Huppermage balancing with Dofus 2.70 – Gamosaurus


The Huppermage, probably one of the best classes in Dofus, gains even more options with update 2.70. Among others? All spells from the same elemental path become playable simultaneously. Just that.

Dofus 2.70: The Huppermage who always wanted more

Rest assured, there is no class overhaul on the horizon. The Huppermage keeps the same gameplay, the same utility and elemental spells as well as its specificities. Dual-element spells, for example, don’t move an inch. The main change of the patch is a complete replacement of the elemental paths kit to allow all spells to be played in one fight. The Game Designers are inspired here by classes like the Forgelance, and also apply the same changes to the Sram.

We’ve made significant changes to the Huppermage to strengthen its multi-element play while maintaining single-element play viability. These changes include adjustments to spell variants, allowing for a variety of combinations, and simultaneous access to all elemental spells in each path.

Ankama

Changes to utility spells

Changes may evolve during the beta. This article will list the different steps for balancing Huppermage, if a patch appears on the test servers. The class’s utilities are undergoing fairly minor balancing, mainly the repercussion of changes to elemental spells.

CrossingCC: 5 => 20%UP
Arcane TorrentRelaunch interval: 2 => 3 rounds
Range: 6 => 8
Nerve
Elemental GuardianVitality: 1350 => 1150
Nerve
Dofus 2.70 – Huppermage utility spells

Changes to Elemental Paths

From now on, all spells on the same path will be playable simultaneously. It is good to note that in passing, the flights of life at 2 AP disappear. A sacrifice had to be made somewhere. In total, you will be able to play in one combat spells at:

  • 4 AP with bonus / penalty / movement
  • 3 AP with lifesteal in zone
  • 2 AP without single-target lifesteal

The tables below offer colors on the names of the spells in order to better illustrate the crossing of elements on the variants. Orange corresponds to the Earth element, Blue to Water, Red to Fire and Green to Air.

Fire Path

VolcanoBecomes the variant of Glacier
Don’t steal any more life




Nerve
Solar LanceBecomes the variant ofFrozen Shards

Neutral
Dofus 2.70 – Huppermage Fire

Earth Way

CometBecomes the variant of Blast
Range: 2-6 => 1-8
UP
Tectonic GapBecomes the variant of Piercing Burst
Don’t steal any more life


Nerve
Telluric BladeBecomes the variant of Astral Blade
Bonus duration: 1 => 2 turns
CC bonus: 25 => 20% (cumulative 1)
UP
ThunderstormBecomes the variant ofHurricane

Neutral
Dofus 2.70 –
Huppermage Earth

Water Way

StalactiteBecomes the variant ofThunderstorm
Don’t steal any more life


Nerve
FloodBecomes the variant of Percussive Meteor
Neutral
Dofus 2.70 –
Huppermage Water

Air Way

HurricaneBecomes the variant of Fiery Line
Don’t steal any more life


Nerve
Astral BladeBecomes the variant of Flood
Bonus duration: 1 => 2 turns
Range: 3-7 => 1-6
UP
Piercing BurstBecomes the variant of Stalactite
UP
Dofus 2.70 –
Huppermage Air



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