Sram balancing with Dofus 2.70


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
Bonus to final damage: 10 => 20%
Gives 15% Critical until the next CC
(while giving 10% final C)
UP
PitfallsIn area, no longer have decreasing damageUP
DoubleThe double dies and exchanges positions at the end of its second turn of play
Retry interval: 5 => 4
UP
PlotterDecreased explosion damage
Bonus to traps: 10 => 8
Nerve
ShenaniganOn enemy, removes escape and damage
CC: 25 => 20%
UP
FearRange: 7 => 8UP
EvasionIt is no longer possible to autoproc the effectsNerve
Dofus 2.70 – Sram modifications

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
CutthroatBecomes the variant of Sneaky
CC: 15 => 20%
UP
Sneaky TrapBecomes the variant of Ambush
Neutral
Breaking inBecomes the variant of Doom Trap
CC: 15 => 10%

Nerve
SearchBecomes Fire
Becomes the variant ofExtortion
No longer steals life and no longer heals
Increased damage
CC: 5 => 15%

Neutral
DeceitBecomes the variant ofToxic Injection
CC: 25 => 20%

Nerve
Drift TrapBecomes the variant of Insidious Trap
Neutral
Fragmentation TrapBecomes the variant of Villain Trap
Neutral
Dofus 2.70 – Sram Fire Spells

Earth Way

TreacheryGives 200 power to traps (2 turns)UP
TrapdoorCC: 15 => 20%UP
Doom TrapBecomes the variant ofBreaking in
Throws per turn: 2 => 1
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
ExtortionBecomes the variant of Search
CC: 5 => 15%
UP
Deadly AttackBecomes the variant of Larceny
CC: 15 => 20%
UP
Death TrapRange: 4 => 8
Becomes the variant of Calamity
UP
PerfidyBecomes the variant of Misdirection
Damage decrease

Nerve
Dofus 2.70 – Sram Earth Spells

Water Way

LarcenyRange: 2 => 4
CC: 25 => 20%
Becomes the variant ofDeadly Attack
UP
Bad luckBecomes castable on all turns
Do not apply your penalty to a target twice in a row
Damage decrease
CC: 15 => 20%
UP
CrueltyCC: 5 => 15%UP
AmbushBecomes Water
Variant of Sneaky Trap
Recovers Life Steal and Search Heal
Damage Adaptation
Neutral
LootingBecomes the variant ofScam Neutral
Villain TrapBecomes the variant of Fragmentation Trap Neutral
CalamityBecomes the variant of Death Trap Neutral
Dofus 2.70 – Sram Water Spells

Air Way

Arsenic
(Insidious Poison)
Spell Renaming
Increased damage
UP
ToxinsCan be applied to different enemies
Added countdown icons
Slight drop in damage
Neutral
Epidemic Becomes the variant of Mud Trap

Neutral

Repellent TrapBecomes the variant of Dreadful Trap
Increased damage
UP
ScamBecomes the variant of Looting
CC: 5 => 15%
UP
Toxic InjectionBecomes 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
Throws per turn: 2 => 1


Nerve
MisdirectionBecomes the variant of Perfidy
CC: 5 => 20%
UP
Dofus 2.70 – Air Sram Spells



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