DOFUS Temporis 7: The Best Altered of Osatopia

After the initial maintenance of the Temporis 7 servers, the Dofusian hype drops a bit. This gives us time to take a step back and see what changes mark the spirits. If some already have their little nerves, others remain powerful, even a little too much.

This article is updated based on the latest patch notes for Dofus and Temporis 7
(Last change: 05/07 – 11:45)

DOFUS – The Best Altered of Temporis 7

Unlike classes with more than 40 spells or full liabilities / assets, changes are much more “one-sided”. They are strong, or not. Their role is clear, or not. Based on these two factors, we can already identify a small batch of interesting cases in PvM before we cut into the bacon.

To know the achievement of each Altered, you can click on their name or their appearance in the game to see their page in mobedex.

Pleasant changes to manage Temporis 7

Scampiopus

# 81

Scampiopus is an altered in the element Water. Relatively accessible by being plain and in areas around level 130, it benefits from one movement form and another very powerful in the area.


Relieved

# 131

Despite a quick nervousness, The Dofus team does not appear to be ready to re-nerf the Altered (at least according to the official twitter) it has already been announced via TempoHebdo that Assouplié will get a nerf on Thursday, July 7th. The latter offers an excellent shield bonus as well as more than proper damage to the item Air. However, it will be a bit expensive at hotels for sale as it is only available in high level areas.


Safaris

# 104

Rarely in compositions, Safarieur remains an excellent Altered Fire for its damage and especially an almost unused effect on classic servers: the Vitality penalty. Its power thus becomes proportional to the life points of the monsters, a major asset especially during the Osatopia League.


Javache

# 142

Javache offers gameplay around reviews. It mates particularly well with Ecaflips and becomes a real monster. However, you will have little trouble getting it as it is only available in THL zones at an “epic” speed. His element adapts to yours.


Moorish

# 67

Far more common than the other “Agreeable” Altered, gull can be found in zone 100-120. Water, he can teleport a great distance while stealing life in a large area. It’s a lot of fun to play, especially in combination with Magmacaque.

The best legends

The following Modified can only be obtained at very low prices or under special conditions. If they are powerful, it is for a very good reason! Of course, nothing prevents you from bypassing this problem with a pair of HDV cameras.

Mutapine

# 150

This is the penultimate Mobedex Altered, and for good reason. In fact, his head magic can accumulate 20 times a damage boost in yours best element and arrive at absurd damages. More or less legendary, it has a passive and limited achievement, with the need to collect 1860 Tempotons to unlock it. Keep hurrying!


Enflaron

# 109

Rather reserved for melee classes or Feca, Enflaron offers damage in best element, lifesteal and some pretty extreme thoughts. Thus, he naturally reduces the damage and will utilize the crowds to increase his punch, which is already very noticeable.


Valdingume

# 143

Valdingume is a very special Altered. He benefits from effects in all directions, whether through his passive or his spells. It can fly / give AP very well, cause massive damage in best element or even increase the damage taken by enemies, all in the area. It’s a good force to have in your tire.


Magmacaque

# 101

The big monkey was a big attraction during the first weekend of the Temporis 7 servers. In fact, his passive did not yield 50, but 400 for each teleportation. With a Moodbug + Mosquito combination, the damage even at level 80 was inconsistent. His nerve, however, does not take all his splendor. There is still a powerful and friendly Altered Legendary to use in any item.

Xelor Right PA, and proud of it!

It appears that a lobby has been formed in the editorial office to inform you of a potential non-meta but very practical combination based on Xelor. There are not many AP Removal items at low levels (go for Boskito) and relatively few Altered. Still, 3 of them send the sauce.

As a reminder, in addition to naturally increasing the withdrawal of the AP, the passive Xelor allows you to regain 1 AP and power at each rally of at least 1 AP. If the mechanics of AP removal are usually ineffective in PvM, the significant evasion penalties and the presence of zones of accumulation between attenuated make it viable.

It is quite possible to plant multiple level 200 monsters with level 80 stuff and almost 65 base AP removal (85 with the passive on changed). Would you not be tempted?


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