In order to offer more extensive content on Dofus, today we present our first class guide. And what better than Cras to start?
The Cras, a class available since the start of the Dofus game, are archers who boost, hinder and do a lot of damage in the 4 elements (Intelligence, Luck, Agility, Strength).
In order to offer you an easier navigation, here is a detailed summary which will take you directly to the desired sub-section:
I. Presentation
II. The Fire/Air Cra
III. The Water Cra
IV. Cra Terre
V. Le Cra Air
VI. Boosts
VII. Why play Cra?
Cras can be optimized for PvP or PvM depending on which element you choose:
- The multi-element, versatile, allows you to do both PvM and PvP
- The Cra luck : rather PvP-oriented due to spells that hinder AP, MP and Range, ideal so that your opponent can't do anything during his turn
- The Cra earth : rather PvP-oriented also thanks to its enormous damage with Punitive Arrow and Destructive Arrow. But the downside is that the Crâ Terre can only focus one person at a time.
- The Cra Fire ou Fire/Air : this (or these elements) are rather oriented towards PvM thanks to these area spells and its huge burst. Can also work in PvP but more difficult, depending on your optimization.
- The Cra Air : also focused on PvP as for the Earth Cra, enormous damage on a single person with a lifesteal spell and a PM removal spell (Absorbing Arrow and Lashing Arrow respectively).
Badly trained this Tifoux!
Despite the disobedience of this Tifoux (who is very happy with his act...), I will give you a presentation of the spells of this class by panel of elements as mentioned above. Spell stats will be at level 6 since this is the highest possible level for spells.
The Fire/Air Cra
Fate Magic Arrow has a range (range) of 1 to 12 and takes 4 AP, ideal for hitting opponents from a long distance since this spell also allows you to steal 2 range from the enemy (which is obviously added to yours) and this range is cumulative and works with other spells:
Ice Arrow a a short range (but modifiable) of 3 – 5 Range and takes 3 AP, a low cost spell except that this one does not do huge damage but allows you to hinder the enemy by removing up to 2 AP (based on your AP Withdrawal):
Flaming Arrow from 1 to 8 PO which takes 4 AP per use, is an absolutely monstrous spell with this damage from 33 to 35, spell in line of sight, it allows you to move your opponents back one cell while inflicting enormous damage up to to 4 people at the same time:
Explosive Arrow, very complete spell, good damage (27 to 31), with a good range and the little extra is that it is an area spell with a range of 1 to 8 for 4 AP/use:
Persecuting Arrow, range from 5 to 8 (so you must be far from your target) and takes 3 AP/use. Very complete spell, good range, relatively low cost, takes advantage of the bi-element (intelligence and agility) so allows you to hit very hard especially if the opponent has fire and/or air weaknesses:
The Water Cra
First Water of the Cra spell: the arrow of atonement. Huge damage on the second cast since the damage is increased by 40, large range from 8 to 10 range and takes 4 AP. Also prevents the target from moving (like the Iop's "Leap" spell) but the spell can only be used every 3 turns:
Mole Eye, very good PO removal spell (-6 PO to opponents in a large area), can be cast within a range of 5 to 10 PO for 3 PA, excessively low PA cost for the power of the spell which does a lot of damage but provides also a steal of life. Ideal so that your opponent cannot touch you:
A second binding spell since Immobilize Arrow allows you to do some water damage to your target but also to remove 1 MP (depending on your MP removal). Range from 1 to 10 modifiable and costs 2 AP with the possibility of throwing it 4 times per turn. Rather useful to block your opponent:
Last spell for our Water Cra, and another one that hinders: Slow Arrow removes the AP of your enemies (based on your AP Withdrawal once again) in an area by doing a lot of water damage. Modifiable range from 1 to 8 range online and costs 4 AP per use:
Cra Terre
Punitive Arrow, to punish your opponents! 6 to 8 Range changeable, uses 4 AP, 2 cooldown turns but huge damage on second cast, like Arrow of Atonement, increases damage by 30 every two turns. Get ready for a huge burst:
Lashing Arrow, an impeding spell, has a modifiable range of 1 to 10, costs 3 AP and inflicts Earth damage and can remove up to -4MP (depending on your Withdrawal PM) a maximum of 4 times per turn:
Destructive Arrow, causes very good Earth damage by removing damage from your opponent, low range of 5 to 8 range, so you will have to be close to your opponent, but it is modifiable. Costs 4 AP and can be cast twice per turn:
Cra Air
Back Arrow, the first Agility Cras spell (or Air for those close to you), inflicts good Air damage and pushes your target back 4 squares, 1 to 8 Range for 4 AP, range cannot be modified, so use it wisely:
Harassing Arrow, doesn't do too much damage but your opponent will never escape you: this spell has no line of sight, so you can hit it even if it's hidden! Unfortunately, you can't have everything, so this spell does moderate damage, with however a large range of 1 to 12 for 3 AP that can be cast 4 times per turn:
The best spell of this element: Absorbing Arrow, huge Air damage, which has a lifesteal effect (usually you regain half of what you inflict), 6 to 8 Modifiable Range for 4 AP/use. It will therefore be necessary to be far from the opponent:
But ultimately ...
Yes ! And it was only the spells that do damage! The archer class would be nothing without their boost spells! Let's see in detail what they provide.
Boosts
Boost spell to be cast first to obtain a Critical on other spells, Critical Shot grants you 14% more critical chance on all your spells. 2AP and 6 range, can be used on yourself or an ally:
Long Shot Increases range for you and your allies in a small area for 3 AP, handy for hitting from afar. Only usable on oneself:
Power Shot gives you +250 Power on all your spells (not Melee), usable up to 6 Range and for 3 AP on yourself or an ally. This spell offers great burst potential combined with Arc Mastery (following spell):
Absolutely brilliant fate: the bow mastery. This gives you 60 damage, on your spells and your melee. Castable at 6 range for 2 AP on yourself as well as on your allies (preferable to do it on yourself, anyway):
Why play a Cra?
That's all well and good, but why choose a Cra ? In Team or single account, the Cra is very Useful, being versatile in all areas, the Crâ can be independent on a single account since it can manage both PvM and PvP. And in Team (mainly PvM), archers can boost, hit hard and hinder enemies, perfect for monsters that need to be debuffed.
That's it for this class presentation, it's my first guide on God Of Tricks I hope you will have liked it and will have enlightened you on the Cra class!
Do not hesitate to give me your feedback (what needs to be improved...), constructive of course, and/or to ask your questions as well.
Also feel free to PM me about the game: /w Asharia on the server Kuri ! I am often connected and I could answer your questions or you can give me your opinions directly.
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