

But it allows you to either tank or be one of the best damage dealer, mobility is also a great plus. Sacrier Forum at Wakfu's official forums.For your end game, you have several choices:įull agi, great in PvP (currently using it myself) but quite boring and not optimal in term of damages in my opinion and it's only melee.The Sacrier's name comes from a combination of sacrifice + crier.Players often shorten "Sacrier" to "Sac" when referring to the class.
DOFUS SACRIER FULL
The Sacrier class's full name is "Sacrier's Blood".This spell enables Sacrier to switch places with that of an enemy Their enemy can still attack and cast spells This spell enables Sacriers to immobilize an enemy thanks to their tattoo, but it also blocks their own movements. This spell enables Sacriers to sacrifice part of their life to inflict damage to all of the enemies around them. This spell enables Sacriers to attract a character to them, either ally or an enemy Though examples of the desired shape of the class, most of these spells didn't make it through to the current version without some alterations, if not being dropped all together. The Sacrier class of Wakfu originated from the first Ankama title Dofus, in which they were a zombie-esque character that gained strength the more they got hit.Īnkama previewed a small selection of spells during the initial design period of Wakfu. Support: Position manipulation, protection for allies, and damage bonuses (Angrr/Moribund).Massive damage to both single targets and enemies in melee (locking) distance, however deals self-damage and will reduce frontline endurance. (Works well with sacrifice if there's enough AP to coagulate afterwards) Generally lowest damage output with very situational AOE attacks, but has coagulation and Smasher which can make up for it. Light speed can deal a decent amount of damage to multiple targets as well. Helps team position better and deals great damage to single targets (Motion Sick > Assault x3). Bad targets: Fast moving ranged targets.Good targets: Slow moving mid-ranged attackers.Taking blows for the team, moving both allies and enemies. Strike Power: Good at first, but builds up to devastating levels when hit.Increases Flaming gains from spells, +Berserk Mastery, +Lock based on Angrrĭecreases Coagulation gains, +Damage inflicted% on spells +Max HP% per ally, + Coagulation gains, +Block%, -Rangeĭamage inflicts more damage to Stablized enemies, increases Motion Sick lvl from Motion Sickness (Spell), +Distance Masteryĭecreases Coagulation gains, +Range, spells no longer damage or apply Motion Sick to allies, at level 2 Rejectattoo can push in different directions and Assault no longer requires Line of Sight Elemental Resist, +MP, +Range, at level 2 Transposition cost 2 AP +Damage inflicted% based on Angrr, Multi-Arm unlocked Regain WP by starting turns with less than 50% HP, locking, dodging, using movement spells, starting and ending turns with enemies in close combat Stablizes, +30% Resistance to MP loss, + Lock Transfers HP to ally and gives armor, when cast on self it doubles Coagulation level and gives Lock : + Lock, Coagulation 20-50, Transcendence +8Ĭonsumes Transcendence for Armor per Transcendence Lvl Increases target's next spell damage by 25%Ĭonsumes 25% of the user's Armor to inflict that amount of DamageĬost reduced by 1 per placement spell used during the same turnĭamage, Swaps places and turns towards casterĬast on : Damage, consumes Motion Sick for The class spells available to Sacrier disciples are ( Common Spells not included):
