From a simple modification to a more concrete overhaul, the Sram also goes from nothing to everything with Dofus 2.70. From its traps to poisons, it’s time to take a look at what’s left after the patch.
Dofus 2.70: A little Sram overhaul
Sram was not included in the update. At least, not with such balancing. The class benefits from a large rework of its panel, with new variant placements. The goal is always the same, by improving the elemental paths and improving the gameplay, both alone and in groups, of the assassin. Like the Huppermage, you will now be able to play all of your elemental spells at once, unlocking some pretty powerful new options across all lanes.
Changes to utility spells
Passive Shadow of Sram | Gives 15% Critical until the next CC (while giving 10% final C) | UP |
Pitfalls | In area, no longer have decreasing damage | UP |
Double | The double dies and exchanges positions at the end of its second turn of play Retry interval: 5 => 4 | UP |
Plotter | Decreased explosion damage Bonus to traps: 10 => 8 | Nerve |
Shenanigan | On enemy, removes escape and damage CC: 25 => 20% | UP |
Fear | Range: 7 => 8 | UP |
Evasion | It is no longer possible to autoproc the effects | Nerve |
Changes to Elemental Paths
Spells become usable earlier in progression. We generally have slight nerfs to multi-element to allow more spells of the same element playable at the same time. This greatly favors the Water (Support) and Air paths, in PvM and PvP.
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
Ambush, allowing one to lure towards the Double, becomes Water. Instead, the path recovers Search, pushing back 2 squares but no longer healing.
Sneaky (Sneaky Shot) | Becomes the variant of Throat Cut Spell Renaming Range: 4 => 6 CC: 5 => 15% | UP |
Cutthroat | Becomes the variant of Sneaky CC: 15 => 20% | UP |
Sneaky Trap | Becomes the variant of Ambush |
Neutral |
Breaking in | Becomes the variant of Doom Trap CC: 15 => 10% | Nerve |
Search | Becomes Fire Becomes the variant ofExtortion No longer steals life and no longer heals Increased damage CC: 5 => 15% |
Neutral |
Deceit | Becomes the variant ofToxic Injection CC: 25 => 20% | Nerve |
Drift Trap | Becomes the variant of Insidious Trap |
Neutral |
Fragmentation Trap | Becomes the variant of Villain Trap |
Neutral |
Earth Way
Treachery | Gives 200 power to traps (2 turns) | UP |
Trapdoor | CC: 15 => 20% | UP |
Doom Trap | Becomes the variant ofBreaking in | Nerve |
Dreadful Trap (Mass Trap) | Becomes the variant of Repellent Trap Spell Renaming Regrowth of 2 in circles of 3 squares AP cost: 4 => 2 Range: 5 => 7 Throws per turn: 2 => 1 | UP |
Extortion | Becomes the variant of Search CC: 5 => 15% | UP |
Deadly Attack | Becomes the variant of Larceny CC: 15 => 20% | UP |
Death Trap | Range: 4 => 8 Becomes the variant of Calamity | UP |
Perfidy | Becomes the variant of Misdirection Damage decrease | Nerve |
Water Way
Larceny | Range: 2 => 4 CC: 25 => 20% Becomes the variant ofDeadly Attack | UP |
Bad luck | Becomes castable on all turns Do not apply your penalty to a target twice in a row Damage decrease CC: 15 => 20% | UP |
Cruelty | CC: 5 => 15% | UP |
Ambush | Becomes Water Variant of Sneaky Trap Recovers Life Steal and Search Heal Damage Adaptation | Neutral |
Looting | Becomes the variant ofScam | Neutral |
Villain Trap | Becomes the variant of Fragmentation Trap | Neutral |
Calamity | Becomes the variant of Death Trap | Neutral |
Air Way
Arsenic (Insidious Poison) | Spell Renaming Increased damage | UP |
Toxins | Can be applied to different enemies Added countdown icons Slight drop in damage | Neutral |
Epidemic | Becomes the variant of Mud Trap |
Neutral |
Repellent Trap | Becomes the variant of Dreadful Trap Increased damage | UP |
Scam | Becomes the variant of Looting CC: 5 => 15% | UP |
Toxic Injection | Becomes the variant of Deceit CC: 5 => 25% |
Neutral |
Insidious Trap (new) | Becomes the variant of Drift Trap Rework of the spell: – Causes Air damage – Applies Air poison – Attracts towards the center of the area AP cost: 3 => 2 |
Nerve |
Misdirection | Becomes the variant of Perfidy CC: 5 => 20% | UP |