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.
Crossing | CC: 5 => 20% | UP |
Arcane Torrent | Relaunch interval: 2 => 3 rounds Range: 6 => 8 | Nerve |
Elemental Guardian | Vitality: 1350 => 1150 | Nerve |
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
Volcano | Becomes the variant of Glacier Don’t steal any more life |
Nerve |
Solar Lance | Becomes the variant ofFrozen Shards |
Neutral |
Earth Way
Comet | Becomes the variant of Blast Range: 2-6 => 1-8 | UP |
Tectonic Gap | Becomes the variant of Piercing Burst Don’t steal any more life |
Nerve |
Telluric Blade | Becomes the variant of Astral Blade Bonus duration: 1 => 2 turns CC bonus: 25 => 20% (cumulative 1) | UP |
Thunderstorm | Becomes the variant ofHurricane |
Neutral |
Huppermage Earth
Water Way
Stalactite | Becomes the variant ofThunderstorm Don’t steal any more life | Nerve |
Flood | Becomes the variant of Percussive Meteor |
Neutral |
Huppermage Water
Air Way
Hurricane | Becomes the variant of Fiery Line Don’t steal any more life | Nerve |
Astral Blade | Becomes the variant of Flood Bonus duration: 1 => 2 turns Range: 3-7 => 1-6 | UP |
Piercing Burst | Becomes the variant of Stalactite |
UP |
Huppermage Air