The accompanying graphic allows us to view the results of this first survey for the Eniripsa class.
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Eniripsas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
The most-significant divergence, regarding positioning that you currently deem too weak, remains very slight.
The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
See message in context

- Dommages - Damage
- Survie (soin, protection, et tanking) - Survival (healing, protection, and tanking)
- Amélioration - Improvements
- Placement - Placement
- Entrave - Debuffer
- Vision actuelle - Current vision
- Vision idéale - Ideal vision
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Eniripsas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
The most-significant divergence, regarding positioning that you currently deem too weak, remains very slight.
The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
also ankama killed dmg - heal method
Also, Defensive Word doesn't feels like being woth: it's too much erosion for a worthless spell comparated with Furious Word and, Brutal Word is not interesting to use.
I'd prefer if Enis had more tactical options. They're a bit too simple and inflexible as they are, in my opinion. They can hit stuff and heal stuff, but don't have much in terms of positioning or mobility. Rallying word was a nice addition with Coney, but Coney hardly survives. I'd like for all classes to have options for more advanced players really.
It would be cool to see the earth build with some sort of help, even just moving around the alternative variants so you don’t have to give up necessary support spells for an attack. It also really sucks that the vile that is supposed to be helping you heal does damage to you and your team.
Lastly maybe instead of more healing, we can get spells that help reduce erosion? Or temporary vit boosts? Damage sustained? Also a bit of field manipulation wouldn’t hurt.
In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.
Like most classes, Eniripsas have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.
The most-significant divergence, regarding positioning that you currently deem too weak, remains very slight.
The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.
You can see the class comparison on the main topic.
No need to buff the heals, but nerf the healing other class can have! Ecaflip should not be able to DPS so much while healing so much.
Also Selective word with a target necessary killed the interest of the spell.
Eni lacks mobility too. Lifting word (4 AP) that kill the Coney (-2AP) is too expensive!! Maybe allow the MP buff on self also??
Definitely true on selective word though it's still better in many cases than impartial, I'd like it to go back to how it was.
The earth element is seen as too weak in both game modes.
In the forums:
Many of you questioned the damage this class must do and commented on the difficulty surviving during quests with solo combats.
Before the change to Agi and Cha healing, Enis of these elements could still heal allies when playing against invulnerable bosses and be useful until the boss/bounty became vulnerable, but that isn't the case any more since their heals do nothing until the boss/bounty is vulnerable. Also, solely limiting enis to heal with their spells leaves them to only be useful in early parts of fights, but once erosion hits, enis are only healing a little bit of health back, and that health may not be enough to help team mates survive the enemies next attack!
My other problem with Eni is that they don't have a lot of buffing/debuffing options without having some major repercussions(Defensive Word, removing Stimulated state). Other classes can give the exact same buffs with Enis without the negative repercussions.
I think both of these problems can be solved with a rework to Agi/Cha:
For Cha, make it so Cha spells apply a shield of a set amount(300-400, for example) per hit with a spell. This will help the Eni be useful in late game dungeons by helping other teammates survive as well as the Eni itself. This eni can go in and take charge late game as well, helping their tanks have more survival in long, drawn out fights that lead to lots of erosion!
For Agi, reintroduce the "mark" system that all allies can benefit from. Hitting an enemy with an agi spell puts a mark that when an ally attacks, he gains (for example) 50% power per hit and heals 10% of the damage given to the enemy. This would help solve both issues as it would allow enis to be able to buff allies in a fun way, as well as being able to heal in a different way as well. It would also help them synergize with a lot of different classes, and could lead to some really fun combinations that normally wouldn't happen! (Huppermage with their low AP cost spells could potentially have a lot to gain for combining with Agi enis!)
Neither of these options would make Eni too powerful, but would make them more fun and have unique options to help their teammates that other classes wouldn't.
I hope any of this is useful! Eni is my favorite class, but unfortunately, my role was reduced to just healing my teammates every turn in a straightforward way that just wasn't fun, and people would just replace me with Lumino anyway!
I'd also add that I hope for improvements to int Eni as well, as it's my favorite build.
Chance/Agi/Strength arent really viable builds for Eni's IMO, cuz whats the point? If you want a class of them elements, dont make an Eni. We're Healers.
I agree with you on the damage part. Yet I believe the class needs some changes regarding other things and it will be perfect.
Hope there will be some further changes.
I think that having a character on a PVM team that specializes in healing, should always be better than having 4 characters that can self-heal via stealing HP.
Edit: Also add Enutrofs summons to the equation lol and allied summons
The main point is that most spells and variants are simply very similar duplicates that are not capable of significantly altering the playstyle. For example, here are some spells that are pretty much the same.
Puzzling and Striking Word: 4Ap, mostly the same single target damage, mostly the same healling (striking it's just clumsy and not so useful or straight forward), mostly same range... So nobody uses Striking because the 3ap variant have more range, good damage and instant healing on allies.
The idea of glyph heals is cool, but in reality they are simply too difficult to use and stay far behind direct healing spells.
WOUNDING AND MISCHIEVOUS WORD: this is horrible. The skills are simply the same thing, just one cost 4AP and the other 3AP. The healling effect it's just clumsy and dificult to use.
The Coneys: nobody uses the variant cause it's horrible compared to the main spell. It gives 100 SP and can't even acumulate. And then it cost 4AP!
STIMULATING AND SELF-SACRIFICING WORD: really? When you reach level 195 with galvanizing word, who remembers stimulating word? 2AP to buff just one member of your team per turn... it would take ages to buff multiple teammates. Simply no camparation. Both skills should benefit 2 allies per turn
another problem is the high cost of Action Points compared to other classes. Several 5AP spells can only be cast once per turn, with low range, medium damage and few effects, which leaves the class in a lower position compared to others, both in PVP and PVM.
Eniripsa's healing powers are currently comparable to all other classes with healing spells, when in fact it should be the class's strongest point
Also, a good suggestion would be to create significant playstyle choices for the eniripsa on each elemental path, with some focused on healing, others shield support, buff, debuff, damage or mobility.
FIRE > MEDIUM DAMAGE AND STRONG HEALING
AIR > MEDIUM DAMAGE AND SHIELD POINTS ON ALIES OR MOBILITY
WATER > STRONG DAMAGE AND HEALTH STEALING
EARTH > MEDIUM/STRONG AREA DAMAGE AND ALLIES POWER BUFF BUT WITH HEALTH COST
2AP COST/LOW DAMAGE SPELLS TO ALL ELEMENTS 9most spells cost 4~5 AP and this is just not fair for the class thas have one of the lowest damage of them all.
These are just some ideas, I've always liked the class and it makes me very frustrated that Eniripsas are so clumsy and behind all other classes. If there were a few simple changes to some spells, it would make a big difference. I'd love to hear from you all, I believe that together we can make Dofus a bigger game than it already is.
And please don't mind my spelling, English is not my first language and I'm still learning xD
hugs and kisses =*