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[BUILD] IVTea's AOE Huppermage! (Updated Principio Valere with a cool fact! 4/13/2018)

By IVTea - MEMBER - September 10, 2017, 18:02:19
Welcome to my 'lil build! I am IV also known as Mono to the players of Nox. In the past I made two different Eliotrope builds while my character IVTea was one himself. However times have changed and so has he! My boy has learned the ways of the Huppermage and works with his own unique build that is uncommon among the other red mages.

Now this build is for PVE so just be aware of that. You can totally PVP with it if you want but definitely look into getting tankier gear in that case. With the gear I have chosen you should expect an average of late 60's for your final resistances in the end game.

The build is designed to be able to fight in both the melee and ranged. While the traditional distance Mage can hit harder and the general low Mana tank Huppermage is more suited for the frontlines, this particular build is capable of being a bit of both worlds and has access to something the other two generally cannot do. If you are looking for the highest damage build for Huppermages it certainly is not this. Proper lifesteal and flexibility is what I offer!! Let's get started!!

Gear: You are looking for gear focused in Area Mastery and strictly Tri-elemental. Critical Mastery is okay as well but try to focus on damage that you will always have access to. Here is what I am wearing!
[left]
STATS:


Intelligence: This is pretty standard stuff and nothing too out of the ordinary. The amount of barrier does seem a bit high to most people but 5 barrier is honestly just for I do for all my characters. Feel free to move points around.


Strength: Max out Area Mastery and pour the rest into Elemental Mastery, aight?

Agility: Max out initiative and put the rest of your points into Dodge. Force Of Will isn't helpful on Huppermages at all especially since Vestige no longer removes AP.


Chance: Max out Critical Hit and then pour the rest into Critical Mastery or if you wish you may choose to Max out both Critical Hit and Block then pour the rest into Critical Mastery.


Major: You should be choosing Action Point, Movement Point, Damage Inflicted, and Elemental Resistance however if you choose you may swap Damage Inflicted for Range. It isn't the best option in my opinion as most Huppermage spells have decent range to begin with and most of the ones you will be using for this particular build will not benefit too greatly from it.

[/left][left]SPELL DECK:
Deck Code: 5571-5561-5570-5564-5574-5596-5568-5562-6327-5595-5623-5577-5579-5582-5144-5580-5585-5583

AIR SPELLS:


Luminescent Disc: This spell is one of the only Air spells you will be using. It has many purposes such as turning the current runes you possess into their opposite element. Air becomes Earth, Fire becomes Water, and of course vice versa.  When swapping elements you also help save them as runes only last two turns. When swapping them, you reset their timer and help preserve your precious elemental runes.


Diurnal Butterflies: Really funky spell! Have a fire rune and you'll push/pull twice! What happens if you have all three runes? Well...

WATER SPELLS:


Downpour: Remember when this spell used to teleport targets to your wisp? Well not anymore! They moved it elsewhere, which I will get to later! Now Downpour is mainly for stealing mastery or just generating runes. Be aware that the range for this spell is very awkward now so plan your positioning accordingly.
 


Vestige: This will be your area damage water spell, it is a small cross shaped area of effect and if you have a water rune it will rob your enemies of critical hit. At max level you can gain 7 critical per target you hit and this will last you until the end of the turn so if you are planning a burst make sure you have the ap for it. In terms of water damage this is your only area of effect spell outside of light.

FIRE SPELLS:


Energy Flux: This spell will mainly be used to give yourself the fire rune or changing fire runes into air. At first glance the additional effect of generating an air rune may seem pointless as you can simply just cast Luminescent Disc however casting Disc carries the risk of also changing up runes you may not want to get rid of. This spell now has the additional effect of stealing Fire mastery! Since the non-reductible of resonance only scales with secondaries and your own fire mastery this can really boost it up!
 


Resonance: Oh boy! This spell, the area of effect is enormous and the damage is amazing when accompanied by an air rune. The area of effect is a large cone shape as seen above and is not friendly towards allies so you better plan it carefully. The extra damage provided with an air rune goes under armor so it becomes an incredibly useful spell when engaging armor reliant classes in PVP. This spells non-reductible damage cannot be reduced by any debuffs that lower your Damage Dealt but also that damage cannot be increased by any changes to your damage dealt. This spells extra tick of damage seems to only be modified by your elemental damage, secondaries, and any passives that can boost its respected element like Dynamo, Purification, and Gift Incarnation.

EARTH SPELLS:
 


Backband: This spell is a straight area of effect that extends four tiles, the armor you gain is per target hit. The armor does not disappear until it is used up but be aware that you do not general a ton of armor with this spell and that its just icing on the cake! Please note that armor gain in Wakfu seems to only be calculated by single target, melee, and the proper elemental.  

Rift/Eclipse: Eclipse was once a small cross shaped area of effect spell that generated you armor by consuming an earth rune. Now it has been replaced with Rift! Normally in a build like this you wouldn't be carrying Rift at all but if you are into pvp or if you are dealing with mobs/bosses that generate a buttload of armor then bring it along for the ride! What's armor? Iunno!

LIGHT SPELLS:
[left]
Mirage: I honestly believe every Huppermage should be carrying this spell, a cheap . It does not require line of sight and swaps your position with any non-stable target. Don't worry the spell does not harm allies. This spell used to make it so that the target takes neutral damage from all sides until the Huppermages NEXT turn now however it only last for the current turn which is fantastic since a lot of times using this on an enemy you couldn't finish off meant your team dealing much less damage to it due to the removal of side/back damage.
 


Light Sword: Oh ho ho ho!!! Now we are talking! One of my favorite spells got buffed and while you guys may not think much of it, let me explain why it has become so amazing. Now, the reason isn't the extra healing, no no. This spell hitting twice is the big factor to abusing New Breath. Due to hitting multiple times, if your highest element if air, you stack double the amount of New Breath on a target making your next turn much stronger!

Glistening Halo: This spell was once one of the most visually amusing nukes I could ask for but now has been replaced with a lock/dodge inversion spell. Definitely is a neat little tool but not really worth bringing to your main build. Rest in peace Glistening Halo 4/3/2018...
 


Moonbeam: This spell is realllllllllly long for some reason don't ask me why. It used to interact with Wisp and made a huge and I mean HUGE linear cross shaped aoe when interacting with it. That was removed and has been replaced with 30% lifesteal which is nice I guess.

Shiny Orbs: For it's cost this spell has decent damage and because it hits twice it is also able to cause multiple triggers off New Breath. This is now the only light spell that interacts with Wisp and it's aoe has been reduced to a small cross versus a wrath sized explosion.

ACTIVE SPELLS:


Solar Stronghold: Pretty much self explanatory, as this is a build that does utilize Light spells I would try to use this sparingly as you cannot cast your powerful Light spells without QB.

Principio Valere: This was once a spell called Visio Imperum and allowed is to teleport and gain range every single turn while consuming all of our runes. Now the spell has been limited to having a cool down of 2 but offers a lot more to our tool box! Be aware that the Huppermage revamp has changed up some of our rune mechanics and some of our skills are based on "last rune generated" versus just having the rune.

Fun Fact: The Sharing affect you can grant a target with Fire as your last rune can also be casted on yourself which is nifty with lifesteal. Meaning you can heal allies! Either whip out a bone and chop it up, attack a summon, or utilize moonbeam from a range while near a buddy! Play around with it! It's snazzy.
 

Will-o-the-Wisp: This skill is used to store the last rune you generated and can be retrieved to give you extra ap! You also get to grab a random spell from the runes elemental branch if you do not already carry it. The amount of wisp you can have out is now effected by your control so the amount you can have is 1 + how much control you have. Shiny Orbs and Principio Valere are the only spells not that interact with wisp.

NON-HUPPERMAGE ACTIVE SPELLS:

Mass Charm: Very useful when you want to gather up bodies and hit them with your strongest area spell! 


Marrow BoneWELCOME TO THE BONE ZONE! This spell definitely has its uses. A couple of the current zenit dungeons in the end game benefit from having some sort of object behind the locker and what better object then a healing one? This summons healing is influenced by your Water elemental, distance, melee, and healing mastery as far as I can tell.

PASSIVES:


Dynamo: I am not a fan of Heart of Fire since in my opinion it is better for the elementally focused builds or burst builds. Losing your QB generation that you get at the end of your turns can hurt. I would still recommend picking up this passive for the 15% damage dealt added to all your elemental spells.


New Breath: In addition to the nice chunk of initiative you get to start with 250 QB giving you access to your Light spells on your first turn if need be or a nice start to your Stronghold. Air damage performed by the Huppermage now also stack a debuff that allows you to deal much more damage on your next turn! Skills like Light Sword are perfect due to the fact that for 2 ap you can hit twice allowing each hit to stack 10% at the passives max level!


Universality: With this you gain five damage dealt for each element you have casted the previous turn. This buff caps at twenty-five as Light also counts as an element.


Purification: This build is reliant on having access to QB so grabbing this is a must. The 10% extra damage also makes a great difference when hitting targets with Resonance.


Fullness: This one is pretty straight forward. Lessen the cost AND boost the damage of light spells!
 


Sensextension: This passive will help you use Light spells multiple times a turn without worry and with a higher maximum QB that also means your regeneration is higher as well. Good stuff! The debuff given to enemies isn't much and I would advise against making that your focus since that will just slow you down.

NON-HUPPERMAGE PASSIVES:


Carnage: This build will not be doing any healing so the additional 15% damage dealt is lovely. Lifesteal is also not effected by any negative numbers to your Heals performed so if anything this just helps you lifesteal more when you are up to that!


Inhalation: Not much to say here, whether it be the need to go first or just wanting that extra 10% damage dealt against a faster target, taking this is up to you.

EXTRAS:

Videos showcasing AOE Huppermage! (NOTE: Glistening Halo doesn't do this anymore I just wanna leave it here cuz it's pretty cool)
Glistening Halo (one target): https://youtu.be/ucAoRzJFz9g
Halo Chaining: https://youtu.be/dYr95M3pdmE
Bone Zone Chain: https://youtu.be/EJD-aTtzuMI

How does Light damage work?
Well you see Light damage is calculated chromatically so it is based on your highest element. However let's say all of your elements are even, what then? Well, there is a chromatic order. The order is Fire, Earth, Water, and lastly Air. This means that if all of your elements are even you would be counted as Fire. If all but Fire are even then your Light is calculated as Earth, so on and so forth.

What are runes? Are they tasty?
Runes are generated when you cast spells from an elemental branch. The last rune you generate will boost the elemental damage of its branch by 10% of that element. You can only have that benefit in one element at a time.

What made you consider building this?
It's really good, okay? Alright but real talk, I wanted to mess around with builds that were less played and noticed a bunch of neat tools. Light Sword is able to life steal which is incredibly good for a class that cannot self heal. I also wanted to maximize resonances damage without going the full general damage route since normally one would get more damage from having secondaries.

Since the last rune boost elemental damage by 10% wouldn't it be better to stat and gear towards raw elemental damage?
Unless you are aiming for a true jack of all trades build, gearing/stating secondaries will always out damage raw elemental builds in most cases.




Thanks for reading and I hope this build inspires a new generation of Red Mages!
(This build will be updated from time to time)
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(FOR PVM ONLY):

I'd recomend Mass Charm, as a combo enabler for saucy things like triple Halo + Mass charm into + Resonance for absolute area destruction. 

You still need Fullness and Heart of Fire to have a meaningful way of damage output outside of AoE. And as extremely bad as it sounds, Moonbeam is still a pretty decent area spell to add due it having insanely high Straight line AoE range, coupled with the fact that it's dirt cheap, which makes up for a really effective cost / efficience spell.

To add up, Wisp + Orbs is still a pretty good combo due you having access to both Air (-30 resistances in area per Air Orb cast, 15x2 per orb) and Fire (+10% Final Damage on Fire Orbs) elemental passives. The pressence of wisp in the deck also gives your Moonbeam a SUPER situational but pretty cool Range Expansion, should you need it. 

I'd exclude both Eclipse and Vestige from the deck, as + Shaped AoEs are pretty underwhelming (considering Resonance's widespread range) aswell as their VERY underwhelming 17 / AP damaging ratio, which is FAR under the norm of the likes of Resonance and Backband (even if Backband's only here for cheap Earth Rune generation). You may say it's needed for elemental coverage, but honestly, you are better off firing a Light Area spell with the respective rune active instead, , and Resonance also does unmitigable damage anyways. 

Finally, Solar Stronghold is just silly in high levels: It's a VERY underwhelming passive that kills your main damage source for an "okay"-ish barrier.

Hope to see more Huppers in the future! Area Hupper is something i have considered for a VERY long time, but i have little money to currently spend on developing.


The next would be my personal recommendation for an Area deck:
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First off, I notice you also main both a Masq and Hupper. Good stuff. Also, I am not too keen on removing vestige but eclipse can definitely go. I made this guide literally in one sitting and totally forgot about Wisp Orb. A cheap way to store your runes is nice but not casting a different variety of elements makes Universality not as effective. I try to get a minimum of at least three elements in a turn.

Mass charm is fun but i'd rather have something else in that slot. I'll be editing this from time to time and please excuse if my typing at the moment seems to be rambling I am exhausted and under sleep meds.

Anyways, I appreciate your input as it helps me improve this build! Thank you very much, friend!

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IVTea|2017-09-10 20:26:46
First off, I notice you also main both a Masq and Hupper. Good stuff. Also, I am not too keen on removing vestige but eclipse can definitely go. I made this guide literally in one sitting and totally forgot about Wisp Orb. A cheap way to store your runes is nice but not casting a different variety of elements makes Universality not as effective. I try to get a minimum of at least three elements in a turn.

Mass charm is fun but i'd rather have something else in that slot. I'll be editing this from time to time and please excuse if my typing at the moment seems to be rambling I am exhausted and under sleep meds.

Anyways, I appreciate your input as it helps me improve this build! Thank you very much, friend!



I'm just a little hateful on vestige's linear + shaped AoE x)

I agree on Universality being important to keep up, however, keep in mind that Light is considered its own element for this purpose, therefore, you are getting at least 10% Universality for the next turn. It's definitely pretty bad for PvP, tho X) 

Mass Charm also doubles as a support / placement spell, rather than just being an offensively used utility spell, just stating this to reinforce my adamant stance on placing it on the deck xD 

I really like your build tbh! And seeing that you are already equipped for it, dang x) 

Hopefully you are having fun playing AoE! I always wanted to try it out xD But alas, Zinit makes my ingame wallet sad :C 


Edit: Holys- what a coincidence! 
 
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Oh man, my gear is far from done but it is getting there. Thank you so much for the input as there are almost no Huppermage in Nox so I often have to dig through the forums to even get useful advice.

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Vestige got a MASSIVE buff.

Now it's actually pretty great to use!! 

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reading this again, in present day, the opposite happened haha. rest in peace vestige.

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Updated with a bit of new info!

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But isnt better have 1 range and 20 ele master than 1 mp and less 1 range and 20 ele?

One thing about light, you forgot to say, first, nice Guide. I was doing something close of this, but i'm was doing a build reliant on light sword. About you forgot to say, the light spell damage will can be managed based on your runes too (mainly for low level). If you have water rune dont expect do fire damage, until same with boost from runes your fire element will be higher

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Nah for an AOE Huppermage stating that range major really won't help much as with your gear choices you will not be having too much to begin with. On top of Visio Imperum you'll be just fine if you are truly in need of range.

Also I actually did explain how Light damage works near the end.

"How does Light damage work?
Well you see Light damage is calculated chromatically so it is based on your highest element. However let's say all of your elements are even, what then? Well, there is a chromatic order. The order is Fire, Earth, Water, and lastly Air. This means that if all of your elements are even you would be counted as Fire. If all but Fire are even then your Light is calculated as Earth, so on and so forth."

Also I am happy you appreciate Light Sword as much as I do. Unless I can finish a target off with it I generally do not use all my AP on it as I may still be in a dangerous position being so close to an enemy. It's best to use it a once or a couple times and escape or stronghold.

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I am glad to see this I might get Huppermage once the server is up. I wish Huppermage got some healing spells too, since they are "Mages." 

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Good news fellow Red Mage! Tear, one of our Light spells can heal allies. Downside is that it cannot heal the caster.

What this build does offer that the others do not is the proper utilization of Light Sword which allows for great damage on top of life steal!

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Updated a bit more! Let's raise the popularity of AOE Hupper, ya?

Heya guys!

Huppermages are getting a revamp! When the update hits official client I will be updating this build as best as I can so I apologize if not all of it is up to date.

Light Sword got such a nice boost and has synergy with some of the passives I notice! I won't say too much more...keep your eyes peeled! Here is a bit of a hint!

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Husband updated the build for the revamp!

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1. Do you find eby utility for Moonbean over Sword?
2. You can't talk about gift or pulsation.
3. Do you prefer sadida or eniripsa fot teammate pvm 200 and pvp team vs team?


 

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1. I actually like carrying both most of the time! Sword hits harder but Moonbeam allows me to fight from a safer distance if it just isn't safe to go in.

2. I'm not a fan of Gift since I enjoy consistent qb generation over big burst of damage and I do not play low qb builds to fully utilize pulsation.

3. PVM I prefer Eniripsa for sure but for PVP (I am a PVE/PVP character) when I do participate I prefer Eniripsa due to the class carrying a better res spell. Sadida has a lot of very nice buffs but when you want a dedicated healer Eni is more than likely the better option!

I hope I answered everything.

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IVTea|2018-04-06 21:04:05
1. I actually like carrying both most of the time! Sword hits harder but Moonbeam allows me to fight from a safer distance if it just isn't safe to go in.

2. I'm not a fan of Gift since I enjoy consistent qb generation over big burst of damage and I do not play low qb builds to fully utilize pulsation.

3. PVM I prefer Eniripsa for sure but for PVP (I am a PVE/PVP character) when I do participate I prefer Eniripsa due to the class carrying a better res spell. Sadida has a lot of very nice buffs but when you want a dedicated healer Eni is more than likely the better option!

I hope I answered everything.

Hi
When do you think is useful/necessary/indispebsable put in deck Solar Stronghold for pvp or pvm?
I dont see huppers after revamps putting in their decks.
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I personally avoid bringing Solar Stronghold unless my team has a main damage dealer and they don't require me to go deep in pvp. My character is built incredibly squishy and even with the maxed level stronghold being 1,200 I can still get 1 turned by a properly geared Iop easily.

So my main role is to really burst someone down or focus the tanky character due to resonances under armor effect.

Honestly, if you aren't built for low mana/qb I wouldn't use Stronghold since Light is a big part of our damage.

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  1. What's your gameplay?
  2. Any tip for runes rotation for maximizing New Breath uses with Light Spells?
  3. How are you? laugh
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1. PVE is my focus so I build for such! Due to my high initiative my role in low stasis level dungeons is to kill off mobs that go right after me to open up turns. In Regular or higher stasis levels my role is to hurt as many things as possible for as much as possible so things can be picked off by others.

2. My first turn is generally Downpour, Disc, sword, 2x Resonance. If you do this, not only did you cast 4 elements that turn for Universality but also Last rune will be air allowing Sword to stack New Breath. Turn after depends on situation but two swords, disc, and double Backband is a nice play. That is 3 elements for Universality and also because disc swaps the elements it will be earth and water which will let backband net you a bit of armor.

I generally will be playing with 2 runes at a time because in the long run you will save ap however I'll slap more out if needed.

Also after good testing and help from a friend we have learned that Light Sword can also be turned around and be called Life Sword! Moon Beam can be used in its stead if you want. What you gotta do is use a fire rune on yourself with Principio Valere. Next? Lifesteal within 1-2 cells of allies!

We also learned that if you use lightsword on a minimum of three targets at a time, the heal will outweigh the damage so you'll actually heal your allies.

3. I am good, thanks! Always tired from work but I gotta hustle!

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Hey mate, nice build ! Do you mind if I translate that in french ? I'll give you credits for it, don't worry. wink

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Of course!

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Protip: Flux generates an Air Rune even if you already have one, refreshing its duration and changing your last Rune created to Air, allowing you to teleport away even in cases where you already had the Air and Earth runes, and no way to get rid of any to make Air.

Also you can now teleport yourself to a Will o Wisp as of latest patch.

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Hmm i believe this build doesn´t work anymore, right? What are you using these days IVTea? I´m a bit curious sad Is this the end of AoE hupper?

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I'm very sorry for replying so late! I have been very busy in real life! I still use this build for my Hupper! Losing Halo really hurt my build as it took away chain explosions as well as reliable ranged aoe.

The build now plays more like a close combat Hupper so sword is your main spam when you want to finish something off or heal up.

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Just a question regarding Wakfu Points in equipment:
Say for example I give my hupper a Strich Blood (wand, gives 1 ap and 1 wp)
Would the WP add to my QB or how does that work?

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Yes, WP of gear get added to your QB. I think it is 75QB per WP. For -WP on gear you loose 75QB.

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Dumb question cause i just came back to wakfu and wanted a different huppermage build than what i'm currently using but i'm confused how do i get mass charm and marrow bone i am currently level 80 and i do not see the spells at all. Is there like a quest or something?

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Marrow bone can be obtain from completing ouginak quest in ohwyimi.

mass charm is obtain from finishing the last year of huppermage quest

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