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Class Improvement - Iop

By [Ankama]DOFUS - ADMIN - February 20, 2019, 17:57:55
Reactions 41
Score : 15

Iops needs more damage? ahahahhahahaha

1 -2
Score : 41

Power skills need change or buff. 3 ap and 2 turn. This effect is using turn and next turn. If you hit by - effect duration your buff is gone. For exemple Eliotrope's Snub . So strong skills. Other classes have -effect too.

Again me. Iop buffs need buff. Vitality skill is need more turn or 
permanent. - Effect duration skills absolutely powerfull aganist iop..  For example Eliotope's Snub. Using 2x one turn - 2 effect gg. And hit around 1k avarage.. So powerfull....

hi, where is english changelog for iop? I cant find . I heard new erosion spell.

1 -1
Score : 3274

So here's my thoughts on Iop currently.
Violence - Pointless, sure Lock is nice on occasion but bonus to pushback damage when we only have one pushback spell unless you count Release is ridiculous and an attraction of only 1 square, I don't think anyone ever takes it over Blow.
Water build, the shield generation is silly, you can accumulate just over 800 shield points if you blow through all your ap on 3 ap spells (Not including team buffs/dofus procs) or less if you use 4ap spells and I don't see any class or boss monster being able to hit under 800 in a single attack much less a turn.
What I would like to see is the Water build a team support class with potentially higher shield generation and/or the ability to use the spells on allies to bestow shield points on them,maybe even at a lesser/greater level.

And last but not least my own personal peeve, Agility Iop and Sword of Judgement/Condemnation.
Make Sword of Judgement a single damage air attack with secondary effects and Condemnation deal higher air damage.
Also more love to Water/Air Iop in general,because I've watched countless Kolossium fights both 1v1 and 3v3 and every single Iop I have seen has been either Fire or Earth.
Now doesn't that speak volumes about the state of the other builds?
Oh and Health steal!
Iop is probably the only class that doesn't have a health stealing spell despite being a low to mid range attacker at best.

1 0
Score : 31

Iop is a terrible joke right now . As i see the graph , it was supposed  to get a little dmg buff but instead tumult got nerfed  and that is it about the dmg . We got new spell 30 % ero as variant of vitality and everything else is old. At the moment iop is one of the worst class if not the worst class to play. 0 heals,0 debufs, our buffs are usually 2 turns so  easy to remove with other spells and our dmg is  not  even close to being the '' best '' dmg dealing class . Please fix the class because at the moment it is useless !!!

2 0
Score : 29

Okay, been an Iop ever since they removed a sac's ability to Dissolution x2, so a few years now. We hit hard, and for a time, we hit the hardest. But a load of classes hit harder now, people are mentioning eca and Ougi's as being the new iops, and the eca's power spell out-powering an Iops? thats just silly. You should see an Iop and KNOW that he is gonna hit the hardest..

As i mentioned, I play as an Iop, I love doing the Quests, but as a Strength Iop im stuck on Lvl 200 Quests because 1v8 is honestly just devastating for a class which has ZERO survivability, I remember even trying the SoJ route because it was our only life steal means, but i just couldnt hit hard enough, i havent tried the chance route yet with shields, because i dont have a spare set lying around. I can kill enemies quickly yes, but when theres 6-8 enemies that all have effects and high damage hitting your 5k hp, your still gonna die before them. I've had my Sadi and Eni get farther in Quests solo, and their sets wouldnt be half as good as my Iops. Its sad, and frustrating, because i enjoy being an Iop.

In conclusion : Give us some life steal. Or a healing spell.. I think every class can heal itself somehow, except Iops. It doesnt have to be a crazy amount, just a bit... Thanks smile

5 0
Score : 29

Edit : Quests where you have to protect someone (Dimensions) are *******horrific when all you can do is give them your Vitality and watch them run in head first. As a sadi alt i just trapped them in trees and took my time, or my eni could at least keep them healed, but Iops. Have. Nothing.

0 0
Score : 446

compared to eca, iops have truly been hit the hardest...with the broken promises from ankama

3 -1
Score : 414

Make it more similar to Wakfu's Iop, where there's a bigger assortment of utility and buffs instead of just "me hit thing until it die" gameplay.

2 0
Score : 505

Like I said a few months back. Revert SoJ back to its old state. It was the only way an Iop could restore its HP. Every class has that ability but us. We are literally useless in any scenario against anyone with a little lifesteal.

4 0
Score : -37

Iops should have reduced mobility and increased damage. Friction is overpowered, jump is overpowered, outpouring is overpowered. These mobility tools are limiting the balancing team to where giving Iop damage is outright impossible.
You need to understand what the players who choose iop from lvl 1 want. We want the best damage in the game no matter the cost. If we really wanted sustain we would go to the already established sustain melee classes.

0 -4
Score : 136

Vitality skill of iops should be buffed and other characacters can apply good damages as much as iops.(ellis, srams, xels etc and some of these are long ranged damages) Iops are the worst char on the game.. We need permanent vitality skill, better buffs(maybe mp/ap parry skills) and healt steel skills. Other chars can defeat iops with low cost sets. We have to spend too much kamas to get survive, otherwise we die very fast. 1vs1 Long range chars can defeat iops easily.(jump with -5ap doesnt help that much and gravity state skills make us die.) Please make Iops more complicated and more funny.

1 0
Score : 41

After several discussion with other players, in my opinion is clear that Iop has fallen behind many and many classes. 0 survivability means that you are going to die for sure and that you need somebody only to keep you alive.
Mostly of the spell are old style, they do not heal, they do not debuff, and some of them cost too much.

Example, once you use jump you should only hit 'cause it cost you 5AP and in most cases 6/7 ap will remain. You can use precipitation, yes. But in the next turn you will be again back to square 1. Another aspect, jump effect is good only for close range combat. Instead, long range iop will not gain any other beneficts. PVPing and going close quarter against enemy means sure death and vitality won't give so much survivability. More or less with vitality you can tank only 1 attack, nothing more. Furthermore it can be dispelled easily.

Range is insignificant, heart style iop won't take any beneficts from range nor from range debuff. This could be revised imho at least with 1 spell per elements

Iop's wrath is great, yes, good damage. But, having so much damage and not be able to use it regularly is it worth the price? Viceversa, you could use fit's of rage, ok. If only it could be charged without a target

Mostly of the spell are linear or 1 cell from you, boring (go back to jump).
Pushback is not worth the price and there aren't so much spells to do pushback damages and intimidation is old fashion style. Needs to be upgraded in some way

Water style, shield are not worth the price. 800 PS are too few. You can use virtue, ok but not only we are giving up on Power spell but we also take a malus of 150 of power. Total -450% of power lacking +1000 ps that are taken away in just 1 hit. Not worth it's price again.

Nice that determination give you 25% damage reduction but since jump can also be used to "jump away" from your enemy, demetermination could at least give you unlockable state and not unmovable but the price is still worth.

Agitation is nice but situational. Even given the "glass cannon class" concept imho this spell is out of this concept. Still useful but situational

Massacre, violence and  gathering should be totally reworked or improved. I tried all elements and between them all I used only few times massacre with tumult

To give some survivability to iop, you could give to iop's conquest or to vitality. My suggestion could be that whenever a Iop is close range to conquest instead of damage you it should heal iop and/or it's ally. Vitality or it's alternative could and least heal iop or target as a dokoko. Maybe better with prosecution since iop won't take anymore benefict from erosions since duel and sword of fate do win't damages based on erosion anymore


3 0
Score : 34

I would like to know why Zenith damages are lower when enemies steal my MP, but they don't stack if i increase them? Spell says "MP used" not "MP left". pensive
Can somebody please explain this to me?

thank you smile

0 0
Score : 294

So I have been playing IOP since 2014 and iops probably at its weakest it's ever been, 

We don't excel at raw damage with most classes able to hit for more and at a further range more consistently.
Think str IOPs are probably the only build that actually has some decent return and the only one that can actually perform as a high damage class , yet is probably the least fun to build.

Small effective Changes to make 

Buffs: Chance:

  • Have the shield gained from chance spells increased by 25% on critical hits. Eg 75% to 100% ,50% to 75% crits ONLY!
  • SoJ - range decrease from 1-6 to 1-4, but made  modifiable.
  • Increase the range of Fervour by +1.
  • SoJ- Can be cast twice per turn ,once per target.
  • SoJ -.Decrease 1 stack of the damage buff, with each close combat damage suffered. This is a change from loosing all your built up stacks in one go.
  • Castigation- change targets loose  -40 dodge to steal +25 dodge, +35 on critical hits, can be used to lock or dodge now .
  • Increase the critical chance for spells Endurance, Threat and  Outpouring from 5% to 10%. To help gain the extra shields on critical hits.
  • Endurance -. Add Steal  +10 critical resistance for 1 turn. 2 max accumulations +15 steal on a critical hit.
  • Increase max damage of cleaver by +2 on a normal hit.

Buffs: Intel:
  • Allow friendly fire on Destructive Sword so it can interact with IOP strategiest . Sword of IOP has more range more damage more AOE and can still be used with IOP strategiest ,  doesn't make sense.
  • Tumult-. Increase the damage increase buff on a critical hit from +20 to +22 per enemy crit.
  • Strengthstorm - Increase critical chance on from 5% to 15%. increase minimum damage  by +1 for a more consistent damage output.
  • Chopper- .Increase normal damage and critical damage by +1 on minimum and maximum hits.
  • Targets hit with Destructive Sword loose 3% fire resistance for 1 Turn 5% on a critical hit. Max accumulation  1.
  • Sword of Fate - Normal and Critical Damage increased by +2 on minimum and maximum Damage.
  • Sentence- Normal damage increase by +2

Buffs: Agility:
  • Agility as a characteristic no longer boosts critical chance  so inline with this nerf. Increase the critical chance of Divine Sword, Zenith and Pounding to the same 15% as the rest their agi spells.
  • Celestial Sword-. Steal 3% Critical Chance from targets, 5% on a critical hit, 2 turn debuff/buff . 2 max effect accumulation. And increase Normal damage by +1 min and max hits.
  • Divine Sword- . + damage buff from +20 to +25 Normal and from +23 to +30 on a Critical hit.
  • Have damage on Zenith increase when MP is gained, as it stands if you loose MP you loose damage but if you gain MP it stays the same.
  • Fracture -. Erosion increase from 13% to 15% on critical hit.
  • Destructive Ring-. Steal +10 Lock from enemies, +15 lock on a Critical hit. 1 turn. And increase the minimum damage by +1 on a critical hit.
  • Pounding-.Increase the Normal and Critical Damage by +1 min and max .

Buffs: Strength:
  • Pygmachia- .Increase the damage by +1on minimum and maximum for normal and critical hits.
  • Iops Wrath- Increase the damage +5 normal and +10 critical hits.
  • Pressure- Increase the Erosion from 10% to 12% on a critical hit.
  • Allow Fit of Rage to be cast on a free cell.
  • Sword of Iop - Add -1 range to targets for 1 Turn .Max accumulation 1.
  • Concentration-. Increase critical chance from 5% to 10%, and gain 2% Close Combat Damage for 1 turn on a critical hit. Max 2 accumulations.
  • Accumulation-. Enemies hit loose 2% Earth resistance for 1 turn 2 max effect accumulation.

Buffs : spells
  • Power- increase to 350% Normal, +1 turn on a Critical hit.
  • Vitality- increased from 20% to 22% normal, and from 22% to 25% on a critical.
  • Vitality- increased from 4 turns to 5 on a Critical hit.
  • Virtue - have the spell to be able to critical hit(15%). with a 550% of level to shield on a critical hit.
  • Violence: +10 Critical Damage for each enemy on top of the other buffs, attracts 2 cells now instead of
  •  Intimidation - 8-12 Steal of the casters best element instead of the 10 Damage of caster best element.  That way every build gets a health steal spell.
  • Agitation-   from +2MP to +3MP, and +20 Pushback Resistance for 1 Turn,  this way your not just trading 2AP for 2MP , keep the unlockable state.
  • Massacre - splash from 50% Damage to 75%.
  • Prosecution-  Range modifiable and no line of sight. Never used anyway.
  • Jump -  also provides 5% Elemental Resistance for the caster and allies in the original AoE, 10% on critical hits for 1 turn. Now worth the 5AP cost.
  • Add +25 MP and AP dodge on Determination. 5% critical chance, Critical hits gain +30 MP and AP dodge and 30% damage reduction. And you might consider using it over jump on a tight map
  • Precipitation- now has a 15% Critical Chance, critical hits will now add +25% Power(Spells) for 1 Turn.
  • Conquest- No longer Damages the caster when hit. Caster heals 5% of the damage delt when dealing spell damage to the IOP strategist.
  • Friction - if caster or ally is moved they gain +5 Damage and +5 MP dodge , if an enemy is moved they loose -5 damage -5 dodge. 2 turns max accumulation 2
  • Fight back - if the caster is moved gain 2% elemental resistance 2 turns, 2 max accumulation.
  • Gathering - All enemies moved loose -10 dodge ,all allies gain +20 dodge.

My buffs overall -
Chance: Actual Tanking, better range Damage and versatility.

Intel: More consistent high damage, with added debuffs.

Agility: Higher overall damage, with more  buffs and added debuffs.

Strength: Small power increase on all strength spells to solidify them as the main DMG build in the game.
buff: All buffs upgraded with a boost across the range to strengthen all IOP builds 

I think if they did this it would be a start to making IOPs viable again.
It's the slightest of buffs across the board  but I think they could make all the difference without changing the feel, use or logos of the IOP class.

Let me know what you think.

0 0
Score : 136

not enough.

1 0
Score : -90

iop[s need nerf tehy are tanky and they hit like a truck they should nto be able to gain 5 ap with a spell and the 1000 shiled hsould get liek 400- power so iops shoudl make choise hit or servive

0 -3
Score : 136


1 0
Score : 13

iop needs a change, they arent what they used to be . i love playing iop but i feel like most chars surpass it nowadays

2 -1
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