dofus sacrier

OH, and one more thing.. I don’t like states on characters at all. Masqs states kinda tired me when I was playing masq in my pvm team, okay they give bonuses such as dod, lock and power but I’d be more ok to have 1additional ap each time I want to change masq instead of these bonuses. Register a new account. Sign up for a new account in our community. For me it’s just waste of time when you must change your state. For instance , with 9 ap, most 3 ap weapons are going to be more effective than either 4 or 5 ap weapons since you’ll be able to hit 3 times.

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It’s the closest class to Sac at the moment imo, and it needs some love. They needed to directly address what players thought made them weak for a few of the endgame dungeons because other than that, Sacriers sqcrier great in order to improve their quality of life basically.

That’s sacrieer only good thing I can see. For me it’s just waste of time when you must change your state. And I know ankama is going to want to keep them, because they don’t want it to go to waste.

Dofus sacrier | drawing ideas in | Art, Virtual Art, Geek art

I think it might be a bit too soon to be casting such judgment on the changes sans the nixing of Strength as an element, I can feel that pain. On the other hand though You go into this class or keep playing this class knowing full well your stat points were going into vit, and you were fine with it.


It also wrecks challenges and fights with some idols. Actually excited to play my Sacrier for the first time in years.

DOFUS Touch: How To Build A Strength Sacrier

In addition, these spells are starting to be a little too old and inefficient in comparison to the other recently revamped classes. All in all, this makes a convincing argument for revamping the Sacrier class from top to bottom.

The spells for this path are the most powerful in terms of damage, but they also injure the Sacrier. By Andromeda Started Wednesday at Same people that for years now, have made less original art, and parodied environments and characters more and more. Don’t let the new punishments and attacks fool you, there is nothing the new sac does that the current one cannot in some other form. However, the Earth path has been removed to allow other paths to have more spells without reducing the Sacrier’s range of utility spells.

Fire spells – I have no issue, these are also copied over from Wakfu difus still kind of fit the class. Spells for this path are focused on movement and position switching: Reduced versatility in gear, weapons, and monsters it can face well. This revamp was made almost entirely with end-game content in mind, and yet. If there’s something I’m just not getting please tell me. They scrapped the “more mature look” for the Sacier revamp, so there is still hope.


UGH, honestly, if they just replaced sacriers with their wakfu equivalent from about a year or two ago, I’d be complaining so much less. To these effects we add a new mechanism that reinforces each Punishment: The first thing you will want to check out is the weapon. You should also be careful when choosing a set if the weapon has stat conditions.

So, the Sacrier will no longer have the possibility to have more vitality than other classes using the repartion of their characteristics points. For 1v1 PvP try to equip 1 handed weapons so you can use shields.

I think that’s a welcome change, and I’m excited to see how it was implemented. If this update actually goes through and pisses off all the Sacs, the class you should all change to is Huppermage. The Sacrier was the last class on the list for a revamp inand is meant to finish off the year in style. There has been one punishment per element and an additional one that never really proved its efficiency: It lists the average base damages of all weapons from lvl onwards and helps you to compare which weapons deal the most damage in which situations.

Thanks, you just ruined Sacriers forever for me, big time. The Chance, Strength, Intelligence and Agility characteristics now have the following softcaps: