Turn. DRAWBACK: Reduces your incoming healing, giving it to your targets. Essentially -35% Heals Received. // Affects allies and Enemies alike, so you can pull of some interesting plays. See Combos section. // Example: Combo with All or Nothing on several allies for an over-all boost in healing [Earth Path] Aggressive Hunter Cat! Advances constantly, stalking the mouse. Earth Ecaflips are Close-Range Brawlers with limited MP Reduction and Pushback Damage. Spells focus on Sustained Damage, Constantly Advancing, Preventing Escape. Highest Sustained Damage among Paths, but falls off sharply with distance. Thematic: Hunting Cat staking their prey, crippling and immobilizing them, bleeding them down. Earth Path's Spell Themes: > Encourages Ecaflip to advance to Close Range. Encourages Enemies to retreat from Ecaflip. > Inflexible attack pattern, not very versatile. Completely focused on one task: Chase down the Enemy. > Hunt down fleeing targets with MP Reduction. Spells are much less effective at Range. > Highest Damage Output, best Toe-to-Toe Brawler. [Heads or Tails]{Tails or Heads} 3 AP, 0 ~ 9 Range (Modifiable), 2 Casts / Target, 3 Casts / Turn. Allies: High (4AP) Healing. Tiny (1AP) Earth Damage. Ecaflip gains one stack of "Tails; You Lose". Enemies*: High (4AP) Earth Damage, Tiny (1AP) Healing. Ecaflip gains one stack of "Tails; You Lose". * The Ecaflip is considered an enemy by the spell Tails; You Lose: Heads or Tails' Damage && Healing is reduced by 20%. No Stack Limit, Lasts 2 turns. THE HUNT: Reduces Target's MP Loss Resistance by 7. No Stack Limit, Lasts 2 turns.^ CAT STRAT: Increases Target's Healing Received by 7%. No Stack Limit, Lasts 2 turns.^ LOW PRIORITY BUFF: Debuffs expire AFTER Healing over Time and such tick on Ecaflip's Turn. DRAWBACK: Damage / Healing mitigated by healing Enemies, damaging Allies. Repeated casts nerfed. DRAWBACK: Allies lose MP Loss Res. Enemies gain increased Healing Received. // Abnormally High Damage / Healing for 3 AP. This it mitigated by it healing Enemies, damaging Allies. // Falls off with repeated casts, must move closer to use rest of Fire Spells. Synergy with MP Reduction. // Long, Range-Modifiable Heal provides a Niche for Intelligence Ecaflips. Synergy with Balling Up. [Heads or Tails][Tails or Heads] 4 AP^, 1 ~ 4 Range, 1 Cast / Target, 3 Casts / Turn Deals Moderate (3 AP) Earth Damage with { 100% / 85% / 70% / 55% } effect at { 1 / 2 / 3 / 4 } Range THE HUNT: Applies one stack of "Heads; I Win" to target. Stacks (3) Times, Duration: (3) Turns. Heads; I Win: If Target ends their turn within 4 Cells of the Ecaflip, take additional Earth Damage.* * Removed if Targets ends > 4 Cells away. { 100% / 85% / 70% / 55% } at { 1 / 2 / 3 / 4 } Range DRAWBACK: AP cost up, Range down. Initial Damage Low. Damage falls off with distance. {Rough Tongue}[Lapping Up] 4 AP. 5 ~ 8 Range, Non-Modifiable. 1 Cast / Target^, 2 Casts / Turn. High Earth Damage. Reduce MP by { 4 / 3 / 2 / 1 }, decreasing from range { 5 / 6 / 7 / 8 }. THE HUNT: Half* of MP successfully reduced is granted to Ecaflip (* rounded down. -3MP = 1 to Eca). DRAWBACK: One Cast / Target. NON-MOD RANGE. Less effect at further ranges. // Gaining 2 MP requires exact (5) Range && no MP dodge from Target. // Potential to steal MP from Allies, or Healing Kitten. [Feline Spirit]{PawPads} 3 AP. 1 Range (Linear + Diagonal)^. 2 Cast / Target, 3 Casts / Turn. High (4AP) Earth Damage to Target. Ecaflip takes Tiny (1AP) Earth Damage. > No damage to Allies. Ecaflip Teleports symmetrically with Target. Gravity State: Targets* in Gravity state receive -1 Duration of Effects** when their Turn ends. * Includes Ecaflip if Ecaflip is in Gravity. ** Potential for 2 Stack (Enemy), 3 Stack (Ecaflip). THE HUNT: Reduces target's AP Loss Resistance by 7. Lasts 2 Turns (No Limit). DRAWBACK: Ecaflip takes damage on cast, to justify Feline Spirit's extra Cast / Target. // Fun Fact: Feline Spirit used to reduce target's AP reduction ability. // Before that, It used to apply -1 duration on the Ecaflip (stackable) after the next turn. // Before that, it had a chance to deal damage to the Ecaflip. [Fate of Ecaflip]{Ecaflip's Audacity} 3 AP. 0 ~ 3 Range (Linear)^. 2 Casts / Turn, 3 Casts / Target. Pulls Target 3 Cells, deals > Moderate Earth Damage > Pushes 3 Cells * THE HUNT: Dealing Pushback Damage to Target reduces 1 MP. Stacks (5) Times, Duration: (2) Turns* * Pushback on 2nd turn will NOT continue to apply -1 MP, but another FoE will stack debuff. DRAWBACK: No longer applies -4 MP right away. Lower AP cost, but lower Damage, Pushback, and Range {Fate of Ecaflip}[Ecaflip's Audacity] 3 AP^. 0 ~ 2 Range. 2 Casts / Target, 3 Casts / Turn. Deals Moderate Earth Damage > Pushes 2 Cells* > Advances 2 Cells* THE HUNT: Dealing Pushback Damage to Target steals* 40% Spell Power. Stacks (5), Duration (2)*. * Stolen Spellpower goes to whoever applied Pushback Damage. ** Pushback on 2nd turn will NOT continue to steal Spell Power, but another Audacity will stack debuff. DRAWBACK: 200% Power over 5 PB attacks vs 150% instantly. No Longer affects Weapons. Affects Healing! {Playful Claw}[Misadventure] 5 AP. 0 ~ 2 Range. 1 Cast / Turn. 2 Cell 2 Turn Recast*. Ring Targets: Edges of AoE. Enemy Targets take Super-Massive (6 AP) Earth Damage. Center Target: If Ally is targeted, they become "Center". Otherwise, Ecaflip becomes "Center" Target. THE HUNT: "Center" Target is Healed for 70% of Damage Dealt, reduced by (10%) per each (1) MP used. // Potential to Heal Allies. Incentives Leap over Catnip (no MP used) CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% Effectiveness. Stolen life goes to Mimic. DRAWBACK: 5 AP cost, 2 Turn Recast. 1 Less Range. Using MP = Less Lifesteal. Take Leap! DRAWBACK: Not damaging Allies is a MASSIVE Nerf. Can't steal health from Spell Strike / Roulette / etc. // This spell has been a balance nightmare. GLASS CANNON Ecaflips heal themselves almost 2k a turn. // Increased AP Cost and 1 Cast / Turn, plus no eating Allies for Healing: Finally balanced. [Air Path] Combo Cat! Specializes in Pushback and Anti-Heal. Less up-front damage than other elements - focus is on Secondary Effects. High Lock and Dodge allow you reposition and control the field. Spells allow for massive play-making combos and unusual interactions - check out the Combos section of this post. Thematic: Playing with your foe, like a cat batting a ball back and forth. Air Path's Spell Themes: > Highest synergy with other Elemental Paths. > Unmodifiable && Min Range encourages Eca to move around the battleground. > Lowest Direct Damage. Massive Combo Potential (Anti-Heal && Pushback) > Strongest Mono-Element Pushback build. [Claw of Ceangal]{Misfortune} 2 AP. 1 ~ 3 Range (Linear). 2 Casts / Target, 3 Casts / Turn. Minor Air Damage > Pushes Back 2 Cells* > Advances 4 Cells*. Combo Cat: Steals 7 Lock && Dodge from Target. 2 Turn Duration. DRAWBACK: Mostly buff. Using Allies for movement removes their Lock && Dodge. // Lock && Dodge theft is minor but fulfills Air thematic. Also provides synergy for other Paths. [Reflex]{Bravado} 4 AP. 1 ~ 5 Range, Linear. Area of Effect: Straight line of 3 Cells. 2 Casts / Turn. Moderate (3 AP) Air Damage. Damage is applied after Reflex / Twitch affects the target. > > > Combo Cat: Places targets in Reflex state and one applies one stack of "Twitch" to targets. Reflex: Being damaged by an Ecaflip Class Spell applies one stack of "Twitch" Twitch: 5% Erosion per stack. Stacks 8 times, Lasts Two Turns. > Use Reflex. Target enters Reflex state, "Twitch" --> 1. Air Damage is applied, "Twitch" --> 2 > Use Claw of Ceangal. Air Damage is applied. "Twitch" --> 3 > Use Reflex again. "Twitch" --> 4. Air Damage is applied, "Twitch" --> 5 (25% total erosion for 10AP) LOW PRIORITY DEBUFF: Reflex && Twitch expire AFTER Heals && Damage tick on Ecaflip's Turn. DRAWBACK: Low Damage for 4 AP Spell. Takes much longer to stack erosion. Ecas on Live apply 46% in 11 AP. // Reflex will always grant two stacks of Twitch. Topkaj, for example, would grant 1. // Therefore, Air Path w/ Reflex && CoC (2 AP = 5% Ero) is quickest to erode, but other Elements can utilize it. Spoiler has a Cheat Sheet of what can stack Reflex / Twitch: > Ecaflip Class Spells. Not Weapons. Not Ally's Attacks > Enraged Kitten's Attack. > Clover-Mimic spell casts. Potential for multi-target erosion. > Each Hit of Rekop. Delayed / Burst Erosion > Tails or Heads: Each instance of Damage stacks Twitch if enemy ends turn within 4 squares of Ecaflip > Balling Up: Each instance of Hair Ball stacks Twitch on damage application (when enemy is healed). > Meowtch: Fiery Marks from Meowtch stack Twitch. [Balling Up]{Nerve} 3 AP. 1 ~ 4 Range. 2 Cast / Target, 3 Casts / Turn. Minor (2 AP) Air Damage. Combo Cat: Applies "Hairball" to Target. (1) Turn Duration. Max 2 Instances of "Hairball" / Target. Hairball: When Target is healed*, deal Minor Air Damage and reduce 2 AP. May trigger (3) times / Turn. > Cast Balling Up (2) times on Target A, applying (2) Instances of Hairball. > Cast Balling Up (1) time on Target B, applying (1) Instance of Hairball. > Cast All or Nothing on both Target A && Target B. Both will be healed next turn. > Target A is healed, takes (2) hits of Air damage and losing 4 AP. > Target B is healed, taking (1) hit of Air damage and losing 2 AP. * Each individual heal triggers "Hairball", up to (3). e.g. Multiple Cawwots, Regen Word, or Thanos LOW PRIORITY DEBUFF: Hairball expires AFTER Heals && Damage tick on Ecaflip's Turn. DRAWBACK: Damage is low for 3 AP. Secondary Damage is mitigated by Healing Enemy. Low Range. // Variant of Nerve. Choose between Anti-Heal and Pushback. Spoiler has a Cheat Sheet of Ecaflip Heals that affect Enemies: > Healing Kitten (Summon). Also Siphons 7% > Pussycat. Healing over time. > Heads or Tails. Long Range Heal. > Yowling. AoE Heal > Meowtch (Self Cast) Healing Mark procs. > Peril. AoE Heal > All or Nothing. Delayed AoE Heal {Balling Up}[Nerve] 4 AP. 6 ~ 12 Range*. 2 Casts / Target, 3 Casts / Turn. Same as Live. Moderate (3 AP) Air Damage. Applies -70 Pushback Resistance. Stacks (3) Times, (3) Turns. Can harm Allies. Combo Cat: Hitting an enemy grants a stack of "Pluck". Stacks (3) Times, Lasts (3) Turns. Pluck: Next* cast of Claw of Ceangal gains (1) Range, Refunds (1) AP per stack, removes one stack of "Pluck". > Use Nerve (2) times. Gain (2) stacks of "Pluck". > Next Claw of Ceangal has +(2) Range, Refunds (2) AP, removes stack of "Pluck". (1) stack left. > Next Claw of Ceangal has +(1) Range, Refunds (1) AP, removes stack of "Pluck". (0) stacks left. DRAWBACK: Low Damage for 4 AP Spell. Awkward Min Range. Range no longer modifiable. // This makes Air the premier pushback builds, and allows CoC to be the primary Pushback spell. // Currently, Claw of Ceangal is far, far outshined by Fate of Ecaflip. {Reflex}[Bravado] 5 AP*. 1 ~ 6 Range. Area of Effect: Cross of 1 Cell. One Cast / Turn. High (4 AP) Air Damage. Deals no damage to Allies. Combo Cat: Each Enemy hit grants (1) stack of "Swagger". Stacks (3) Times, Lasts (3) Turns. Swagger: +(200) Pushback Damage. Affected spells* push (1) additional Cell per stack, reduce "Swagger" by 1. * PawPads * Claw of Ceangal * Kraps * Fate of Ecaflip * Ecaflip's Audacity * Felinition * RELEASE EXCLUDED > Land Bravado on (2) Enemies. Gain (2) stacks of "Swagger", +(400) Pushback Damage. > Felinition pushes Enemy away an additional (2) Squares, removes one stack of "Swagger". (1) stack left. > PawPads pushes Ecaflip away an additional (1) Square, removes one stack of "Swagger". (0) stacks left. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% effectiveness. Grants "Swagger" to Mimic (+120 PB). // Mimic's Pushback Spells can benefit from Swagger! Intimidation, Release, etc... casting consumes stack. DRAWBACK: Low Damage for 5 AP Spell. Pushback Damage Bonus expires when Pushback Spell* is used. // This makes Air the premier pushback builds, and allows CoC to be the primary Pushback spell. // Currently, Claw of Ceangal is far, far outshined by Fate of Ecaflip. Scenario: Live vs Suggested. 400 Pushback Damage. 22 AP Combo over 2 turns. Formula: [ (132 + Pushback Damage) / 4 ] * Distance Pushed. // 2 Cell Push = 50% of bonus PB Damage Live Patch: Bravado (2) > Fate of Ecaflip > Claw of Ceangal ---> Fate of Ecaflip > Fate of Ecaflip > Release Turn 1: +200 Pushback Damage (2 Turns) > 732 Pushback > 366 Pushback = 1,134 Total Pushback Damage Turn 2: 732 Pushback > 732 Pushback > 732 Pushback = 2,196 Total Pushback Damage Suggested: Bravado (2) > Fate of Ecaflip > Fate of Ecaflip ---> Fate of Ecaflip > Fate of Ecaflip > CoC > Release // Remember, Fate of Ecaflip only has (3) Cell Push and costs 3 AP. Bravado increases +(1) / Swagger Turn 1: +400 Pushback Damage (3 Turns) > 1,165 Pushback > 732 Pushback = 1,897 Total Pushback // Swagger: 1st Fate of Ecaflip has +400, pushes 5 Cells. 2nd Fate of Ecaflip has +200, pushes 4 Cells. Turn 2: 399 Pushback > 399 Pushback > 266 Pushback > 532 Pushback = 1,596 Total Pushback Damage // 3rd and 4th Fate of Ecaflips have +0, push 3 Cells. Verdict: 3,330 vs 3,493 . Small Buff that REQUIRES HITTING 2 WITH BRAVADO! Summary I personally have not seen another Agility Ecaflip in over 3 years. Even when Claw of Ceangal took AP, they were extremely rare. I don't expect this to be a super popular Element, but restricting Erosion to Air and boosting Pushback should help! My goal in this Element is to create a fun, varied playstyle. Balling Up / Reflex Players have some interesting combos available, while Nerve / Bravdo's Pluck && Swagger introduce some difficult decision making. This Path encourages you to change your playstyle turn by turn: > Is it worth wasting my big heals (Pussycat, Lucky Star) on the Enemy to reduce their AP? > Can I afford to give up Reflex && Erosion and take Bravado for this fight? > Do I stay at 2 ~ 3 stacks for the stronger bonuses? > Consume them all in one turn for burst damage? > Is it worth running back out of Melee range this turn to stack Nerve? > I could go in straight away and focus on damage.... > Or poke from range and slowly stack while supporting allies.... See Builds Section: Pushback Carry - Example Set Linked See Builds Section: Anti-Heal Brawler - Example Set Linked [FIRE PATH] Devious Cat! Just as likely to soothe you as to claw you to shreds. Fire Ecaflips are Medium-Ranged Duelists on their own, and capable Intelligence Healers (who LOVE +Heals). Spells have Secondary Effects with conditional triggers, and synergy with Kittens / Lucky Star. Highest versatility among Elemental Paths, with the most Area of Effect abilities, but requires Intelligent play (and Intelligence!). Thematic: Clever / Devious Cat rewarding Skill. Major Play-Making potential. Fire Path's Spell Themes: > Supportive relationship with Kitten / Lucky Devil > Spell Effects encourage Ecaflip to position Intelligently > Favors a thick fight; Enemies / Allies are clumped up, with many AoE spells. > Highest versatility in Spell Range & Effects {Feline Spirit}[PawPads] 3 AP. 3 ~ 7 Range, Modifiable. 2 Casts / Target, 3 Casts / Turn. Requires a Target Moderate Fire Damage. Retreats 2 Cells*. -1 MP from Ecaflip (Can't be dodged). Allies take no damage. CAT STRAT: Cast on Kitten / Lucky Devil: Inflicts Fire Damage in 2 Cell Area of Effect, then repels by 2 Cells*. DRAWBACK: Min Range (Can't escape Lock). Removes 1 MP from Ecaflip. Pushback requires Kitten/Devil. // Seriously, between PawPads and Kraps Ecaflips on Live are IMPOSSIBLE to Lock. Take Leap instead. [Rough Tongue]{Lapping Up} 4 AP. 1 ~ 5 Range, Modifiable. Area of Effect: Cross of 1 Cell*. Moderate (3 AP) Fire Damage. Affected Targets lose 2 Range. Stacks (2) times, Duration: (3) Turns. CAT STRAT: If damage is dealt: Units within 3 Cells of Kittens / Lucky Devil gain 2 range. > Can damage Ally to trigger +Range. Can not overlap / stack from multiple Kittens / Lucky Devil. DRAWBACK: Low damage for 4 AP. Minimum Range. No longer -5 Range. Buff can affect Enemies. // Situational use for non-Intel builds... but Cra will do EVERYTHING better. Magic Arrow is less expensive. [Topkaj]{Yowling} 3 AP. 1 ~ 5 Range, Modifiable. 2 Casts / Target, 3 Casts / Turn. Requires a Target Deals Moderate Fire Damage. Can harm Allies. Must deal damage damage to trigger effect. CAT STRAT: Grants +30 Heals to Units within 3 Cells of Kittens and Lucky Devil. Stacks (2) times, (3) Duration > Can damage Ally to trigger +Heals. Can not overlap / stack from multiple Kittens / Lucky Devil. DRAWBACK: Straight buff! Topjak is rarely taken on Live. PawPads is FAR superior (same Damage + mobility). // Honestly, when was the last time you saw Topkaj on Live? Yowling is the superior choice as a variant. {Topkaj}[Yowling] 5 AP. 1 ~ 5 Range, Linear, No Line of Sight. Area of Effect: Line of 4 Cells. 1 Cast / Turn Enemies*: Massive Fire Damage, Tiny Healing. Allies: Massive Healing, Tiny Fire Damage. * The Ecaflip is considered an Enemy by the spell. // Prevents Clover-Mimic self heal CAT STRAT: Damage && Healing increased by 20% for every Target in Area of Effect. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast Range + Direction is mirrored by Mimic. Fizzles if Target Cell doesn't exist. DRAWBACK: 5 AP, 1 Cast / Turn. "Massive" Damage is offset by Healing Enemies, vice versa. {Bluff}[Meowtch] 5 AP. 0 ~ 5 Range. 1 Cast / Target. 2 Cast / Turn. // Holey Moley, why do Ecaflips have as much base damage as Iops at 7 range AND Erosion?!? OP on live. Allies: Moderate (3 AP) Healing, target gains (1) Fiery Mark*. Stacks up to 5, Duration: 2 Turns*. [Fiery Mark]: Damaging attacks deal Minor Fire Damage. Consumes 1 Mark per attack. Enemies**: Deals Moderate (3 AP) Fire Damage, applies (1) Healing Mark. Stacks up to 5, Duration: 2 Turns*. [Healing Mark]: Damaging attacks restore Minor (2 AP) Health. Consumes 1 Mark per attack. * Casting Meowtch on a "Marked" target does not refresh Duration of previous "Marks". ** The Ecaflip is considered an Enemy by the spell. // Healing Mark but no Damage or Healing CAT STRAT: Applies an additional Mark per Summon within 3 Cells of Target. DRAWBACK: Up-Front Damage/Healing is extremely low for 5 AP. Range Lowered. 1 Cast / Target. // Ecaflip can cast Meowtch on himself, expending Healing Marks through Yowling/AoN/HoT [Heads or Tails]{Tails or Heads} 3 AP, 0 ~ 9 Range (Modifiable), 2 Casts / Target, 3 Casts / Turn. Allies: Tiny Earth Damage, High (4AP) Healing. Ecaflip gains one stack of "Tails; You Lose". Enemies*: High (4AP) Earth Damage, Tiny Healing. Ecaflip gains one stack of "Tails; You Lose". * The Ecaflip is considered an enemy by the spell [Tails; You Lose]: Heads or Tails' Damage && Healing is reduced by 20%. No Stack Limit, Lasts 2 turns. THE HUNT: Reduces Target's MP Loss Resistance by 7. No Stack Limit, Lasts 2 turns. CAT STRAT: Increases Target's Healing Received by 7%. No Stack Limit, Lasts 2 turns. DRAWBACK: Damage / Healing mitigated by healing Enemies, damaging Allies. Repeated casts nerfed. // Abnormally High Damage / Healing for 3 AP. This it mitigated by it healing Enemies, damaging Allies. // Falls off with repeated casts, must move closer to use rest of Fire Spells. Synergy with MP Reduction. // Long, Range-Modifiable Heal provides a Niche for Intelligence Ecaflips. Synergy with Balling Up. [All or Nothing]{Peril} 2 AP. 0 ~ 2 Range. Area of Effect: Circle of 4 Cells. 2 Turn Cooldown. Turn 1: Allies: Take Minor Water Damage. // Ecaflip is considered an Ally. Enemies: Take Massive (5AP) Water Damage Turn 2: Allies: Receive Massive (5AP) Healing. // Ecaflip is considered an Ally. Rare Self-Heal Enemies*: Receive Minor Healing. * Ecaflip can not receive Healing. CAT STRAT: Damage and Healing are not reduced with distance from Area of Effect's Center. SPLIT HAIR: Grants Ecaflip (2) stacks of "Ecaflip's Coin" per each Enemy Healed. // Delayed Coin stacks that require Enemy to be healed. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% Effectiveness. Does not stack Ecaflip's Coin. DRAWBACK: "Massive" Damage is offset by Healing Enemies, vice versa. Must plan ahead for Heal. {All or Nothing}[Peril] 3 AP. 0 ~ 2 Range*. Area of Effect: Circle of 3 Cells. 1 Cast / Turn. Summons: Take High (4AP) Water Damage. // Enraged Kitten has 40% Water Resistance! Non-Summons: Receive Moderate Healing. CAT STRAT: Damage and Healing are increased by 20% per each Summon hit. SPLIT HAIR: Grants Ecaflip (2) stacks of "Ecaflip's Coin" per each Summon hit. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% Effectiveness. Does not stack Ecaflip's Coin. DRAWBACK: Straight Buff! Heals Enemies. Situational Power. When was the last time you saw Peril used? Summary Honestly the Intel path plays well on live, Meowtch just needs a nerf/shift and the spells need SYNERGY. Return of HoT brings some much-needed ranged healing (Longest Range Heal in the game). Solid Close-Range damage, Supportive tools at Medium / Long range. Skilled plays are rewarded. All together, this might open the Ecaflip up as a viable Kolo or Dungeon healer... Let that Eni go Strength! He wants to be the carry for once. See Builds Section: Battle Healer Playstyle ( 3 v 3 ) - Example Set Linked See Builds Section: Duelist Playstyle ( 1 v 1 ) - Example Set Linked [WATER PATH] Versatile Cat! Ranged Sustained Damage Carry looking to set up a one-shot. Water Ecaflips have an unorthodox Healing path scaling with Vitality, requiring hitting opponents. Spells with Offensive OR Defensive Uses, Kitten Synergy, and Sustained Damage leading to Major Burst Turn. Strongest Kitten Damage / Healing, but takes several turns to ramp up, while Healing is very conditional. Thematic: Scared-y Cat darting in and out a fight before fulling comitting on an assured kill. Water Path's Spell Themes: > Symbiotic relationship with Kitten (Bluff) > Highest number of Clover-Mimic spells --> Highest Burst Damage / Healing > Spells can be used Offensively or for Support. Vitality-Healing Path. > Ramping, Sustained Damage patterns setting up for a big play. > Spells have 0% Natural Crit Rate. Low Base Damage, high Critical Base Damage [ECAFLIP'S COIN]: Passive. Stacked through Water Path spells. Consumed by Playful Claw. Ecaflip's Coin: Increases Playful Claw's Damage by 2% (Infinite), Stacks (50) times. Ecaflip's Coin: Increases Ecaflip's Critical Strike Chance with Water Spells by 1% (Infinite), Stacks (50). {Claw of Ceangal}[Misfortune] 3 AP. 1 ~ 6 Range, Modifiable, Straight Line Only. 2 / Target, 3 / Turn. Deals Minor (2AP) Water Damage and reduces 1 MP. Can harm Allies. Grants (3) stacks of "Ecaflip's Coin" SPLIT HAIR: Stolen MP is granted to Units within 3 Cells of Kittens and Lucky Devil. Stacks (2), Duration: (1). > Can damage Ally to trigger +MP. Can not overlap / stack AoE from multiple Kittens / Lucky Devil. DRAWBACK: Low damage for 3 AP. Linear cast requirement. DRAWBACK: Must successfully reduce MP AND be near Kitten to gain MP. Not guaranteed. [Bluff]{Meowtch} 4 AP. 4 ~ 8 Range, Modifiable. 2 / target, 3 / turn. Requires a Target. High Water Damage. Can harm Allies. Grants Ecaflip (4) stacks of "Ecaflip's Coin" SPLIT HAIR: Dealing Damage grants Kitten 1 stack of "Bluff". Bluff: Kitten's Spell Damage & Healing is increased by 14% for 5 turns. Affects Kitten-Mimic Spells. > Turn 1: Casts Summoning Claw* > Clover (Kitten) > Bluff x (2). Kitten has (+28%) Final Damage & Healing > Kitten: Attacks (2) times, granting Ecaflip && Kitten gain (2) stacks of "Claw". (+140%) Spell Power > Turn 2: Ecaflip casts Bluff (1) > Clover (Self) > Misadventure. Kitten has (+42%) Final Damage & Healing > Kitten: Attacks (2) times, granting Ecaflip && Kitten gain (2) stacks of "Claw". (+280%) Spell Power > Mimic: Misadventure (Mimic) triggers at End of Turn, for 60% effectiveness * (+42% Damage) = 85% Total > Turn 3: Ecaflip has (4) stacks of "Claw", 12 stacks of "Ecaflip's Coin". * Ecaflip loses -10% Final Damage when Enraged Kitten is summoned. DRAWBACK: Minimum Range requirement. Mostly Buff. Bluff is Water Path's signature spell. // Technically no stack limit on Bluff, but you need to continue casting each turn [Felinition]{Kraps} 3 AP. 3 ~ 6 Range, Modifiable. 2 Cast / Target, 3 Cast / Turn. Steals Moderate Water Life. Repels the Target by 2 Cells*. Can damage Allies. Grants Ecaflip (3) stacks "Ecaflip's Coin". SPLIT HAIR: If Target takes Pushback Damage, Allies within 2 Cells are Healed for 5% of Ecaflips's Max HP. DRAWBACK: Lower AP balanced by lower Damage. Healing is conditional on Pushback, requires setup. {Felinition}[Kraps] 4 AP. 2 ~ 6 Range. Area of Effect: Cross of 1 Cell. 1 Cast / Turn. Deal High Water Damage, then Repels Secondary Targets by 3 Cells*. Can not damage Allies. Grants Ecaflip (3) stacks "Ecaflip's Coin" per Enemy hit. SPLIT HAIR: Heal Target Ally* for 5% of Ecaflips's Max HP per each Enemy that takes Pushback Damage. * Kraps must be directly targeting Ally, at the center of the Area of Effect. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% Effectiveness*. Gain (1) stack of "Ecaflip's Coin".* * Mimic gains 3% of Ecaflips's Max HP per each Enemy that takes Pushback Damage. DRAWBACK: Min Range (Can't self-push or escape Lock). Healing is conditional on Pushback, requires setup. // Seriously, between PawPads and Kraps Ecaflips on Live are IMPOSSIBLE to Lock. Take Leap instead. [Playful Claw]{Misadventure} 5 AP. 1 ~ 5 Range, Linear, No Line of Sight. AoE: Line of 4 Cells. 1 Cast / Turn High (4 AP) Water Damage. Expends all stacks of "Ecaflip's Coin". Can not damage Allies. SPLIT HAIR: Allies in Area of Effect are Healed for 50% of Damage Dealt. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% Effectiveness. Mimic inherits "Ecaflip's Coin" DRAWBACK: Low Damage for 5AP, unless Coin is stacked [All or Nothing]{Peril} 2 AP. 0 ~ 2 Range. Area of Effect: Circle of 4 Cells. 2 Turn Cooldown. Turn 1: Allies: Take Minor Water Damage. // Ecaflip is considered an Ally. Enemies: Take Massive (5AP) Water Damage Turn 2: Allies: Receive Massive (5AP) Healing. // Ecaflip is considered an Ally. Rare Self-Heal Enemies: Receive Minor Healing. CAT STRAT: Damage and Healing are not reduced with distance from Area of Effect's Center. SPLIT HAIR: Grants Ecaflip (2) stacks of "Ecaflip's Coin" per each Enemy Healed. // Delayed Coin stacks that require Enemy to be healed. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% Effectiveness. Does not stack Ecaflip's Coin. DRAWBACK: "Massive" Damage is offset by Healing Enemies, vice versa. Must plan ahead for Heal. {All or Nothing}[Peril] 3 AP. 0 ~ 2 Range*. Area of Effect: Circle of 3 Cells. 1 Cast / Turn. Summons: Take High (4AP) Water Damage. // Enraged Kitten has 40% Water Resistance! Non-Summons*: Receive Moderate Healing. * Can not Heal the Caster. // Clover-Mimic can Heal Eca. CAT STRAT: Damage and Healing are increased by 20% per each Summon hit. SPLIT HAIR: Grants Ecaflip (2) stacks of "Ecaflip's Coin" per each Summon hit. CLOVER: Guaranteed Crit while in Clover State + cast by Mimic on it's End of Turn. Clover state is removed. MIMIC: Cast is centered on Mimic (Zero Range) with 60% Effectiveness. Does not stack Ecaflip's Coin. DRAWBACK: Straight Buff! Heals Enemies. Situational Power. How often do you see Peril used? [Class Set] - Under Construction Star plot picture Wearing a piece sacrifices significant portion of stats to carve a deeper niche GUTTER SET These changes need to have an IMPACT. You're giving up a wealth of stats. Casting a Class Item spell should immediately tell players "Wait... that is different!" They don't all need to be equally useful, or strong, and should avoid generic power. Instead, help carve or solidify a niche. When you see these buffs, keep in mind: YOU ARE SACRIFICING A MASSIVE AMOUNT OF RAW STATS. Stats have a universal effect. These class items affect 4 spells. Therefore, these buffs should be IMPACTFUL. Your Ecafliip should become significantly better in one or two specific areas, and suffer everywhere else. > Is -1AP Spell Cost worth -70 Power, -400 Vit, -15 Damage, -10%~20% Resistances, 6% Crit, and other effects / overmages? > Usually no. But if you build around it for a specific scenario or role? Maybe! However, you'll be less powerful in all other areas. The Ecaflip Class set is currently missing two effects. 22 Class Spells, 20 total affected spells. Now, Class Hat and Class Cloak gain an additional effect. Hats and Cloaks are usually the strongest piece of equipment. [Ukando Hat] [Class Hat] Level 40 > Heads or Tails applies (1) stack of "Purr" to Enemies, or "Claw" to Allies. // Purr siphoning goes to Ecaflip > Enabler / Disabler niche. > Tails or Heads's effect "Heads; I Win" grants Ecaflip 1 AP on damage. // Max of (3) stacks, Duration (1) > Poison / Sustained Damage niche. Ramping AP rewards sticking to target. // The AP granted would be "Burst AP," to be covered in a Mechanics Revamp post. > Catnip becomes Range Modifiable. // Negatively affected by -Range malus > Enabler niche. Support Allies from a distance, or Enable Kitten to get in range / behind cover > Leap gains (3) Range. // Still Straight Line (Linear) Only > Mobility niche. Hyper-Mobile playstyle > Balling Up becomes Range Modifiable. // Can be a disadvantage vs -Range > Anti-Heal / AP Reduction niche. Opens up Ranged AP Red build. > Nerve no longer requires Line of Sight. // Low Damage for 4 AP && capped at 12 range > Versatility niche. Opens up a new playstyle. > Ecaflip's Luck can be cast on Enemies for 40% effectiveness. // 20% Reduction > 20% boost > Enabler niche. Set up target selection for Allies, or force Enemy to take cover > Godsend no loner has a Linear cast requirement. > Sustained Healing niche. However, still increases Ally's Damage Taken by 15% > Bluff grants Kittens one additional stack of "Bluff". // 14% -> 28% boost > Versatility Niche. Opens up a new playstyle. Rely on Kittens with less effectiveness (Loss of Stats) > Meowtch costs (2) AP less. // Still 1 Cast / Target, 2 / Turn > Burst Healing / Debuffing Niche. Apply Marks more easily, with less effect (Loss of Stats) [Cape of Spades] [Class Cloak] Level 80. > Clover's cooldown is reduced by (1) Turn. // Still only 60% effective. Most effective for hybrids (versatility) > Versatility niche. Opens up a new playstyle. More angles of attack; stay distant while supporting Allies. > Lucky Star gains +100 Heals. // Max +300 hp/turn. Compare: +400 Vit, +100 Int, +15 Heal, +Res Cloak > Sustained Healing niche. Potential Pushback Healer playstyle (less dependant on Vitality) > Topkaj grants an additional +30 Heals. // +60 / +120 Total. > Sustained Healing / Enabler niche. Dedicated Healer playstyle (can also buff Ally healing) > Yowling becomes Range Modifiable > Versatility niche. Opens up a new playstyle. > Smell's cooldown is reduced by (1) Turn. // 3 Turns --> 2 Turns. Regain Live functionality > Burst Damage / Enabler / Disabler niche. Depends on how you use it. > Redistribution's cooldown is reduced by (1) Turn. // No change from Live > Mobility / Enabler / Disabler niche. Depends on how you use it. > Fate of Ecaflip no longer requires Line of Sight. > Pushback / Versatility niche. > Ecaflip's Audacity costs (1) AP less. // Remember, Steals Spell Power, from Enemy to Ally. > Pushback / Disabler / Enabler niche. Allies can proc through pushback. > Felinition no longer requires Line of Sight. > Pushback / Positioning niche. > Kraps gains +(2) Cells Area of Effect. // 3 Cell Cross. > Area of Effect Damage / Pushback niche. [Sleephairs] [Class Boots] Level 100. > Wheel of Fortune's cooldown is reduced by (1) Turn. // Changed to mirror Pussycat > Burst Damage / Enabler niche. Depends on how you use it. 100% uptime > Pussycat's cooldown is reduced by (1) Turn. // Same as Live > Burst Healing / Disabler niche. Depends on how you use it. 100% uptime > Playful Claw becomes Range Modifiable. > Burst Damage / Healing niche. Easier target access. > Misadventure's cooldown is reduced by (1) Turn. // Still 5 AP Cost. > Survivability / Versatility niche. Opens up a new playstyle: Strength Healer (target Ally to gift Lifesteal) > Summoning Claw can be cast at 0 Range, changing to Summoning Stroke && refunding AP, Cooldown. > Versatility niche. Opens up a new playstyle: Summoner, at cost to Eca (loss of stats AND damage taken) > Summoning Stroke can be cast at 0 Range, changing to Summoning Claw && refunding AP, Cooldown. > Versatility niche. Opens up a new playstyle: Summoner, at cost to Eca (loss of stats AND damage taken) // With 3+ Kittens out and +21% Damage Taken you will POP, and do less direct Damage or Healing. > Perception heals all Allies in the Area of Effect for 50% effectiveness // 30% around Lucky Devil. > Sustained Healing niche. Area of Effect Healing, but requires you to be surrounded by Enemies. // Fun Fact: Perception used to do this while in the Lucky Devil state! This version is more restrictive. > Roar steals Spell Power from affected Enemies. > Disabler niche. Slightly reduce Enemy output. [Belt Sterous] [Class Belt] Level 130. > Rough Tongue gains +(2) Cells Area of Effect. // 3 Cell Cross. > Area of Effect Damage / Disabler niche. > Lapping Up no longer requires Line of Sight. // Still capped to 8 Max Range > Disabler / Versatility niche. > Feline Spirit gains (1) Maximum Range. // No change. Awesome effect. Still Linear + Diagonal. > Mobility / Positioning niche. Move around more freely, or transpose Allies / Enemies into position > Pawpads returns 50% of Fire Damage dealt as Lifesteal. // Area of Effect requires "Lucky Devil". > Survivability / Versatility niche. Opens up a new playstyle: Lifesteal > All or Nothing's cooldown is reduced by (1) Turn. > Sustained AoE Damage / Healing niche. > Peril no longer Damages Allied Summons, or Heals Enemies. > Anti-Summon / AoE Healing niche. > Reflex returns 50% of Air Damage dealt as Lifesteal. // Low Damage for 4 AP. > Survivability niche. > Bravado gains +(2) Cells Area of Effect. // 3 Cell Cross. > Area of Effect Damage / Pushback niche. Easier to stack Swagger. [Blaber Ring] [Class Ring] Level 150. > Claw of Ceangal no longer requires Line of Sight > Misfortune no longer has a Linear cast requirement. > Repercussion's cooldown is reduced by (1) Turn. > Siphon's cooldown is reduced by (1) Turn. > Rekop ignores Shields. // Damage dealt straight to HP. > Trickery gains +(1) Cast per Target > Roulette has no maximum summon restriction // Does not grant additional buffs > Spell Strike becomes Range Modifiable. Decision Making: > Hmm, I am an Agility Eca. Taking Reflex for this upcoming fight... I probably don't want Clover, since I won't have Bravado to Mimic it. Or, do I take Clover and try to pull of a Reflex > Clover-Mimic AoE combo, to erode a few targets at once? > OK, they have a strong team. I can't afford to take 20% damage received from Wheel of Fortune, or -15% damage dealt from Repercussion... What if I throw both on my Summoning Claw? He can rush in with 1.2k Shields and bonus damage. I could send him into melee and try to soak up some damage... or keep him safe and maximize the power buff? > There is no way we can break through their Prismatic shields this turn, attacking would be pointless. I'll cast Meowtch on myself and throw out some Topkajs... I will need the bonus healing for their burst next turn. > Alright, my Ouginak is going in on this turn with Smell's AP; we need to try and burst someone. If I give him Luck, Wheel, Repercussion, and Clover-Mimic, he might be able to kill someone and survive retaliation. We will need to get out ASAP next turn though, I will have zero defensive tools left and he will be taking 70% (Wof+Luck) extra damage. > I won't be able to keep in close range with our Sacrier to heal him - I'm too squishy. I'll take Pussycat & Lucky Star and cast them before he goes in. With Pussycat ticking, Perception should help keep him alive... especially if I can sneak in a few HoT or Felinition. Is it worth losing damage from Clover & Wheel of Fortune though? Sacrier will already be losing damage output with Pussycat on him. > Iop is fully buffed and is going to wreck me this turn. I'll Smell, Rekop, and Catnip to run away - try to turn on him next round when buffs run out. If he doesn't go for me though, I'll be 20 squares away with negative MP from Smell... (You can already do this!) > Turn 1 and I start before the Xelor/Sacrier, I know they're going to try and swap someone turn 2. If I Redistribution now... We'll be Gravity next turn and free to advance on our own pace. (You can already do this!) [BUILDS] - Under Construction This suggested Revamp results in lower damage output - players will need to embrace versatility. Below are Potential Mono, Hybrid, or Omni Builds, but are no means exhaustive. Each Elemental Path is complete with 1 ~ 2 Example sets. Gameplay briefly described; See Combos for more. Build Philosophy: I prefer unorthodox playstyles that are favor versatility opposed to damage. Examples below will reflect that, and while my sets are well-balanced, they may not favor this Burst Damage Meta. I am open to feedback! How to Read && Use Dofusbook Sets: > Click "Linked Set" in this post, follow the linked URL. > Mouse Over Top Right of Build Page > Profile Icon > Select Language ( FR / ES / EN ) > EMPTY SLOT 1 REPRESENTS PRISMATIC. // +4AP is great for Rekop) > Smithmagic: Bottom right shows Exotic / Over-maged Effects. > 9 Equipment Slots, 1 AP / MP / Range leaves 6 Remaining. > OVER VIT: 100 Vitality, EXO RES: 3%, EXO +Heal: +10 Heals > To Copy a Build: Make an Account > Return to Build > Export > Dofusbook does not correctly adjust for Spell Power > Healing (Live Game does). > Builds list: { AP / MP / RANGE / SUMMONS }, HEALTH, "EFFECTIVE" STAT > "Effective" Strength / Intelligence / Chance / Agility refers to Value + Power [Poison Brawler] <EARTH> [MP Red Carry] [Poison Brawler] [LINKED HERE] { 11 AP / 6 MP / 2 PO / 2 SUM } 6.0k HP. 920 Effective Strength. 124 Lock. Massive Vitality Tank restricted to Close Range. Wants to engage Enemy in Melee and lock them ASAP. Multiple Poison and Drain effects, but low damage. 6k Vit allows for good self-healing. +25% MELEE RES Spells: Reveal Spoiler to see list of important spells for this build. > Healing Kitten: -15% Final Healing. Sustained Healing. > Clover: Burst Damage with Misadventure > Roar: Power boost for Clover turns > Pussycat: -15% Final Damage. Sustained Healing. > Leap: Avoid using MP when positioning for Misadventure. > Redistribution: Unlockable && Gravity. Feline Spirit synergy. Avoid getting locked down / swapped. > Siphon: Drain Healing from Enemies. Feline Spirit combo! > Claw of Ceangal: Steal Lock && Dodge from Target. Keeps them in one spot. > Tails or Heads: Build's main spell. Stacking End of Turn Poison damage. Must end near Ecaflip. > Feline Spirit: Mobility and potential -Duration of Effects. Self-Damage reduced by 25% Melee Res. > Ecaflip's Audacity: Mobility, Pushback Damage, +Spell Power > Lapping Up. Ranged Damage and MP Theft. Not very effective with this build (-25% Ranged Damage). > Misadventure: Super-Massive AoE Earth Steal. Must not use MP to fully benefit. Clover-Mimic > Corruption Pestilence: AoE Poison to synergize with Tails or Heads. > Ebony Dofus: Single-Target Poison to synergize with Tails or Heads. > Crocobur's Appetite: AoE Earth Steal to synergize with Misadventure. Gameplay: Poison Stacking (Sustained Damage): Stack Heads or Tails on an Enemy (3 stacks total). While maintaining stacks, use Ecaflip's Audacity to keep in Melee Range and gradually steal Spell Power. Claw of Ceangal can steal Lock && Dodge, plus trigger Audacity. Lifesteal, Kitten Healing, and Pussycat on yourself will apply Corruption Pestilence poison. Ebony Dofus applies it's own Poison. Life Draining (Burst Damage): Use Misadventure for super-massive Damage and decent Lifesteal, preferably with Clover (Guaranteed Crit + Mimic proc) and Spell Power from Roar+Audacity. Siphon to steal Enemy's healing (be careful that they don't take yours in return). High Vitality allows for decent Self-Healing, although Healing Kitten does reduce Heals (-15% Performed and -14% Siphoned). This setup is AP-intensive, and will be difficult to maintain Tails or Heads stacks. Support Tank (Vit Healing): High Lock and 25% Melee Res. Good Vitality-Healing as a Support (although no +Heal on gear...). Misadventure can give Lifesteal to Allied targets if directly targeted. Potential to Pussycat Enemies and reduce their Damage; Try to combo with Siphon + Healing Kitten to Siphon 35% (Ecaflip) + 14% (Kitten) of health back. Feline Spirit can unbewitch if Target / Ecaflip are in Gravity. [MP Red Carry] [LINKED HERE] { 11 AP / 6 MP / 4 PO / 3 SUM } 4.4k HP. 1210 Effective Strength. 115 MP Red. Highly-Mobile Carry with emphasis on MP Reduction. Wants to keep Enemy just barely within range (5 Cells). Strong Critical Damage. Lapping Up + Fate of Ecaflip reduce MP (Restricted Range). 57% Crit +107 Crit Dmg. Spells: Reveal Spoiler to see list of important spells for this build. > Healing Kitten: -15% Final Healing. Sustained Healing. Rare Self-Heal > Clover: Burst Damage with Misadventure > Roar: Power boost for Clover turns > Wheel of Fortune: +5% / 10% / 20% Damage Taken. Ramping Power Bonus > Catnip: Mobility > Smell: -20 AP/MP Res. Setup for Burst Damage turns > Siphon: Drain Healing from Enemies. Feline Spirit combo! > Heads or Tails: Long Ranged poke damage && -MP Resistance debuff. > Feline Spirit: Mobility, with high Self-Damage > Fate of Ecaflip: MP Reduction! Requires Pushback to trigger. > Lapping Up. Ranged Damage and MP Theft. Most effective at EXACTLY 5 Cell Range. > Misadventure: Super-Massive AoE Earth Steal, rare self-heal > Ebony Dofus: Single-Target Poison and % Final Damage > OPTIONAL: Cloudy Dofus to set up Smell / Wheel / Roar / Clover turns for massive burst. Gameplay: Chasing: Long-Range Heads or Tails will whittle down MP Resistance while you advance. Lapping up has (8) Max Range and is less effective... try to at least reach (7) Range. When ready, close gap with Smell for (5) Range Lapping Up. Follow up +AP turn enables high burst.... Pin Enemy into a wall with Fate of Ecaflip. Fleeing: Fate of Ecaflip to push Enemy back (potentially reduce MP) > (5) Range Lapping Up for MP theft (-4MP ---> +2MP for Ecaflip). Smell (Self). With your bonus MP, run, leaving the enemy crippled! If they use mobility spells to chase.... turn around with bonus AP from Smell. // Fun Fact: FoE can kick an Enemy into Misadventure Range without using MP to reposition [Pushback Carry] <AIR> [Anti-Heal Brawler] [Pushback Carry] [LINKED] Drawback: No longer applies -4 MP right away. Lower AP cost, but lower Damage, Pushback, and Range . | . | . [Battle Healer] <FIRE> [Solo Duelist] [Battle Healer] [LINKED HERE] { 11 AP / 6 MP / 6 PO / 3 SUM } 5.0k HP. 1,130 Effective Intel. +181 Heal Versatile Healer. Close / Long / Burst / Sustained Healing. +14% SPELL DMG (affects Healing), -15% MELEE RES Healing is strongest in Close Range (AoN, Thanos, Meowtch), but Eca is weak to Melee damage. Spells: Reveal Spoiler to see list of important spells for this build. > Enraged Kitten: -10% Final Damage, but provides Spell Power for stronger Heals. > Clover: Burst Healing or Damage. > Perception Rare Self-Heal > Wheel of Fortune: +5% / 10% / 20% Damage Taken. Ramping Power Bonus > Smell: Unlockable && Gravity for Support. Feline Spirit synergy. Avoid getting locked / swapped. > Repercussion: 25% Max HP: 1,200 Shield && -15% Final Damage. > Feline Spirit (VARIANT OF PAWPADS): Mobility and potential -Duration of Effects. > Heads or Tails: Long Range Heal, +7% Healing to Allies. > All or Nothing: Delayed Burst Heal. Clover-Mimic. > Rough Tongue: +Range near Kitten > Topkaj: +Healing near Kitten > Meowtch: High Fire Damage or Healing. Fiery / Healing Marks when Summons are near. > Thanos Staff: Heals 960 ~ 1,297 Net Health / Swing (with Topkaj this skyrockets) > Versus Target with 40 Linear Res (Ivory), 25% Fire Res, -10% damage (Enraged Kitten) Gameplay: Long Range (Damage-Focused): Stay near Enraged Kitten, and use Rough Tongue / Topkaj for +Range / +Heals. Kitten's boosted Range allows it to attack, building Claw stacks. The additional Spell Power increase your Healing. When needed use Heads or Tails for Healing. Close Range (Healing-Focused): AoN and Thanos provide Massive Healing. Meowtch Fiery / Healing Marks for Support. Perception for Self-Heal. 15% WEAKNES TO MELEE DAMAGE(Shield choice). Flexible Support: Potential to buff Ally Range (RT), Damage (Wheel), -Duration of Effects (Feline Spirit), while Debuffing enemies. Flexible choice between roles: Make decisions Turn-by-Turn. General Spells allow for Proactive / Reactive plays. [Solo Duelist] Spells: > Healing Kitten. -10% Final Damage, but provides Spell Power for stronger Heals. > Clover. Burst Healing or Damage. > Wheel of Fortune. +10% Damage taken, but provides Spell Power for stronger Heals. Gameplay: Take Healing Kitten (-15% Healing) and toss Clover on him, then Clover-Mimic All or Nothing for a big delayed Heal. Keep kitten safe and out of harms way so he can heal while you engage with your adversary. Pop Wheel or Fortune, then avoid getting hit using Rough Tongue (-Range) + PawPads (Retreat). When you're ready, close in and go Toe-to-Toe with Meowtch and Clover-Mimic Yowling. Healing Mark, All or Nothing, and your survival (General) spells mitigate the damage you take in return. Spells: > Enraged Kitten. -10% Damage, but provides Spell Power for stronger Heals. > Lucky Star. +10% Healing Received, Echoes Perception > Pussycat. Scales with Vit, sustained Healing. Does reduce Ally's damage by 20%. [Vitality Healer] <WATER> [Burst Damage Carry] [Vitality Healer] [LINKED HERE] { 11 AP / 6 MP / 3 PO / 3 SUM } 5.3k HP. 1,030 Effective Chance +181 Heal Mid-Range Sustained Healer. Cloudy Damage / Healing cycle. 15% WEAKNESS TO MELEE (Shield). Felinition + Playful Claw Healing requires excellent positioning. High MP Res. Describe Stats Massive Vitality Tank restricted to Close Range. Wants to engage Enemy in Melee and lock them ASAP. Multiple Poison and Drain effects, but low damage. 6k Vit allows for good self-healing. +25% MELEE RES Spells: > Enraged Kitten. -10% Damage, but provides Spell Power for stronger Heals. > Lucky Star. +10% Healing Received, Echoes Perception > Pussycat. Scales with Vit, sustained Healing. Does reduce Ally's damage by 20%. > Positive Cloudy Turn: Deal Damage and provide Healing through Secondary Effects > Felinition x2 to set up Playful Claw. Ideally push Enemies into an Ally (Felinition Heal) then Playful them all. > Peril provides decent Damage && Healing thanks to +Spell Power, especially if Sumons are in AoE. > Negative Cloudy Turn: Use Vitality-Heal spells, Brutax Wand, General Spells (Pussycat, Repercussion) > Lucky Star --> CoC --> CoC --> Felinition (Ally) restores 20% Eca Max HP (+10% Lucky Devil) > Ideally push Ally into cluster of Enemies, follow with Perception (3% / Enemy) > Brutax Wand Heals 616 ~ 676 Net Health with -20% damage (Enraged Kitten, -Cloudy, +10% Heal on Devil) > Versus 40 Linear Res (Ivory), 25% Fire Res. You can configure in Dofusbook (560 ~ 615 Net) then add 10%. Drawback: No longer applies -4 MP right away. Lower AP cost, but lower Damage, Pushback, and Range . | . | . Gameplay: <EARTH> [Pushback AP Red] <AIR> <EARTH> [Duelist Brawler] <FIRE> Misadventure / Meowtch to trade, Siphon + Healing Kitten <EARTH> [MP Red Duelist] <WATER> [MP Red Duelist] [LINKED HERE] { 12 AP / 6 MP / 5 PO / 3 SUM } 4.6k HP. 885 Effective Str / Cha. 132 MP Red. Solid 1 v 1 Duelist with Close && Long-Range tools. Will trade with Enemy and seek to avoid return damage. High MP Reduction and excellent mobility. Requires great positioning +15% RANGED RES. -15% MELEE RES (Shield). Damage is not dependent on range. vs Melee, stay far and avoid damage. vs Ranged, stay close and lifesteal. Spells: Reveal Spoiler to see list of important spells for this build. > Summoning Claw: -10% Final Damage. Sustained Damage + Power Buff // Healing Kitten reduces your Lifesteal through Brood (10% reduction) && Purr (14% siphon) > Lucky Star: Cast on Spell Strike for +MP from Misfortune > Roar: Power boost for Lifesteal turns > Pussycat: -5% / -10% / -20% Final Damage. Ramping Healing ending in burst heal. > Catnip: Mobility > Smell: -20 AP/MP Res. Setup for Burst Damage / Lifesteal turns > Repercussion: Shield for survivability > Rekop: Cast on Self / Lucky Star Spell Strike for +Damage bonus. > Heads or Tails: Ranged Poke + reduces MP Loss Resistance > Feline Spirit: Mobility. Deals damage to Ecaflip > Fate of Ecaflip: Stacking MP Reduction. Requires Pushback to trigger. > Lapping Up. Ranged Damage and MP Theft. Most effective at EXACTLY 5 Cell Range. > Misadventure: Super-Massive AoE Earth Steal. Must not use MP to fully benefit. > Misfortune: MP Reduction. Grants MP near Kitten / Lucky Devil > Felinition: Ranged Lifesteal && Pushback. Fate of Ecaflip synergy. > All or Nothing: Burst Damage finisher. MP Reduction: Lapping Up && Misfortune have the potential to reduce MP && grant MP to the Ecaflip. Fate of Ecaflip maintains distance, and reduces MP on pushback. Follow up with Felinition for Lifesteal + Pushback MP Reduction. Summoning Claw provides some consistent damage + ramping Power boost. Sustain: Felinition + Misadventure provide decent Lifesteal, while Pussycat / Repercussion can keep your health up. Roar && Summoning Claw can boost your Spell Power[r No Targets: Top off Health, land Rekop // <FIRE> [AoE Pushback / Healer] Air <FIRE> [Versatile Carry / Healer] <WATER> // This would be my personal favorite build <AIR> [Pushback AP Red] <WATER> [Rekop Support Tank] <OMNI> [Trickery Carry] [COMBOS] These mostly focus on 11/12 AP combos that you might execute in a turn, to show the diversity of interactions available. Some are repetitive, and certainly not all are listed. Just to give an idea of the playstyle, or hidden interactions. Keep in mind, any (Mimic) combos require Clover's cooldown and a Kitten/Spell Strike/Teammate to execute. AP / MP Red Smell Combos Dofus' Turn 1: - Earth / Water MP Steal: Lapping Up (5) > Spell Strike > Lucky Star (Spell Strike, Refund AP) > Misfortune > Misfortune // Lapping Up grants 50% of reduced MP to Ecaflip. Misfortune boosts MP near Lucky Devil Distance: Smell > Fate of Ecaflip > Felinition > Felinition. // Smells lowers MP Loss. Fate of Ecaflip / Felinition push or reduce MP. Some lifesteal. Lifesteal: +3AP (Smell, Turn 2): Misadventure > Felinition > Lapping Up (5) > Felinition // Lifesteal w/ potential theft of MP on Lapping Up Lapping Up (Healing Kitten) + Smell + Catnip x3 = +8 MP to Self [Water / Air Combos] Balling Up > Clover > AoN > AoN (Mimic): Damage Up Front, two procs of AP Red following turn. AP Red Synergy Bravado > Clover > Kraps (ally) > Kraps (Mimic) : AoE pushback centered on ally, and healing if enemies hit a wall. Pushback / Vitality Healing synergy. Reflex > Clover > Playful > Playful (Mimic) > Enraged Kitten attack: Applies 20%~25% erosion to targets in AoE. [Earth / Air Combos] Lapping Up > Fate of Ecaflip > Coc > Coc: Reduce MP & MP loss ress through pushback. Pushback / MP Reduction synergy Balling Up > HoT > HoT : Classic AP Red Combo. Triggers Balling Up secondary damage + AP red. AP Red Synergy. Mewotch (Self, previous turn) --> Balling Up > Reflex > Feline Spirit: Repeated hits proc Meowch Healing > Balling Up Air Damage && AP Reduction. Reflex triggers with each instance of damage. Feline Spirit reduces AP loss resistance. Erosion / AP Red synergy Total: 16 AP for 6 AP Reduction and 25% erosion Balling Up triggers Meowtch Healing > Air Damage && AP Red (Balling Up), -2 AP Reflex applies 2 stacks > Meowtch Healing > Air Damage && AP Red > Reflex (Damage Proc), -2 AP && 15% erosion Feline Spirit applies -12 AP res, triggers Reflex > Meowtch Healing > Air Damage && AP Red > Reflex, -2 AP & 10% erosion [Water / Fire] Rough Tongue > Bluff > Bluff > Catnip x2 : Buff your Kitten's range, damage/heals, and MP Rough Tongue > Misfortune > Misfortune > Catnip x2: +2 range and 4 MP to Lucky Devil target Bluff > Bluff > Clover > AoN > AoN (Mimic) : High water damage with follow-up from buffed kitten. Mimic proc affected by Bluff. Two AoN heals on following turn. Bluff > Bluff > Clover > Peril > Peril (Mimic) : Summon nuke and high healing if many summmons are present. Bluff will boost Peril (Mimic) if cast from Kitten, but will probably kill it! (weak to water) Healing (Intel): Meowtch (Enemy) > Topkaj > Topkaj : +Heals, and Meowtch Mark heals when enemy attacks. Intel Synergy. Meowtch (Self) > Hot > Hot : Long range healing. HoT effectiveness reduced following turn. Intel Synergy. Meowtch (Self) > AoN > Clover > Yowling > Yowling (Mimic) : AoN triggers Meowtch marks for up-front healing, followed with Yowlings for potential 3-man heal. Intel Synergy. Expensive 13 AP combo! Rekop (Ally) > Meowtch (Self) : Prep Meowtch before Rekop lands. This is a pretty stupid Combo - you're more likely to chunk health off your teammate... especially if you land a turn 3 Rekop and don't Prep Meowtch. Owtch! Healing (Vitality) Lucky Star (Ally)> Pussycat > CoC x2 (Push Ally into group of enemies) > Perception : Lucky Devil increases healing from Ecaflip. Pushback Procs healing, and Perception heals based on surrounding enemies. Pussycat provides follow-up healing. (You can already do this! In this post, heals on Lucky Star / Pussycat / Perception have been nerfed). Lucky Star (Ally) > Felinition > Felinition > Perception : Push two more enemies closer to your ally, proccing Felinition healing if they take PB damage. Lucky Devil receives increased healing + Perception proc. Long range. Fire / Strength: Meowtch > Clover > Misadventure > Misadventure (Mimic): Lifesteal and damage, enemy slightly heals your allies if they attack. Duelist combo - good with a Clover'ed ally. Earth / Fire synergy. Rough Tongue > Heads or Tails > Heads or Tails : Extremely Long range damage or healing, less effective on following turn with HoT effectiveness reduced. Misadventure > Clover > Yowling > Yowling (Mimic): AoE Lifesteal and opportunity to heal self through Mimic [Fire / Air] Bravado (2) > PawPads > Pawpads : Run away! Each PawPads repels 4 cells (at the cost of 1 MP). 11 AP for 6 net move. Reflex > Meowtch (Ally) : Ally's next 3 attacks will proc Reflex, applying 5% erosion each. Balling Up > Clover > Yowling > Yowling (Mimic) : Two procs of Balling Up's secondary Air Damage && AP Reduction. Summoning Claw > Meowtch (Self, Previous Turn) --> Reflex > Clover > Yowling > Yowling (Mimic) > Kitten Attack: Big AoE erosion combo, 40% Erosion on two targets. Requires a turn to prep in advance + positioning from Reflex -> Yowling. Total cost: 16 AP for 40% erosion, vs 11 AP for 46% on live (Reflex > Reflex > Corollary) Misc: Spell Strike > Lucky Star > Rekop : 4 random boosts after 1/2/3 turns. Gambler combo, expensive AP cost. Smell > AP / MP Reduction. Smell lowers AP/MP Res, but will give the target 3 AP on the following turn. This used to be a staple play when I was a pure Wisdom Eca, and is still somewhat viable for MP red. Summoning Claw > Wheel of Fortune > Repercussion > Luck : Amped up Enraged Kitten. But... costs all of your cooldowns. Reflex > Pussycat > Repercussion > Smell (cast on enemy carry) : Reduce damage output by 20%, and additional 15% when Repercussion wears off. Reflex beings to build Erosion (useful, since you just gave your enemy your strongest survival tools). Rekop (Previous Turns) --> Reflex : Each Rekop hit will contribute to Reflex's erosion. [Pushback Combos] * Hupper can deal 2 + 3 + 3 + 3 = 11 squares of pushback for 8 AP with Meteor > Polarity > Manifestation > Polarity, or 14 squares for 11 AP with release. Plus more through Runic Repulsion. * Ecaflips currently deal **1 Square of Pushback per 1 AP** through FoE > FoE > CoC > CoC FoE > FoE > CoC > CoC: 3 + 3 + 2 + 2 = 10 squares for 12 AP. Significant nerf from Live, current build. Pushback Cookie Cutter Spam. Currently the bread and butter of Pushback Ecaflips. Bravado (2 Targets) > Audacity (Pushback) > CoC > CoC: 10 Squares pushback for 12 AP, worse than Live. Provides 250% power from Audacity for the next turn. Pushback / Power synergy. Bravado (1 Target) > Audacity (Pushback) > CoC > CoC: Audacity pushes 4 squares with Bravdo buff, followed by 2 from first Coc, then 2 from second CoC. 8 Squares of pushback for 12 AP, worse than Live. Provides 200% Power from Audacity for the next turn. Pushback / Power synergy. Bravado (2 Targets) > FoE > CoC: 5 + 4 = 9 squares of pushback for 11 AP. Worse than live. Bravado (2) > CoC > CoC > Releease : 11 squares for 12 AP. Two target pure Agi/PB combo. Bravado (1) > CoC > CoC > Releease : 9 squares for 12 AP. Single target pure Agi/PB combo. Bravado (2) > PawPads > Pawpads : 8 squares (AoE) for 11 AP. Sacrifices damage from PawPads (trigger on Kitten/Devil) Bravado (2) > Nerve (1) --> Nerve (2) > CoC Nerve > Nerve > CoC > CoC > Release : Reduce target's Pushback Resistance and deal 7 squares of PB damage. Bravado (2) > Nerve > Nerve > CoC > CoC > Release: Smell Air Pushback Nuke Combo. Requires 16 AP. +200 PB Damage, -100 PB res, 12 Squares of pushback. FoE > Foe > Kraps : 9 squares for 12AP etc > etc > etc : You get the idea. PB build is balanced, and has less damage / more utility from live (FoE Nerfed) BUILDS: Strength/Agility: AP Red Eca is back, baby! Admittedly, damage will be super low, and you'd need to be in close range to use Balling Up, but it will return a long-forgotten build. https://www.dofus.com/en/mmorpg/encyclopedia/sets/444-valiant-heart-set was practically made for this! Imagine, a Pushback/AP Red Ecaflip. You'd have a ton of fun before a Hammerture Iop one-shot you. [EXAMPLE SCENARIO] Breakdown of Eca's role in a 3 v 3 Kolo. This example will use a Chance/Intel Ecaflip, showing off a bit of their stacking buffs with Kitten. Lets assume you get matched with an Iop and Masq vs Sac/Cra/Osa Variants: Catnip, Topkaj, Summoning Claw, Roar, Peril, Spell Strike, Repercussion, Pussycat, Redistribution, Felinition The real question is... Clover or Lucky Star? Chance has plenty of Mimic Spells, while Lucky Star benefits Intel. Because your allies will be closing to Melee, you take Clover to contribute damage. Initiative: Osa > Ecaflip > Sacrier > Iop > Cra > Masq Turn 1: You've more initiative than the Sacrier, and throw out Summoning Claw, Redistribution, and Rough Tongue, then Clover your Enraged Kitten. Your kitten and teammates are unlockable through Redist., and you and Kitten enjoy +2 range for 3 turns. Your teammates advance and buff, while your kitten takes a swipe at an Osa summon (+80% Power to both of you) Turn 2: +1AP from Ochre. Your entire team enters Gravity, safe from the Sacrier's swap. The Cra && Osa landed damage on your Iop, and just broke through shields. You toss Pussycat + Repercussion on the Iop, then follow with Bluff + Bluff, bringing your Kitten to +4 range, +30% Final Damage. After attacking twice you both have +240% Power Iop/Masq engage on the Sacrier with Erosion, while Cra continues to deliver damage. Osa pins your team down under Gobballs. Turn 3: Your Cloudy Turn, with an Ochre AP bonus. This looks like an erosion fight. Pussycat triggers on the Iop, and you enter the clump of enemies to Roar (+225% Power), then throw Peril into the Mix - nuking the Gobballs and healing allies + enemies alike. A Crit Bluff on Sacrier brings Kitten to +50% Final Damage, and you cast Clover > Playful Claw onto the Sacrier. Immediately after, Kitten attacks twice, bringing both of you up to +400% Power. Playful Claw (Mimic) unloads on the Sacrier for (0.6 * 1.50) 90% effectiveness. The Melee continues, and health on your team starts to drop significantly. Osa returns two summons to the brawl, locking you Turn 4: Cloudy is waning, and Pussycat just ticked for the third and last time on your Iop. The Sacrier's max health has dropped pretty low from Iop's erosion. You use Redistribution to break Lock, then throw in another summon-boosted Peril for some healing, damaging your Kitten in the process. Yowling on the Iop/Sacrier, then Pawpads to retreat further off a Gobball - you don't want them locking you under Gravity next turn. Sacrier is on the ropes and retreats to avoid more erosion, Iop backs off to recover on his -Precip turn. Cra kills your Kitten and wipes out your 400% Power buff. Masq refreshes your shields Turn 5: Cloudy and Clover are up again. You could go in and try to finish someone off, or heal and wait out your cooldowns while shielded. You're in Gravity again, and safe from Transposition. A Review: > Choosing Redistribution into the Sacrier meant you couldn't take Smell for your burst turn, but kept the Sacrier from Transposing you turn 2. > Setting up Kitten first turn and giving it range secured you enough Power to make a big play after stacking Bluff, and it would have continued to supply Power and damage. Including it in Peril's AoE boosted the heal to allies / damage to Osa summons, but also damaged the Kitten. Cra made the right choice in finishing it off after Peril. > Thanks to stacked Bluff, your Kitten Mimic'ed Playful Claw at 90% Effectiveness, and landed two more autos for bonus before before Playful (Mimic) trigger on end of turn. It was a major burst on a Cloudy turn. > Pussycat & Repercussion seriously hurt your Iop's damage output, but you were playing for Erosion on the Sacrier. Against a team with no Erosion you can now lick your wounds and re-engage with the advantage. > Kitten being out meant your damage output was cut by 8%
  3. I'm hoping to test out the new Osamodas, but don't have much level 200 gear (about 3 pieces). If anyone has int/str/agi gear or kamas they can spare on Beta 1 I'd much appreciate it - I can also trade everything I've got on Beta 2 (eggs, spare change, gear).
  4. I'd like to buy, I attempted to contact but you weren't online. Mythic-Master or Yendi ingame if you're online (or Mytthiicc ankamabox) Edit: Found one for the same price in a merchant mode, best of luck selling
  5. Looking to buy a Crimson Dofus, price to be negotiated based on Power (About 30m for 35~40 Power). Also looking to buy an AP Maged Hail Ring for about 25m, negotiable depending on stats. IGN: Mythic-Master, Drahk
  6. 15 Critical Hits minimum. Contact through Imps or In game (Drahk, Bladesof-Glory)
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