
Rift combined with Earth rune gives armor. Vestige combined with Water rune steals 7% critical strike from each monster hit in a cross AoE and last only for current turn.īackband combined with W ater rune gives armor based on enemies hit in a line. Provided you have enough AP this can stack up to 100% critical strike, but it’s only theoretical. Walloping combined with Fire rune gives a stack able buff of 5% critical strike. Light of dawn combined with Fire rune does extra damage Resonance combined with Air rune does non-reducible damage. Now let’s cover the rest of elemental spell effects: All are basic spells with no specific mechanics apart from the Diurnal Butterflies.This one is a fun and interesting spell, based on the rune you have it exerts a pull or push and is increased by a fire rune if the Caster has Water rune the spell with Pull the target by 1 cell, If the player has Fire rune and Water rune the target will be pulled 2 cells.If Caster has Earth rune the spell with Push the target by 1 cell, If the player has Fire rune and Earth rune the target will be pushed 2 cells. The mastery steals last for 2 turns and can stack. Each spell steals mastery based on level corresponding to its element. So, the main four elemental spells are bread and butter for any huppermage. Of course they differ for each build but I'm focusing on 200QB build. I went with 50 into dodge but you can also do 20 into initiative and 30 into dodge if you want to start first. You can take %HP to armor as well but only a few points. Stats for 200QB huppermage that i use myself:ġ0 points into resistance, the rest dump into HP. This guide is focused on 200QB huppermages so please don’t be sad if its not what you expected ’( Combined with the right item build you can reach scary amounts of damage.950QB build is a wacky but strong build as well focusing on stacking QB for the Twilight beam spell nuke and elemental damage.

It resolves around using light arrow and elemental spells as main damage and always staying in the Heart of Fire state. Solar can proc 5 times with 125QB and combined with the passive “Soul Development” it goes up to around 1500 damage per 25QB.200QB playstyle (This one I’m using myself) is the strongest playstyle a huppermage can play. So huppermages have 3 main playstyles being:125QB/-5WP tank or minimised damage build where you use Solar stronghold to reduce as much damage as you can. I fell in love with the Huppermages tweaks that happened recently and just wanted to share what I learned so far with everyone, so lets get in on that.(this guide will be updated more)

My nick name is Flower and I'm from Remington and i recently class change to huppermage and I'm enjoying every moment i play. Henlo Friends and otherworldly beings, Its me Flower with a in depth guide for Huppermages
