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Inventory Advice for Hybrid

 
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7/13/2020 1:00:11   
ChanDamasco
Member

I want some help with my current setup whether there are some items I can sell/must get.

I want to transition from warrior to a hybrid. Any advice would be helpful. Thanks!

Level 97
Awe Alignment: Energy
Character Page: https://guardian.battleon.com/game/flash/charview?temp=87111598
Post #: 1
7/13/2020 1:09:53   
Primate Murder
Member

Are you planning on a classic or a werepyre hybrid?

The werepyre subrace has a toggle to use Str/Int for both damage and accuracy (in place of Dex), which allows you to put the remaining points into Luck, but 0 Dex pretty much locks you into using only werepyre armors.

The classic hybrid, on the other hand, has great versatility and can use nearly any armor and weapon in the game - but is slightly less efficient due to the lack of secondary stats.
AQ DF  Post #: 2
7/13/2020 2:09:28   
ChanDamasco
Member

Classic hybrid
Post #: 3
7/13/2020 2:55:31   
Primate Murder
Member

Weapons

Bloodzerker Sword series provide a damage bonus to all your weapon and spell attacks fot a small hp cost.

Depending on your choice of armors, Quenching Bloodzerker sword or Tidal Pen(multiplicative damage boost to your water spells) would be the best options for water.

We don't really have anything better for wind than Airenal's Cunning; Gloom Glaive and Frostval Past are great weapons for those elements.

Morningstar Cross is 100-proc, but its skill has great synergy with Bloodzerker toggles, bringing them almost up to WKZ level.

Ifyou plan on stayin a werewolf and have some tokens stored, grab Terror Eater - its fear-eating nuke has great synergy with werewolf's quickcast Snarl. Otherwise, grab Agony's Embrace for ~20% damage bonus.


Armors

Blazing Bloodzerker is the strongest option here, especially if paired with Morningstar Cross or Terror Eater. Alternatively, you can grab Pyromancer Bloodmage when it comes back this week.

Same story for water - Quenching Bloodzerker (+Cross/Eater) or Hydromancer Bloodmage provide an incredibly powerful nuke.

Grenwog Rider from UR GGBs toggles between wind and earth forms and has skills for both of those elements. Wind skill in wind form GR has a much better elecomp than Airenal's Might.

Your Armor of Frostval Past has powerful synergy with WKZ or Blazing Bloodzerker.

Your earth armor will be covered by Werewolf no-drop and Grenwog, but be aware that there's also a Terra Bloodzerker variant.

Taladosian Robes have the strongest energy skill in the game.

WKZ remains the top option for light.

Werewolf has a Predator of the Night darkness variant. Alternatively, Angel of Souls has an hp-costing darkness skill.


Shields

Fire doesn't really have anything outstanding, so you may as well keep Samukematsuri Buckler.

Celtic Wheel series have an Int drive.

Fujin shield has a Dex drive.

There are quite a few good ice shields, but the one I would recommend is probably Pies. Its Cha drive would provide a small, but useful boost to your pets, as well as a slight damage boost via the booster guests.

Chieftain's Ironthorn has been updated. It no longer gives the op *1.5 damage boost, but it does function as a great earth shield with a Str drive.

At lvl 105 grab Scarab Shell. It has a toggle to lower monster MRM, which would increase the accuracy of all your (and your pets') attacks.

Terror Drinker has great synergy with werewolf' qc Fear infliction.


Spells

Call Dunamis, Call Thernda and Summon Poelala should be among your first priorities. The guests do not do any damage themselves, but they provide a noticable boost to the damage of your melee, ranged and magic attacks respectively.

Purple Rain provides great utility, particularly in combination with the stat-boosting spells.

Sizzler Splosion deals less damage than a standard earth spell, but autohits - which may come in useful against high MRM wind mobs.

Imbues (token) are some of the most useful spells in the game. They change the element of your next weapon-based attack/skill (not spell or spell-based skill!) to another element and often have other nifty benefits. Horo Show + Fire Dragon Talon = fire nuke with 50% bonus damage. WKZ + Terror Fist = dark nuke with Fear infliction. Dragonslayer Aura = void damage against dragons.


Pets

Keep Dunamis and get the Poelala pet. There's not much reason to use other pets when you have boosters, but here are some utility option just in case:

Underwyrmling is the only pet in the game that can attack monster sp.

Frozen Effigy can toggle to Freeze the monster, great synergy with any fire nukes.

Fu Dog has a petrification toggle that saves against Cha.


Miscs

Keep Essence Orb for sp and grab Rejuvenating Necklace at lvl 101 for mp.

Frostval Past and Blood Contract neatly take care of both accuracy and damage boosting.

Love Potion is an incredibly op misc - you can click on it to stun the monster until you run out of sp, and there's no limit on how many turns you can stun them for.

Bell Shell (storage) heals a bit of your hp based on damage dealt. The heal is less than CoRS', but it also doesn't reduce your damage, making it an overall better choice for FO builds.

Morningstar Helm gives immunity to paralysis. If you want something a little more sp-efficient, Blood Ruby and Liquid Courage give resistances to paralysis and fear respectively.

Cracked Ornamentin your storage provides a universal bonus to status inflictions - nice for Snarl and Frostval Past's elevuln.


Hope the info's useful and don't hesitate to ask if you have any questions!

< Message edited by Primate Murder -- 7/13/2020 2:58:38 >
AQ DF  Post #: 4
7/13/2020 7:45:52   
ChanDamasco
Member

Thank you for your help
Post #: 5
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