TRB1965
Warganizer!
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Armors [UHG005] (The first half of this section shamelessly borrowed with permission from Jdilla's The Training Academy: Ultimate Ranger Guide and then slightly modified) No Drop Armors quote:
Dark
Water Earth
Ice Fire
Wind Energy
Light
- Good: This is the way your armor is elementized. If you picked Fire, Fire is your "Good".
- Ally: These are the two elements that are closest to your elementization on the element wheel. For example, if you picked Fire, your Allies are Energy and Earth.
- Neutral: These are the elements that are two spaces away from your elementization. For Fire, they'd be Light and Darkness.
- Poor: These are the two elements that are closest to your "Opposite" resistance. For Fire, they'd be Water and Wind.
- Opposite: This is the element opposite your elementization on the element wheel. For Fire, that would be Ice.
It is recommended that you set your no-drop element to the element where you have the weakest elemental coverage. Following the guide below with no rare, special offer, or gift box options, that element is currently water. - Leather Armor vs. Steel Plate
- These are the Adventurer no-drop armors. Both are neutral armors and have flat resistances. At higher levels you generally don't ever want to use them, and even at lower levels you shouldn't use them unless you must. Steel Plate's full set bonus is an additional 6 BtH to your melee attacks. At lower levels, if your STR is at least as high as your DEX, you can make good use of melee weapons and this BtH bonus can be helpful, especially if you feel you aren't hitting monsters often enough.
- Guardian Leather vs. Guardian Plate
- These armors are a significant improvement over Steel Plate and Leathor Armor, especially since you can choose the elements they focus on. While you have Guardian Plate, Guardian Shield, and any of the basic Guardian no-drop weapons equipped, your Melee player attacks gain +6 BTH. If you have selected an elemental affinity for your no-drop items, your Melee player attacks gain +8 BTH instead. After you get the Awe weapon be sure to upgrade to one of the other Guardian no-drop armors (below) as they are much better.
- Deft Armor of Awe vs. Mighty Armor of Awe
- The Armors of Awe are mid-defensive, and both the Mighty and Deft versions provide heals. So a warrior you will want to upgrade to UltraGaurdian as soon as possible.
- Deft UltraGuardian Leathers vs. Mighty UltraGuardian Plate
- When paired with a melee weapon, Mighty UltraGuardian Plate is one of the top offensive armors around. When paired with a melee weapon 20% of the attacks from Mighty UltraGuardian Plate do and additional 40% damage. As a warrior using melee weapons, Mighty UltraGuardian Plate should be your no-drop armor.
Class Armors I'll readily admit that using Class Armors is a weakness of mine. I generally level my characters quickly enough that I don't need to spend much time on training classes for any other purpose than farming that class location. Still, I will try to give you my best opinion on the class armors and there usefulness to warriors. There are four tiers of class armors with Tier 1 intended for L0 to L30, Tier 2 intended for L30 to L70, Tier 3 intended for L70 to L90, and Tier 3.5 intended for L90 to L120. Higher tier classes require you to train up to a certain level in one or more lower tier classes before you begin your training. On Game Engine 39, many class armors are no longer usable by 0 INT builds because their skills cost MP. I'll still include those classes in the guide , but I'll label the ones that shouldn't be used by 0 INT builds with an M. Tier 1 Class Armors Tier 1 Armors are the foundational classes, as many further classes require levels in one or more of these classes in order to commence training. Whether you're a Guardian or Adventurer, you can train them up all the way to level 10, although only Guardians can use the top 5 skills (gained at levels 6-10). Fighter: Fighter Armor While this armor's skills aren't super powerful, it's worth training in its own right as well as because it acts as a prerequisite for further classes. Mage: Mage Robes M (Mana required for effective use) 0 INT builds should not train as Mages. Mage also acts as a prerequisite for several other classes, though none of them are usable by 0 INT builds. Rogue: Rogue Outfit This class armor has a few skills that can boost your damage and accuracy that are somewhat useful early on, so it's worth training. It's also a prerequisite for some good classes. It'll have some limited utility at later levels due to its ability to summon a Black Cat. This Black Cat has a unique ability: for each monster attack there is a chance it will jinx the monster, inflicting a BtH penalty equal to your rogue level. If you're in Rogue/Ninja armors this penalty is increased by an additional half your rogue class level ("Strongly Jinxed!"). With your Rogue level maxed, monsters would have a BTH reduction of 10%, which is the equivalent of +10 blocking, or 15% (equivalent of +15 blocking) in rogue/ninja armor. Scholar: Explorer's Outfit The skills from this class won't be good for too long, but there is one particular skill that will be very good and interesting: Zard Prism. In the very beginning of the Game, when you're below L30 or so, you won't really need a strong attack so Scholar's attack is acceptable. You can use Zard Prism to change your weapon's element, meaning that all you'll need is one strong weapon and you're good to go for quite some time. Tier 2 Class Armors Tier 2 contains many armors with an assortment of interesting skills, and some with one or two of those unique abilities that will prove very useful even at higher levels. They are made to last until L70, but quite a few of them have uses up until and well past L100. Tier 2 classes also function as stepping-stones to Tier 3 classes, oftentimes requiring a certain degree of training in these classes to move forward. Beastmaster: Primal Garb M, Feral Garb M The primary selling point of the Beastmaster class is the ability to summon two elemental guests at once for Guardians or one guest for Adventurers. But while these guests have no SP or MP upkeep, they cost MP to summon. For that reason, these class armors will be of little use to most Warriors. Berserker: Berserker Hides M Berserker Hides' abilities, unfortunately, cost mana. If you are, Berserker is a very useful offensive class, but it should be used with care. Its damage increases as your HP decreases, reaching its peak damage when you're below 25% HP. When you reach that point, its damage is massive, but if you get caught off guard by an SP skill, you could easily find yourself owing Death a favor. Dracomancer: Dracomancer Armor M Dracomancer is another class that's only usable by those with some INT, but 0 INT builds aren't missing out on a ton here. This class is rather lacking at the moment; the main selling point here is Great Dragon L8 which costs a lot of MP with a sizable chance of failure. It grants you access to Harm damage, which would be nice aside from the fact that Assassin is more efficient in that regard. Beyond that, the L4 ability is solid for wind damage, but that is about it. The L10 skill is decent but consumes too much MP to be worthwhile. Dragonslayer: DragonSlayer, Elite Dragonslayer, Golden Dragonslayer, Golden Dragonslayer Eclipse This armor is mainly used to combat dragons, as the name suggests. It has several fun abilities for you to play around with. However, picking this up as an adventurer is definitely not advisable. The skills which are extremely popular as well as deadly include Cripple Dragon!, lowering the monster's STR and DEX, therefore lowering its accuracy and blocking capabilities (NOTE: This skill works on dragons as well as regular monsters), Daze Dragon and Dragon's Blood which stack with Dragon Strike, as well as the final ability, Dragonheart Strike. After this class was swept, Dragon Slayer became a far more useful armor. Elite Dragon Slayer is better suited to combat regular dragons whereas the Golden Dragonslayers are more armed against Undead/Were variants of dragons. Knight: Squire's Training Armour Knight mirrors Martial Artist in that, once the basic training is complete, there are four paths to choose from. The class armors are mid-defensive, and you are able to further tighten your defenses through learned skills. Since these armors are mid-defensive the biggest selling point of training a Knight class is access to the miscellaneous items associated with the each Knight Kingdom. Martial Artist: White Gi This is one of the largest classes yet, containing four divergent schools of thought that each possess unique abilities. You don't need to train all five schools, as your level in one school carries over to the others. These classes area fair bit stronger on Game Engine 39 as their SP skills can now be used more often. With this in mind, let's examine the usefulness of each school for Warriors: - Ancient Spirit Gi M is not much use for warriors as several of its abilities have significant MP costs.
- Serpent Fang Gi is a good defensive armor. It has good defenses, and abilities which boost its defenses even further. It has a few poison and counterattack skills, which combined with the good defense, makes it great to tank in since you can heal up and still do some damage. It's best used by those with high DEX and at least some LUK.
- Mountain Cudgel Gi is a powerhouse with low accuracy, much like a Troll. The usefulness of this school is situational, with strategic skills that can Daze and Stun.
- Swift Talon Gi resembles a Gogg, which is essentially a glass-cannon which favors quick and powerful attacks but has weak defenses. It can be useful if you need to do a whole lot of damage quickly, but you won't want to stay in it for long.
Ninja: Shinobo Shozoku This revamped class offers several useful abilities which cost SP. Smoke Bomb decreases your foe's BTH for 4 turns; Dragon Double raises your defense modifiers by 5 each for one turn and will counter-attack your foe if he misses. This class also has the passive Merciless ability, which has a chance to strengthen some of your skills, which can be quite deadly if used correctly with some luck. Sacred Duality is an attack which allows you to attack with any 2 of the 8 elements, which is very versatile. The passive Ninja Evasion ability boosts your defensive modifier according to your foe's attack, and caps at 3. The Vampire's Bite skill can paralyze your opponent for 1 turn, and finally, the Ninja Death Strike ability is an interesting one indeed. Alone, it is rather weak, but combined with the passive Merciless ability, this attack creates great synergy. Overall, an excellent class that's only gotten stronger on Game Engine 39. Pirate: Swashbuckler's Raiment M, Sea Scourge M These skills cost MP and as such are not much use for warriors. Shadowslayer/NightHunter: ShadowSlayer, NightHunter These classes are similar to Dragon Slayer in that they specialize in killing a specific monster, in this case: Werewolves, Vampires and other Darkovian Monsters. They provide excellent Earth and Darkness resistance for their levels and offer a wide variety of skills for dispatching foes. ShadowSlayer is the more offensive armor, with a skill (Throw Weapon) which allows you to choose from a variety of different weapons that specialize against different kinds of monsters. NightHunter, on the other hand, is more defensive, boasting the ability to summon guests and use a plethora of status-effect skills to bog down and kill the enemy. Wizard: Wizard Robes M The revamped Wizard class is by far the most powerful in AQ at the moment, but it's not usable by 0 INT builds. Tier 3 Class Armors Tier 3 Armors are intended for players from L70 to L90, although these classes have uses far beyond that and may be trained way earlier than L70 in the case of Necromancer and Paladin. You must be L70 in order to start your Assassin training, though. Necromancer: Necromancer Cloak M, Obsidian Cloak M This is an excellent class but is no longer usable by 0 INT builds. Paladin: Holy Armor M, Golden Holy Armor M Paladin can't be used by 0 INT builds. Assassin: Whispering Raiment Assassin is one of the most popular classes released due to not only the satisfaction of having completed such difficult and arduous class training and the superb story line, but also because of all of the amazing abilities. It provides you an initiative boost, which increases your chances of going first in battle. Its first offensive skill is Dual Wield, which can be devastating when your class level is maxed, effectively providing you with bonus damage with a cheap SP Cost. Yajuu Dageki is a nice source of Harm damage. It can be deadly when coupled with Dual Wield, although it is successful only 40% of the time. Death From Above requires charging up bolts, but it's incredibly powerful, particularly the Rain of Disaster which can inflict Prismatic Burn on the opponent. Zetsubou Dageki, which can also deal Harm damage, is more reliable than Yajuu Dageki; however, it takes quite a chunk of SP to use, maybe not always connect, and takes three rounds to be effected once it does connect. The Finishing Blow has four abilities, and they're all fun to use; however, you'll find the most use in Stalwart Solitude and Assassin's Creed. Stalwart Solitude is a buffed up Dragon's Double, providing an amazing counterattack, though it is most reliable for those who have high DEX and LUK. Assassin's Creed is usually used for a gamble or a quick and easy kill. Its success rate is pretty low, depending on the monster, but it's a good skill for quick farming. The Assassin class is significantly more powerful on Game Engine 39 as its powerful SP skills can be used far more often. While Assassin training is extremely difficult, the armor is well worth the effort. In addition to the skills mentioned above, it grants you a large initiative bonus, greatly increasing your odds of attacking first in battle. (Thanks to Jdilla for most of the above. We now return to the TRB1965 portion of this program.) Basic Elemental Plates Located in Yulgar's shop ( Beginner, Intermediate, Advanced) is a basic elemental plate armor to cover each of the eight elements. These are neutral armors so , as a warrior, you will want to upgrade to a more offensive option when you can, but these armors are very easily accessible and can provide you with good enough elemental cover until you can get a more offensive option. Shapeshifter Forms The Shapeshifter Class has been updated and really isn't a class any longer. That said, warriors can find the Shapeshifter Forms very useful as they are actually spells that don't cost MP and they summon an armor for you so that you can, in essence, carry an armor in a spell slot. The downside is that if you lose initiative, you don't have a elementally aligned armor on the first round of combat. I find these forms most useful for covering an element where there isn't a fully offensive armor available. Each element of Shapeshifter form comes in a basic (or Adventurer) version and an advanced (of Guardian) version. In the list below I'll list each form and its lean. The other major item of note for the Shapeshifter Forms is that they aren't available for purchase every day. The forms are available for purchase on a daily rotating basis, with the rotation being: - Day - Element - Adventurer Form (Lean) - Guardian Form (Lean)
- Day 1 - Fire - Firezard (Neutral) - Pzycho Fiend (Fully Offensive)
- Day 2 - Water - Pheron (Neutral) - Sea Squirt (Neutral)
- Day 3 - Wind - Gnat (Neutral) - Cyclone Wyvern (Mid Offensive)
- Day 4 - Ice - Two-Bear (Neutral) - Gogg (Fully Offensive)
- Day 5 - Earth - Frogzard (Neutral) - Stone Golem (Fully Defensive)
- Day 6 - Energy - Trobble (Neutral) - Baby Sacragon (Fully Offensive)
- Day 7 - Light - Raydius Dragon (Neutral) - Lightbringer (Mid Offensive)
- Day 8 - Darkness - Banshee (Neutral) - Brain Spider (Fully Offensive)
Once purchased the shapeshift spells can be used any time they are in your inventory. Armor Selection In recommendations below for Guardians, I will recommend some armors that are not strictly needed at the lower levels. However these armors will be armors that are not parts of mastercrafted sets and can therefore be upgraded using the Guardian Item Upgrader. At the lower levels you can use a combination of class armors, shapeshifter forms, and easily available armors to survive through the game until at least level 60 (and more likely to level 75 range) where elemental resistances become more important. Fire Guardians: Overlord Series Adventurers: Overlord Series Notes: Both adventurers and Guardians can pick up this armor starting at level 45 although you can probably wait to level 60 or 75 to get this armor. Until you pick up the Overlord Armor you can pick up the Avenger Armor from Yulgar's or use the fire shapeshifter form. Water Guardians: Black Pirate Costume or Flawfish (location: Travel Map >> Darkovia Forest >> DracoPyre Legacy >> 6. Hall of Memories >> Open Doors >> Right >> 4. Transmorphers: Beast Hostilities) (fully defensive, see below). Adventurers: Black Pirate Costume or Flawfish (location: Travel Map >> Darkovia Forest >> DracoPyre Legacy >> 6. Hall of Memories >> Open Doors >> Right >> 4. Transmorphers: Beast Hostilities) (fully defensive, see below). Notes: The best fully offensive armor for water is Black Pirate costume but one hit of its attack is locked to water element. This makes water the weakest element for fully offensive coverage. This is one reason I recommend Guardians setting their no-drop element to Water. I highly recommend that you keep your eye open for seasonal armors like WHEEL or rare armors to help cover water in a fully offensive armor. Another option is to use the fully offensive Snide Transformation Armor from a Snide Miscellaneous. Unfortunately this will provide you with no defense on the first round if you lose initiative. You could actually put a fully defensive armor in your inventory to use for the first round until you can use the Snide Armor. Another variation of this option is to use the Shapeshifter form but both are neutral armors. You can couple either the Snide Armor or the Shapeshfiter forms with Whispering Raiment (see below in utility armors) to over come the first round issue. Wind Guardians: Horde's Series Adventurers: Horde's Series Notes: Guardian's can get the Horde's Series armor as early as level 10 and then upgrade using the Guardian Item Upgrader. Adventurers can grab the fully offensive Test Armor from Ballyhoo until they want to do the Horde's quest. Ice Guardians: Ice Cream Crusader Adventurers: Ice Cream Crusader Notes: The new MC set features a FO ice armor. Grab it at level 45 and request for it ever 15 levels. Earth Guardians: Rust Raider Series Adventurers: Morning Star Series, Rust Raider Series Notes: For Adventurers the end game option is between Morning Star and Rust Raider. Both are fully offensive level 135 armors. Both have different mechanics for their MC bonus. Rust Raider's bonus is a trigger against armored and metal mobs, so Morning Star may be preferred. Adventurers may want to use Morning Star at the lower levels as the quest will be shorter than Rust Raider. Guardians will want to grab Rust Raider as soon as possible. Rust Raider isn't part of an MC set so it can be upgraded with guardian shop upgrader. Energy Guardians: Taladosian Series Adventurers: Taladosian Series Notes: Both Adventurers and Guardians can use the Hunter Armors (or shapeshifter form) until they are ready to do the Taladosian quest. Another alternative to Taladosian are the Asgardian Armors. While the Asgardian armors are neutral armors, they have an SP skill that increases their damage output. The SP cost is significant, so you can't maintain the SP skill and a SP misc at the same time long term. Light Guardians: Shadow of Doubt Series, Ultimon's Series Adventurers: Solaris Series, Ultimon's Series Notes: Guardians can grab the neutral Shadow of Doubt Series as early as level 12 and use it to cover both light and dark until Ultimon's Series is available at level 105. Shadow of Doubt tier levels don't work as well for Adventurers, so they can use the Solaris series (or shapeshifter form)until they are ready for Ultimon's. For both Adventurers and Guardians the Osiris armors are suitable substitutes for light armor if you don't need the compression from Ultimon's armor. Darkness Guardians: Shadow of Doubt Series, Ultimon's Series Adventurers: Nemesis Series, Ultimon's Series Notes: Guardians can grab the neutral Shadow of Doubt Series as early as level 12 and use it to cover both light and dark until Ultimon's Series is available at level 105. Shadow of Doubt tier levels don't work as well for Adventurers, so they can use the Nemesis Series (or shapeshifter form) until they are ready for Ultimon's. Utility Armors - Algern's Carapace - The attack from Algern's Carapace is locked to Darkness and receives elemental compensation as a result. Algern's can be used effectively against monsters with flat resistances (such as the stat trainers). Algern's is a darkness armor with a good secondary resistance to fire but has limited uses as a general resistance armor due to damage being elementally locked to darkness.
- Asgardian Steed Armors - The attack from the Asgardian Steed Armors is locked to Energy and receives elemental compensation as a result. The steed armors also have an attack that can stun your enemy. The steed armors can be used effectively against monsters with flat resistances (such as the stat trainers).
- Temporary Rider Armors - These five temporary rider armors from the Guardian Tower are neutral armors that can be used to replace your no-drop armor with a neutral Fire, Wind, Earth, Light, or Darkness armor. The selling point here is that at the 150 level cap that are power level 153. Compare that to your no-drop armor at power level 145. The other selling point is that you can over-ride your no drop element. You may not find this useful very often, but keep this is mind as you may find some situations where you can take advantage of this.
- Fujin Armors - The Fujin Armors are fully defensive which isn't the normal style of play but you may find some limited usage (think Wind Essence Dragon) as you can use a skill to basically avoid taking any damage while its 3-hit attack works well against the Wind Essence Dragon damage limit.
- Whispering Raiment - This assassin class armor gives you an initiative boost which you can use to increase you chances of going first. If you use Snide for your water armor or use multiple shapeshifter forms, you may want to use Whispering Raiment to gain the initiative and change into your snide or shapeshifter armor before your opponent can attack.
< Message edited by TRB1965 -- 9/4/2016 22:54:54 >
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