Feca 2.1 spell change suggestions

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Feca 2.1 spell change suggestions

In the French Zone 48 lichen revealed that the next class that will receive significant reworking is the feca (it's not fresh news, but it's good to know the problem was noticed). So post your spell change suggestions here, maybe with our newly appointed community manager, some of these ideas will make it to the devs.

I'll start with my own suggestions and those I've already seen on the forums (here and imps). Some of the suggested changes might be quite overpowered, but I'll include them all and just mark them as (OP). Ideas suggested by lichen will be marked as (dev).


Reinforced Protection (Class special spell)
- make it castable on enemies, will remove CC capability in PvP (OP) or lower the damage output of a monster
- add a healing or regenerating effect
- one of the feca set pieces could raise the number of casts per target to 2
- replace with a spell that makes someone a better locker (if he get's attacked, the attacker loses MP and gains a weakness)


Agressive Glyph
- add an effect that causes a slight weakness to fire for a short period (1-10% fire weakness for 1-3 turns)
- add an int steal effect

Elemental Armors: (Earth, Glowing, Wind, Water)
- make armors 1AP at level 6
- shorten the recast delay from 6 to 5
- consolidate armors into three types: Physical Reduction, Magical Reduction, AP/MP loss resistance
- use the free'd spell slot for an additional damage spell (possibly air)

Natural Attack
- decrease dmg, but make it bypass any fire res. under 100%
- weaken the enemy's damage by a %
- buff consecutive attacks (e.g. +2 base dmg for 1 turn after each attack)
- add an int steal effect

Spell Rebound
- reintroduce some randomness so that monsters attack you, possibly 2 turns 50% reflect chance or 3 turns 33% chance.
- should reflect any type of spell (including unbewitchment, knockback, possibly even buffs and debuffs)
- replace completely with a summon (possibly static wall)
- reflect a% of the received damage from the first attack received after the spell is cast


Blindness
- change element to earth (dev)
- make AP loss undodgable on crit
- add a -1 range effect

Cloudy Attack
- make it a dual element spell Fire+Water, Fire+Air or even Air+Water ((dev), although lichen was skeptical about introducing air)
- change the element completely to Water or Air
- add a poison effect that lowers enemy stats with AP use
- add a chain lightning effect - i.e. cloudy would attack further enemies which are linear to the first target (in any direction, but with a small range) but losing 1/2 power

Immunity
- lower the AP cost to 3 at lvl 5 and 2 at lvl 6
- make it 2 turns again (OP in 1vs1 PvP)

Bubble
- add a steal hp effect (OP?)
- add a small glyph that deals damage at end of turn (akin to blop glyphs)

Truce
- 1 turn duration, limited area, lower cooldown (dev)
- add a +heals effect
- invert heals and damage for duration (OP - imagine eni's WOR as an attack)

Art of Staff
- make it work on other elements as well (OP?)
- make it work on physical and any CC damage
- change the effect to a brokle-like one - maximizing damage from any CC attacks
- change the effect to make CC attacks cause enemy weakness
- make it improve glyph dmg as well

Backlash
- change element to earth (dev)

Glyph of Blindness
- add an effect that causes a slight weakness to AP loss for a short period (1-10% lower AP loss resistance for 1-3 turns)
- add a small water damage component
- make the AP loss undodgable (OP) or undodgable on a critical
- increase range (of the glyph)
- add a -range effect
- add a +crit failures effect

Teleportation
- add pushback and/or air damage around the landing spot
- add a gravity/weakened/locked state effect for others

Burning Glyph
- go back to an evenly spread damage or increase the damage, especially at lvl 6
- add an effect that causes a slight weakness to fire for a short period (1-10% fire weakness for 1-3 turns)

Feca Shield
- no changes suggested yet, but a reworking of %res mechanisms was announced which might be advantegous to fecas (dev)
- move the %res cap to 65-70% for fecas only

Paralyzing Glyph
- add an effect that causes a slight weakness to MP loss for a short period (1-10% lower MP loss resistance for 1-3 turns)
- add a small air damage component
- add a "grounding" effect (forbids teleportation spells)
- add an agi steal component
- add a -range effect
- make the MP loss undodgable (OP) or undodgable on a critical
- make the MP loss be a 2-turn effect
- add a -dmg effect

Glyph of Silence
- lichen clearly states this spell will be reworked (probably because it rules in group pvp, but is useless in 1vs1) (dev)
- add an effect that causes a slight weakness to AP loss for a short period (1-10% lower AP loss resistance for 1-3 turns)
- add a water damage component
- add a chance steal component
- add a heal allies effect (they still suffer AP loss)
- make the AP loss undodgable (OP) or undodgable on a critical
- make the AP loss undodgable, but smaller and lasting a few turns (e.g. -1AP for 3 turns at lvl 6)
- change the effect to a "weakness"-like state that prohibits the use of spells (but allows CC), no idea how it should work in PvM (OP)

New spell suggestions (since consolidating armors or getting rid of refelect or reinforced would free a spell slot):
- Summon Static Wall (high res high hp shield), possibly with a small glyph that causes shields or reflect
- Summon a bag-like creature that follows caster and casts dmg reflects
- An air-dmg spell (if cloudy becomes air or air hybrid) - could look and work like bwork's tornado
- A water-dmg spell with a steal hp or steal chance effect

Note from the poster: I don't agree with many of these suggestions (either because they are overpowered or unnecessary). I don't feel a need to boost the defensive capabilities (aside from reworking of the useless Spell Rebound) but an improvement in offence would be great. I just hope I won't have to change from being an int-str-wis hybrid to a cha or int-cha build.