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All you need to know about Shadow Hunter

 
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8/14/2016 1:14:52   
eddyydde
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All you need to know about Shadow Hunter

Table of contents
(browse using CTRL+F/ Command+F)

[QA] Questions and answers
[SB] Stat builds
[CA] Class abilities
[CG] Combo Guide
[BS] Battle strategies
[ME] Matching equipment






Questions and Answers[QA]


What is Shadow Hunter?

Shadow Hunter is a Seasonal Tier 2 class that utilizes a combo system to deal high amounts of damage.

How do I obtain it?

Shadow Hunter armor can only be obtained during Mogloween 2013 by giving Symone 10 Bloody Monster Hearts. However, once obtained you can wear and train the armor whenever you want. Although you can forge 10 Defenders Medals to make one, I recommend just getting it through the quest, Castle Valtrith . Other than some seasonal Mogloween quests, this is the only quest you can get Bloody Monsters Hearts from and honestly, you only have to kill 7 monsters to finish it so once you get the timing on the minigame right, it's very easy to farm.

What are the pros and cons of Shadow Hunter

The pro of Shadow Hunter is its combo system, which has some of the highest damaging and most potent defensive skills(especially if you're non-DA). Unfortunately the combo system is also its weakness. The combo starters aren't very good meaning that most battles will take more than one turn. The defensive skills, except for Night Shield also can't be activated on turn 1, and Night shield has a one turn delay meaning that you'll typically be hit in every battle. There's also a bit of difficulty balancing between offensive and defensive combos, since you can't use both at once. This makes Shadow Hunter unsuitable for your typical quests. However, with good optimization, it is one of the few non-DA classes capable of beating extremely difficult bosses like Razen al Ghoul .

There are so many Shadow Hunter combos, how do I remember them all?

The large majority are relatively useless, not because they're bad, but because they are outclassed or the situations where they would be best rarely occur.





Stat Builds[SB]


Shadow Hunters focus on high damage output or strong defenses. However, given that you're mostly likely going to be spending 20 or more mana per turn and your defensive skills also have somewhat long cooldowns, it would be a bad strategy to try and slowly whittle down your opponent. This build is focused around destroying the enemy before your defensive skills run out and leave you vulnerable by maximizing STR/INT/DEX and LUK. There's also a little bit of WIS in there to make sure you don't run out of mana.

Level 10
STR/INT/DEX: 40
WIS: 5

Level 20
STR/INT/DEX: 80
WIS: 15

Level 30
STR/INT/DEX: 120
WIS: 25

Level 40
STR/INT/DEX: 150
WIS: 45

Level 50
STR/INT/DEX: 180
WIS: 65

Level 60
STR/INT/DEX: 200
WIS: 75
LUK: 20

Level 70
STR/INT/DEX: 200
WIS: 85
LUK: 60

Level 80
STR/INT/DEX: 200
WIS: 95
LUK: 100







Class Abilities[CA]




Magic blast
Magic combo!

Level/Quest/Items required: Level 8

Effect: Runs up to the enemy and blasts 3 times with magic for 120% damage.

Mana Cost: 20
Cooldown: 0
Element: As weapon
Attack Type: As weapon





Gun shot
Gun combo!

Level/Quest/Items required: Level 6

Effect: Shoots the enemy once for 100% damage.

Mana Cost: 20
Cooldown: 0
Element: As weapon
Attack Type: As weapon





Sword slash
Sword combo!

Level/Quest/Items required: Level 4

Effect: Run up to the enemy and stab once for 100% damage.

Mana Cost: 20
Cooldown: 0
Element: As weapon
Attack Type: As weapon





Night Shield
Defensive shield for 2 turns

Level/Quest/Items required: Level 2

Effect: Engulf yourself into the night, increasing Parry/Dodge/Block with +220 for 2 turns
Note: Your defense goes up the turn after you use this skill.

Mana Cost: 15
Cooldown: 9
Element: N/A
Attack Type: N/A





Attack

Level/Quest/Items required: None

Effect: Shoots the enemy once, then throws his weapon at the enemy for two hits. Deal 120% damage. Resets your combo.

Mana Cost: 0
Cooldown: 0
Element: As weapon
Attack Type: As weapon





Stun combo
Stun combo finisher!

Level/Quest/Items required: 1 Bloody Monster Heart, one of the these combos (see list below): S2, G3, or G7, Level 10

Effect: Runs up to the enemy then shoots once and stabs twice dealing 150% total damage. The number of turns the enemy is stunned depends on which combo was used.

Mana Cost: 30
Cooldown: 14
Element: As weapon
Attack Type: As weapon





Blind Combo

Blind combo finisher!

Level/Quest/Items required: 1 Bloody Monster Heart, one of these combos (see list below): S3, M5, M6 or M7, Level 12

Effect: Runs up to the enemy and stabs once, blasts 3 times for 100% total damage. Blinds the enemy, lowering enemy bonus by -50. The number of turns blinded depends on which combo was used (see list below).

Mana Cost: 25
Cooldown: 9
Element: As weapon
Attack Type: As weapon





Healing Combo
Healing combo finisher

Level/Quest/Items required: 1 Bloody Monster Heart, Healing Combo (M3, see list below), Level 15

Effect: Heal yourself for 25% Max Health. Runs up to the enemy, floats in the air and blasts 5 times for 125% total damage.

Mana Cost: 60
Cooldown: 9
Element: Health/As weapon
Attack Type: As Weapon




Combo Guide[CG]

List of Combos

Sword Combos

  • Sword - Sword - Sword [S1]
  • Sword - Gun - Stun [S2]
  • Sword - Magic - Blind [S3]
  • Sword - Sword - Gun (DoT Combo) [S4]
  • Sword - Gun - Gun (Weaken Combo) [S5]
  • Sword - Sword - Magic (Damage Boost Combo) [S6]
  • Sword - Magic - Magic (Counter Attack Combo) [S7]
  • Sword - Gun - Magic (Counter Attack Combo) [S8]
  • Sword - Magic - Sword [S9]
  • Sword - Gun - Sword [S10]
  • Sword - Magic - Gun (Weaken Combo) [S11]

Gun Combos

  • Gun - Gun (Shotgun Combo) [G1]
  • Gun - Magic (Accuracy Combo) [G2]
  • Gun - Sword - Stun [G3]
  • Gun - Sword - Gun (Weaken Combo) [G4]
  • Gun - Sword - Magic (Counter Attack Combo) [G5]
  • Gun - Sword - Sword [G6]
  • Gun - Stun [G7]

Magic Combos

  • Magic - Magic - Magic (Fizzle) [M1]
  • Magic - Sword - Sword [M2]
  • Magic - Magic - Healing Combo [M3]
  • Magic - Gun (Critical Shot Combo) [M4]
  • Magic - Magic - Sword - Blind (Strong blind Combo) [M5]
  • Magic - Blind [M6]
  • Magic - Sword - Blind [M7]
  • Magic - Sword - Magic (Counter Attack Combo) [M8]
  • Magic - Magic - Sword - Magic (Counter Attack Combo) [M9]
  • Magic - Magic - Sword - Gun (Weaken Combo) [M10]
  • Magic - Magic - Sword - Sword [M11]
  • Magic - Sword - Gun (Weaken Combo) [M12]
  • Magic - Magic - Gun (Critical Shot Combo) [M13]



As I explained before not all of these combos are good. I've organized them into 3 tiers from best to worst.

Tier 1
These combos are what you're generally going to be using. They are the core of all your strategies and are the only ones you must remember

  • Magic - Gun (Critical Shot Combo) [M4] - A versatile damage combo. It only takes 2 turns which makes it good for short battles, but also easy to fit into complex strategies. It averages 310% damage per turn, making it your 2nd highest damaging combo, but has no cooldown and doesn't require Sword, making it the core of your damage.
  • Magic - Sword - Sword [M2] - The highest damaging combo. It puts all of your Sword combos on cooldown which are necessary for stunning and blinding, so only use this as a finisher or against low damage enemies.
  • Sword - Gun - Stun [S2] - It has decent damage and an average stun, but since it is your best stun combo it is vital against bosses.
  • Magic - Sword - Blind [M7] -Once again this also has decent damage and an average blind. Use this whenever necessary.
  • Magic - Magic - Healing Combo [M3] - A great healing combo. It's an excellent heal of 25% max health that still deals decent damage. It doesn't actually prevent your opponent from dealing damage and takes 3 turns anyways, so not as good as stuns or blinds
  • Gun - Gun (Shotgun Combo) [G1] - A good multi-hit combo. It doesn't distribute damage evenly among enemies which makes it more versatile than other multi-hit moves, but the damage itself is rather lackluster.

Tier 2
These combos aren't usually necessary, but they're good to have in certain scenarios.

  • Sword - Sword - Magic (Damage Boost Combo) [S6] - It's only useful when followed up with [M2] and has no defensive capabilities, but it's good against bosses with low damage.
  • Magic - Magic - Sword - Blind (Strong blind Combo) [M5] - A blind combo that takes 4 turns instead of 3. The blind is the same so it's only good for extending combos.
  • Magic - Magic - Gun (Critical Shot Combo) [M13] - Does less than [M4] but takes 3 turns instead of 2. Can be used to extend combos but generally won't be necessary.
  • Magic - Sword - Gun (Weaken Combo) [M12] - There's generally no need to weaken your opponent by such a small amount, but the option is there.
  • Gun - Magic (Accuracy Combo) [G2] - The damage is significantly less than [M4], so only use this if you want the extra accuracy.
  • Magic - Magic - Sword - Gun (Weaken Combo) [M10] - Weaken combo that takes 4 turns instead of 3. Incredibly situational move.

Tier 3
These combos are either bad or always outclassed by something else. I didn't organize them, but I did give a quick justification on why you shouldn't use these. Keep in mind that although there are some enemies that have different defense against physical, magical, and piercing attacks, the damage type is going to be the same as your weapon so it doesn't matter. If you are in the middle of a combo and decide to change your mind, these could still be useful

  • Sword - Sword - Sword [S1] - Outclassed by [M2].
  • Sword - Magic - Blind [S3] - Outclassed by [M7].
  • Sword - Sword - Gun (DoT Combo) [S4] - Even with all turns of the DOT, still deals less damage [M13].
  • Sword - Gun - Gun (Weaken Combo) [S5] - Outclassed by [M12].
  • Sword - Magic - Magic (Counter Attack Combo) [S7] - Outclassed by [M8].
  • Sword - Gun - Magic (Counter Attack Combo) [S8] - Outclassed by [M8].
  • Sword - Magic - Sword [S9] - Outclassed by [M2].
  • Sword - Gun - Sword [S10] - Outclassed by [M2].
  • Sword - Magic - Gun (Weaken Combo) [S11] - Outclassed by [M12].
  • Gun - Sword - Stun [G3] - Outclassed by [S2].
  • Gun - Sword - Gun (Weaken Combo) [G4] - Outclassed by [M12].
  • Gun - Sword - Magic (Counter Attack Combo) [G5] - Outclassed by M8.
  • Gun - Sword - Sword [G6] - Outclassed by M2.
  • Gun - Stun [G7] - The stun lasting only one turn makes it unnecessary. Could be useful with allies though.
  • Magic - Magic - Magic (Fizzle) [M1] - outclassed by M13
  • Magic - Blind [M6] - The blind lasting only one turn makes it unnecessary. Could be useful with allies though.
  • Magic - Sword - Magic (Counter Attack Combo) [M8] - Requires you to get hit and still deals less damage than [M13].
  • Magic - Magic - Sword - Magic (Counter Attack Combo) [M9] - Requires you to get hit and still deals less damage than [M4]->[M4].
  • Magic - Magic - Sword - Sword [M11] - Deals less damage than [M4]->[M4].




Battle Strategies[BS]

Because you have so many options, you can easily change your battle strategy depending on your current priorities. These strategies optimize what to do in your current situation

Quick Burst
Magic - Gun or Magic - Sword - Sword

Magic - Sword - Sword deals 340% damage per turn while Magic - Gun only deals 310% per turn, but it takes 3 turns instead of 2 and puts all of your Sword combos on a long cooldown, so be smart when estimating how much damage you need to kill a low health opponent

AOE
Gun - Gun -> Repeat

The first attack deals 100% damage to one target, while the second attack deals 150% to one more target, and then 75% to all targets including the one you chose. This allows you to distribute damage in either a 325/75/75 or 225/175/75 fashion every two turns.

Maximum Damage
Sword - Sword - Magic -> Magic - Sword - Sword -> Magic - Gun -> Keep using Magic - Gun until Sword is available again

The damage boost combo deals 450%, but increases damage by 50% for 3 turns, which is just enough to pull off a Magic - Sword - Sword combo, causing it to deal an extra 510% damage which makes the damage boost worth it. While your Sword combos are on cooldown, Magic - Gun is your highest damaging combo so use that until you can use the boost again.

Picking Off Low Health Enemies
Shield -> Magic - Gun

If you're fighting against a high health boss and two low health enemies simultaneously, you're going to want to start off with Night Shield since it's your fastest defensive option. Then you want to use Magic - Gun to pick off the low health enemies instead of Magic - Sword - Sword because you'll probably need the Sword combos against the boss.

Survival
Shield -> Magic - Sword - Blind -> Magic - Gun -> Sword - Gun - Stun -> Magic -> Shield -> Magic - Sword - Blind -> Magic - Sword - Gun -> Magic - Magic - Heal -> Restart

This one is for bosses with both high health and high damage. I tried to maximize the amount of damage while also not leaving you too vulnerable. It deals 3265% weapon damage over 20 turns for an average of 163% damage per turn, in exchange for only being vulnerable for 5 turns out of 20. Alternatively, you could use a Magic - Magic - Gun instead of a Magic - Sword - Gun combo for a little extra damage.



Matching Equipment[ME]

Statistically:
Accessories: Shadow Hunter is best used as a boss fighting class only, meaning that for some of the more challenging bosses, you'll want to get items that help you get lucky. Stats like LUK, Crit, and Block/Dodge/Parry. Being an offensive class, STR/INT/DEX are also good.
Weapons: Shadow Hunter has a lot of multiple hit moves, so weapons with on-hit effects benefit greatly.
Trinkets: Trinkets with the aforementioned stats are, of course, good, but the best trinkets are the ones with defensive abilities like Not-So-Tiny Bubbles to help you cover the holes in your defense.
Stylistically:
Shadow Hunter has a very dark color scheme so naturally you want to avoid anything brightly colored. It also has a bluish tinge so you'll want to avoid red things like Doom Items. Anything dark blue like Baltael's Aventail, Rip Tide, or Atrea Dream Wings looks good.



< Message edited by eddyydde -- 10/15/2018 5:47:34 >
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