ankama, dofus, thursday, stuff, eniripsa, eni, water, fire, water/fire, PA withdrawal, opti, pvp, 200, esport, equipment, presentation, damage, resistances, necrotic bow
Take advantage of the healing benefits of the Fire path, while attacking your opponents' AP with the Water path, it's possible! Let's go from the Az'Tech to the Necrotic Arc, and from the Ecaflip to the Eniripsa for this Jeudi'Stuff.
Eniripsa Water/Fire AP removal
Presentation of the stuff
You can click on the items to see their characteristics!
Are you still hesitating between playing the Fire path, to be able to heal your allies (and yourself), and the Water path, to remove AP while having considerable damage? Do not hesitate any longer, and play the same two beats thanks to this stuff.
The base of your set is the two items from the Lady of Chance panoply, which will offer you good statistics and very interesting critical damage. We opt here for the cape and the amulet of the Lady of Chance, in order to leave your feet available for the Pataugastric which, in addition to the AP and the MP given, increase your critical damage and your AP withdrawal: the perfect boots! Still from the perspective of AP withdrawal, the Lisson Hat largely contributes its quota, although the appearance leaves something to be desired... Despite a somewhat low vitality, the resistances, AP withdrawal and PO provided by this cap are indispensable, dodges also make it a good ally. We add to this the Gloursonne Alliance and the Tick Ring to increase the resistances of the stuff, while keeping a good contribution in luck and intelligence. For the same purpose, the Ceintaceous is added to the whole while allowing, in addition to smoothing the resistances, to bring an additional AP which aims to release a slot of trophies/Dofus. We arrive, with all that, at very good overall resistances, except for the small deficit of fire resistances, hence the usefulness of the Orchid Almond Muldo. The shield is also here for its AP withdrawal bonus, even if the resistances are very significant. The Dofus and trophies are added logically: the Turquoise Dofus to increase the Necrotic Arc to 46% in order to benefit from the fairly high critical damage of the stuff, the Crimson Dofus and the Vigorous Major always with a view to increasing the damage, the Emerald Dofus essential in PvP, the Major Stunner to emphasize the AP withdrawal side and the Abyssal Dofus, which can make the difference on certain crucial turns.
The alternatives
In order to reach 30% fire resistance, it is necessary to perform exos, but it is possible to avoid it by opting for an Orchid Seemyool, however reducing the overall Escape to 22 which can sometimes be a problem. Apart from the Turquoise Dofus and the Major Stunner, none of the Dofus or trophies is essential since 11/6 is reached without the help of Dofus or trophies, so it may be possible to increase other statistics, such as Vitality or PO (which remains quite low) with a Major Miracle and an Observer.
Statistics, strengths and weaknesses
Product Highlights
1. Playing in two-elements always allows you to be more versatile in the face of your opponent's resistance.
2. Withdrawing AP at 93 makes it possible to easily withdraw some AP from the opponent, while typing with your Shattering Word.
3. The damage remains very good for two-elements, in particular thanks to the critical damage.
The weak spots
1. To be able to play this stuff, it is necessary to have 7% Fire resistance in exo, which can put off more than one.
2. 3 range only, for a stuff that is played rather from a distance, even if the bow can come to fill this small lack.
3. 24% Neutral only, which may force you to equip a Neutral Shell to deal with some opponents.
4. A relatively low initiative can be filled with a Major Striker, also reducing your damage.
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