
You will use less bread on a Fogger build though so it could be more cost effective. The Foggers main advantage is the more consistent healing and a bit more mid-range but less damage drags fights out. I think a vitality, resist, % power build on Iop will be better than a Fogger with the same equipment. If an omni build is a must I think an Iop wins out because of the 2AP spells which stack damage and have AOE. (Such as splitting up enemies by having them attack your turrets, and terrain control on ranged enemies.) A chance Iop will deal more damage but a Foggers heals will likely outstrip Iop shields because you can’t always group your enemies to maximize shields. Your Osa experience will translate well to turret management and it gives you combat strategies that are not available with the Iop. To reply to the other comments here, I think Foggernaut might be the class for you based on your experience.

Tell us how you want to play, your current set, and resources are so we will help you. For instance Enus has a fire shovel spell that breaks LOS. Enu does less damage but has one of the most creative spell lists. If you feel it’s just a class thing try Hupper or Enu. Locking an opponent who needs range for their spells is a good way to drain a lot of AP/MP per round and minimizing their damage output. Use that data to lessen you enemies chances to hit you by blocking LOS, or getting under their ranges. Finally, use the dofensive website to understand monsters spells, range, and AP/MP needs. Maybe adjust your spell usage to improve movement, utilize shields, and maximize lock. Prioritize % power, and resists over + damages. If your having trouble with your Iop adjust you build away from glass cannon (+ damages) and more towards tank.

I play an Iop main and, in my opinion, only a well built crit Hupper is more versatile in an Omni build. It’s less about class, in my opinion, and more about build/strategy. P.S : Sacrier purely melee, not always the wisest choice.Įvery class has its pros and cons. So do you guys know of any class with strong damage and good defense that would allow me to clear this end game content at ease, and would bring an added value to a group if i were to fight alongside other players ? And thank you for you help :Heart:
#Dofus touch end game viable classes plus
On the other hand I would like to say that cra doesn't face the description, huge damage from afar indeed, but some enemies do get close to you and destroy you, plus some maps makes playing cra really hard, additionnaly, a 1v8 fight wouldnt be as easy in those high levels as what people might think, you can focus one to four enemies but others always gets to you. So I am opening up this discussion to talk about a balanced class between offense and defense, that would allow me to clear this end game content while having an added value in a group (If i were to fight alongside my teammates) instead of playing my iop, which got really good damage but always dies on the spot. I would personally maybe go maximum +2 AP with Clock/Cog to get them, use Petrification with some crits and not rely on +crit dmg since the spells has high base damage, this is just my take on this, can maybe be hard to predict on what to use since it's a bit different than being Str and use the same abilities/combo every turn.So I am a returning player on my lv 200 Iop, I've been doing my quests to clear the endgame and get those Dofus I am lacking (Ivory, Ocre, Vulbis, Abyssal.), However, In most of my fight I either end up dying or barely getting out alive, sometimes fights could last for a very long time, and you can not always expect getting help. You can of course always use teleport spells and flight for example to get in range.

So if spells can't stack it depends on how you play or want to play, max AP I can see you can get is 4 AP, (next turn, if you use this every turn you have +4 AP every turn) if you also manages to get a telefrag with "Spontaneous return" you have 5 AP but here comes the tricky part you have to choose to be more linear, or more/less range. (Not going for AP reduction, and no removing AP in PvM is useless or kinda isn't worth it) Chance Xelor is what I'd call "AP management" build, I haven't played it so I don't know if spells stacks, this is for PvM.
