Summon Osamodas' Whip

Summon Osamodas' Whip

Glossary


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Part 1 - Introduction

Part 2 - Specialties

Part 3 - Spells

Part 4 - Specialty Allocation

Part 5 - Stat Allocation

Part 6 - Equipment

Part 6.1 - Level 50+ Equipment

Part 7 - Training/Catching

Part 8 - Final Notes/etc.

Part 1 - Introduction

Heyo, this is a simple guide on how to level up as a solo player Osamoda.

Note that sadly, I'll be listing all the "optimal" equipment to be using. So this may not be as easy as it seems.

So the trick to leveling up super quick is....

...

Getting power leveled

*Gets hit with a gobbal*

x.x Just kidding!

This will be a Double(Even triple during one point during this guide though completely optional) Summon guide as well as using Boohowl/Double Whip.

If you don't whole heartily agree with my guide, then that's fine! Guides aren't meant to be something you follow neck to neck in my opinon, they're just things to help you move along and get a better grasp. Please don't just say "Omg ur guide sucks the duck" but give me constructive criticism on what you think is better. This is just my personal experience and what i did and put it into helpful words for new players.

Who Am I?: Just a nobody who likes Osamodas and wanted to help new players that like the class too.

What are Osamodas?: Osamoda is a class defined by two types, Dragon and Summon. In this guide, we'll be focusing on the summon part. A summon Osa, as the name states, summons monsters to do your bidding for you as you safely stay in the backline providing support(Pretty much just whipping them like slaves) for your summons.

Playstyle: Pretty much stated above, you'll be kiting and running away while your monsters soak up and deal damage to the enemy. Fairly simple but at the same time, you need to learn the enemies patterns in order to minimize their damage towards you.

Part 2 - Specialties


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Specialties: I'll be going over each of the Osamodas specialties briefly and what they do. I'll be telling which ones to get down the road in the next segment.

Actives: These spells cost AP and usually Wakfu as well to cast and are key components to the Osamoda.

1)GobGob

This skill is what lets you hold more summons in your slots. Each level into this skill decreases the AP Cost by 1, and every two levels, you get another slot in your gobgob up to 5 max. By Level 6, it decreases the wakfu cost from 2 to 1. It also gets extra range everyone 2-3 levels as well.

2)GobUp

This skill is what "releases" your summons onto the battlefield. Every 3 Levels, it reduces the cost of AP By 1, down to 3 AP at level 9. As well as increases range.

Your summons gain only 52% Of their original hp/damage/resistance when captured. So they won't be as strong as their wild coutnerparts early on. Though each level increases the hp/damage/resist by 2% so at level 9, your summons will retain 70% of their original stats.

3)Possession

Possession is fairly simple, your take control of your summons actions during their turn but it automatically ends your turn. Great for mobs that have wonky AI or don't use all their AP by themselves. But a good spell in general. It costs 6 AP at level 0. At level 1 it costs 5 AP and every odd level (1/3/5/7/9) It costs 1 AP Less. You also gain +1 Range at every even level (2/4/6/8). Also at level 9, this skill requires no Line of Sight to cast, meaning you can cast it even if something is blocking your way.

4)Critical Synergy

This skill isn't needed for summoning Osamoda but what it does is, you gain + # Block when activated and your gobgob gains + # Critical Hits when activated. If you're in Dragon form you'll get the Critical Hits instead.

5)Symbiosa

Again, unneeded for summon Osa. But basically what it does is lets you gobble up that gobgob (kekekekekeke) And turn into a DogBat *cough* Dragon.

Passives: These are skills that don't need to be activated at cost, they'll be used automatically at the start of fights. Passives go up to level 20.

1)Osamoda's Blessing

This is what makes Dual/Triple summoning even a thing. + control for summoning skill, I'll explain how this formula works later.

For Dragon Users, you just gain + Critical Hit Damage.

2)Animal Guard

This skill makes your summons go bananas. If you get hit at all, there's a chance that your summons will gain the buff "Animal Guard" Which increases their MP, Damage and Resistance.

At level 20, it has a 40% chance to proc, and gives your summons +40% Damage, 80% Resist and +5 MP.

3)Prespic Hairs

Your summons are going to be soaking up the damage for the most part. What this does is reflects a % of the damage done to them back to the attacker. 1% each level at a max of 20%.

I'm not sure if it actually reduces 20% of the damage done like a buff from certain stupid mobs *Cough* Those stupid clams/shells *Cough*

4)Animal Link

If your summons do manage to die, they'll transfer a % of their health to you. 1% each level at a max of 20%

For GobGob users, it converts your Earth Damage into Water Damage for your GobGob.

5)Phoenix Spirit

If your summon dies, there's a chance for it to revive at full health. This can only occur once. Every level increases it by 2% at a max of 40%

For Dragon users, it revives you with 20% health

Part 3 - Spells


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Spells: For simplicity purposes and me being lazy (Don't tell my boohemoth), I'll be only listing what spells I THINK are what you'll be only using and needing.

Air:

1)Whip

This is your bread and butter, your main spell you'll be spamming throughout your sad pathetic Osamoda life. This skill is what buffs your summons damage. So prepare to start whipping your summons. It also stacks so you can buff them more than once!

2) Scaraleaf Wing

As the description says, it's not that strong of a skill but the main attraction is that is costs no AP, only MP. Which adds a little bit of damage. Nice if you have left over MP.

3)Crobak

You won't be using this often, but it'll be mostly for if your summons are out of reach to whip or the enemy has a little hp left and you can just finish it off.

Fire:

1) Boohowl

This skill is your secondary source of buffing your summons damage. Early levels, you'll probably be wanting to use this since it's stronger than whip and it can also damage enemies. The thing is, is that it can only be cast in a straight line.

2)Gurgling

This spell is again another weak spell just for finishers if you have left over AP and want to do a tiny bit of damage.

3)Croak

Very situational since it's castbox is funky hunky. Again, if you can't reach your summons with whip or boohowl and want to damage your enemy, use this spell.

Earth:

Nada, Zilch, Nope, None, No thanks I'm on a diet.

These spells don't buff your summons at all.

The ONLY spell I consider getting for earth is Speedy Command. Why? One and one reason only.

Challenges. If you need to do the stupid Even AP/MP or use all your MP and can't move or some crap, this will help.

Other than that, don't bother into the earth tree besides trying to add up resist.

Part 4 - Specialty Allocation

Specialty Allocation: I'll explain what skills you want and when to level them and why.

Core: These are the skills that are a MUST have for a summon Osamoda.

1)Osamoda's Blessing: This skill is what makes Dual Summon a thing. You want to max it first for max summoning skill. This skill adds on to your total level of summons. The Math is pretty simple.

(A+B*C/D

A = Current Level

B = Current Level

C = Current control

D = 8.

Current Level + Current Level * Current Control/8

This new formula is a buff for higher level osamodas, but as well as a nerf to early level osamodas, you'll see why when I list the summoning levels later.

2)Gobup: Simple, it maxs your summons stronger. Which is always a plus. You want to max this skill Second.

3)Gobgob: You want this skill because it increases your space of summons you can carry at time. At early levels, you just want this skill at level 2, just so you get an extra space. You level up this skill Third afterwards but only to level 8. Reason why is that level 9 doesn't do anything but reduces the cost by 1 AP. At level 8, you'll already get 5 slots.

Note: With the current update, it says that GobGob at level 8 only grants +4 slots instead of+5. Do not worry though, you still get all 5 slots maxed. It'll show the 5th slot locked but will still be able to capture a mob into it.

4)Possession: There are times where your summon will derp, and it will derp hard. Posession helps prevent that. Max this 4th.

Optional: These spells are whatever you feel like using. They're passives so it's your choice and up you on what to get, each has their own pros and cons.

1)Animal Guard: This is what I personally maxed after possession. It gives monsters +MP/Damage/Resistance which is great if an enemy gets towards you. The bad news is that it doesn't have a super high proc rate, even at max it's only 40%. And your summons will also try to ignore their current target and try to move to the one that hit you. Which is good and bad because sometimes the enemy they are fighting has little hp and your summon completely switches targets, another thing is that it'll try to ignore Lock and will get locked and do absolutely nothing and waste its turn. It's a great combo though with possession in my opinion.

2)Prespic Hair: If you want to add on some extra damage form a third source, this is what you want. There isn't much bad I can say about this spell, except maybe it could screw up some challenges?

3)Animal Link: I find this skill more of sacrifice situation. If your minion is low hp and you don't mind summoning a new one, you can kill it yourself to gain HP and then summon a new one. Though at higher level summons, I doubt they'll die easily.

4)Phoenix Spirit: This is an all around good choice, free chance for revive for your summons. I'm not sure how this would work with Animal Link. Since it does technically die, I don't know for sure if you'll gain HP Back if it does revive.

Skills that you will not get at all, why in the world would you get this stop the FILMING THIS.

1)Critical Synergy: Has no use for you, you can only use it when you have gobgob out, and you can't have gobgob out when you have summons out.

2)Symbiosa: Reason why is simple. You CAN'T summon while in dragon form, nor can you dragon form while summons are out.

Speciality leveling progression: What skills to level at the most proficient time.

From Level 1-3: Total Skillpoints Gained - 10

-Level GobGob to level 2. Total Skillpoints Used - 10.

From Level 4-23: Total Skillpoitns Gained - 100

-Level Osamoda's Blessing to Level 20(MAXED). Total Skillpoints Used - 110.

From Level 24-32: Total Skillpoints Gained - 45

-Level GobUp to Level 6. Total Skill points Used - 155.

From Level 33-35: Total Skillpoints Gained - 15

-Level GobGob to Level 4. Total Skillpoints Used - 170.

From Level 36-41: Total Skillpoints Gained - 30

-Level GobUp to Level 8. Total Skillpoints Used - 200.

From Level 42-48: Total Skillpoints Gained - 35

-Level GobGob to Level 7. Total Skillpoints Used - 235.

From Level 49-68: Total Skillpoints Gained - 100

-Level Possession to Level 9(MAXED). Total Skillpoints Used - 335.

From Level 69-74: Total Skillpoints Gained - 30

-Level GobGob To Level 8 and GobGob to Level 9(MAXED). Doesn't Matter which one first, it's up to you. Total Skillpoints Used - 365.

From level 75 - 100:

-Whatever passives you wish to max first, or mix and match.

Part 5 - Stat Allocation

Stat Allocation: What you'll be putting into for your general stats. Fairly simple. Infact, really simple.

From Level 1-31: Total Stat Points Gained - 150

You'll want to save up those stat points to get +1 AP from stats which cost 150 AP Points. Why? It's all for being able to Double Whip soon. Total Stat Points used - 150.

From Level 32-52: Total Stat Points Gained - 100

You'll want to invest in +1 MP to kite more efficiently and counterbalance that Satisfaction ring. Total Stat Points used - 100.

From Level 53-69: Total Stat Points Gained - 80

Put a point in +Range to be able to whip/boohowl more safely and farther away.

Total Stat Points used - 80.

Level 70+: If you're unsure what to put here, I can give you three possible choices that you can do, since the three stat points above are the core for this build anything else is extra.

1. Initiative: Go first is a big thing when soloing mobs, if you go before the enemy, you set up first and can run from them.

2. Critical Hit Chance: More crits = more cmc damage chance, though whip caps at 240 levels, so later on double crit whip loses its effectiveness.

3. Block: Mitigate damage, not much to say about this one.

1)"Why put all your points into AP? Isn't that a waste of stats for classes?"

The reason why is that you won't be fighting at all, your summons will. Your summons don't gain ANY of your stats. Whip doesn't benefit from Air Damage, nor does Boohowl for Fire for how much damage bonus you give to your minions, Only Levels.

2)"Wouldn't +1 MP and +1 Range be more beneficial instead of the second AP?"

While putting MP and Range does help you kite and buff from a farther distance, you won't be able to double whip as easily early on and will limit your build for later levels.

Part 6 - Equipment

Equipment: This is what equip you'll want/need. In most cases, all of it will have control. Depending on certain items, and how fast you obtain them is what'll increase your leveling speed. I'll be noting how much control you'll have throughout.

Level 1-14: Control 1.

You'll have a base of 1 Control and sadly there aren't any control items before level 15.

Level 15: Control 3.

Weapon:

Pilgrim Staff[www.wakfu.com] is the earliest item you can give that gives Control. You'll have to craft this by yourself or buy it from the Market.

And should have +Control from Osamodas Blessing.

Level 20-28: Control 3.

From early levels you should understand that our main spell damage goes from Fire and Air trees, so we need to get items which have also +Fire or +Air Damage.

Armor:

Capsule Cloak[www.wakfu.com] So, it's our first really needed armor item. It grants us +9% Damage from Fire and Air and also gives us some another good stats.

Robbyn of Lockets[www.wakfu.com] This amulet gives us +1 Range, so we can damage enemies and buff our summons more safely. -8% Damage don't affect on us because we don't use our weapon.

Satisfaction Ring[www.wakfu.com] You should get it only with Robbyn of Lockets in pair. Satisfaction Ring grants us +1 AP and -1 MP what hurts, but with +1 Range it wouldn't hurt. Only one problem is that it also -100 HP, and it's really hurts us, so you should use it only in party's where monsters can't get close to you.

Piwipiki[www.wakfu.com] Our second ting should be this one because it gives us +2% CMC Damage. It's not really big, but it's better than nothing.

Level 32-39: Control 7.

Weapon:

Instead of Pilgrim Staff you can get Royal Gobbhammer[www.wakfu.com] , it gives you same +1 Control and some better stats.

Armor:

Fast way (lvl 32)

[/b] The Jouik Krampe[wakfu.wikia.com] If you can find this on the Market or craft it yourself, then you'll want this since it is the earliest helmet that gives +Control.

Better way (lvl 32-35)

Toad Set[www.wakfu.com] If you don't want to waste your time and money, you should just buy or farm it by yourself from Oafish Toads[www.wakfu.com] . Set bonus gives us +6% CMC Damage.

Fake Breastplate[www.wakfu.com] +1 Control, that's all we need.

Cloaks:

Spyne[www.wakfu.com] or The Maimpa[www.wakfu.com] .

Spyne grants us +10% CMC Damage and +5% Damage Fire. The Maimpa grants us +12% CMC Damage and +14% Resist. Fire and Water. So it's only your choice what is better for you, damage or resist.

Guardian Amulet[www.wakfu.com] We must to have it cause of +1 Control. The next amulet with +1 Control will be only at 55 level, so we can forget about other amulets for a long time.

Also, your Osamodas Blessing should be maxed so you'll get another +Control.

Level 40: Control 7.

Armor:

Polnuds[www.wakfu.com] You want +1 MP shoes as fast as possible, and there they are. Also they gives us +10% Damgae Fire what is really good for us. Toad Set bonus for +6% CMC Damage needs only 3 items, so we can change 1 item.

Level 44-48: Control 9

Weapon:

Toh'Lo Hammer[www.wakfu.com] You should buy it on Market or craft by yourself. It gives us +12% CMC Damage and +18% Damage Fire, so we really want it.

Armor:

Celestial Tofu Belt[www.wakfu.com] Your old good Toad Set wants to be replaced, and it's the first part of replacement. +38HP and +19% CMC Damage is good for us.

Celestial Tofu Ring[www.wakfu.com] You need to replace your Piwipiki, and it's a good choice. It grants us +12% CMC Damage instead of +2%.

Celestial Tofu Cloak[www.wakfu.com] It's a good replacement for our old cloak. +41 HP and +22% CMC Damage is very good, but +1 Control more is kinda unbelievable.

Celestial Tofu Epaulettes[www.wakfu.com] It's the last part of our set, and it grants us +54 HP and +23% CMC Damage.

So, our old Toad Set is replaced by Celestial Tofu Set which grants us +83% CMC Damage and +2 Control.

Celestial Tofu Amulet[www.wakfu.com] You can change your Guardian Amulet for it. Doing this you'll loose +1 Control but you'll recieve +1 AP from Set Bonus. You'll replace it on 55 anyways, so it's only your choice what is better to you, +Control or +AP.

Level 50: Control 10.

Burning Heart Breastplate[www.wakfu.com] We get +12% CMC Damage, +10% Damage Fire and still have +1 Control.

Part 6.1 - Level 50+ Equipment

Ho Ho Ho, this is where you'll get most of your control.

Level 55-61: Control 12.

Armor:

Dragolyre[www.wakfu.com] It's a very good replacement for your old one. We still have +1 Control and recieve +1 AP, but it cost us -65 HP, -15% Damage (what don't affect on us) and -25% Resist. (dat hurts).

Imperial Blibli Set:

Imperial Blibli Helmet[www.wakfu.com] Kinda good thing. +11% Damage Air and Fire and also +1 Lvl. to Air and Fire spells.

Imperial Blibli Epaulettes[www.wakfu.com] Replacing old ones we'll get +1 Control what makin' old set bonus comeback. Also +12% Damage Air and Fire.

Imperial Blibli Breastplate[www.wakfu.com] We need more DAMAGE!!! +12% Damage Air and Fire and +1Lvl. to Air and Fire spells.

Imperial Blibli Ring[www.wakfu.com] Replacing our +12% CMC Damage with +8% Damage Air and Fire.

So, now we have Imperial Blibli Set. We've replaced our old one and recieved +1 Control, +53% Damage Air and Fire and we've equaled our -25% Resist to 0%. Also we have +1 MP what equal our Satisfaction Ring.

Alpha Predator Belt[www.wakfu.com] It would be the best replacement for our old one. +1 Control and +7% CMC Damage.

Boowolf Boots[www.wakfu.com] You will also need to replace your old boots. Why? It gives you +15% CMC Damage and +42 HP.

Level 100+: Control 14.

Weapon:

One-handed + Shield:

Ratty Riot Shield[www.wakfu.com] It gives us +1 Control, with this shield you must to compare one of following weapons.

Fryou's Little Staff[www.wakfu.com] WIth shield we get +1 AP, +2 Control, + 216 HP, +22% Resist. and +20% CMC Damage.

Kam's Hand[www.wakfu.com] With this one you'll get +1 AP, +2 Control, +155 HP and +20% CMC Damage. Other charasteristics is not really important.

So, if you want one-handed weapon and shield, you should get Ratty Riot Shield + Fryou's Little Staff.

Two-handed:

Eskarina's Hammer[www.wakfu.com] Takin' this we'll get +1 AP, +2 Control, +184 HP, +35% CMC Damage and +6% Critical Hits. So, it's really good stats and kinda better than one-handed weapon+shield.

Kwoac's Leg[www.wakfu.com] +1 AP, +2 Control, +162 HP, +25% CMC Damage and +10% Resist. So, if you need resist you should take this one, but I think that Eskarina's Hammer is the best choice.

Ultimate:

Scemu Ring[www.wakfu.com]

Imperial Summoner Armor[www.wakfu.com]

Larduous Breastplate[www.wakfu.com]

Inkap[www.wakfu.com]

Fungaulettes[www.wakfu.com]

Powerful Dazzling Belt[www.wakfu.com]

Poinkpoink Boots[www.wakfu.com]

Part 7 - Training/Catching

What to Catch and Where to Level:

As you can see, it's worse than the old formula early levels, but once you hit 60+, it evens out, and once you hit 100+ it's a huge buff.

Time to tell you where and what to level off of.

BE sure to use all wisdom candy before 30.

BE sure to do challenges as much as you can if possible for most exp.

BE sure to whip/boohowl your summons every turn if possible.

Level 1-10:

Do the beginner astrub questline.

Catch whatever you want, you'll be throwing it out anyways.

Level 10-20:

Kill Larvas in Astrub sewers or kill Gobbal/Gobbal Warchiefs..

Level 20-30:

Fight either Bliblis in Bonta or Flowers in Amakna. Why? Because while leveling off these suckers, you'll also get keys to the dungeons which drop your control equips for later on.

Level 30-40:

Fight Aggressive Bliblis or Exploding sunflowers. You can also fight the badnelty people outside of the mines that are level 40.

Alternative once you're level 30.

Go to Cania Swamps, catch a little mushd. Now what you do is fight other mobs of single target little mush'd. The reason why is Little mushd have a skill that instant K.O's other little mush'd. So you can summon one next to an enemy and it'll instant kill it. Pretty quick.

Level 40-50:

Fight The Kralove family or the Badnelty/Riktus family.

You can either keep your double team of aggressive Bliblis or switch one or two out for Crackrock.

Level 45-60: You'll want to Farm at Calamar Island, at lower levels fight the deckhands and at higher levels fight the animals.

Once you get to level 55, go get TWO Wild Gobball Warchiefs, they'll be great. Trust me.

Level 60-70: Again, Farm at Calamar as well as doing the enviromental quests. You can also farm Blimprats at monk monastery. Your team will still be Two Wild Gobballs.

Level 70-80: Monk Monastery. Go Farm Friar Tubs ez exp and ez to kite.

At level 74/75, you can catch a Blimp rat and FatBirdos. You can mix those two with each other or use two. Wild warchiefs are still a great choice. Again do challenges here, really easy.

Level 80-100: Bibliza. Farm Venomous Sludgeworms/Baby Sludge worms. I suggest using two rats for this as they have low water resist. I do not recommend doing challenges here besides the "Find Slipping Beauty"

You can catch a strawberry Jelly at level 99.

You can also go farm level at whisperers when around 90, it may be a bit challenging though.

After that, you should hit 100, have fun, enjoy. See you in the world of Obam- I mean Twelve!

Part 8 - Final Notes/etc.

Final Notes:

Hope you didn't fall asleep midway through this guide, hope it'll help you. IF there are any errors in my guide (I.E: Skill points etc) Please let me know and I'll fix it.

Quick Tips:

1) When summoning mobs that push, such as Biblis or wild warchiefs, it's best to summon them on opposite sides. Why? Because not only will it keep the enemy in lock, there is also push damage which is extra damage. The damage isn't modifiable by whip or anything but it's nice. Especially with wild Gobbal Warchiefs which makes it do an extra 240 pushback damage.

2) Be sure to study the enemies mobs range and movement of skills, you want to get close enough to whip and boohowl but far enough to not get in their target of damage.

3) At early levels with summoning, if you can, use boohowl instead of whip when your summons are close together, and are able to be buffed. At later levels, you'll be able to double whip which much stronger than 1 boohowl.

4) Save your free respec at level 30 until as late as possible, there's no level limit on when it'll disappear, just time. You have 2 days so once you hit 30, try to get as far as possible before using it. The only reason why you'll use it anyways is to use the unused spell exp you might have missed. Max Whip/Boohowl + Scaraleaf for sure and try to put some exp into the earth tree for resist.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=310298377					

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