View Single Post
11-16-2008   #1 (permalink)
kuyaBaka
2 kawaii 4 u
kuyaBaka's Avatar
Games
DofusWorld of WarcraftSword 2Soul Master
Awards Facebook Fan
 
Join Date: Jun 2008
Location: San Jose, CA
Posts: 3,827
Blog Entries: 167
iTrader: (0)
kuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant futurekuyaBaka has a brilliant future
Send a message via MSN to kuyaBaka Send a message via Skype™ to kuyaBaka
IGN: Unicornkitty
Class: Holy Paladin (PvE+PvP)
Level: Pro-level.
Guild: Get Some LLC
Default Panning for Gold~ [The path of a Water-Enu]

Panning for Gold~
The path of the Water-Enu . . .



If you want to make an Enutrof happy, just compare him to the 'Kama Reaper', a character from Enutrof fairy tales who comes to take the richest, greediest ones off to hell... which they love! I have yet to meet someone who wants to make an Enutrof happy though... Enutrofs are the gold rushers of the World of Twelve - they like nothing more than counting booty and you'll often see all sorts of adventurers following them around, just waiting until their Enutrof nose smells out the next gold mine. Their motto is simple: "Of greed make an art". You'll often hear them whisper it as they're pushing children out of the way in the search for rubies, or some other horrible activity. Their god, a Golden Dragon from the skies, gave them the knowledge of all valuable things. Who are they loyal to? Ha! Anyone who pays enough!



So, you wanna be a Water-Enu?
Chances are (pardon the pun), you want to strike it rich. You want money, and that's all you care about. Sure, huge damage and the ability to solo is nice, too, but the reward of having lumps of kamas bulging out of your pants (kekeke) tickles your fancy just the right way. Well, the Enutrof class is just the right investment (heh, more puns) of your time here in Wakfu.

Few keys things to remember throughout the trip . . .

Quote:
* Enutrofs only have 3 WP and no spells to increase them, so use them carefully
* Enutrofs initiative is very low so expect yourself to be (near) last in the fight line
* 127 Base Prospecting . . . you can just smell those items right under your greedy paws
* For every level you obtain, your maximum hp raises by 6
Now, the technical stuff . . .
*pardon the laziness. I'm typing this at 10pm and I don't have the cropped screenshots for the job. I'll work on my own later, but for the sake of knowledge, here's the list of Enu skills.

Source and credit goes to Sauron of the Wakfu community~: Enutrof within - Wakfu Forum
Quote:

Spells

EARTH
  • Shovel Throwing (lvl 1)
    Cost: 4AP
    Range: 1-2 at level 100: 1-4
    Effect:
    Lv 1: 4 hp
    critical: 5 hp
    Lv 100: 54 hp
    critical: 65 hp
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: Your basic earth mid-range solid damage spell. Very useful if your tactic is ''hit and run''

  • Shovelage (lvl 5)
    Cost: 5AP
    Range: 1
    Effect:
    Lv 1: 5 hp | Applies the condition stunned (5%) Lasts 1 turn
    critical: 6 hp | Applies the condition stunned (5%) Lasts 1 turn
    Lv 100: 65 hp | Applies the condition stunned (5%) Lasts 3 turns
    critical: 76 hp | Applies the condition stunned (5%) Lasts 3 turns
    Comment: Even though the chances are pretty slim to stun with 5%, the damage is still nice which makes this spell worthy leveling and keeping in the spell bar

  • Pelletee (lvl 5) - Shovelful
    Cost: 4AP
    Range: 1
    Effect:
    Lv 1: 6 hp | Applies the condition blindness (10%) Lasts 1 turn
    Lv 100: 26 hp | Applies the condition blindness (50%) Lasts 1 turn
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: This is a tricky one. Damage is not good at all but see that 4AP and 50% chance of blinding? Well, theoretically, if you reach level 100 with this spell, i assume you would also have to have a high character level, too, so this spell used in combination in, lets say, shovel throwing could be pretty neat (at that high levels you will definitely have 8+ AP)

  • Secouse Tellurique (lvl 10) - Earthquakes


    Cost: 6AP
    Range: 1
    Effect:
    Lv 1: 8 hp
    critical: 10 hp
    Lv 100: 68 hp
    critical: 80 hp
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: This is a very very good spell. Might not seem without knowing the area of effect, but look at the picture again. It covers 5 squares and with good tactics and positioning you can really inflict some serious damage!

  • Pelle en Retour (lvl 10) - Back-fill


    Cost: 5 AP
    Range: 3-3
    Effect:
    Lv 1: 5 hp
    critical: 8 hp
    Lv 100: 55 hp
    critical: 66 hp
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: This is also a dubious spell. Sure, the range handicap does not seem nice, but the area of effect is sweet, especially if you make the monsters get in line, like in the picture. Medium damage and 5 AP seems good enough for me

  • Charge de l' Enutrof (lvl 20) - Enutrof's Charge
    Cost: 3AP 2MP
    Range: 2-3
    Effect:
    Lv 1: 5 hp | Gets closer by 1 cell
    critical: 5 hp | Gets closer by 1 cell | Applies the condition stunned Lasts 1 turn
    Lv 100: 55 hp | Gets closer by 1 cell
    critical: 55 hp | Gets closer by 1 cell | Applies the condition stunned Lasts 1 turn
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: Hmmm......good in combination with a side spell (charge to get closer and another spell for close combat, not necessarily weapon), not that great damage, but hey - 3 AP!

  • Empellement (lvl 20) - Mound
    Cost: 6AP 1WP
    Range: 2-5
    Effect:
    Lv 1: 8 hp | 3 HP per MP monster uses PM utilise Lasts 2 turns
    critical: 10 hp | 4 HP per MP monster uses Lasts 2 turns
    Lv 100: 58 hp | 33 HP per MP monster uses Lasts 2 turns
    critical: 70 hp | 44 HP per MP monster uses Lasts 2 turns
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: A MUST for an earth enu, with great basic damage and very nice range, this spell also has an outstanding side-effect, that is, monster loses certain hp for every movement point it uses. My my


FIRE
  • Phorreur de Poche (lvl 1) - Pocket Drheller
    Cost: 4AP 1WP
    Range: 1
    Effect: Summons a bebe Phorreus
    Condition: Cannot be cast whilst in ''Phorzerker'' shape | Leadership greater than summons in play
    Comment: This little bugger is going to be your true friend. Not only that he ''sniffs'' monsters to reveal possible drops but allows you to combine with him into the dhreller. Other builds will use this little fellow also for shielding as it gains 3hp per level. All in all, very very useful summon.

  • Phorzerker (lvl 5) - Drhezerker
    Cost: 4AP 1WP
    Range: 1
    Effect: Applies the condition Phorzerker
    Duration: infinite
    Destroys the target (Pocket Dhreller)
    Condition: Can only be used on the breed Bebe Phorreur
    Comment: You transformation spell, cast it on your bebe to transform into the beast

  • Griffes Incanescents (lvl 5) - Incandescent Claws
    Cost: 3AP
    Range: 1
    Effect:
    Lv 1: 5 hp
    critical: 5 hp | Applies the condition Brulure Lasts 1 turn
    Lv 100: 35 hp
    critical: 55 | Applies the condition Brulure Lasts 1 turn
    Condition: Can only be cast when in ''Phorzerker'' shape
    Comment: Your basic attacking spell when transformed. Low damage, but only 3 AP!

  • Hurlement (lvl 10) - Howl
    Cost: 5AP
    Range: 0
    Effect:
    Lv 1: 10% de resist. aux enemies (fire element) Lasts 1 turn | -10% a INI pour tous (sauf lanceur) Lasts 1 turn | Applies the condition Cowardice (10%) Lasts 1 turn
    critical: 10% de resist. aux enemies (fire element) Lasts 2 turns | -10% a INI pour tous (sauf lanceur) Lasts 2 turns | Applies the condition Cowardice (10%) Lasts 1 turn
    Lv 100: 50% de resist. aux enemies (fire element) Lasts 1 turn | -50% a INI pour tous (sauf lanceur) Lasts 1 turn | Applies the condition Cowardice (10%) Lasts 1 turn
    critical: 50% de resist. aux enemies (fire element) Lasts 2 turns | -50% a INI pour tous (sauf lanceur) Lasts 2 turns | Applies the condition Cowardice (10%) Lasts 1 turn
    Condition: Can only be cast when in ''Phorzerker'' shape

  • Griffes Immolatrices (lvl 10) - Immolation Claws
    Cost: 5AP
    Range: 1
    Effect:
    Lv 1: 8 hp | Applies the condition Immolation (5%) Lasts 1 turn
    critical: 10 hp | Applies the condition Immolation (5%) Lasts 1 turn
    Lv 100: 58 hp | Applies the condition Immolation (5%) Lasts 1 turn
    critical: 70 hp | Applies the condition Immolation (5%) Lasts 1 turn
    Condition: Can only be cast when in ''Phorzerker'' shape
    Comment: Not a very useful spell as the damage for 5AP is low, it's better to use 2x Griffes Incanescentes, considering the immolation condition - slim 5%

  • Taniere Obscure (lvl 20) - Hidden Den
    Cost: 3AP 1WP
    Range: 0
    Effect:
    Lv 1: +10% resist (air) | +10% resist (water) | +10% resist (fire) | -10% resist (earth) | Makes you invisible Lasts 1 turn
    Lv 100: +50% resist (air) | +50% resist (water) | +50% resist (fire) | -70% resist (earth) | Makes you invisible Lasts 1 turn
    Condition: Can only be cast when in ''Phorzerker'' shape
    Comment: It is commonly known that 1 turn can actually effect the whole fight. Therefore, this spell is very useful because it makes you invisible and saves your head for another turn, which may be crucial.

  • Griffes Incerdiaires (lvl 20) - Incendiary Claws
    Cost: 6AP
    Range: 2-4
    Effect:
    Lv 1: 6 hp
    critical: 6 hp | Applies the condition Brulure Lasts 1 turn
    Lv 100: 46
    critical: 46 | Applies the condition Brulure Lasts 1 turn
    Condition: Can only be cast when in ''Phorzerker'' shape
    Comment: Although the AP cost is high and damage is average, this is an useful spell, only because of the range. In fact, it is the only ranged spell in the fire branch so it is recommended to level it.


WATER
  • Coins Throwing (lvl 1)
    Cost: 2AP
    Range: 2-5 (LINEAR!) at level 100: 2-8
    Effect:
    Lv 1: 4 hp
    critical: 5 hp
    Lv 100: 34 hp
    critical: 45 hp
    Condition: Kamas you own greater than 0
    Comment: This is your first water spell and a vey powerful one. Even though it costs money to cast it, don't be afraid to cast because it costs only 2 AP, and the damage is nice

  • Bouclier Kamaesque (lvl 5) - Kamas Shield
    Cost: 2AP
    Range: 0
    Effect: Absorbe 1% des degats (1 kama perdu par PdV absorbe) Lasts 5 turns
    Condition: Cannot be cast whilst in ''Phorzerker'' shape

  • Flouze (lvl 5) - Cash
    Cost: 4AP
    Range: 1-2
    Effect:
    Lv 1: 7 hp | Applies the condition frozen (10%) Lasts 1 turn
    critical: 7 hp
    Lv 100: 47 hp | Applies the condition frozen (10%) Lasts 1 turn
    critical: 47 hp
    Comment: I wouldn't recommend leveling this spell as the damage isn't high enough, its only 1-2 range and the freezing effect is only 10% (does not increase with levels)

  • Corruption (lvl 10)
    Cost: 6AP
    Range: 2-4
    Effect:
    Lv 1: -10% to damage Lasts 2 turns | -10% to healing Lasts 2 turns
    Lv 100: -40% to damage Lasts 2 turns | -40% to healing Lasts 2 turns
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: Excellent support spell if leveled all the way, especially when fighting bosses and monsters with high damage / healings

  • Bourse Massacrante (lvl 10) - Dodgy Deal

    Cost: 6AP
    Range: 1-4
    Effect:
    Lv 1: 6 hp
    critical: 6 hp
    Lv 100: 46 hp
    critical: 46 hp
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: This is my favourite water spell because it is ranged so i can ''hit and run'' and also covers 4 squares of damage (good for farming )

  • Kama Porte - Bonheur (lvl 20) - Lucky Kama
    Cost:
    Range:
    Effect: Applies the condition kama porte - bonheur Lasts 2 turns
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment:

  • Cupidite (lvl 20) - Greed
    Cost: 6AP
    Range: 1
    Effect:
    Lv 1: +1 MP Lasts 1 turn | -50% resistance Lasts 1 turn
    Lv 100: +3 MP Lasts 5 turns | -10% resistance Lasts 5 turns
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment:


SUPPORT
  • Savoir des Objects (lvl 1) - Object Lore
    Cost: 3AP
    Range: 2-6
    Effect:
    Lv 1: Applies the condition Savoir des Objects Lasts 2 turns
    Lv 100: Applies the condition Savoir des Objects Lasts 6 turns
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: This spell, when cast on a monster, gives him prospecting (which varies depending on the level of the spell) and increases chances of drops. Cast only once per monster, because if you cast this spell twice on the same monster in the same time, it wont receive double prospecting buff, but only 1.

  • Art du Lancer (lvl 5) - Art of Throwing
    Cost: 5AP
    Range: 3-6 at level 100: 3-12
    Effect: Throw chosen weapon on the target
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment:

  • Pouche Trouee (lvl 5) - Pocket Hole
    Cost: 3AP
    Range: 2-6
    Effect:
    Lv 1: Applies the condition Pouche Trouee Lasts 2 turns
    Lv 100: Applies the condition Pouche Trouee Lasts 6 turns
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment: similar to savoir des objects but instead, when cast on a monster, designated monster will drop +xy% kamas depending on the level of the spell

  • Plante d' Arme (lvl 10) - Buried Weapon
    Cost: 4AP
    Range: 3-6 at level 100: 3-12
    Effect: Drop chosen weapon on the ground.
    Condition: Cannot be cast whilst in ''Phorzerker'' shape
    Comment:

  • Appat du Gain (lvl 10) - Bribery
    Cost: 3AP
    Range: 12
    Duration: infinite
    Condition: Cannot be cast whilst in ''Phorzerker'' shape | Control greater than traps in play
    Comment: This is my favourite support spell. Whats the effect? Well, for only 3AP you get to summon a beacon (icy mountain) which gives prospecting (+50 at level 1) when any monster is killed. For instance, you summon 4 mountains and your team is fighting against a single royal gobball. When you kill the team will receive +200 (4*50) prospecting for the fight




  • Folie Destructice (lvl 20) - Destructive Madness
    Cost: 6AP 1WP
    Range: 3-6 at level 100: 3-12
    Effect: Jette toutes les armes sur la cible (????????????)
    Condition: Cannot be cast whilst in ''Phozerker'' shape
    Comment:

  • Sac Anime (lvl 20) - Living Bag
    Cost: 5AP
    Range: 1
    Effect: Summons a Sac Anime (little Black Gobbly)
    Condition: Cannot be cast whilst in ''Phorzerker'' shape | Leadership greater than summons in play
    Comment: This is a VERY useful spell!. Few reasons: it does not require WP so you can always cast it, it can be used as ''meat shield'' versus stronger monster (to hold them back). It also has two spells (pouche trouee and savoir des objects). Only downside is the hp - ~15hp in the beginnin, +1 hp for every new level. Still, a great support summon




Greedy bastard
Sauron
. . . (whew, that was long).

The Proper Equipment . . .
So, now that you know what the skills are (aside from a few things), here's the rundown of what's important and what's not.

*Ignore the Fire Tree, aside from the lil' Mole-summon.
*Ignore the Earth Tree, unless you plan on hybriding later. (will update on this)

Quote:
[*]Coins Throwing (lvl 1)
Cost: 2AP
Range: 2-5 (LINEAR!) at level 100: 2-8
Effect:
Lv 1:.........4 hp
critical.. 5 hp
Lv 100:......34 hp
critical:..45 hp
Condition: Kamas you own greater than 0
This is an amazing spell, and is coincidentally your first! Being 2 AP means you can cast it 3 times a turn (with 6 AP). It's range means you can pelt monsters from a distance. And it's a water spell! Perfect combination with the high CHA you'll have! There's a few downsides, though -- I mean, not everything can be as perfect as I am. It's 2-5 Linear range means you can shoot things directly infront of you, and the target must be either horizontal or vertical to you. No slopes or anything. Lame. DX
Nonetheless, this is still a must-have as it is a very powerful and amazing skill to always have.

Quote:
[*]Bouclier Kamaesque (lvl 5) - Kamas Shield
Cost: 2AP
Range: 0
Effect: Absorbe 1% des degats (1 kama perdu par PdV absorbe) Lasts 5 turns
Condition: Cannot be cast whilst in ''Phorzerker'' shape
This is a neat spell. What is does is reduce some of the damage you take by a small percentage and turns that into kama-damage. It's like using your wallet to defend yourself. Sadly, it doesn't protect from much. It's a nice spell to have when you have the extra AP to use, though.


Quote:
[*] Flouze (lvl 5) - Cash
Cost: 4AP
Range: 1-2
Effect:
Lv 1:........7 hp | Applies the condition frozen (10%) Lasts 1 turn
critical: 7 hp
Lv 100:.....47 hp | Applies the condition frozen (10%) Lasts 1 turn
critical: 47 hp
This is a very useful spell to have around, but don't rely on the freezing condition it uses. I use this when I'm too close to an enemy for Coins Throwing and don't want to risk the turn to dodge and get locked. Useful in those tricky situations when you're being tailed down by a Tofu or Gobbal Warchief. Simply cast, then attempt to run. If you can dodge a tackle, throw some coins in it's face. If you can't, well it's ok. You might have frozen it, but at least you had knocked off some of it's HP.

Quote:
[*] Corruption (lvl 10)
Cost: 6AP
Range: 2-4
Effect:
Lv 1: -10% to damage Lasts 2 turns | -10% to healing Lasts 2 turns
Lv 100: -40% to damage Lasts 2 turns | -40% to healing Lasts 2 turns
Condition: Cannot be cast whilst in ''Phorzerker'' shape
Comment: Excellent support spell if leveled all the way, especially when fighting bosses and monsters with high damage / healings
Amazing spell once leveled up. It can save lives. Use during those tough boss-battles with a group, and you'll help soften the blows!

Quote:
[*] Bourse Massacrante (lvl 10) - Dodgy Deal

Cost: 6AP
Range: 1-4
Effect:
Lv 1:.........6 hp
critical: 6 hp
Lv 100:.....46 hp
critical: 46 hp
Condition: Cannot be cast whilst in ''Phorzerker'' shape
One of my favorite spells (aside from Coins Throwing). Use this baby to farm those lower-leveled set pieces. It's range is really nice, and the AoE is has is extremely helpful in many situations.

Quote:
[*] Kama Porte - Bonheur (lvl 20) - Lucky Kama
Cost: 2 AP
Range:
Effect: Applies the condition kama porte - bonheur Lasts 2 turns
Condition: Cannot be cast whilst in ''Phorzerker'' shape
What this does it increase your CHA and Prospecting a little. I haven't seen this do much difference in battle, but I'm sure it'll help a lot later on. For now, use it for farming as the extra Prospecting can mean a Gobbal Set piece or a Gobbal Horn.

Quote:
[*] Cupidite (lvl 20) - Greed
Cost: 6AP
Range: 1
Effect:
Lv 1:........+1 MP Lasts 1 turn | -50% resistance Lasts 1 turn
Lv 100:.....+3 MP Lasts 5 turns | -10% resistance Lasts 5 turns
Condition: Cannot be cast whilst in ''Phorzerker'' shape
As of the French OB, it doesn't work, but I'm sure it'll be very useful for the tricky situations during dungeons or something. Also, this isn't a self-buff.

Now to use these wonderful skills at optimal power, you need the equipment to help back them up. But, from the large array and vast myriad of choices available, which to choose?
As of the time of this edit, there isn't much for CHA-builds. Although a rather easy set to obtain that I would recommend would be an Adventure Set (for the WIS and Prospecting 8D) or the Blue Piwi Set (which gives decent +% Water damage).
For the weapons, use whatever you think you need. I'd go with Shovel -- mainly because the rest of the weapon branch for the Shovel weapons is yet to be finished, and the last 2 skills might be water-damage. Well, one can dream?

So, what should be first victims be?
Fortunately for you, finding early mobs is quite simple really . . .

Levels 0 ~ 5: These beginning levels are usually kept to the simple monsters. Petite Tofus, Gouton de Roses, or the lowly Piwi.
Emphasis on our flying friends here, they have a decent drop rate on a few goodies. Piwis drop their respective Piwi set colors -- blue, of which, would be of much use to you. Tofus have a chance to drop part of their set, as well. The ring, which is the only piece I currently own, gives a whopping +10 Wisdom which adds to the EXP you gain. Not only that, but Tofu sets are in demand, especially for the Iops who make good use of the sword.
Also, refrain from using Coins Throwing here. I know it may sound hypocritical, me telling you it's the most awesomest thing ever, but it is also costly -- especially for a new character. To start you off, I'd use Shovel Throwing if you need the range, or just whack them with your shovel.
These levels are a nice time to start leveling your little friend, the mole. This guy comes in handy when you need that extra set of HP to toss around and preoccupy menacing foes. Not only that, but he can also cast a spell that opens your eyes to the possible 'phat lewt' you might obtain after all the bloodshed. Quite a nifty partner, eh?

Level 5 ~ 10: Flowers [North-ish], Tofus [South-east ish], Larvae [South-ish].
These 3 are rather easy to take down, tofus and flowers being the easiest. I added larvae there for the sole reason that they're rather weak and drop parts of their set -- blue, of which, is of use. Tofus, see above. Flowers rarely drop pieces, but are usually easy to take down. Wild Sunflowers need a range of at least 2 to launch their barrage of sharp petals. By simply walking up to it, you can counter their attacks by constantly tackling them and pinning them in place. Perfect opportunity to shovel them back into the ground where they belong (it wasn't until i typed this that I noticed the irony of using a shovel to kill flowers).
You should have a small pile of kamas leftover from your beginning fights, which should suffice for some of the weaker mobs. Try to level this slowly, so your stock of kamas remains abundant. Send out your mole when needed, and continue to whack away.

Level 10 ~ 15: Bit tougher here. Try to group up with people and take down gobbal mobs. Sometimes the EXP:time ratio is out-of-whack and ends up being a waste of time, but financially, it can bring lots of kamas. Other than that, She-Tofus in groups of 2~3 should suffice. Mediocre HP and attack make them easy targets. Not to mention they run quite abundantly around the northern plains.

Level 16 ~ 20:

Muddy Waters -- the STR-hyrbid

So, the water aerobics classes of the water-Enu don't suit you, but you still want to live the life of a treasure hunter with great prospecting. Flinging mud, throwing shovels, and digging in the dirt for your treasure while inflicting damage to the masses is more of your liking. Easy enough, you can choose to become a STR-hyrbid. This build allows you to adorn yourself with newly-dropped loot, as well as use its earthly-powers to slice through mountains and wreak havoc in the vicinity. Personally, I plan on switching to this later. The skills interest me, even with it's rather limited ranges. On a side note, I have tested all these spells on another Enu (he's < Lv 10 right now still, so I have the gist of the Earth-tree). I must say, aside from the high-AP costs in relation to the Water-tree, this is a very nice, damaging tree.

Skills
Quote:
Shovel Throwing (lvl 1)
Cost: 4AP
Range: 1-2 at level 100: 1-4
Effect:
Lv 1: 4 hp
critical: 5 hp
Lv 100: 54 hp
critical: 65 hp
Condition: Cannot be cast whilst in ''Phorzerker'' shape
First skill in the tree. It's actually a rather decent move. Hitting higher than Flouze with the same amount of AP, hunting will be much easier. Although Flouze has a chance to freeze the opponent, why would you need to rely on constricting the enemy when you can easily take down their HP just as fast? The 4 AP needed helps combine easily with some 2 AP skills in the water-tree (Coins Throwing and Kama Shield). With this skill, you can easily take down opponents caught in mid-range.

Quote:
Shovelage (lvl 5)
Cost: 5AP
Range: 1
Effect:
Lv 1: 5 hp | Applies the condition stunned (5%) Lasts 1 turn
critical: 6 hp | Applies the condition stunned (5%) Lasts 1 turn
Lv 100: 65 hp | Applies the condition stunned (5%) Lasts 3 turns
critical: 76 hp | Applies the condition stunned (5%) Lasts 3 turns
Compared to Flouze and Shovel Throwing, it deals more damage. The catch is, though, it costs 1 more AP (5 AP). It's nice, but the stun effect stays constant, no matter what level. That being said, it's usefulness goes down, but I guess you can pull it out of your bag of tricks when in a situation when 5% stun might seem like a lifesaver. Don't get too reliant on this, though.

Quote:
Pelletee (lvl 5) - Shovelful
Cost: 4AP
Range: 1
Effect:
Lv 1: 6 hp | Applies the condition blindness (10%) Lasts 1 turn
Lv 100: 26 hp | Applies the condition blindness (50%) Lasts 1 turn
Condition: Cannot be cast whilst in ''Phorzerker'' shape
So, Blindness restricts the enemy to only using Close-Combat for the turn it's landed. Much more useful than the last spell since the percentage of landing the effect goes up while it's leveled (50% at 100 8D). This is actually very useful when you know the enemies' usage of skills. If you they tend to pull out a skill or two that does massive damage compared to their close-ranged attacks, you can save yourself a nice 20 damage.
In PvP, this spell is awesome. Many classes are dependent on using skills to get them out of nasty situations. By inhibiting their skillbar, you can seize the opportunity to take an attack, or save your partner some time before they die. Always keep this spell handy in your skill bar.

Quote:
Secouse Tellurique (lvl 10) - Earthquakes


Cost: 6AP
Range: 1
Effect:
Lv 1: 8 hp
critical: 10 hp
Lv 100: 68 hp
critical: 80 hp
Condition: Cannot be cast whilst in ''Phorzerker'' shape
By far, one of my favorite spells in the Earth tree. In early levels, the 8 base damage is a godsend. I personally tested this skill with an Enu chock-full of STR under Lv 10, and I was able to 1 hit a few Piwis in town. Did about 20~ damage. The AoE isn't that hard to use on targets, either. This is a must on your skill bar.



Quote:
Pelle en Retour (lvl 10) - Back-fill


Cost: 5 AP
Range: 3-3
Effect:
Lv 1: 5 hp
critical: 8 hp
Lv 100: 55 hp
critical: 66 hp
Condition: Cannot be cast whilst in ''Phorzerker'' shape
The second AoE in the tree, it's a bit more restrictive. The 3-3 range is a bit of a nuisance sometimes, but the nice line-shaped AoE it has is nice. Medium-damage to a max of 3 and a 5 AP cost isn't too bad, though. Keep this guy handy.

Quote:
Charge de l' Enutrof (lvl 20) - Enutrof's Charge
Cost: 3AP 2MP
Range: 2-3
Effect:
Lv 1: 5 hp | Gets closer by 1 cell
critical: 5 hp | Gets closer by 1 cell | Applies the condition stunned Lasts 1 turn
Lv 100: 55 hp | Gets closer by 1 cell
critical: 55 hp | Gets closer by 1 cell | Applies the condition stunned Lasts 1 turn
Condition: Cannot be cast whilst in ''Phorzerker'' shape
One of the lower-AP costing Earth-line spells. It's a good idea to level this up a bit since the 3 AP is actually pretty nice. Before charging into combat, you could have set up an Icy Beacon for +50~ Prospecting. *shrugs*

Quote:
Empellement (lvl 20) - Mound
Cost: 6AP 1WP
Range: 2-5
Effect:
Lv 1: 8 hp | 3 HP per MP monster uses PM utilise Lasts 2 turns
critical: 10 hp | 4 HP per MP monster uses Lasts 2 turns
Lv 100: 58 hp | 33 HP per MP monster uses Lasts 2 turns
critical: 70 hp | 44 HP per MP monster uses Lasts 2 turns
Condition: Cannot be cast whilst in ''Phorzerker'' shape
Ahahah. 6 AP and 1 WP, you must think it's a godly spell. In reality, it sorta is. A great way to open up a battle. Muddy up some of their boots and hide tacks in them, and let them run after you. Think about hunting Tofus with this bad-boy . . . 8D

Appat du Gain
Quote:
[*] Appat du Gain (lvl 10) - Bribery
Cost: 3AP
Range: 12
Duration: infinite
Condition: Cannot be cast whilst in ''Phorzerker'' shape | Control greater than traps in play
This spell is ridiculously awesome, that it deserves it's own section.

Why is it awesome? Well, for 3 AP, you get to summon a mountain that gives all monsters on the battlefield +50 Prospecting (at Lv 1, might I add). Summon 5 (max amount of buffs a monster can have) and you've got yourself a whopping +250 Prospecting for the fight!

You may be thinking, 'Oh! It' a money-spell. I've got tons of kamas, so I shouldn't really need it . . .'.
WRONG!
This thing is a lifesaver once you get it. Monsters do not attack them. They take up space just like a normal summon, but are unharmed (aside from AoE, which I haven't seen yet). Guess what? This means you can indirectly control the monsters' movement. By setting glaciers in a path, you can buy your team extra time. Someone's almost dead and they just escaped the wrath of the Gobblette? Encase her in a tomb of ice and heal your wounded ally! Heck, encase yourself in a one-way-out situation, and take down those large mobs 1-by-1. This saves the HP lost, and you can pull out your trusty shovel and level it up a bit. I know I sure did!

(Pictures to come soon. Maybe.)


[More to come when I have more time!~]
__________________

Diablo 3: 60 Witch Doctor; Battletag: Kebbysaurus#1662
WoW(US): Gishy(Mal'Ganis), Unicornkitty(Hyjal), Yigit(Hyjal)
tumblr? | twitter me timbers!

Last edited by kuyaBaka; 11-29-2008 at 09:29 AM.