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Happida

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About Happida

  • Rank
    Dragon Pig
  • Birthday 04/12/84

Contact Methods

  • Website URL
    http://

Profile Information

  • Gender
    Male

Dofus Details

  • Dofus Server
    Echo
  • Dofus Class
    Foggernaut
    Huppermage
    Sadida
  • Alignment
    Brakmarian
  • Dofus IGNs
    Happida, Pirate-Bay, Fu-rinkazan

Recent Profile Visitors

1695 profile views
  1. I agree that Clumsiness nerf seems harsh, but it was one of the best spells in the game before, and that makes it a low-hanging fruit. The fact that it costs only 1AP and does not deal damage and thus trigger effects such as those in Koutoulou and Avarice makes it a still very good spell. Sadidas have always had more MP removal spells than Enutrofs, but have not been the go-to MP remover in hard fights because their spells are less efficient and flexible.
  2. Thanks! I remember fire Courant Quadramental working that way when I tested it, but maybe it was only Manifestation. The other two spells seem much more interesting with your information.
  3. The new system is you have to move or stay far from monsters to avoid aggro. The "immunity" is supposed give you a little time when you don't have to move, but it won't be extended if you stay still.
  4. The shield points given have increased from about 50 points to about 180 points. Yay!
  5. Wééééééééééééécursivité!
  6. Here are my notes on the Huppermage spell variants so far: Direct Damage Spells Huppermage originally had 3 spells in each element: single target 3AP single target 4AP with additional effect AOE 3AP with HP steal, 1 use every other turn Their variants follow a similar system: single target 5AP, higher damage single target 4AP with additional effect single target 2AP with HP steal, 1 use per turn These spells still apply states, generate runes, and trigger elemental combo effects like the originals. The new additional effects on the category 2 variants are earth: -critical (+critical on ally), air: retreat, water: advance, fire: swap position. Air, earth, and fire builds have more long range options than before, although many of them are linear only. Water builds still have only short range spells. Air spells have earth variants and vice versa. Water spells have fire variants and vice versa. So you can now have up to 6 spells in one or two elements, at the cost of having fewer spells in other element(s). State Based Spells Courant Quadramental (Quadramental Current?): variant of Polarity. 2AP, 6 range, one use per turn. Similar element-dependent effect as Polarity, but the earth pushback effect is only 1 cell and on entities adjacent to the target instead of the target itself, water attraction effect is also only 1 cell on entities within 1 cell of the target instead of the the target itself, and air symmetrical teleportation is for entities within 2 cells of the target instead of the caster. A fire target swaps with its closest entity (similar to Koutoulou effect). Morph: variant of Elemental Drain. 4AP, 4 range, 1 use per target. Deals about 40, 46 crit damage on target in the same element. This spell buffs itself depending on the element of the target: strength increases its use per target limit by one, air increases its range by 1, water lowers its AP cost by 1, and fire increases its base damage by 20. Each effects last two turns and can stack twice. Unlike Elemental Drain it doesn't consume the state or steal stats. Cycle Élémentair (Elemental Cycle?): variant of Contribution. 1AP, 8 range, 2 uses per target. Changes elemental state of the target, earth -> water -> fire -> air -> earth. Boucle Élémentair (Elemental Loop?): variant of Imprint. 2AP, 3 range, 2 uses per target. Deals low damage on the target based on elemental state, and then changes its state like Cycle Élémentair. Rune Based Spells Manifestation: variant of Runification. Triggers the targeted rune (like Runification but just for one rune) up to 5 range away. If the cell is empty, creates 3HP summon and at the same time applies the same effect as Courant Quadramental (Quadramental Current?). The summon dies at the start of next turn and applies elemental state to nearby enemies. Piègé Élémentair (Elemental Trap?): variant of Propagation. 3AP, 6 range modifiable. Creates a trap on top of the target rune which when triggered, applies a single target version of Propagation's rune target effect (earth -1 ub, air unable to lock, water gravity, fire half received healing). Surcharge Runique (Runic Surcharge?): variant of Runic Healing. 3AP, 5 range, 2 uses per turn. Consumes all your runes and deal their damage on the target. Répulsion Runique (Runique Repulsion?): variant of Journey. 1AP, 2 uses per turn. Consumes all your runes. Targets next to you are pushed back 2 cells per rune consumed. Other Spells Gardien Élémentair (Elemental Guardian?): variant of Elemental Shield. Summon with 4MP and deals damage to a linear target, in the same element as the target's state, or neutral if it has none. The summon gains 250% power whenever the huppermage performs a unique elemental combination. This buff is infinite, so it can stack up to 1000% power.
  7. Yeah, even one more fire damage or int-based healing spell for Sadida would be nice. Also, the idea for the the doll variants (4AP to summon the same thing without a tree) is lazy. They could just make any doll spell costs 4AP but refunds 2AP if cast on a tree, and add new spells as their variants...
  8. The icon is not Infected but Ecologist state, right?
  9. Do you mean leveling after 200? Didn't they say the experience you earn now will carry over?
  10. Does it still require all alignment quests and emerald, crimson, and turquoise quests?
  11. Xelorium [4,17] 77 uses
  12. I suspect that you're wrong in who are the "few". Sure, there's a video of an Iop wearing the latest exomaged set soloing an end-game dungeon. But there are many, many more people who tried and repeatedly died to the dungeons that would be required to craft a set like that. Most people don't share videos of their failures. Instead, they eventually stop trying, stop playing, and stop subscribing, and I think Ankama has noticed that. Anyone who wants to make the game more challenging already has plenty of ways to do that: do challenges, do achievements, use idols, stop using a cookie-cutter team, stop multi-accounting, and stop account sharing.
  13. Finally! What we all have been asking for YEARS! </sarcasm> Think end-game dungeons are too easy already? Try doing them without alts.
  14. I noticed that Echo's War Room section requires login to read, and this doesn't seem to be the case for other servers. Is it possible to change it to be readable without login? The Dofus Portal website works by scanning designated forum threads periodically. This worked for the servers before the merge, but since it cannot access Echo's portal thread, it's unable to display the portals on the website.
  15. Ecaflipus [11,16] 3 uses