Iop/Agility/Intelligence
From Dofus
Contents |
[edit] Introduction
If you are a more casual player like myself, you might find this quick build interesting.
Most Iops tend to be Strength-based, but there is a huge gap when an Iop has no Strength spells whatsoever. You get Pressure at level 1, and Concentration at level 80. Nothing in-between.
As a casual, group player, I've found that the Iop's strength lies in boosting the team, and laying down some damage. It fits my play style. This build suits those who will be around levels 15-30, and onwards, but will do for any Iop.
[edit] Spells and Boosts
[edit] Characteristics to Boost
Vitality: Important for any tank. You need to take damage as well as deal it. Side note: have bread and potions handy.
Intelligence: Probably the most important out of Int and Agi; the majority of your offensive spells are Fire-based.
Agility: Lets you hit faster, and gives you more crit damage. Also boosts, an important spell, Divine Sword.
[edit] Reasoning and Usage
Obviously for an Int/Agi build, you need to boost Int/Agi. Vitality is useful, because while in this build you can fight effectively long or short range, you'll probably be having more fun at the front line, taking plenty of damage. If you are P2P, resistances are always good.
[edit] Spells to Boost
I have a fairly haphazard play style, but these are the most useful moves to have for this build:
[edit] Buffs
Compulsion: A fantastic move. Boost to 2-4 for good results between levels 15-30. Doesn't need topping up too often.
Bravery Guide: Boosts everyone on your side; boost to 2-3. A few extra points can be very very useful at lower levels.
Increase: The two or three main offensive moves you'll be using with this build are both 5AP; boost this and you can start stacking those +2s and +3s to rack up a large boost at your third of fourth turn. This is a valuable play tactic.
Edit By Knite: i would spend some spare points in boosting Increase as at lvl 5 you can be getting the same amount of boost in 1 turn as you would be doing in 5 turns if you spell was lvl 1.
[edit] Offense
Divine Sword: Here's where your Agi score comes in handy. This is a great move. On each side of you, it damages your opponent and boosts your team-mates; then it gives you a nice boost to your attack next turn. Very useful in short-range, tanking combat. Level 3 is useful.
Sword of Fate: This move does decent damage with INFINITE range on a linear path. Very, very useful for long-range combat, especially against out-maneuvered foes like Gobballs. Also useful for picking off pesky Tofus. Level 3 again.
[edit] Other
Intimidaton: Only does Neutral damage, but at level 3 the AP cost drops, so that you can use it twice in a turn. If you're swamped by enemies, you can throw them off with this and make your escape. Also good for AP-reducing foes.
Jump: This needs to be boosted past level 2 for it to be any use. Then you can Increase to keep your buff stack going, and escape from foes or move quicker. The more you boost it past 2, the more range you get.
Destructive Sword: This can do serious damage at level 3 onwards, but it's too unreliable to be a main use. I find that using it in the first few turns works well against high-HP enemies.
[edit] Equipment
This guide is also good for a medium-poor player.
[edit] Early levels
The Young Adventurer Set is your best friend. They are difficult to obtain at first, but as you level they will get easier to find. I have found that partnering the set with a Bouze Lite Yeah's Ring and a Gobball Hammer gives you great Vitality/Life boosts, plus another great 5AP attack to go with Divine Sword and Sword of Fate. The interesting range on the Hammer makes it more than worth the kamas.
[edit] Later Levels
I'm not as experienced here as I'd like, but mixing up the Fire and Wind Kwak sets will do you good; obtaining any AP-boosting equipment you can lay your hands on is almost essential. There don't seem to be any reasonable Fire/Air hybrid sets, so you'll have to mix and customise.
Edit By Knite: A good set to play with at lvl 60 plus is the Aerdala set and jelix set. use the Gelano and Jeliboots from the Jelix set, then give it the Aerdala ammy and Wedding ring and aredala hat and cape, then a god rod and aerdala belt and your gonna find yourself some good wis, int, and agi and 9ap if you want to use strenghtstorm and celestial sword in the same turn! you will be able to pwn just about anything that comes your way
[edit] Ongoing
A fun secret: If you can lay your hands on 100 Nimbly Rings, you can trade them for a scroll that will boost agility one point. I'd recommend you start collecting the things; you can either buy them at the Jewellers' marker in the 10s or 100s, or you could become a Jeweller and make them for cheap. They take 1 iron and 1 Gobball Saliva, not the hardest or most expensive items in the world.
[edit] Play style
The first turn of each battle is Compulsion, Bravery Guide, Increase. This instantly gives you between 10 and 15 damage damage boost for your next move.
Every subsequent turn, try to use Increase before your move; getting in close and using Divine Sword gives you even more boost each turn. Buy the third or fourth turn, you should have a handsome +20 on your damage. You can maintain this if you keep topping it up, and take a turn out to repeat the first turn whenever Compulsion runs out.
If you start close to an enemy, you'll be hit first turn, but you can exact your revenge when they can't dodge roll by using Destructive Sword for 40-60 damage. Unfortunately it takes up 6AP, so do this while you're on a good boost because you'll take a few turns to rev back up again.
[edit] Comments
If you have any comments, please let me know in the Talk page. Thanks!
