ankama, dofus, thursday, stuff, sram, earth, fire, earth/fire, power, network, networks, opti, pvp, 200, esport, equipment, presentation, damage, resistors, arc chaloeil
Are you a fan of sets of interconnected computers and terminals for exchanging digital information? Well it's not these networks that we are going to discuss today, but those of the Srams, and more particularly of their stuff, so buckle up, let's go!
The Sram Network
Do you like to play trickery, hidden under your invisibility cloak? This mod is for you! A very great classic but no less effective combining the Earth path and the Fire path, all increased by a fairly high dose of Power which will allow you very decent damage in all the elements, even if the Earth and Fire paths are to be preferred.
Presentation of the stuff
You can click on the items to see their characteristics!
What could be better for Power than a base from the Strigid set? It is therefore with the Amulet and the Boots of the Strigid that we start our stuff. Always in the perspective of Power, the Ceintaceous perfectly completes the Strigide with two lines of resistance, and the PA which will later allow to have 11, to which we add the Piloztère Bracelet which allows, in addition to the Power and of the 2 Range, to increase the Neutral resistances, often neglected and just as often useful. From a perspective of Power but mainly of the Earth/Fire dual-element, the Veil of Ink is unquestionably the best cloak in the World of Twelve with, as a bonus of very high statistics, three lines of resistance at 10%. Then comes Gein's Hat, which also has interesting statistics, but mainly two lines of resistance generally not very present on Earth/Fire items. We then add the Gloursonne Ring, again for statistics and resistances, and we end with the Arc du Chaloeil and the Dial of Earth, the first to push the Earth path to its maximum by once again bringing appreciated resistances and the second to make up for the lack of Earth resistances, while providing a ranged damage boost, which will be more than nice when you send your enemy into a network. We come to put a Kramkram on all this to once again bring Power, but above all to exceed 30% resistance in all the elements.
In terms of Dofus and trophies, there are some great classics: the Ocher Dofus and the Abyssal Dofus for their more than appreciable bonus under Invisibility, the Purple Dofus for Power, the Dokoko for healing while temporizing, the Nomad for Missing MP and its more than appreciable second bonus, and Major Enrage to once again maximize the damage of the Earth path, which will be the most interesting.
The alternatives
In order to lay networks, your Sram must remain as long as possible under Invisibility, this is why it is possible to play with the Cape Routh, the class cape, which reduces the time of 1 by 5. relaunch of the Invisibility spell, which will allow you to play 6 turns out of 10 while being completely invisible. Still with the same ambition, it is possible to replace the Nomad with a Dofus Vulbis, which is much more expensive but which will bring XNUMX% additional damage if your enemy has not hit you (which is often the case under Invisibility), thus increasing the damage of your network.
Statistics, strengths and weaknesses
Product Highlights
1. Very good overall resistances, combined with Dokoko and the fact that you are invisible most of the time, it will be difficult to finish you off.
2. Very good damage, increased from a distance by your Shield, which will allow you to "one shot" an enemy without too many complications.
3. 30% Crit which makes you hit 50% on most spells and melee.
The weak spots
1. Evasion and tackle are very very low, even if your goal is to stay invisible all the time.
2. Resistances to negative critical hits, which can be filled by smithmagic. Your goal is once again to remain invisible, so not to get hit.
3. An initiative too low to play first in 1 against 1, it can be considered to sacrifice the Major Enrage for a Major Gobbler.
Damage overview
Let's quickly go over the spells you'll use the most, starting with direct damage. Here is an overview of the damage of your direct damage spells, and of your melee (at 0%, of course):
Melee Damage
Deadly Attack
Spotting
Now let's take a look at the damage of the traps you'll be using the most, as well as the Chakra Focus:
Sneaky Trap
Death Trap
Chakra Focus
Find all our other Jeudi'Stuffs here!
And to learn how to tame this stuff, it's here.