PVS Wakfu: Water Xelor Guide for 1.5

PVS Wakfu: Water Xelor Guide for 1.5Wakfu If you’re completely new to Wakfu, be sure to check out the PVS Wakfu: Introductory Guide!

Welcome to the revised version of PVS’ Xelor guide, updated for Patch 1.5. In this guide, we’re going to focus on a build revolving around Water spells. Though this won’t be the hard-hitting build that previous Fire Xelors might be used to, this build will still ‘hold its own’ in addition to limiting the opponents with AP loss spells. Without further adieu, let’s get started.


Content(Last Updated: August 7th, 2012)
I. Stats
II. Specialty Stats/Spells
III. Spells
VI. Leveling
V. Gearing

Stats
Xelor have 3 elemental stats: Water, Air, and Fire.

As a Water Xelor, your main role will be playing a support character for the big hitters and controlling your opponents. Though you can do decent damage on a good turn, the primary focus of this build is going to be disabling members of the other team. You’ll be focusing on taking the opposing team’s AP, and when possible giving it to your team. Water builds don’t often do single large attacks, but instead a lot of smaller hits. The ability to take AP/resist AP loss is determined by Willpower.

There are two routes you can take improve your ability to take AP: Put points into Willpower, or put points into Critical Hit. Both builds can work, but a dedicated Crit build works better. The cost of Willpower is 10 stat points for 1% more chance of taking AP, where as Crit is 15 points for 1% more chance of the attack being a critical hit. The factor that makes stacking Crit an option is that all water spells give +70% chance to take AP on a critical hit. If you run the numbers, this ends up putting a Crit build far ahead of willpower stacking by end game when spell priority is taken into account. For the purpose of this guide we’re going to go with a Crit build. We’re going to want to bring Critical Hit up as much as possible, which is 22 (66 levels worth).

We’re also going to be putting 150 points (30 levels) in buying an Attack Point (AP). This will give us 7 base AP. This choice is more optional than required, but is highly recommended. With the Crit and AP combined we are covered up until level 96. This leaves us with 45 points remaining up to level 105. I’d suggest either putting this into Chance (3 points per 1% water damage) or Initiative. Going first will surely give you the jump on some opponents. However, with the change in play order that came with Patch 1.5, this stat is valued much less than previously.

If you chose not to go with putting points in for AP, your best bet would be to put them into Chance for damage.

Specialty Stats/Spells

One of the most important things to level for a Xelor is going to be Xelors’ Dial. Regardless of what build you go with, you want to get this up to max level early on. I suggest getting it to level 4, following the next few suggestions, then coming back to it.

Once Dial is at a good enough level, put a point into Temporal Waves. This will activate your Tick and Tock mechanic. These work as passive buffs to your character, and rotate between each other every turn. At the beginning of a match, it will always start on Tick.
On a Tick turn, you’ll take more initiative from an enemy (when casting a fire spell that does so). Also on Tick turns is when certain Air spells can be used for reducing Hyperaction. Think of Tick as a ‘cool down’ or ‘recovery’ turn. We’ll go into this more later.
On a Tock turn, you gain more chance of taking AP from an enemy. At level 1 this is 5%, and an impressive 24% at max level.
We will max out this specialty, but not right away.

Next put one point into Master of Time. This will give you 1% more chance of taking AP, but more importantly give you an easy +10 Initiative to help you go first in a match. We’ll be maxing this spell early on. First though, go back and finish leveling Dial if you haven’t all ready.

Rollback will be our next specialty spell to level. You can choose to put 1 point into rollback (to activate it) then go back to Master of Time, or level it completely then go back to Master of Time. The choice is up to you. Either way, both are recommended to be leveled. Rollback is pretty simple: At max level you have 20% chance of getting any AP from your last spell back. So if you cast Punishment (5AP cost) then you get 5AP back. It’s a good specialty to level.

If you haven’t done so all ready, go back and finish leveling Temporal Waves.

By the time you reach this point, you should have:
Max level Dial
Max level Temporal Waves
Max level Rollback
Max level Master of Time

When we get here, we have to start thinking about what we want to do. We have options, but they’re not quite as straight forward as the previous choices.

The next choice should come down to either Time Theft or Temporal Armor.
With Time Theft at level 20, this spell gives you a 20% to keep the AP that you took from the enemy. This means on an average turn you may get lucky and take 4 AP from them, you could just as well gain 4 AP as well.

With Temporal Armor at level 20, you get +10% damage for each AP removal for the remainder of your turn. In addition, if you take damage you have a 20% chance of gaining an AP for free. The prime focus of this spell is the damage, not the AP gain. If you plan on playing in hopes of this being a second damage dealer this could prove viable. If you want to focus more on taking the most AP out of the enemy, Time Theft may be a better option.

Devotion at level 9 will give 2 AP, versus 1 AP un-leveled. Though with a Xelor an extra AP is usually better, remember that devotions do not stack. Once you have the +AP buff, you can’t get another from a different Xelor. This would play more of a support role and than anything. Again if you’re going to level it, max it. If you’re going for a PVP-based build, I wouldn’t recommend this and instead would go with one of the specialties above. It can be expected that team fights (which is where you want to be as a support character) will outlast 2 of your dials, if not 3. You’re going to want to make sure you have the WP to keep dials out, instead of wasting it on one turn giving a bit more AP.

Timekeeper is an option for any build, but at this point isn’t suggested versus the ones listed above. At level 9, you get to store AP on the dial for the next turn at a cost of 1 AP, to store 1 AP. This spell really only plays a role if you have absolutely nothing else you can do that turn, which isn’t as often as you might think. If you’re going to level it at all, stop at level 5 (when it becomes a 2 AP to store 1 AP cost). This will let you store 3 AP (which is the max that can be stored at one time) costing 6 AP to do so. Again, this falls back on the idea that it’s only there when you can’t do anything else or are way out of range. I’d suggest passing on leveling this though with this build.

Spells
Most of your spells that you’re going to use are going to be in the Water tree. The exception will be on Tick turns, you may want to use a few Air spells to deal with Hyperaction. Let’s look at what the spells do, then go over their uses in a match.

  • Frostbite (Water): 3-35 dmg. Chance to take AP from target. 3 AP cost. 1-4+ Range.
  • Slow Down (Water): 1-8 Water dmg. Chance to take AP from target. 1 AP cost. 2-4+ Range. One use per target.
  • Xelor’s Sandglass (Water): 2-21 dmg. Chance to take AP from target. If AP is taken, will be given to ally (can not give to self). 2 AP cost. 2-5+ Range, linear.
  • Clock (Water): 5-55 dmg. Chance to take AP from target. 5 AP & 1 MP cost. 2-4+ Range. AoE splash of 1.
  • Sinistro (Water): 2-26 dmg. Summons a mechanical assistant. Chance to take AP from target. 4 AP cost. 1-6+ Range.
  • Underhand (Air): 4-55 dmg. On Tick, moves the Xelor back 1 cell. On Tock, moves the targeted enemy back 1 cell. 4 cost. 1 Range.
  • Aging (Air): 1-16 dmg, plus places a debuff on the target for additional damage based on Tick/Tock mechanic. On Tick turns, targets effected by Aging will lose HP based on initiative loss (fire) spells. On Tock turns, targets effected by Aging will lose HP based on AP loss spells. 1 AP, 1 MP cost. 1-4+ Range. Once use per target.
  • Temporal Distortion (Air): 2-25 dmg. On Ticks, will take away some Hyperaction buff from target. On Tock, will not. 2 AP cost. 2-5+ Range.
  • Xelor Punishment (Air): 7-90 dmg. On Ticks, will take away some Hyperaction buff from target. On Tock, will do additional damage. 5 AP cost. 0-63 range. Only castable on Hour cell, or target beside hour cell.
  • Xelor’s Dial: Places a Dial in front of the Xelor, and creates a surrounding clock interface. The Xelor can teleport to any time/spot on the clock face using MP while the Dial is in place. While the Xelor is on the Dial, they will get +DMG%, +Initiative loss (target), and +Chance to remove AP. If the Xelor is not on the Dial at the beginning of their turn, the Dial will break. When the dial breaks, the Xelor has a chance to get some of the WP cost back (depending on Dial level). 2 WP cost. 1 Range.
  • Devotion: Gives the Xelor and nearby allies AP and Initiative for one turn. 1 WP cost. 0 Range.

A Water Xelor’s primary concern is going to be positioning yourself as often as possible. Start by getting your Dial out there.

On Tock turns, Your primary attack is going to be Xelor’s Sandglass (XSG). This is a linear spell, but you have a chance to give an ally the taken AP. This is a fantastic spell for group play. Solo, it does good damage but you might want to consider using Frostbite instead (FB would be 70 dmg @ Lvl 100 with 6AP, XSG would be 64 dmg @ Lvl 100 with 6AP), Melee range, you’re going to be using Frostbite for damage on these turns. The exception here would be using Underhand if you’re locked so you can get away. If you have a spare AP, throw a Slow Down at the enemy. Clock can also be a good spell (especially with a 10 AP build, or 8 AP + max devotion) but will be more situational for this build; It does good damage but we’re focusing on neutralizing the opponent over straight damage. You may want to invest as well in Aging, used only on Tock turns, for additional damage when you take AP. Sinistro is also something that has yet to be determined if it can be valued or not. This summon can do little damage and chance to take AP from an enemy, but only lasts one turn. The exception to this is when it is summoned on an hour cell, it will last as long as the cell is present. The downside to Sinistro is that it will take up an hour cell, and can also add more Hyperaction.

For each water spell you cast (and try to take away AP from the target, successful or not) the enemy will get +20 levels of Hyperaction. Each level of Hyperaction gives +1% resist to you taking AP/MP from them. This means if you hit them with four XSG, they’re get +80 AP/MP resist (4 x 20%). This effect does have a natural degradation, but only 10% per turn. This is going to be the biggest pain in the rear as a Water Xelor, because it means every time you attack the enemy you’re making him stronger to your next attack. This is where Tick and the Air spells will come into play.

On Tick turns, this is your ‘cool down’ or ‘recovery’ turn. There are two spells in the Air tree, Temporal Distortion and Xelor Punishment, that will allow you to attack the enemy and reduce the amount of levels of Hyperaction on them. Temporal Distortion will take away between 5 and 25 levels (5-25% AP/MP resist) per attack of Hyperaction, and is only a 2 AP spell. This means if you added 80% on your Tock turn, you can remove up to 100% (aka all) AP/MP resist from the buff with only 4 attacks. This spell can’t add a debuff to the enemy, but will take away any of the buff you added. Xelor Punishment can remove 10 to 40 levels (10-40% AP/MP resist), however this spell has a 5AP cost. In exchange for the higher AP cost though, you’re getting a much higher damage output versus Distortion.

The biggest hurdles are going to be:

  • Dial Placement: Making sure you get the dial in the best spot to allow you the most mobility and accessibility to the mobs, without leaving yourself open. This is going to be a constant battle, especially in group fights when you don’t want to get in everybody’s way.
  • Battling Hyperaction: Were it not for this, you’d be the king/queen of disabling your opponents. But with this buff applied each time, you’re going to need to watch your Ticks/Tocks to make sure you do water on Tocks, and Air on Ticks.

Once you get a good handle on those, you should be pretty well off.
Leveling
Leveling may or may not prove to be difficult, since you’re playing a support character. I’d recommend finding a good leveling buddy and it will make the climb a lot easier. Joining a guild for this is a good idea.

My suggestions:
Level 1-5: Kill Wodents like everybody.
Level 5-10 (~15): Kill Piwi and Bow Meow.
Level 15-20: Kill Gobballs.
Level 20-32: Farm Gobball Dungeon. Lots. Groups of Scareleaf and Bellaphones (Br) are also quick XP.
Level 33-40: Mushd and Tsu Tsu in Cania Swamps (Bo), Toads in Holey Woods (A), or Bellaphones are still good at this point if you can kill them quick enough.
Level 40-60: Toads are still good if you can hide behind your dial well. Cracklers (A) or Treechnid (Bo) are also pretty good XP.
Level 60-70: Boowolves in Sadida Kingdom are always fun to kill. If you have a partner, Cros on Kelba may be an option too.
Level 70-80: Stick with Cros on Kelba.
Level 75-90: Monk Island or Wereboowolf (Sadida Kingdom).
Level 91+ : Forfut Island.

Wild Gobballs are also pretty good XP if you can kill them quick enough, or get leeched. They may be worth trying once you hit level 35 and up.

Fighting is a group often a better option for experience. Group up, level quickly. Dungeons are also pretty good for experience, and keys are pretty easy to come by at lower levels. Farm them until your eyes bleed. Consider as well how quickly you can kill mobs. If you can clear 3 lower level mobs in the time it would take you to clear 1 higher one, the lower ones might give you more EPH (experience per hour). Always try to do challenges for the scrolls when they drop as well, easy XP.
Gearing

With this build we’re going to be focusing on getting Water damage & at earlier levels, then critical hit as we get closer to end-game. Ideally, we’re going to want to get at least 50% critical hit.

Level 1-5: Wodent Set
Level 6-14: Blue Piwi set
Level 15: Gobball Set for the AP. Tofu set is also an option; It has more damage but no AP.
Level 26: Puddly Set, more damage but no AP.
Level 33: Royal Goball Set
Level 42: Black Zordfish Set
Level 47: Sufokian Riktus Set
Level 62: Wild Gobball Set
Level 79: Monastary Rat Set
Level 79: Gobbsage Set
Level 84: Nun Scythe
Level 86: If you went Crit, use pieces from the Starry Set to fill in gaps, keeping Monastery Rat Set complete for the bonus. If at this point you’d rather have 1 more AP than a bunch of crit Starry Set with Rat off-pieces.

Keep in mind these sets are all subjective to how you play. IF you’re finding that you need more damage, or an extra AP, instead of more Critical Hit; Try finding gear to go with that. These gear suggestions are just guidelines to help you get going.

Keeping items with Wisdom on them (such as the Prespic Set) for an extended period of time past it’s recommended level can also be an option while leveling due to its high amount of wisdom, however your damage will suffer. It may also be worth it to pick up a Maka weapon at your earliest convenience, as they are currently the best weapon at level 100.

That’s it for our guide! If anything big changes, I’ll do my best to update the guide as needed. Feedback and suggestions are also highly appreciated.

Thanks for reading, and have fun!

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