Eniripsa's Hands: Fire/Air Build

Eniripsa's Hands: Fire/Air Build

Build Summary

Main Goal For This Build:
Characteristics And Specialities:

This section is a short and simple list of what stats to level, what skills to level and what specialities to level depending on your AP build. This is more for people who just want a build and do not really care about the reasons or specifics behind why. Further on is a more in-depth look into the build if you're looking for options or want to understand the reasons behind the choices made in this short guide.

Begin to aim for 10 AP and 6 MP, then aim for 12 AP and 6 MP. Equipment should have bonuses to Fire and Air Damages, and can have bonuses to single target and distance damage as well as heals. Your role is either the main supporter or secondary damage dealer.

Intelligence: Resistances to max, rest into %HP.

Strength: Level ALL Damage and Resistances equally.

Agility: Initiative or Dodge, depends on if you need a specific initiative or need more dodge.

Chance: Max Critical Hits, then either heals or critical hit damage depending on play style.

Major: MP+Damage, AP, Range+Damage. (You can choose AP, MP+Damage and Range+Damage if you want to benefit from 10 AP at the earliest level possible.) Specialities in levelling order:

Solo/Damage-oriented:

Massacuring Mark

Master Propagator

Unnatural Remedies

Eniraser

Absorption

Constitution

Transcendence

Coney

Regeneration

Expert HealerTeam/Support-oriented:

Massacuring Mark

Unnatural Remedies

Eniraser

Transcendence

Absorption

Constitution

Master Propagator

Coney

Regeneration

Expert HealerElemental Spells to use:

Pick a choice between 3 spells in one branch, and 2 spells in the other.

Suggestions for spell choice combos:

Fire Branch w/ 10 AP: Sadist Mark, Traid Mark, Hammle Mark

Fire Branch w/ 10 AP: Sadist Mark, Hammle Mark, Refund Mark

Fire Branch w/ 12 AP: Sadist Mark, Refund Mark

Air Branch w/ 10 AP: Pain Flask, Infected Flask

Air Branch w/ 10 AP: Psykosis Flask, Infected Flask

Air Branch w/ 12 AP: Psykosis Flask, Pain Flask, Infected Flask

Item Stat Recommendations: Items with high damage to 2 or more elements (air and fire), single target damage, distance damage and heals are all good choices. Wakfu-Elements[wakfu-elements.com] or the main website's encyclopaedia[www.wakfu.com] can help you to find items.

Main-hand/Two-handed Weapon Recommendations:

•The Goultard (Lv 40)

•Thork's Hammer (Lv 75)

•Essessen Cards (Lv 90)

•Wreckin Bow (Lv 95)

•Makabra Wand (Lv 100)

•Tijeebon Mallet (Lv 100, crafted)

•Rogmourne (Lv 114)

•Cactlass (Lv 120)

•Kunalds (Lv 135)

•Arcus Shushu (Lv 150, crafted)

•Relay Kamasword (Lv 160)

Relics and Epics Recommendations:

•Gelano (Relic); +1 AP on Ring without restrictions (Lv 80)

•Trool Warrior Spikes (Epic); +1 AP on Epaulettes (only equippable with 10 AP or less) (Lv 80)

•Solomonk (Relic); +1 AP on Headgear (Lv 120)

•Powerful Dazzling Belt (Relic); +1 AP on Belt (Lv 125)

•Lenald Walm Pelt (Epic); +1 AP on Belt (Lv 135)

•Harry Boots (Relic); +1 AP on Boots (Lv 140)

•Genetically Modified Epaulettes (Epic); +1 AP on Epaulettes (Lv 145)

•Woboots (Epic); +1 AP on Boots (Lv 150)

•Dark Vlad's Epaulettes (Relic); +1 AP on Epaulettes (Lv 150)

•Wa Wabbit's Cwown (Epic); +1 AP on Headgear (Lv 150)

•Souleater (Relic); +1 AP on breastplate (Lv 160 - not recommended but still applicable)

Why Go Fire/Air And What's Your Role In A Fight?

Why Fire/Air?Your Role In A Fight As A Fire/Air Eniripsa

I've played as pure Water when these builds were the main build to be, Water/Fire hybrid and also Water/Air hybrid which I did enjoy quite a bit. I found it was really fun to play as a pure healer role during the journey from low and mid-levels to high levels by supporting the team, but eventually found that my role as a pure support Eniripsa eventually began to slow down the pace of fights, as turns where no major healing was required, I wouldn't have much to do or my damage was subpar to contribute to the fight. With the latest changes to items, I tried a Fire/Air build which I can say has made my role in fights more of an active role by being able to keep the damage per turn ticking around the same level as pure damage dealers in fights, and allowing me to also support the team at the same time! This build filled a gap which was present when playing with the Water tree, and is a great choice for people looking to play a more active healer rather than the bog-standard heal slave.

As an Eniripsa, your primary focus will be long to mid-ranged support as you can supply the team with heals with marks and fire spells, debuff removal, revival and other buffs. However, your secondary focus will be as a long-ranged damage dealer, as you can still support by placing marks with your fire spells, debuffs with your air spells and also good damage per turn with your air skills if needed. This way, you play a more active role in a fight which adapts to the flow of battle, and you can even turn the tide of a losing battle thanks to your marks!

Healing And Damaging; How Is It Calculated?

What affects how much you heal for?

The power of your heals is based on both elemental damage modifiers and heals bonuses. Heals are also affected by secondary damages (single target, area, distance or close combat damage). Heals are NOT boosted by backstabbing, backstab damage or critical hit damage bonuses. You can still get a critical hit for healing spells, which heals for more! This means you can weigh elemental damage and heals bonuses on items equally. This also means if one item has a 20% damage bonus and a 10% heals bonus, whilst another has a 40% damage bonus only, the second item will be the better choice for both damaging and healing. Overall, more elemental damage (for this build specifically, fire damage) means better heals AND damage.

How do damage and heal calculations work?

Damage is based upon your elemental damage that the spell uses. For example, fire spells will use fire damage, air spells will use air damage, etc. Spells also benefit from the secondary damage stats. These are single target, distance, close combat and area damage. Almost all spells this build uses is a single target spell and is cast at a distance, so these bonuses will apply. Look out for gear which has the stats you need! Heals are also calculated using the elemental damage that spell uses like before. Your heals will be fire, so fire damage affects them. Heals also benefit from the secondary damage stats, so in this case it would be single target and distance damage. Heals also benefit from a stat called Heals%. Heals is like a special 'damage boost' which only affects spells that heal. For an in-depth look into how healing and damaging works regarding resistances, critical hits and backstabs, please check out this guide.[/b][forum.wakfu.com] This re-directs to my guide on battle calculations in Wakfu.

Characteristics And Specialities Points

Below are guidelines on how to place your characteristic points and speciality points. Reminder that these are of course just guidelines so you can feel free to diverge from this dependent on your play style or role in a team if needed. It's always great to adapt to how you play and makes for a more rewarding experience!

Characteristics:

Intelligence:

•Max out Resistances with 10 points. This gives +100 Resistance Score. Resistances are very important as it mitigates the damage you receive which results in less self-healing and more focus on others and damaging enemies.

•Pump the rest of your points into % HP. Each point will give you a +4% Max HP bonus, and this also works nicely with one of your passive skills.

Strength:

•Evenly level each of the ALL Damages and Elemental Resistances (the top four stats). Put one point in each then repeat, so that you can evenly raise your overall elemental resistance.

Agility:

You have multiple options here, depending on how you play.

•Put points into Initiative if you need a specific turn on a team or desire to go first.

•Put points into Dodge if you find you usually are consistently being locked by monsters.

There is no specific guide here on which is right. You can level both equally as well, it's ultimately down to how much Initiative you want or if you want more dodge.

Chance:

Again, you have multiple options depending on how you play.

•Start by maxing Critical Hits.

•You can then pump either Heals or Critical Hit Damage.

•Pump Heals if you're more support-oriented, and Critical Hit Damage if you're more damage-oriented.

Major:

Lv 25: Put points into MP, which will offer you more mobility and more freedom with your spells which require MP. The extra damage will help you early on as well. Alternatively, you can put points into AP if you feel like you need it.

Lv 75: Put points into AP, as by this time you will most likely have 9 AP and this will give you 10 AP. If you've already taken AP earlier, take MP+Damage now.

Lv 125:Put a point into Range. Range acts like having an additional MP for most spells with adjustable range, and allows you to stay back or heal from longer distances.

Lv 175: Either Final Reduction or Final Damage. This may be subject to change upon the level cap raising to Lv 175.

Specialities:

These can be levelled in many orders depending on how you play. Below are my recommendations on which to take and the order in which to level them based on two different types of play styles.

Players who are mainly solo or are damage-oriented should max spells in this order...

Massacuring Mark

Master Propagator

Unnatural Remedies

Eniraser

Absorption

Constitution

Transcendence

Coney

Regeneration

Expert Healer

Players who level in a team or are support-oriented should max spells in this order...

Massacuring Mark

Unnatural Remedies

Eniraser

Transcendence

Absorption

Constitution

Master Propagator

Coney

Regeneration

Expert Healer

More in-depth info on these specialities will be listed in the spells and specialities section later.

Elemental Spells: What Do They Do?


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Here is some insight to my opinion about the spells involved when looking at a Fire/Air build. This section is here for people who wish to deviate from my suggestions or wish to take spells for specific strategies.

Fire Branch Spells

Fire spells have the unique effect of applying marks to anyone damaged by the spell. Each mark has a unique effect which applies when the enemy dies. When using Unnatural Remedies (UR), your Fire spells will no longer damage but heal instead! This allows you to directly heal allies with your fire spells as an alternative to water spells.

Sadist Mark - 3 AP 1 MP, 2-5 Range (non-adjustable, 2 uses per turn maximum)

-The Fire/Air Eniripsa's bread and butter spell. Sadist Mark's effect heals whoever killed the target, depending on the level of the spell. This is an extremely powerful heal which scales nicely throughout the game, and also synergises extremely well with Massacuring Mark. A must have for any Fire Eniripsa.

Traid Mark - 4 AP, 0-2 Range (adjustable)

- Traid Mark's effect has a chance to give 1 or 2 WP to whoever killed the target, depending on the level of the spell. It also has a minimum of 0 range, which means it can be used as a self heal. It is a good spell for solo Eniripsas who have 10 AP.

Hammle Mark - 5 AP, 2-6 Range (adjustable)

- Hammle Mark's effect gives a percentage of the target's max MP to whoever killed the target, and the percentage is dependent on the level of the spell. Very useful to move long distances by picking off enemies, or to mark far away enemies.

Refund Mark - 6 AP, 0-2 Range (adjustable)

-Refund Mark's effect refunds AP based on the last spell used to kill the target, and Refund Mark's level. Very useful for bursting targets, and can reward a lot of AP if a lot of enemies with the Refund Mark on them are killed with one area-of-effect spell! It can also be used as a self heal as it has a minimum of 0 range. You can take this spell if you have 10 AP due to the mark's effect refunding you AP making the spell extremely cost effective. It is ideal to take if you have 12 AP due to its 6 AP cost.

Rebirth Mark - 2 AP, 2-4 Range (adjustable, 2 marks applied per fight maximum)

-Rebirth Mark's effect is very unique. It revives the target upon death for one turn, and whoever killed the target can control them for that turn, and the damage of the target is either reduced or increased depending on the spell's level. This spell can be used to gain insight on an enemy's spells and conditions of usage or range, so it has very good tactical use!

Air Branch Spells

Air spells have a unique ability to apply debuffs as well as damage. Each use of an air spell gives levels of Propagator to the Eniripsa (similar to Sram's Weak Point), and the aim is to accumulate Propagator stacks to spend to use these debuffs. To apply the debuff, use Unnatural Remedies (UR) on yourself and then cast the air spell on a target (ally or enemy). If you have enough Propagator stacks, it will consume the required stacks, apply the debuff and remove the UR buff whilst also giving 2 AP back to refund the cost of UR. All debuffs applied by air spells last for one turn only. Fear Flask is the only spell which cannot apply a debuff. You can also cast an air spell on an empty cell whilst under the effects of UR to remove the buff as well and regain 2 AP!

Fear Flask - 3 AP, 1-2 Range (non-adjustable, linear) [+2 Levels of Propagator per use]

-Fear Flask is the Eniripsa's push back spell, allowing them to push a target back and deal some minor damage. It is mainly used by all Eniripsas purely for escaping dodge zones or for minor map manipulation, and is not recommended to level much due to the usage of the spell on allies.

Psykosis Flask - 1 AP 1 MP, 1-5 Range (adjustable, 2 uses per target per turn maximum) [+0 Levels of Propagator per use]

-Psykosis Flask is a cheap spell which can be used to finish off targets or to spend spare AP/MP at the end of a turn's combo. Under UR and with at least 5 levels of Propagator, when used on a target it will apply the Psykosis debuff which reduces damage. This spell requires Master Propagator to be at least levelled once in order to gain Propagator stacks from using it. Maxing this passive will ensure you will always get Propagator stacks from using it. A useful spell to pick up.

Pain Flask - 2 AP, 1-3 Range (adjustable) [+1 Level of Propagator per use]

-Pain Flask is a very cheap yet efficient air spell, similar to an Iop's Jabs. Under UR and with at least 15 levels of Propagator, when used on a target it will apply the Link of Pain debuff. This debuff inflicts a percentage of damage from single-target spells suffered by the target to the 8 cells around the target, which can be useful to take out clustered enemies. Another useful spell to pick up.

Infected Flask - 5 AP, 1-3 Range (adjustable) [+4 Levels of Propagator per use]

-Infected Flask will be your bread and butter air spell for damage dealing with 10 AP. Under UR and with at least 10 levels of Propagator, when used on a target it will apply the Gangrene debuff. This debuff is a poison which inflicts air damage based on the amount of AP the target uses or loses. Useful for stacking extra damage on a target.

Lethargy Flask - 4 AP 1 WP, 1-4 Range (adjustable, linear, 1-cell cross AoE) [+3 Levels of Propagator per use]

-Lethargy Flask is a 1-cell cross AoE spell which deals decent damage but at the cost of 1 WP per cast. Under UR and with at least 20 levels of Propagator, when used on a target it will apply the Lethargy debuff. This debuff increases the cost of AP spells by 1 AP, and also has a chance to remove AP dependent on the spell's level.

Specialities: What Do They Do?


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Here is some insight to my opinion about the specialities involved when looking at a Fire/Air build. I will recommend which elemental spells you should consider taking after this section.

Active Specialities

Note: Chromatic Heals are heals which are based on the highest damage modifier you have at the current time. For example, if your highest damage stat is Fire, any spell which heals for chromatic damage will heal based on your Fire Damage.

Unnatural Remedies - At Lv 0: 2 AP 1 MP (self-cast only), at Lv 9: 2 AP (self-cast only)

-Unnatural Remedies is a self-buff which applies the Unnatural Remedies state, which lasts for the duration of that turn only. This state gives you extra Damage and Heals bonuses depending on the level of the spell. This state affects your fire and air spells, by turning your fire spells into healing spells and 'releases' your air spells. This means it allows you to use up levels of Propagator to apply debuffs with your air spells. This spell is useful when maxed as it removes the MP cost and is technically a +60% heal boost to your fire spells too. Remember, you have to apply this spell each turn to heal using fire!

Transcendence - At Lv 0: 5 AP 1 WP (self-cast only), at Lv 9: 1 WP, 0-9 Range (non-adjustable, no line of sight required)

-Transcendence gives a chromatic heal based on the Eniripsa's level, and also applies the Transcendent buff which makes the target impervious until the Eniripsa's next turn. This means they cannot be locked or lock enemies, they no longer block line of sight, they cannot cast spells, they have no AP but they cannot be effected by spell effects! It is a very useful as a 'get out of jail free card' in sticky situations. Be careful as it can only be used on the Eniripsa at the start of the turn, as well as once per fight, and cannot be used if a Feca has already used Perfect Armour. Be sure to read the spell's conditions closely.

Coney - At Lv 0: 5 AP, 1 Range (adjustable), at Lv 9: 2 AP, 1-4 Range (adjustable)

-The Coney is the Eniripsa's token sidekick. A lovable friend who has multiple strategic uses! When maxed, the Coney will have 20% of the Eniripsa's max HP, 3 AP and 4 MP and will also suffer only 50% damage caused by AoE spells. Its spell 'Healing Murmurs' heals a small amount of HP and can be cast at a range of 0-3. The Coney is controlled by the Eniripsa, meaning you can use it in many places as a wall, a scapegoat or as a beacon for someone to swap places with. Even with all the abuse, it will always be your friend. :)

Regeneration - At Lv 0: 4 AP 2 MP, 0-1 Range (adjustable), at Lv 9: 1 AP, 0-5 Range (adjustable)

-Regeneration provides a small chromatic heal at the start of the Eniripsa's turn to the target with the Regeneration buff. The heal depends on the Eniripsa's level. Whilst someone is under the effect of Regeneration, the Eniripsa will lose 2 max AP. You can remove the buff by casting the spell on yourself, and it returns the 2 max AP and refund the spell's cost. It's a useful spell, but mainly used by pure support Eniripsas.

Eniraser - At Lv 0: 5 AP, 0-1 Range (adjustable, 1 use per turn), At Lv 9: 2 AP, 0-4 Range (adjustable, 1 use per turn)

-This is the spell that Eniripsas are widely known for since the early stages of the game. Eniraser is one of two spells which can revive an ally. Revived allies are under the effects of In Recovery, which is a debuff. The debuff's effects become less severe when Eniraser is maxed. The main unique use for Eniraser is its effect to remove states (e.g. Debuffs) from the target! This can be a vital spell in some cases, as it can remove very pesky debuffs. Be wary of its 1 use per turn condition, and be wary that not all effects can be removed with Eniraser.

Passive Specialities

Absorption -At Max Lv: Heals by 10% of all heals cast by other fighters, applies a 2-cell radius Absorption Aura

-Absorption Aura applies Absorption to any ally within 2 cells of the Eniripsa[i.gyazo.com] , which heals them by 10% of any damage taken. Absorption also allows the Eniripsa to heal themselves for 10% of any other heals cast by other person on the field. A very useful tool for early game survival, and it also exploits any heals cast by enemies, which can be quite powerful during late game fights.

Expert Healer - At Max Lv: +40% Heals.

-This passive was once a vital and early choice to level, but with the recent changes to items and stats and on how heals are calculated, the points for this speciality can be better spent elsewhere. Recommended to take much later on.

Massacuring Mark - At Max Lv: Lv 20 Massacuring Mark (+20 lv. of Blazing Calligraphy; 20% Fire Damage, Fire Heal AoE and Fire Damage AoE)

-The core of your Fire tree, this passive unlocks extra utility for any mark. The bonus to Fire Damage stacks up until +100% and lasts for the entire fight. The Fire Heal and Damage AoE applies to the four cells directly next to the killed enemy, and the heal and damage is based on the enemy's level. The heal synergises nicely with Sadist Mark, which allows for an extremely high burst heal. A must get spell for this build.

Constitution - At Max Lv: +200% of the Eniripsa's level as bonus base maximum HP

- This passive has recently been changed, and thus its urgency on when you take it has been relaxed. The usefulness of this ability is much less early on whilst the Eniripsa is low levelled, but much higher when the Eniripsa is higher levelled. The bonus HP applies to the base maximum HP which the %HP stat uses to add additional HP. This means if %HP is levelled, you will get more bonus HP in fights than stated. This spell is useful eventually, but can be ignored early on.

Master Propagator - At Max Lv: +1 to increases in Propagator (100% chance), +3% Air Damage per AP used for Air spells

-The core of your Air tree, this passive unlocks extra utility for your air spells. When maxed, you can stack Propagator quicker than before. The bonus to air damage stacks up to +100% and lasts permanently. A must get spell for this build eventually, but can be ignored early on if you wish to focus on your Fire spells to support with heals and marks.

Recommendations For Elemental Spells

Remember, these are my opinions on what spells I find to be useful to have at specific AP levels. Either of the options presented are fine to go by, or you can use these as a guideline for your own unique build! This ignores water spells as the build does not level them at all, apart from unlocking them.

Fire Branch:

The main spells which are worth levelling in this branch are Sadist Mark, Traid Mark, Hammle Mark and Refund Mark.

-With 10 AP, Sadist Mark, Traid Mark and Hammle Mark can be maxed.

-With 10 AP, Sadist Mark, Hammle Mark and Refund Mark can be maxed.

-With 10 AP, Sadist Mark and Refund Mark can be maxed.

-With 12 AP, Sadist Mark and Refund Mark can be maxed.

Note: These choices are suggested combos which myself or other people have found can work. Pick the combo you feel works best. Sadist Mark is a low cost and has a good heal. Traid Mark is a cheap self heal, and can give WP to allies. Hammle Mark has a very long range, and gives MP for movement. Refund Mark refunds AP, which means 10 AP builds can use this fine.

Rebirth Mark is fine unlevelled, as it is mostly used for minor damage or to look at an enemy's spells.

Air Branch:

The main spells which are worth levelling in this branch are Psykosis Flask, Pain Flask and Infected Flask.

-With 10 AP, if you take three fire spells, Pain Flask and Infected Flask can be maxed.

-With 10 AP, if you take three fire spells, Psykosis Flask and Infected Flask can be maxed.

-With 10 AP, if you take two fire spells, Pain Flask, Psykosis Flask and Infected Flask can be maxed.

-With 12 AP, Pain Flask, Psykosis Flask and Infected Flask can be maxed.

Note: These choices are suggested combos which myself or other people have found can work. Pick the combo you feel works best! Infected Flask is great damage generally. Psykosis Flask does good damage for a low cost and good range. Pain Flask has a decent AP cost and in my opinion the strongest debuff available to air spells.

Fear Flask is fine unlevelled as it is used to push back rather than damage, and Lethargy Flask's spell AP increase debuff does not change depending on level, only the max AP reduction.

Key Equipment Stats And Choices

I'd like put some input into what sort of stats you should be looking for in items rather than handing out equipment builds, but I will recommend general sets you can aim towards when levelling. Building equipment sets on Wakfu is not difficult, but it requires some thought and knowledge of how your spells work. Remember, you do not need to wear an entire set now! Pick the items which you feel are the best or strongest for you.

For Fire/Air Eniripsas, almost all of their spells will be single target spells and mainly used at a distance. This means gear with Single Target Damage bonuses and Distance Damage bonuses are very useful to have as an Eniripsa. Equipment with Heals is also good as it improves your fire-based heals.

Below is a list of sets which I would find useful to take if levelling from Level 1 and with reasons why. You do not have to follow this guide directly! It is provided to offer some insight to newer players into equipment choices at certain levels.

Key Equipment Recommendations

This section is aimed at Eniripsas who are around Lv 80~100+, as it lists into some of the more rarer to obtain items available, such as Legendary Crafts, Epics and Relics. Not much detail will be used, as you should be able to understand why these items are listed here.

Main-hand/Two-handed Weapons:

-Essessen Cards (Lv 90, crafted)

-Wreckin Bow (Lv 95)

-Makabra Wand (Lv 100)

-Tijeebon Mallet (Lv 100, crafted)

-Rogmourne (Lv 114)

-Cactlass (Lv 120)

-Kunalds (Lv 135)

-Arcus Shushu (Lv 150, crafted)

-Relay Kamasword (Lv 160)

These weapons either give AP+Heals, AP and high damage bonuses, or AP+Range and good damage bonuses.

Epic Items:

-Trool Warrior Spikes (Lv 80, epaulettes, restriction of a max of 11 AP)

-Lenald Walm Pelt (Lv 135, belt)

-Genetically Modified Epaulettes (Lv 145, epaulettes)

-Woboots (Lv 150, boots)

-Wa Wabbit's Cwown (Lv 150, headgear)

These items give an exotic AP, meaning extra AP not usually found on these item slots. One of these items will help you achieve 12 AP with one of the relics listed below. [Note: Trool Warrior Spikes will only allow up to 11 AP.]

Relic Items:

-Gelano (Lv 80, ring)

-Solomonk (Lv 120, headgear)

-Powerful Dazzling Belt (Lv 125, belt)

-Harry Boots (Lv 140, boots)

-Dark Vlad's Epaulettes (Lv 150, epaulettes)

-Souleater (Lv 160, breastplate)

These items give an exotic AP, meaning extra AP not usually found on these item slots. One of these items will help you achieve 12 AP with one of the epics previously listed.

Pets and Petsmounts:

-Long-range Dragoturkey/Dragosteed; provides distance damage bonus (Mount)

-Clawbot; provides HP, resistances and general damage. (Pet)

-Moofly; provides HP, Critical Hits, general damage. (Pet)

-Striped Bow Meow; provides the most HP, useful with Constitution and the %HP stat. (Pet)

-Macawker[wakfu-elements.com] ; provides general damage and HP. The treasure bonus applies only to digging treasure with shovels. Less damage than the Tofu. (Pet)

-Tofu; provides general damage and HP. Less than the Phoenix. (Pet)

-Phoenix; provides the most general damage, also gives HP. (Pet)

-Snow Bow Meow; provides the most Heals bonus, and HP. (Pet)

These are a selection of pets and mounts which synergise well with the build. Feel free to choose whichever suits your play style the most!

Levelling And Sets To Take

Lv 1 - 19: Don't worry about equipment just yet! Wear what you can for now which boosts Fire, Air or all damages. This can be Adventurer Set, Bow Meow Set, Larva Sets, etc.

Lv 20 - 34: You can take either the Tofu Set or Gobball Set, which are farmed from the Tofu and Gobball Dungeons respectively. Tofu Set gives 1 MP when all pieces are worn, and Gobball Set gives 1 AP when all pieces are worn.

Lv 35 - 43: The Royal Tofu Set is a good choice to upgrade to, and is farmed from the Tofu Dungeon. If you were wearing Gobball Set you may lose +1 AP but the Royal Tofu Set gives a +1 MP set bonus. In addition, you will gain extra Fire and Air damage. If you did swap from Gobball Set to Royal Tofu Set, you should also have stated a major point into AP or MP to make up for the loss as well!

Sets after these four (Gobball/Tofu, Royal Gobball/Tofu) do not give bonuses if you wear all the items.

Lv 44 - 64: The next set is the Whirligig Set, which gives Heals, Damage and MP. It is dropped from Whirligigs in Bonta. You can also use the Krala Set as well, especially the amulet as it gives +1 AP. However, it only gives heals and no damage bonus. It is dropped from Kraloves.

Lv 65 - 75: The next set is the Royal Crab Set, which drops from the boss of the Royal Crab Dungeon. It gives heals, damage to 3 elements and gives +2 AP from the amulet and cloak and +1 MP from the boots. A very solid set choice. The Infernal Set dropped from the boss of the Celestial Prairies Dungeon is also a good choice.

Lv 76 - 94: Starry Set would be a good choice to go for next, dropped from the boss of Crobak Dungeon (The Kab-Cave). It gives damage to two elements, heals and also provides an AP and MP. Look for an amulet with AP, and I would take Thork's Hammer which gives +1 AP as a weapon, wearable at Lv 75 from Bwork Dungeon. Gobbsage Set, which is crafted using materials from the ultimate boss Excarnus is at Lv 80 and is also a very decent upgrade choice, but can be avoided if this may be hard to get.

Lv 95 - 115: Excarnus Set is obtained by beating Excarnus and earning tokens. The set pieces cost 6 tokens each, and are exchanged from the token machine outside of his lair. This set is very powerful but it is quite difficult for newer players to obtain easily. You can alternatively use Vampyro Set if Excarnus Set is out of your reach. Polar Crackler Set at Lv 105 is another good set which drops from Polar Cracklers on Chillberg Island.

Lv 115 - 129: The Necroforged Set obtained from the boss of the Ambassador's Wing Dungeon is a nice set to use and has solid upgrades. A very powerful set to upgrade to at Lv 121 is the Larduous Set. This set is crafted from materials from the ultimate boss Dragon Pig, and may be very hard for newer players to obtain. Now is the time to be looking for items which give the stats you want, as single items will be better than entire sets.

Lv 130 - 139: At Lv 130, Emiw Set obtained from the Black Wabbit Dungeon is a good set for Eniripsas to use as it has heals, single target damage and distance damage. However, it does not contain elemental damages. This means you may lose bonuses to your damage and heals if you're in close combat (within 1 cell of an enemy when damaging and within 1 cell of an ally when healing) so take note of your positioning!

Lv 140 and beyond: A mixture of the Wabbit Guard Set and the Genetically Modified Set is a good set of items to initially aim for, as they both give heals, damage to two or more elements, and distance damage. Beyond this, and at this point in the game, you should be familiar with looking for which items will be effective for your play style based on the stats it gives. I can no longer give you any advice other than to recommend more elemental and secondary damage over heal bonus in items.

Tips And Tricks To The Build

After looking at what stats and specialities we can level, the spells we have available, and the equipment options we have available, the final part is to practice with the build! Below are some tips and tricks I've picked up whilst playing this build. I didn't want to put down a list of spell combos because I find it's better to understand what sort of combos you can make with the AP and MP you have by practising yourself!

Fire spells are heals too!

•When you use Unnatural Remedies, your fire spells will turn into spells which heal instead of damaging them. This means you need to spend 2 AP (or 2 AP 1 MP) to heal directly with fire!

•Remember to take advantage of Massacuring Mark's heal. In solo-play, standing directly next to an enemy you're about to kill can heal you, and it can also damage enemies too.

•Sadist Mark and Massacuring Mark's effect works very well together, giving two big heals if both conditions are fulfilled.

Mark effectively and efficiently!

•Aim to mark at least each enemy in a fight if possible! This ensures you will get the most out of the bonus fire damage from Massacuring Mark's Blazing Calligraphy buff.

•If an ally is next to an enemy and low on HP, kill the enemy with any mark. Massacuring Mark will heal them up. You can also push an ally to be directly next to an enemy before you kill them.

•Hammle Mark can be used to move long distances. If you use up your MP, then kill an enemy with Hammle Mark, you will get some MP back so you can move once again.

•Marking enemies with Refund Mark allows for AP to be gained, which allows for a turn where you or an ally can use a lot of spells to do a lot of damage in a turn. Refund Mark also triggers Massacuring Mark, so you can receive a heal at the same time to continue damaging securely. This means this spell is still a very secure choice for 10 AP builds as you will get AP back for killing an enemy with this mark!

Air Spells apply debuffs as well!

•The Link of Pain debuff can be used to turn your single target air spells into a square AoE around an enemy, and is very useful if used correctly.

•Gangrene from Infected Flask can apply additional damage to an enemy you wish to burst down quickly, so using Unnatural Remedies before using two Infected Flasks lets you focus the enemy, and this combo is possible with 10 AP!

•Remember, to use these debuffs, you will need to stack up Propagator levels. The amount required to use the debuff is on both the spell description, and mentioned in the spell section of this guide! Also note that the debuffs last for one turn only.

Swap between healing and damage-dealing if necessary!

•Air spells can remove the effect of Unnatural Remedies. If you use Unnatural Remedies during a turn to heal allies or yourself, but also need to deal damage, casting Pain Flask or Psykosis Flask on an empty cell or on an enemy will remove the state for no extra cost. Be careful about Pain Flask's debuff as if used incorrectly, it can be a hindrance to close-combat damage dealers.

Eniraser can remove debuffs!

•Very troublesome debuffs such as Blindness, Stunned and even Concussion can be removed by using Eniraser on yourself or an ally who is alive. Remember this still counts as its single use per turn.

Other spells in your branches are still useful tools!

•Rebirth Mark has quite a long range and a cheap AP cost, and its revival effect allows an ally to control an enemy for a turn. This can be useful as it allows you to see what spells the enemy has, what the conditions of usage are, the range and the effects of their spells. Rebirth Mark can be used to mark an enemy to ensure it at least has a mark, and you can later overwrite it with a more useful mark to fit the current battle's situation.

•Fear Flask is your only push back spell, meaning it will always be of use to move either allies, or enemies away from you!

•Lethargy Flask's debuff increases the cost of spells by 1 AP at all levels. This means you can use it at Lv 1 and it will still do the same effect at Lv 100. The chance for AP removal increases with level, however. This debuff may be useful in some fights, and can be useful for PvP situations.

•Having access to every spell means that you are able to use it for strategic uses. Water spells with Unnatural Remedies turns into damaging spells, meaning you can use Water spells to deal water damage. This is useful in fights, such as at Whispers or even when fighting ultimate bosses like Magmog and Dragon Pig...

Coney can be useful!

•Coney is a controllable entity which can be placed quite far away from the Eniripsa when levelled. This allows you use the Coney as a wall to block the enemy's line of sight or to make the Coney take hits for you! You can place it behind you to prevent push backs as well. It also allows allies to transposition with the Coney (i.e. Sacrier's Transposition or Assault) to set up strategic manoeuvres in important fights.

Known Bugs

Refund Mark is dealing damage first, then applying the mark effect on enemies which haven't been damaged (are at max HP). This means if you happen to kill an enemy in one hit (from 100% HP to 0%), the mark doesn't apply. If they have been slightly damaged, the mark still applies. [Active since Nov. 2014 Patch]

Conclusion And Finishing Notes

This guide is the culmination of a lot of changes and my own experiences with Eniripsas over the course of the past two years, and I feel this guide provides a decent look into my thoughts on how Eniripsas can be played effectively in the game's current standards. Eniripsas haven't had many recent revamps or overhauls, but with the recent September update with the change to equipment and stats, there has been a lot of room for different builds to finally flourish due to proper gear and proper stats available for them.

Eniripsas are a class I've stuck with since the game's beginning and I don't regret one second of it. The role of supporting a team from the backlines feels very satisfying when it's carried out effectively and successfully and it feels very rewarding to boot! With this build, you can not only still support the team from the back, you can also join in with the fight as a more active member, up near the frontlines of battle! Fire/Air is an interesting mix of support and damage which is balanced nicely by the synergy between marking targets and team play, as well as contribution to the flow of damage output per turn which is currently the more favoured choice in the current late game.

The future of this build is most likely a development into a tribrid build. I believe it is a possible build and can be very viable, but it depends on how future updates fare the Eniripsa. I guarantee you that if you've played Eniripsas before and disliked their usual passive play style, this build will surely give you a different perspective.

If you have any questions which haven't been covered or require more information on some parts, leave a reply here, or visit the Wakfu Forums and message me (DiscKZee) via Ankabox!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=325792569					

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