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=AQ= The Lost Talon Mastercraft Set - Temple of the Four Skies

 
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11/1/2021 12:05:13   
CHAIML
Member

quote:

The Lost Talon Mastercraft Set - Temple of the Four Skies
COMING THIS WEEK!
Xilar's pilgrimage takes you to the Temple of the Four Skies. Where two legacies broke under the Devourer's influence, you will discover the fate of the Wind Orb's original shrine... And what this valley's long-lost protectors will make of you.

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< Message edited by AnimalKing -- 11/1/2021 12:17:30 >
AQ MQ  Post #: 1
11/1/2021 16:38:04   
PD
Member
 

I’m interested to see how this will provide an alternative to Haunted Dragonlord if this is really going to be a Wind set. Next year we ought to get some Ice, Water, or Energy sets. Ice of course being the biggest gap element wise right now.
Post #: 2
11/2/2021 15:31:34   
Zennistrad
Member

^^I'm not sure — I still think Earth is easily the element that's most in need of more armor options, at least in terms of offensive character builds.

Water has Kindred (which will still likely be extremely powerful even after the long-overdue nerf) and W.H.E.E.L., energy has both Taladosian and H-Series Tempest. Ice is slightly more lacking for F2P players since it only really has HSVV and the less-powerful Frostgale, but those are still decent sets overall.

Earth, meanwhile, is virtually completely lacking in any good F2P nuke options. Default Werewolf is generally strong for normal attacks, but lacks any skill with good elecomp, and Chimeran armor doesn't even have an earth-element skill.

That said, while I'm somewhat anxious that this set certainly looks to be a wind set so far, there's actually no reason to believe it necessarily will be. The story may center around the Prime Wind Orb, but Cray is certainly no stranger to playing with expectations and I suspect there will be at least one twist thrown in.
AQ  Post #: 3
11/2/2021 15:42:02   
OG Ranger
Member
 

Morningstar?
AQ  Post #: 4
11/2/2021 19:32:19   
PD
Member
 

@Zennistrad: There's the rarely mentioned Hunter Armor which was updated a couple years ago without much fanfare, and there's the Armor-In-Sword Frogzard Sword that lets you get elecomp'd attacks, although both have lower than the standard 1.83 eleComp because of their resistance distributions. But otherwise I do agree that Earth might need to be looked at for next time. There's also light too (And for the last time, no. Paladin doesn't count) which needs some love as well although maybe we'll get an update to Solaris next year?

@Above: Morningstar does have consistent damage boosts, but it doesn't have a nuke.
Post #: 5
11/3/2021 19:35:44   
Bannished Rogue
Member


Unless I'm forgetting something:
Fire:
1. Overlord
2. Ubear?
3. Dragonknight
(Mechaknight/grakma weapons, sheild, misc)
Water:
1. Kindred
2. Celtic
(Taladosian weapon and misc)
Ice:
1. Nemesis
2. Dessert
3. Frostgale
4. Horo-show Void
(Geocastellum weapons and shield)
Wind:
1. Fujin
2. Dragonlord
3. Maybe "lost talon"?
(Frostgale weapons and shield)
Earth:
1. Chimeran
2. EpPig?
3. Morningstar
4. Geocastellum
Energy:
1. Thunder mountain
2. Taladosian
Light:
1. Communicant (golden)
2. Solaris
3. Osiris
4. Paladin (lol jk)
(Morningstar weapon)
Darkness:
1. Twilight
2. Terror
3. Mecha knight
(Dragon lord weapon and shield)

I think we'd all love if Boreal bolt plate got the same love as the gatekeeper. And an update to the OG-est of OG's, Nemisis.
Otherwise as far as quanity, I dont think Ice, Earth, nor light are the worst off right now. However I believe for the Dev's its more about what ideas they like most narratively and functionally with very little regard to filling a quota for each element.

< Message edited by Mr. Uber -- 11/3/2021 19:59:40 >
AQ DF AQW  Post #: 6
11/3/2021 19:56:40   
Lv 1000
Member


Horo-show and Terror aren't yearly MasterCraft sets.
Post #: 7
11/3/2021 20:14:38   
Bannished Rogue
Member


quote:

Lv 1000 said:
Horo-show and Terror aren't yearly MasterCraft sets.

Never said they were, nor was that mentioned to be a criteria for which my mentions would or wouldn't be relevant to the conversation.

I was just listing out the ones of most consideration, with mainly the criteria being:
1. a journey/quest must be accomplished to acquire them (no z-token packages/limited time items/Golden Gift Boxes)
2. they are recognized as a set within the lore and narrative on the path to acquiring them (this makes a clear distinction between the previously mentioned and items that are just conveniently a set, i.e: protector set)
3. They aren't a part of one of the holiday events (very loose, and serves more of a purpose to keep the list small and not needing to do too much research)

Whether or not they are explicitly designated as a part of the "yearly Mastercraft set release" shouldn't really matter. If AQ decided to release 5 Mastercraft sets within a year that all meet the prior mentioned criteria, is only one of them a Mastercraft set?

The only other thing I personally find worth consideration, is whether or not there is a proper full-set bonus or feature locked behind equipping the full set. This just gives more weight to the concept of a "set".

< Message edited by Mr. Uber -- 11/3/2021 20:21:58 >
AQ DF AQW  Post #: 8
11/3/2021 23:07:38   
Sapphire
Member

The most important aspect of the MC sets is the "stuff" they do, not what element it is. And in time, that will ring true more and more and more. I would be concerned with whether or not you'd actually use the items versus what element it is...ie the whole subrace/T3 class armors vs other armors.
Post #: 9
11/4/2021 3:03:35   
PD
Member
 

Perhaps people do care more about effects. I would certainly be in the school that looks forward to effects. Yet elemental coverage is still extremely important and is prima pars given that damage and most effects are elemental in nature, whether dealing or taking them. And the crux of how AQ designs and balances things is considered in Melee units. Though very few people play the game the way that the way it's "supposed" to be played these days, though I do do this to understand the tribulations of AQ's shortcomings in that area. The way things are even conceived and design for in the first place is under "standard battle conditions", where you typically fight enemies of a certain element, and you itemize towards that assumed enemy element.

Also looking at Mr. Uber's list, I actually think Water should probably be a good candidate for next year's set, or a target for a potential revamped item set. In my playthroughs of AQ, the Water element has been the most difficult element to itemize for in my experience. And that is especially important given how many fire and energy monsters do exist in the game. I will retract what I said earlier about Ice, and I will say Water deserves highest priority (although Ice is also difficult to itemize for still). Perhaps if the AQ team is taking notes, Part III could probably introduce us to an alternative water-themed version of this set which according to Cray's Discord design notes, should be expected to follow after this release. This release should go a long ways into ensuring that Wind will have proper itemization options for the foreseeable future and hopefully will direct the staff to turn their attention towards other neglected elements (Water please!).
Post #: 10
11/4/2021 9:56:12   
Zennistrad
Member

I don't think that the quantity of MC sets for each element matters so much as to which effects are available. An active or toggle skill with a good elecomp modifier is pretty much the single deciding factor (barring rare exceptions like Kindred) in what makes an F2P armor competitive.

I do think that water could definitely use an MC set that isn't Kindred, but if you include armors that aren't full sets than Earth is still probably the most lacking, since the best nuke option (Hunter Armor) has a significantly weaker elecomp modifier due to its dual energy resistance. (The Mutant King form from the Mutant King Club and the Frogzilla form from the Frogzard Sword are also decent options, but since they're both neutral lean their skills likewise also take a noticeable hit in power)

Toggling off the "Rare," "Premium," "Z-Token," and "Golden Giftbox" filter options in the wiki below you can get a good feeling of the discrepency between elemental options:

https://adventurequestwiki.fandom.com/wiki/Fully_Offensive_Armors

Interestingly, this list also seems to make it clear that Light could stand to use an offensive armor with an elecomp skill, since the best option by far is Paladin. Maybe a Solaris set revamp could be good for that?
AQ  Post #: 11
11/4/2021 12:33:41   
Sapphire
Member

The game's become way way way way too narrowed down. Everyone just seems to want nuking invincibility, dodging invincibility, and another trend is backlash invincibility.

I want innovation. New ideas. Powerful ones, yes, but something different.

I would prefer something tailored specifically for rangers or beastmasters. All other sets are the same stuff, different day. Geo is one exception perhaps, but its just resistance defensive so eh...


Actually make a set that's a must have if you play as a ranger or BM. Stop with the same tired ideas. Rangers have nothing and 90% of the best BM stuff are seasonal or rare or token/ggb..ie premium. Who cares if there's no "nuke option" for some such element..... is that all that matters in AQ?

< Message edited by SapphireCatalyst2021 -- 11/4/2021 12:38:58 >
Post #: 12
11/4/2021 13:33:54   
BlitzAegis
Member

I would prefer devs introduce more equipment inspired from monster's debuff such as level/resistance nerfing, vampiric effect such as hp/sp/mp/lvl/stats based on hit/damage, fragile, elemental freeze, prismatic burn and borrow g similar effect.

It would be interesting to see more hp-based, berserker-like options as well since we have so many dodge/blind items which would make for some interesting combination. Imagine dealing high damage while at the brink of death, relying on skillful dodging like Soulsborne game.

Actually, introducing more equipment that grants different bonuses based on player's remaining hp/mp/sp would provide more entertainment.
Post #: 13
11/4/2021 13:42:46   
Sapphire
Member

Yeah like MRM increases as HP drops, and so does damage
Post #: 14
11/4/2021 13:47:25   
  The Hollow
AQ Lead


It is looking like at least a Friday a Saturday release folks!

< Message edited by The Hollow -- 11/5/2021 13:14:07 >
AQ  Post #: 15
11/4/2021 23:15:06   
Mr. Roguish
Banned


quote:

Everyone just seems to want nuking invincibility, dodging invincibility, and another trend is backlash invincibility.
I can concur on the point about "nuking invincibility", but I find the other two to be debatable. I get the overall point you are attempting to make, but I'd like to comment on these for the record and give an insight most players might not consider.

First, backlash, by it's very nature can't provide invincibility as it requires literally being hit to reflect said damage back on enemy. It is fundamentally another way to play the game of attrition, either you can have your opponent do less damage than you so that you gradually surpass them in HP and then finish them off, or with backlash, the damage that they do to you helps catch them up to your current health (as enemies tend to have more health than the player even with max END) so that you eventually surpass them in HP and then they help you finish them off.

Second, while mainstream dodge builds are a relatively new phenomenon in the grand scheme of things (I've been stalwartly and wholeheartedly pioneering it since 2006). I find the style to be way more balanced than one would initially expect actually upon closer speculation:
1. It takes a lot of due diligence to properly make an even remotely usable build, some of the best items are perma-rare which makes the already lack of equipment increasingly difficult. This means that when you do actually achieve this "OP" build, it was due to a lot of research and math, essentially one's hard work is actually rewarded which I can't imagine how that would be looked negatively on.

2. This build shines against bosses, but can be really burdensome against normal/weaker enemies considering trying to find the right amount of dodge needed to accomplish the job without wasting too much time in intricate set up necessary to not just die. You normally find yourself wasting a lot of time to just not die since you're typically squishy, where-as normal builds would just be able to just power through them.

3. For the best effects, these builds can have a very large burden on resources (MP & SP) and is not something that one can maintain forever. Therefore it is necessary to not only be able to accomplish your set up quickly, but to then also not take too long finishing your opponent. Which is extra difficult considering virtually all of one's equipment is dedicated explicitly to help one to dodge just so you don't die; therefore more often than not, a good bit of offense is sacrificed for such a good defense.

4. A lot of the build usually is dependent on inflicts and RNG. Therefore, even if one sets up perfectly, there is ALWAYS to potential for all of it to become irrelevant due to just one unlucky hit, where as a highly armored character can just take the hit and be fine, you'll be squishy and die almost immediately. Thus having to start all over and slowly grind back to the boss.

All in all, since you're dodging and not taking damage this presents an additional unique feature to the build that others don't; that being that you can virtually use whatever armor that you want (as long as you're dodging). I find it extremely fun to play such an unorthodox playstyle that isn't just 100% covered on all the 8 elements and fight more like the NPCs and how they don't get to just perfectly adapt to defend against an enemy's greatest strength and capitalize on their greatest weakness. In a sense, that seems way more unfair than the dodge build; which instead, I'm using my great strategic ability and skills to overcome my obstacles.

quote:

All other sets are the same stuff, different day. Geo is one exception perhaps, but its just resistance defensive so eh...
What about any of the mastercraft sets are the same thing actually? The most I saw consistent with a few of them is that there might be an increase to damage delt, but under completely different circumstances and criteria outside of a fullset bonus.

quote:

Rangers have nothing and 90% of the best BM stuff are seasonal or rare or token/ggb..ie premium.
Why do people feel like rangers and BMs have nothing outside of token/GGB's, especially if not having a nuke isn't an issue? From my perspective, that doesn't seem entirely accurate.
Post #: 16
11/5/2021 0:25:40   
Sapphire
Member

Well I play BM most of the time and I spend quite a it on GGB's, token packages, etc and the best BM items are nearly all behind seasonal events, or are not F2P.

Post #: 17
11/5/2021 6:51:44   
BlitzAegis
Member

Spears and bows/guns. Thou, I would preferred if the dev team released more options, specifically 100-proc weapons that inflict different statuses rather than just burn/stun/poison. Having a built-in charge mechanic like Exalted Unity would introduce more playing options like tome-mage.

< Message edited by BlitzAegis -- 11/5/2021 6:54:28 >
Post #: 18
11/5/2021 15:31:11   
Zennistrad
Member

quote:

The game's become way way way way too narrowed down. Everyone just seems to want nuking invincibility, dodging invincibility, and another trend is backlash invincibility.


People generally want these things because these are the options that already fit into their current builds, and it's extremely inconvenient to have to retool your character's stats to make use of just one item that does things differently. A single character just isn't capable of making effective use of every strategy and item in the game.

While I also appreciate innovation to some degree, it does feel extremely bad to have one or two armor slots that just don't fit with the rest of your loadout. I like my characters to be able to fit together as one cohesive whole and seeing one part that sticks out like a sore thumb bothers me immensely on an aesthetic level. Consistency is pleasing, just generally.

But I think that one thing that I should say is that you don't necessarily have to choose between consistency and innovation, as there are ways of satisfying both at once.

An excellent example of this would be the Shadowfall Raiment from the final part of the War Between Shadows: it's a very unusual armor that sacrifices direct offensive capability in normal attacks for inflicting elevuln on hit and on dodge, and can increase its blocking. It also has what I believe is most damaging weapon-based Darkness skill in the game currently, with an unusual "charging" mechanic that can make it even stronger.

This means that the Shadowfall Raiment is flexible enough to be powerful in offensive dodge builds, straightforward warrior builds, and elevuln-stacking Beastmaster builds. It takes some extra design complexity but the devs have shown that you can design an armor that's both innovative and consistent with multiple playstyles at once.
AQ  Post #: 19
11/5/2021 17:57:22   
Mr. Roguish
Banned


@SapphireCatalyst2021
BM's have both the entire comprehensive and extremely effective wardrobe that is Sol Nekos. That not only covers element, but are also dual element and gives a dual ele no drop armor; which allows for a lot more utility armors than any other build that exists so far with one exception. I cannot for the life of me, understand why no one seems to give neko any credit and seems to extremely downplay and under appreciate such a full arsenal, such a thing does not exist for every build unfortunately, especially not one explicitly designed for a particular build. In addition to that, now BM's also have a tier 3.05 class of Necromancer. Both of these are modern and effective with today's meta and aren't outdated like a lot of things and are F2P...

Regardless of all that, by their very nature BM's main focus are the pets and guests in that the average armor does not effect how they preform. There is no where near a shortage of useable and effective pets or guests. While I can understand the desire for equipment to directly and intently enhance a playstyle with additional bonuses, they are as mentioned, additional. With all being said, there really shouldn't be a need for a large gallery even compared to what already exists. I find that this is a tired out request that people have become so used to asking for that they don't even acknowledge how equipped the build actually is.

All the "best" stuff is behind GGB's and z-token packages, this isn't unique to BM's, and of course the very similar stuff is the stuff that is accessible year round while the unique stuff are seasonal, to suggest otherwise sounds very irrational. Again, even what is always is accessible is (and I do mean this with some large emphasis) EXTREMELY effective. Maybe you need to evaluate your build to see if there is room for improvements? I certainly felt OP playing a BM..


@Broccoli
What do you mean by a ranger"? Ranger is a loose term, as technically a person using a 0% proc ranged weapon is a "ranger"; however colloquially people are referring to those whom use 100% proc weapons. Which (similar to BM's) have Luna Neko's. Also similar to BM's, their very nature is dependent on the almost or entirely 100% proc weapons which damage and effectiveness is largely separate from the average armor. Therefore the focus should be on the weapon selection of concern, which same with BM's with pets and guests, there isn't a shortage of effective 100% proc weapons. But again, this has an extremely effective arsenal to choose from. I understand they they are all essentially the same armor, however it is under appreciated that such doesn't exist across the board for other builds.

Both BM's and Rangers have more than they think.
Post #: 20
11/5/2021 19:28:30   
Sapphire
Member

I can't stand debate that stems from the status quo, so I'll bow out. My opinion comes from a place, that I would like to see new ideas. Pointless to debate it.

Has this been moved to Saturday?
Post #: 21
11/5/2021 20:03:37   
Mr. Roguish
Banned


That's fine and I won't continue to argue the point. However I have noticed a trend of both BM's and rangers that started raising awareness of a lack of content back in the day when they actually didn't have anything. And now that they actually have stuff, they have succumb to this habit and ignore the extensive strides to provide them with a competitive playstyle and keep regurgitating the same stuff regardless of what is provided. BM's and Rangers will claim they have absolutely NOTHING as if a matter of fact, yet Sol and Luna Neko exist.. I've never seen anyone actually call this out.

I could only pray that Rogues had an entire subrace AND modern and updated tier 3+ class, explicitly dedicated to my build. Instead of just praying, I created an entire suggestion thread explicitly about it and how it can be achieved in a not so "narrowed down" way that isn't just the same thing different armor.
Post #: 22
11/5/2021 21:40:41   
Sapphire
Member

Having the Neko armors goes without saying. They exist, they're nice, but it's only a start.

Arguing that bows/spears/pets/guests exist as I have seen is ....I'm trying to be nice... well, let's just say Ok thanks for stating the obvious. Appreciate it. (Not @ you Mr Roguish)

The topic is about the new MC *SET*, and currently there isnt one that is specifically designed to flourish with a BM build nor a Ranger build. And to a greater point, there's just a lack of armors in general that flourish with these builds. FD armors as currently implemented is dull, tired, and the simple old school *expectation* that BM's and Rangers use FD and ..there you go that's what the game has to offer! to me is dull, tired, and it's time to innovate, use some imagination, and do so in a manner that would cause players to use it instead of Neko sometimes.

Neko is fantastic. It's the end-all, be-all. I'm not asking for better than that. I'm asking for something unique, cool, and different than whats been done before. If all we can do is a variety of FO or FD with the same effects we always see, then why? Because it filled some element defensively? Seems plain, boring, and likely a waste of everyone's time if it ends up undesirable no matter what build excels in it.

I lied, and replied, and hopefully not too snide. I love the game, and for that I have no shame, and my hope is it lasts so long it goes into the hall of fame.

And thats why I say what I say

< Message edited by SapphireCatalyst2021 -- 11/5/2021 21:43:07 >
Post #: 23
11/6/2021 1:11:37   
  Lorekeeper
And Pun-isher

 

Constructive criticism is ideal for driving change due to being far more informative. In order to derive something constructive from this criticism, I would have to ask what these same effects that we always see are. I've struggled to find such a repetitive pattern through the three years I've written for AQ. Particularly in quest-related armors and MC sets, as I've designed the concepts for those while Kam and IMR have never dismissed me to instead repeat an existing effect. If anything, armors have experienced a certain complexity creep and are often dismissed unless they have several skills.

The one exception I can point out is Muscle Mage, which was too indistinct from Werepyre due to an error on my end -- I came up with a concept that would've required very specific math changes to be properly distinct, and didn't convey this accordingly.

FD armors aren't created in some tautological expectation of, or outright pigeonholing, of rangers using them. It's an established build being catered to -- Defensive rangers and wand/defensive spellcaster mages are the resource-efficient counterparts to the time-efficient FO builds. Beast builds can also benefit from defensive armors, as the lean doesn't impact their pet damage.

As of the reason there aren't many recent armors oriented towards offensive rangers specifically, it's precisely because we're aware of the ranger identity crisis, and it can't be solved from the item side. I still suggest spear rewards periodically, as there will need to be some amount of recent spears when the problem is addressed, but armors can't cater to an identity that has realistically disappeared until such a time as the stat revamp provides a chance to properly define it. Offensive rangers have very little that is exclusive to them because there is no line between them and warriors right now. We're aware of this problem, and it's as painful for us as it is for you, but it'll take a major stat update to give a satisfying solution before items can properly cater to this archetype again.




To illustrate the issue, let's go over established and well-defined build archetypes, with their associated stats/damage types. By this, I mean the broader builds that can be succinctly defined in a few sentences, rather than smaller subsets or build-agnostic strategies. I'm specifically leaving Ranger for last for the purposes of explanation.

Warrior: Typically offensive, melee damage. STR and DEX are essential stats for damage and accuracy. Dealing full damage with weapon attacks allows for good sustained damage independent of fight duration, but falls behind on immediate burst damage.

Mage (Offensive): Magic damage. INT and DEX are essential stats for damage and accuracy respectively. INT provides MP as an additional resource for spells (Baseline 200% melee) and other effects, but sacrificing 25% of weapon damage for this means that it sharply drops off in long fights.

Hybrid: Typically offensive, any damage type. Traditionally uses no secondary stats in order to use STR, DEX, and INT, effectively making it so that only two stats are usually active in any given action in exchange for a broader variety of tactics and equipment. Lower performance, higher adaptability.

Hybrid (Werepyre): Offensive, melee or magic damage. Werepyre logic requires STR and INT for its damage and accuracy, with LUK as a third stat. Because DEX is universally required for accuracy outside of this, this higher-performance hybrid has very low baseline accuracy outside of armors with werepyre stats. (Note: This is its own identity issue for another disucssion)

Mage (Defensive): Magic damage. INT and DEX are essential stats for damage and accuracy. Focused on 100% proc Magic weapons, this mage has a resource-efficient standard attack after spellcasting. They sacrifice the higher performance of a Spellcaster lean, but take reduced incoming damage instead of extra damage for their trouble.

Ranger (Defensive): Ranged damage. DEX is essential stats for damage and accuracy, but STR contributes as well. Focused on 100% proc Ranged weapons, this ranger has a resource-efficient standard attack. hey sacrifice the higher performance of an offensive lean, but take reduced incoming damage instead of extra damage for their trouble.

Ranger (Offensive): Ranged damage. STR and DEX are essential stats for damage and accuracy. Dealing full damage with weapon attacks allows for good sustained damage independent of fight duration, but falls behind on immediate burst damage. Slightly lower damage due to accuracy leans on spears.

Variants:

LUK - Initiative and lucky strikes make LUK the predominant tertiary stat.
CHA - Used for beast variants of the aforementioned builds. Anybody can do this, but it's optimal done for defensive builds, as pet damage is unaffected by your lean.
END - ...It exists. It's sometimes used for extra health during lower levels before being phased out, if one is willing to spend a lot of time retraining.





These are all of the established, mechanical archetypes, before getting into anomalous niches or the narrower scope of playstyles.

If you read them all, you'll notice a few identity problems. One such problem being that defensive rangers are barely distinct from defensive mages. In fact, the greater variety of bows than wands is one of the few things propping them up, alongside the fact that they make the ideal beastmasters due to being far less concerned about allocating two stats for higher performance with their weapon attacks.

More egregiously, though, offensive rangers are built identically to warriors and have ever so slightly lower damage. They have no identity of their own beside the damage type. This isn't something that armors can solve, and in fact makes it range from harder to pointless armor specifically for offensive ranger mechanics that stand out from warriors. It can be done, of course, but they'll be the same build using a different damage stat.

That should thoroughly address that tangent, as well as exhaust its relevance to the current thread. If you would like to continue this discussion, feel free to create a separate one.




To refocus this information on the topic of the MC set: Please note the combinations of elements and aforementioned archetypes already discussed in this thread, although there are of course many outdated ones. Rest assured, we're well aware of this coverage, and I didn't suggest a set for the exact same combination of element and archetypes for two consecutive years.

The Lost Talon set is not enough to the Haunted Dragonlord set to warrant such concerns. They're very different sets, meant to cater to different archetypes. Hopefully you will see this within the day, I'm very eager for you to get your hands on this quest and set.
Post #: 24
11/6/2021 11:54:40   
Mr. Roguish
Banned


@Broccoli
quote:

Post 26: Nobody says they receive nothing

*Will Smith presenting Jada meme*
quote:

Post 12: Actually make a set that's a must have if you play as a ranger or BM. Stop with the same tired ideas. Rangers have nothing and 90% of the best BM stuff are seasonal or rare or token/ggb..ie premium. Who cares if there's no "nuke option" for some such element..... is that all that matters in AQ?

Literally same thread..


Getting back on topic as Cray suggested. Temple in Four skies with the theme of wind (especially with the very recent merging of AQ to dragonfable) sounds very similar to the jewel of the 4 winds. Could this be a Thyton ninja set!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!????????????????????????????????????????????
Post #: 25
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