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All you need to know about Avatar of Time

 
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6/27/2015 17:58:47   
G Man
Member


Many thanks to Hopeful Guy for the banner




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Table of Contents

[AoT1] Introduction & How to obtain.
[AoT2] Stat Builds
[AoT3] Skills, and their Pros and Cons.
[AoT4] Combat Strategy
[AoT5] FAQ
[AoT6] Credits & Updates



[AoT1]

Intro

You are an Avatar, the very embodiment of an element. Which? Well, the name makes it obvious, TIME! Yes, you use TIME itself to battle! Whether it's using time to alter yourself from a different timeline to empower your attacks, or using the Orb of Time itself to allow you to attack faster than your enemy can react, you have power enough to destroy anything. (Disclaimer, this is flavor text, do NOT expect Doomknight levels of damage.)

How to Obtain

You can obtain Avatar of Time by redeeming the code that comes with the 2015 Dragons Calendar Via the “redeem code” section of the Portal Site.



[AoT2]


Stats
(ongoing/will be edited in)
Avatar of Time puts its focus on damage, rather than defense, stats should follow accordingly.
However, you CAN make a build focusing on defense if you want to.
At higher levels, Avatar of Time has surprisingly lower-end mana costs for its powerlevel, so with optimal gear, you can actually have lower wis than what is stated, if you so choose.

Pure Offensive:
"Insolent fools! I shall destroy you!"
This Avatar puts all of its focus on pumping out damage to destroy the enemy they are currently facing.

Level: 10
Str/Dex/Int: 0
End: 0
Wis: 45
Cha: 0
Luk: 0

Level: 20
Str/Dex/Int: 20
End: 0
Wis: 75
Cha: 0
Luk: 0

Level: 30
Str/Dex/Int: 70
End: 0
Wis: 75
Cha: 0
Luk: 0

Level: 40
Str/Dex/Int: 120
End: 0
Wis: 75
Cha: 0
Luk:0

Level: 50
Str/Dex/Int: 170
End: 0
Wis: 75
Cha: 0
Luk:0

Level: 60
Str/Dex/Int: 200
End: 0
Wis: 75
Cha: 0
Luk: 20

Level: 70
Str/Dex/Int: 200
End: 0
Wis: 75
Cha: 0
Luk:70

Level: 80
Str/Dex/Int: 200
End: 0
Wis: 75
Cha: 0
Luk:120

Beast Maser:
"Such devoted followers..."
This Avatar focuses on having its devotees (guests/pets) do most of the work.


Level: 10
Str/Dex/Int: 0
End: 0
Wis: 45
Cha: 0
Luk: 0

Level: 20
Str/Dex/Int: 0
End: 0
Wis: 75
Cha: 20
Luk: 0

Level: 30
Str/Dex/Int: 0
End: 0
Wis: 75
Cha: 70
Luk: 0

Level: 40
Str/Dex/Int: 0
End: 0
Wis: 75
Cha: 120
Luk: 0

Level: 50
Str/Dex/Int: 0
End: 0
Wis: 75
Cha: 170
Luk: 0

Level: 60
Str/Dex/Int: 20
End: 0
Wis: 75
Cha: 200
Luk: 0

Level: 70
Str/Dex/Int: 70
End: 0
Wis: 75
Cha: 200
Luk: 0

Level: 80
Str/Dex/Int: 120
End: 0
Wis: 75
Cha: 200
Luk: 0

Defensive:
"I am an Avatar! Immortal representation of an element! YOU.SHALL.NOT.KILL.ME."
This Avatar focuses on lasting through, and surviving any battle, rather than outright destruction.
Note: Since avatar of time focuses on damage, this build is POSSIBLE to do, but is not entirely recommended.
(I hope I did this right)

Level: 10
Str/Dex/Int: 0
End: 0
Wis: 45
Cha: 0
Luk: 0

Level: 20
Str/Dex/Int: 0
End: 20
Wis: 75
Cha: 0
Luk: 0

Level: 30
Str/Dex/Int: 0
End: 70
Wis: 75
Cha: 0
Luk: 0

Level: 40
Str/Dex/Int: 0
End: 120
Wis: 75
Cha: 0
Luk:0

Level: 50
Str/Dex/Int: 0
End: 170
Wis: 75
Cha: 0
Luk: 0

Level: 60
Str/Dex/Int: 0
End: 170
Wis: 125
Cha: 0
Luk: 0

Level: 70
Str/Dex/Int: 0
End: 170
Wis: 125
Cha: 0
Luk: 50

Level: 80
Str/Dex/Int: 0
End: 175
Wis: 125
Cha: 0
Luk: 100



[AoT3]

Skills

Work in progress.


Reflections of Nothing
Make your foe hit nothingness!
Effect: Hit one target from a distance for 130% damage, and lower its Bonus by 55 for 4 turns, if it connects.
Mana Cost: 35
Cooldown: 7
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Absorb Essence
Drain some of your foe's essence!
Effect: Drain your target's essence as you deal 5 hits of 20% damage for 100% total damage, and heal 3% Health and Mana per hit if each hit connects.
Mana Cost: 0
Cooldown: 14
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Time Storm
Deal Critical Damage!
Effect: Attack with your weapon 3 times, each hit doing 61.66% damage for 185% damage, with 100% chance to crit for 370% total damage.
Mana Cost: 26
Cooldown: 15
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Jolting Blast
Shock your foe to lower damage!
Effect: Blast one target with jolts of electricity, dealing 4 hits of 27.5% damage for 110% total damage. If one hit connects, the target's Boost is lowered by 40% for 5 turns.
Mana Cost: 24
Cooldown: 6
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Time Lock
Freeze your foe in time!
Effect: Summon a clock using the Orb of Time to freeze your target in time, dealing 125% damage and stuns for 3 turns, if it connects.
Mana Cost: 20
Cooldown: 15
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Fragments of Eternity
Hit all your foes!
Effect: Summon daggers to hit all foes five times, each hit doing 28% damage for 140% total damage.
Mana Cost: 25
Cooldown: 1
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Temporal Reset
Reset everything!
Effect: Instantly reverts all damage done to you, your guests and your foes, healing everyone in battle to 100% HP and MP. It also removes all effects, refills potions, and resets all cooldowns. (Any CD that carries over between battles is NOT affected by this and retains the carry over cooldown)
Mana Cost: 35
Cooldown: 100 (Carries over between battles)
Element: N/A
Attack Type: N/A
Skill Analysis:


Attack
Effect: Slash one target with your weapon for one hit of 125% damage.
Mana Cost: 0
Cooldown: 0
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Timeline Shift
Show the other you!
Effect: Alter the timeline to change into your other self, and deal 10 hits of 20% damage for 200% total damage. If one hit connects, it lowers one target's All resistance by 40 for 3 turns.
Note: The -40 All actually applies upon one successful hit, so you can potentially do more than 200% damage.
Mana Cost: 25
Cooldown: 6
Element: Evil
Attack Type: Weapon's type
Skill Analysis:


Allons-y
When? Now? Have hope!
Effect: Summon a phone booth with Doctor When inside to attack one target with his sonic driver for 3 hits, followed by his phone booth hitting once for 4 hits of 40% for a total of 160% damage with 200 Bonus.
Mana Cost: 25
Cooldown: 5
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Staff of Meanwhile
Unleash time itself on your foe!
Effect: Attack one target with the Staff of Meanwhile, dealing 7 hits of 21.40% damage for 140% total damage. If one hit connects, it applies a Magic, ??? element DoT effect that does 40% weapon damage for 4 turns.
Mana Cost: 22
Cooldown: 6
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Lux Et Tenebrae
Harness both Light and Darkness!
Effect: Summon both the Blade of Meanwhile and Cannon of Meanwhile, and deal 8 hits of 27.5% damage for 220% total damage with one of the effects factored in below.
Note:
If your foe's Darkness resistance is greater than 0 - Chance to Crit increased by 50.
If your foe's Light resistance is greater than 0 - Bonus to Hit increased by 50.
If both are greater than 0 - 100% chance to Crit and 100 Bonus to Hit.
Mana Cost: 25
Cooldown: 10
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


NeverWas Cross
Deal immense damage!
Effect: Merge both the Blade of Meanwhile and Cannon of Meanwhile, and deal 10 hits of 55% damage for 550% total damage. It will not miss.
Mana Cost: 30
Cooldown: 6
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Continuum Tesseract
Use space itself to harm your foe!
Effect: Deal 8 hits of 18.75% damage for 150% total damage. A version of the Tesseract is summoned as a turret that occasionally deals 20% damage to your targeted foe. It disappears after 6 hits or at battle's end. Reusing the skill before all 6 attacks occur adds another 6 shots to the total amount.
Mana Cost: 20
Cooldown: 10
Element: Weapon's element
Attack Type: Weapon's type
Skill Analysis:


Orb of Time
Unleash the full power of the Orb!
Effect: Attack one target with the Orb of Time, and deal 8 hits of 31.25% non-elemental damage for 250% total damage. It skips your foe's next turn, and lowers the cooldown amount of every skill by 3 turns.
Mana Cost:35
Cooldown: 17
Element: None
Attack Type: Weapon's type.
Skill Analysis:



[AoT4]


Combat Strategy
(Ongoing)
I would like to mention that since Avatar of Time has somewhat low defense, a weapon that can heal you on hit is recommended, (You can simply, “show” it to gain its benefits) as several of the skills hit multiple times. Alternatively; you can bring guests with you that help cover that area.

Here is a complete list of weapons that can heal you on hit:

Blade of Forgiveness
Dagger of Forgiveness
Staff of Forgiveness

Cobalt Lights Blade
Cobalt Lights Knife
Cobalt Lights Staff

Candy Sword
Candy Dagger
Candy Cane

Dragon Head Blade
Dragon Head Knife
Dragon Head Staff

Frost Dragon Head Blade
Frost Dragon Head Knife
Frost Dragon Head Staff

ChamPAIN Skullcracker
RAZE A Glass
Corkpopper

Frostreaver

Now, as for guests I personally would recommend;
Mritha
Artix
Book 3 Ash(Near the bottom)
Toddler Dragon/ Kid Dragon


Single Low HP Enemy:
Single High HP Enemy:
Multiple Low HP Enemies:
Multiple High HP Enemies:
Single Boss:
Boss With Minions:
Multi Target Boss:

Note this will not work for every encounter as is the nature of RNG.



[AoT5]

Frequently Asked Questions

1. Does -40 All include Immobility resistance? Yes, -40 ALL includes Immobility resistance, as in the eyes of the game Immobility is considered an element.

2. What is the point of the “Temporal Reset” skill? There isn’t really any point, it’s an emergency reset skill, if you are being plagued by bad RNG, or for a full heal if you are in one of the rare areas that has no healing before a boss, or no healing pads. Ash has also said that it’s really only a gimmick skill.

3. What happens when I use the "Orb of Time" as my finishing skill (The skill that kills the enemy/last enemy)? The game tries to give you an extra turn where you cannot have one, there is nothing to panic about, simply use an "Attack" and the game shall fix the issue.

4. How does the "Continuum Tesseract" skill work exactly? The skill works by randomly damaging the targeted enemy for 20% weapon damage. No element, or number appears over the target, the amount is directly taken from their health pool.
4.2 How come it sometimes damages different mobs? You actually "swap" targets upon their turn, and if the cube decides to fire, it will attack that enemy, and not the enemy you used the skill on.

5. Since Avatar of Time hides equipment, where do you click to change elements of a multi element weapon? For the Ultimate Dragon Scythe of the Elementals you can check here. For other weapons, this is the proper place.
Note: The female armor is depicted, but the locations are the same for the male armor. (If this can be confirmed by multiple sources, that'd be fantastic, as I was able to do it with the time core edge, as well as shackled coals (The only two single spot element switching weapons I have)



[AoT6]

Thanks To

Azan For spelling corrections, contributing to the FAQ, pointing out the weapons that can heal you on hit, and for suggesting a "Mid Offence/Beast Master" build.
crabpeople For suggesting a "Defensive" build, correcting my slip of suggesting Aegis as a guest, for pointing out some things with the skills, and helptin with the "Pros and Cons" section *when I had them*.
Warlocker For the Blade of Forgiveness 'pedia entry.
soul_banisher For the Staff, and Dagger of Forgiveness 'pedia entries.
Jorath For the Cobalt Blade, Knife, and Staff. The Frost Dragon Head Knife and Staff, Frostreaver, Mritha, as well as the Avatar of Time 'pedia entries.
Lord Darkovia For the Candy Sword 'pedia entry.
joble For the Candy Dagger 'pedia entry.
Dr Grip For the Candy Cane 'pedia entry.
JD For the Dragon Head Blade 'pedia entry.
Ominous For the Dragon Head Knife 'pedia entry.
Athevol For the Dragon Head Staff 'pedia entry.
Stephen Nix For the Frost Dragon Head Blade 'pedia entry.
pjc For the ChamPAIN Skullcracker, Corkpopper, and Book 3 Ash 'pedia entries.
Saojun For the RAZE A Glass 'pedia entry.
Hopeful Guy For the banner, and for the Offensive stat distribution numbers, for helping with the Defensive build, and for fixes.
Ash For correcting me on my incorrect statements, as well as helping with the Pros&Cons sections, *when I had them.*
Peachii For the images that show the locations to change weapon elements, the Artix and Kid Dragon 'pedia entry
Karas For the Artix 'pedia entry.
ArchMagus Orodalf For the Toddler Dragon 'pedia entry

Updates/Changelog

June 27, 2015: Guide was initially posted in the Pending Guides section of the forums. Spelling changes. Content additions.
June 28, 2015: Some info fixes. Completed the list of weapons that can heal you. Added a "Defensive" build. Class skills posted, along rough Pros and Cons. Removed 'pedia links in the "Thanks To" section, as they are redundant and make editing harder.
June 29, 2015: Added the banner. Added "Pure offensive" numbers.
June 30, 2015: Added rough builds for "Defensive" and "Mid offensive" Adjusted the skills section more. Fixed some stuff.
July 8, 2017: Added guests, *changed pros and cons to "Skill Analysis," as that allowed more detail, and made it easier to describe* (WIP).

Thank you for reading! If you notice anything that needs updates, or notice mistakes (hey, we're all human) please, do NOT hesitate to PM me and inform me.

Criticism, and recommended changes are MORE than welcome.

Alright, I am sorta busy, but I will try to devote as much time to this guide whenever I can, please bear with me... This could take several weeks to finalize, I apologize.

Note: Things between the asterix symbols (*) is a placeholder that will stay if I determine/you guys determine that it should (with some editing), anything between parentheses will obviously be edited out.

Edit 12: I am having some trouble with come cons, as you can tell, I'd appreciate the help if you could think of any. I also thought I kept in that stuff under skills was placeholders/WIP, my bad. But I agree, I shouldn't of stated that stuff in the first place. I am sorry.
Edit 13: Fixed a couple minor things before work. not worth a changelog update.
Edit 14: SOOOO SORRY! I've been rather busy (still am) and I am kinda burnt out, I've been getting like 4 or less hours of sleep a night for the past week, and been working longer days... I'll try to catch up but like I stated earlier, This COULD (and likely will) take quite a while. So, I added guests and changed pros and cons to a analysis section, which I will be filling in later (as I am still busy), got some stuff to work on, if you think I should revert back to the pros and cons, I will. Again, sorry, that I am busy, and cannot devote more time to this...

< Message edited by G Man -- 7/8/2015 10:26:43 >
AQ DF MQ AQW  Post #: 1
6/27/2015 22:01:33   
Azan
Member

A guide for AoT, now that's an excellent idea! Even if I don't own the class, it's great to see those who have it will be able to refer to a guide for optimal use!

As for the guide itself, what you have right now is good. It's quite clear and easy to understand.

What I would suggest for your Stats section is having multiple ideas of stat builds. Some I can see fitting AoT would be "Pure Offensive" or "Mid-Offensive". Considering what you say about guests that improve your defences, a Beastmaster stat build suggestion could also fit in! Also, I'd like to point out that in terms of guests that improve defences, Niki is very useful, since her skill "Barrier" improves your Parry by 140 for 2 turns. As for numbers themselves, I think crabpeople, amongst others, might help you with this.

In your Table of Contents, you refer to your strategy section as "Combat Strategy", but in the strategy section itself, your title is "Strats". I'd change "Strats" for "Combat Strategy", just for the sake of continuity. Since you also suggest weapons that have a chance to heal you on-hit, you might also mention the Frostval Weapons - if it can help you, in my own guide "All you need to know about Ascended Chickencow", I actually listed all the weapons that can heal you on-hit, so if you want, feel free to take that information!

The two questions you have in your FAQ are helpful. I'd add a few questions, especially about the Continuum Tesseract and Orb of Time skills, since I recall some people being a bit confused by their effects in the testing thread. Mostly how does Continuum Tesseract works, and what do you do if you win the battle using the Orb of Time skill (the moment when you skip the turn of an already-dead foe and have your skill bar reappear, but already won).

I did notice a typo in the Stats section:
quote:

Avatar of time also has surprisingly low mana costs for its power level, so while you want plenty of wiz, it’s not essential to get over 100 wiz

It's actually "WIS", not "WIZ".

And, also in your Stats section, you repeatedly say "Srt". It's actually "Str".

I'll follow what you do next for this guide, and keep it up!

< Message edited by Azan -- 6/27/2015 22:02:28 >
Post #: 2
6/27/2015 23:05:18   
akajake
Member

Can not wait for this guide! Just got the armor so I look forward to seeing this

_____________________________

DF  Post #: 3
6/28/2015 4:04:37   
crabpeople
Member

quote:

As for numbers themselves, I think crabpeople, amongst others, might help you with this.

Lol wut? Well I guess I could help with that but no pressures. I'm busy with my own guide. Oh and about guests that give you shields, Mritha is by far the best one (AoT can't use aegis).

Guide looks ok so far.

About builds: A semi-tank build would be a nice addition (lots of end and str/dex/int).

Also it might be a good idea to put a small (it could take lots of work) comparisson between t3 classes. I've seen people asking about KAA vs AoT twice ( example). Feel free to use the information of that thread for your guide in case you need it (but if I were you, I would test it by myself).

About the skill section: Check all the skills one by one with a stable range weapon (guardian blade for aq guardians and Gary's weapon for the rest). Just in case you find something wrong (damage/cooldown/mana costs...) you can correct it at the classes info submission.

AQ DF MQ AQW  Post #: 4
6/28/2015 9:25:49   
Azan
Member

I know you're busy and didn't mean any kind of pressure, but you helped me with my own guide's Stat builds and I know you're great at numbers.

< Message edited by Azan -- 6/28/2015 9:26:59 >
Post #: 5
6/29/2015 7:17:36   
crabpeople
Member

You said that you had to check the skills so I will go "easy" on you :)

-Reflections: Duration is 3 turns not 4.
Cons: I would mention the short duration.

-Fragments of Eternity: Cons: " It has great damage potential in rotations. " I disagree. You should use this when you're forced to use the attack button due to cooldowns.
You could add: Benefits a lot from weapon specials during mult battles because it does up to 15 total hits. That's a 75% chance of triggering a moglin healing magic weapon special.

-Reset: Mmmm about " removes all effects". There's a trick here. The effect applied to you and your enemy stand for 1 turn after the reset. That means: I use shift->Reset . The target has -40 for 1 turn. That gives you a opener for a hit with extra damage or an easier stun.
Also happens for the opposite. I have a -50 hit nerf and use reset. My first attack/skill will have the -50 effect.
Cons:REALLY long cooldown. Not a very useful skill. . I cast the wrath of Ash upon you!
Uses:
-Normal questing: Rebith button. that's it.
-Bosses:
1-Something didn't go as expected? RNG hates you? Fear not and try again!
2-Wanna stun that 100 immo resist boss with shift+lock? Oh you failed? Try again!
3-Wanna trigger an attack special weapon but it's taking you more than x turns? Try again!

-Shift: Pros: The -all is applied before the attack so it ends up being a 280% skill.
Cons: Doesn't match up well with Lux Et Tenebrae (I explain later)

-Allons-Y: Note: Not every skill has to have something negative you know :) but I give you 1:
Cons: Due to flash rng being "place insult here" if you roll a 1 you'll see a hit of this attack missing. Yes even with the 200 bonus.

-Staff of Meanwhile: Pros: Using it right after shift will give you an empowered dot effect (80% dot for the remaining turns of the -40 all resist). That's an extra 80% weapon damage (2 turns of double dot).

-Lux Et Tenebrae: Pros: Enemies with all resistance will make you trigger the light+dark effect.
Cons: Doesn't match up well with shift in case the target has low light/dark/all resistance cuz it turns those resistances into negative values and you lose the bonus effect.

-Never was Cross: Pros: Even if it appears at the description put the "it cannot miss" again.

-Orb of Time: "10 hits of 31.25% non-elemental damage for 250% total damage." Description is wrong. It's "8 hits of 31.25% non-elemental damage for 250% total damage."

Cons: "Locked to the ??? element" It's not void element. It's none element.
Pros: While the effect says that it reduces cooldowns by 3. It's actually 4 because: 1 is orb usage and 3 the effect. Also because orb doesn't count as a turn for the enemy, If it has 1 turn of -40 all resistance, it doesn't count down so you have 1 free move (it's like the -40 all lasted for 4 turns instead of 3).
"so if your more damaging skills, like Lux Et Tenebrae, are still on cool down you can have them available sooner, or you can even have them available right after using this skill. " I don't like this part much but you can leave it you want (it's your guide not mine).
The thing is that orb allows 2 strategies possible: Big short term damage where you use shift and later orb (at the last turn of shift so it does extra damage) and then use something(1 turn of -40 all here)+shift again and the rest of the big number skills.
The other strat is using orb after 2 shift rotations becuase it's there when you have used all the big skills and is when you benefit the most from the cooldown reduction.
All of that is more fitting at the Combat strategy section so feel free to put a summerized version of what I wrote here.



Corrections to the AoT pedia entry:

Go here and submit those changes (TEST THEM BY YOURSELF FIRST!)

-Reflections: Duration is 3 turns not 4.
-Orb of Time: "8 hits of 31.25% non-elemental damage for 250% total damage." instead of 10.

< Message edited by crabpeople -- 6/29/2015 7:23:33 >
AQ DF MQ AQW  Post #: 6
6/29/2015 11:00:31   
Azan
Member

I've noticed a detail in your thank you section:
quote:

Stephin Nix For the Frost Dragon Head Blade 'pedia entry.
pic For the ChamPAIN Skullcracker and the Corkpopper 'pedia entries.

They are actually named Stephen Nix and pjc.
Post #: 7
6/29/2015 12:41:01   
  Hopeful Guy

Hope Upbringer! (DragonFable)


Here's a banner for you: http://i.imgur.com/eSb7T1b.png.

Also, for your Mid-Offensive build, you can't really combine it with Beastmaster; they are both very different. For the Pure Offensive build, I would suggest the following:

Level 10: 45 WIS
Level 20: 20 STR/INT/DEX, 75 WIS
Level 30: 70 STR/INT/DEX, 75 WIS
Level 40: 120 STR/INT/DEX, 75 WIS
Level 50: 170 STR/INT/DEX, 75 WIS
Level 60: 200 STR/INT/DEX, 75 WIS, 20 LUK
Level 70: 200 STR/INT/DEX, 75 WIS, 70 LUK
Level 80: 200 STR/INT/DEX, 75 WIS, 120 LUK
DF  Post #: 8
6/29/2015 14:20:06   
crabpeople
Member

Mmm AoT is not KAA or ACC. mana costs are way lower and it has a 15% mp regen skill that you can exploit at regular battles.
This class is perfectly fine with 200 STR/DEX/INT 35 WIS 160 LUK at lv80 (I tell you that I have 16 WIS and got no problems. But that's with optimal equipment).

Lv 80 mana is 495. Assuming 45 WIS from equipment and 35 from stats =80 WIS -> 400 mana ->895 mana pool. You regen about 130 mana with essence (that's like 4-5 skills) and in boss battles you can stand for 30+ turns. And this class is not good for really long battles anyways.

Btw Awesome banner Hopeful.

Mid-Offensive build: I disagree, It's just sacrificing LUK and maybe some STR/DEX/INT (and maybe a bit more of WIS) for 200 CHA. It's viable because the guests benefit from the -40 all debuff (even tho losing damage stats hurts AoT a lot).
AQ DF MQ AQW  Post #: 9
6/29/2015 17:42:56   
  Hopeful Guy

Hope Upbringer! (DragonFable)


At lower levels, you will need WIS to survive; AoT has fairly high mana costs if you consider how low your mana is at levels below 30.

About the Mid-Offensive build, what I meant was not that the build is not viable, it's that Beastmaster as a build should be separated from the Mid-Offensive because they aren't that similar.
DF  Post #: 10
6/30/2015 5:49:43   
crabpeople
Member

quote:

At lower levels, you will need WIS to survive; AoT has fairly high mana costs if you consider how low your mana is at levels below 30.


You shouldn't be using a tier 3 class under level 30 to start with. The thing I don't like about those kind of stat builds is that they're not completely realistic because the untrain option doesn't appear anywhere. At mid-high levels amount of currency you can afford to retrain your stats.
Cuz let's be real. At lv1-30 you definately need 100 WIS for this class because your base mana pool is low and the amount of WIS you earn is little aswell. While at lv80 you need way less WIS.

That being said... I agree that your stat build suggestion is better than mine in case you don't want to put stat untraining feature somewhere.

quote:

Removed damage comparison section, I cannot afford every class, cause I am not purchasing DCs for the time being, so what I have I need to last me for quite a while... (I can only buy 1, or 2, cause again, what I have needs to last me.) (never really bothered to check my DC count till now, I am sorry)


It's fine. It's an extra not a necessary thing. But in case you want to reconsider, you'll need other forummities help that own the classes you need.

Below: The reason of those small differences is because of the rounding of numbers. In most cases the rounding is up instead of down. Also the thing that screwed your calculations the most is assuming that the 100% wepaon damage is 70,4 instead of 70.

Example: 100% ->70 Attack button is 88 damage. 70*1,25= 87,5-> rounded up is 88.
You don't have to find out the damage of the skills. You have to VERIFY if the provided values are correct or not. Revising is easier than researching.
Thank you for saying that I'd lie since I gave those damage numbers directly to Jorath to post. The hits may be off as I didn't give him those but the damage numbers are exactly copy/paste from the coding. ~Ash

About Ash edit: I personally didn't find any issue with the damage values (same with my necro guide as far as I know). I found issues with AoT effect durations and number of hits. Anyways I think it's worth checking them just in case.

< Message edited by crabpeople -- 6/30/2015 14:50:50 >
AQ DF MQ AQW  Post #: 11
6/30/2015 11:59:21   
G Man
Member

I don't have much time to work on this today. (Mai Birfday, so I wanna relax some, as it's also my first day off in 2 weeks...)
I can do more, hopefully, like editing in stuff and submitting stuff to the 'pedia to be changed.
I was able to do this, however:
https://docs.google.com/spreadsheets/d/1r5zsmU8dME3207e2BN3nzRZAko5UjfiRipiA9hb80ko/edit?usp=sharing
(Hopefully this link works)
So yeah... not the best at math, but I think I calculated the numbers right. (Also only used my computers calculator, so yeah.)
Also I did state that these are not done "properly" I will be working on those in a little while.

Alright I think this (my numbers on that chart) is complete, and correct.

< Message edited by G Man -- 6/30/2015 14:08:19 >
AQ DF MQ AQW  Post #: 12
6/30/2015 14:15:30   
crabpeople
Member

I left you an edit at my previous post.

Happy bday!!!
AQ DF MQ AQW  Post #: 13
6/30/2015 16:07:54   
G Man
Member

Well got a little bored, did some more testing, added some notes to the skills section, and added icons. (I hope they are not too large...)

< Message edited by G Man -- 6/30/2015 16:12:30 >
AQ DF MQ AQW  Post #: 14
6/30/2015 17:31:34   
Ash
Member


Something to keep in mind, and this goes for ANY class.

Please refrain from putting personal preference into something beyond a section dedicated to it. I.E. "Cons: Dat cooldown" isn't a con, that's a personal judgement. When going through and listing pro's and con's it's best to be as direct and impartial as possible. Leave personal feelings to a section like strategy where you can talk about how the class works and what you feel is the best strategy.

Some skills have a "wind up period." This means that the actual duration is 1 turn longer than what you see because it applies, your opponents turn activates which means you CAN'T check the duration, and then it rolls over to your turn where you can check. This means that the effect IS STILL ACTIVE during the turn you can't see it. *coughs*Note: The description is incorrect, the effect lasts for 3 turns, not 4.*coughs* This applies to all classes and as such I'll be making a note in the info sub about that. The only thing that doesn't work like this are shields where it has to give you your "starting turn" on your turn which means instead of a 3 turn duration most only have 2.

When you remove an effect the game has to actually take a turn to process that. The "processing" of the effects happens when a turn end. Skipping a turn, the "bugged out turn" is actually the same turn that you just used. The game doesn't end your turn so it doesn't remove effects on that turn. Because people wanted Reset to skip a turn it runs into that issue instead of going ahead and properly clearing effects. That's not a problem with the effect, that's people not wanting to allow the game to properly process.
AQ DF MQ AQW  Post #: 15
6/30/2015 17:57:08   
Azan
Member

First, happy birthday to you!

Second, I read through your latest additions and you did a great job. I do have a few comments:

I noticed your con for Fragments of Eternity says "spammable". It's actually semi-spammable since it has a cooldown of 1.

Your con for Staff of Meanwhile also says this:
quote:

Cons: Element, and Type locked DoT

Ash, Hopeful, crabpeople or anyone, feel free to correct me if I'm wrong (as I'm not 100% sure of this), but DoTs being locked to a certain damage Type are not a con. I don't think they are affected by your base attribute's bonus. Plus, even if enemy has 999999 Magic Def, a Magic-type DoT can't miss, so that's irrelevant.

You could also add a note to Continuum Tesseract explaining that the DoT is time-based, not turn-based like all the other DoTs in the game. Right now you don't specify it in the skill commentary itself.

I'd also change your "Mid offensive" build name to "Beastmaster mid-offensive", as it can lead to confusion (traditionally, mid-offensive builds rely on STR/DEX/INT rather than CHA). Or you can just create two builds with the exact same numbers, except the STR/DEX/LUK you put in the Mid offensive build is converted to CHA in the Beastmaster mid-offensive build.

About your Defensive build, it's a good idea putting points into Str/Dex/Int, but if you really want a full Defensive build, these points could be used into LUK, as it increases evasion. (not sure how well such a build would perform in practice though.)



In addition, I did find some typos:

quote:

pumping out damage do destroy

to (from Stats/Pure Offensive)


quote:

Level: 20
Str/Dex/Int:

You lack a 0 after Str/Dex/Int. (from Stats/Defensive)


quote:

Attack Type: Weaoon's type

Weapon (from Skills/Absorb Essence)


quote:

Freeze your foe in time!

Not a typo, but you forgot to add the italic tags. (from Skills/Time Lock)


quote:

faster than you though.

thought (from Skills/Fragments of Eternity)


quote:

Note The -40All

Note: (you forgot the : there) (from Skills/Timeline Shift)


quote:

it puts there light/dark resistances

their (or you could just say "your enemy's, up to you!) (from Skills/Lux and Tenebrae)


quote:

after initially using Lux Et Tenebrae Allows a skill

Tenebrae. Allows (from Skills/NeverWas Cross)


quote:

skill./i]

skill. (from Skills/Orb of Time)


quote:

I would like to mention, that since Avatar of Time has somewhat low defense, a weapon that can heal you on hit recommended,

The coma between "mention" and "that" is not necessary. And you lack the word "is" between "hit" and "recommended". And the coma after "recommended" should be a dot. Nevermind that last one. (from Combat Strategy)


quote:

distribution numbers,

This coma should be changed into a dot. (from Thanks To/Hopeful Guy)



Typos. They're like pokemon. Gotta catch them all.

< Message edited by Azan -- 6/30/2015 20:28:12 >
Post #: 16
6/30/2015 18:07:48   
  Hopeful Guy

Hope Upbringer! (DragonFable)


An addendum to what Ash said: it's far more helpful to say 'The cooldown is quite long, so you will not be able to use it very often' or 'Because of the high mana cost, this skill is less effective in long quests where you can't easily heal' than 'Dat cooldown'. If you are going to assert something, give some detail to make it clear why you make that assertion.

With regards to the Defensive build, I suggest more the following at 80: 170 END, 125 WIS, 100 LUK. A truly defensive build doesn't actually have to have 200 END- that is unnecessary with AoT. The extra mana actually turns out far more useful, especially in long fights.

quote:

Effect: Summon a phone booth with Doctor When inside to attack one target with his sonic driver for 3 hits, followed by his phone booth hitting once for 4 hits of 160% damage with 200 Bonus.
Note: You do NOT gain 200 bonus by using this skill, the skill itself has 200 bonus. Meaning the skill has a VERY low chance of missing. Also the description is misleading, you do 4 hits of 40%, for a TOTAL of 160%


Why would you say the description is misleading rather than just correcting it there? '4 hits of 40% damage for a total of 160%' could replace that.
DF  Post #: 17
7/2/2015 13:46:48   
crabpeople
Member

AoT pedia entry: There's no appearance pictures in the skills. You could do them and use them in both the pedia entry and your guide.

About your skill section: Mmm I might help you later a little with the pros and cons (although I'm not a fan of the pros-cons style).
What I can tell you is that AoT can trigger ALL the weapon specials like most classes.

Edit: Ok... This time I won't go that easy on you . I mentioned before that skills doesn't necessarily have a con. Keep that in mind.

-Reflections of Nothing
quote:

Pros: The blind is as strong as DragonLord's Light Dragon Spirit skill.

Well I suppose it's fine. I would link to the DL pedia page cuz some people might not know about his recent changes.
In case you want to change it. I would come up and say that it's above the average 50 blind that you see In lots of classes.
quote:

Cons: Even with the blind, enemies can still hit through it.

That would be acceptable if we're talking about a under-average or weak blind (40 points or less). That's not the case.
You could mention the blind duration of 3 turns instead. But again it's not a cons in reality because it's ok for a OFFENSIVE class.

-Absorb Essence
quote:

Pros: It's a "immediate" free heal, similar levels of heal (like Necromancer's heal) take a few turns and mana.

I don't think you should be comparing stuff between classes with different roles. Necro is a defensive armor (if someone said defensive-oriented hybrid I would buy it aswell).
You can say that it's a skill with no cost that heals both HP and MP.
quote:

Cons: The cooldown is rather long, with a somewhat low heal when put next to some other classes. You must also land hits to recover health and mana.

Finding heals at offensive classes is rather uncommon you know. So if they got one, don't expect it to be OP.
Examples: RW? no heal Ascendant? no heal SW/MSW? no heal ACC? yes it has. less cooldown but cost tons of mana. DK? yes has some heals. Only exception of good heal is KAA heal (and look at the cost of that skill)
So... the cooldown is not a cons because is a OFFENSIVE class.

For the Con I would mention connecting the hits in order to heal hp/mp and: If you use this skill as a finisher you're not likely to obtain 15%h p/mp. Which is more gameplay related but it could do.

-Time Storm
quote:

Cons: Again, it's a pretty long cooldown, especially when compared to the combo of Lux Et Tenebrae + Neverwas Cross which has 400% more damage which costs an additional 29 mana, and can be completed 3 turns sooner. (needs revision)

15 turns is normal cooldown for crit skills you know. Comparing to no crit skills? That doesn't make much sense. You're supossed to loop it knowing that it's a crit skill and has higher cooldown. Also it's the move that does the most damage because criticals are not included at damage calculations (if you do, Ash will kill you ).

This is a case where it's hard to come up with a con. I really can't think of any about this skill.

-Jolting Blast
quote:

Does less damage that your standard attack. Enemies can still kill you, as they still do 60% damage.

Again... "Does less damage that your standard attack" that's not a con. It's an OFFENSIVE class. You're obtaining an effect for the prize of some damage. Also... so what? It's not like you're going to use this skill after shift. If you do, you're doing it wrong.
"Enemies can still kill you, as they still do 60% damage." Well... It's a skill that reduces incoming damage... not a skill that AVOIDS damage (blind/shield).
Look it at this way: You take 60% damage over 5 turns. That's 300% damage instead of 500%. That's a 2 turn shield.

This is another skill were I can't find a con.

-Time Lock
quote:

Pros: It's your standard stun skill, with many uses.

pros: If target has immobility resistance. You can use it after shift in order to have more chances to be succesful.
quote:

Cons: Only hits once, so you have to "roll" the lucky number in that one hit, that allows the stun to happen. It also has a fairly lengthy cooldown.

The cooldown is pretty standard. Most stuns have 12-15 turns of cd so.... not a con.
The 1 hit aniamtion... Not a con. You're not supposed to have multi hit stuns to start with. Having them is a bonus not a right. Also multi-hit stuns are more friendly to hybrid and defensive classes. Also you're forgetting that reset allows you to do that roll again.
SW/MSW: 1 hit ACC: 1 hit KAA: 1 hit DK: 1 hit RW/ASC; 2 hits

This is another skill were I can't find a con (yes again).

-Fragments of Eternity
quote:

Pros: A nice short cooldown, potentially 15 hits in total, which would lead to a likely proc of a special

special->"On-hit weapon special". More skills are multi hit like shift and orb so if you wanna mention the on-hit specials, mention them at the rest of multi-hit skills (the amount of hits criteria is up to you).
quote:

Cons: Spammable, can cost you your mana faster than you thought. (needs revision)

Since when having a low cd on a skill is something bad? You're not supossed to spam this skill outside mult battles anyways.

This is another skill were I can't find a con (yes again and again).

-Shift:
quote:

Pros: The damage is really solid for its cooldown, and cost.

Mmmm that's "meh". I would mention the virtues and disgraces of the -all nerf. Yes not everything is an advantatge. Main virtues are the increased stun chace, double damage from dot sources and exploitable damage from pets/guests (making it viable as a BM).
quote:

Cons: The skill is Evil locked, which in most instances is a neutral element. Can ruin the bonus effects from Lux Et Tenebrae if used before it.

That is fine as a cons.
You can mention that due to the -all skills nature, If the enemy has a healing move, it will heal even more.

-Allons-y
quote:

Pros: Nearly unmissable. It's a bit of a lower mana cost. Has a fairly low cooldown.

Remove that "naearly ummissable". A +200 bonus means always hitting.
a Pros would be: This skill allows you to hit shielded enemies.
quote:

Cons: CAN still miss.

It can't. Rolling a 1 is a miss yes. But that's not the skill's fault is just how the game is designed.

This is another skill were I can't find a con (yes again and again and again).

-Staff of Meanwhile
quote:

Pros: Pretty high damage in total. (300% weapon Damage) Nearly loop-able DoT

pros: Combined with Shift allows you to do double dot damage for a few turns thanks to the -??? resist (from the -all).
quote:

Cons: Element locked DoT

that's not a cons with this class because it has a -all resist nerf. And even if it the class didn't have the debuff... It's not a cons after all.

This is another skill were I can't find a con (again X 4).

-Lux Et Tenebrae
quote:

Cons: Enemies need to have a resistance to light/dark/all for the skill to have its bonus effects. (Needs revision)

That's not a con. The effect is a bonus after all. Also look at the bright side. If you can't trigger the bonus effect, then you can safely use this skill with shift debuff for extra damage.

This is another skill were I can't find a con (again X 5).

-NeverWas Cross
quote:

Pros: HUGE damage. Can be used at any point after initially using Lux Et Tenebrae.

Insist on the "it can't miss" thing. That makes a second tool that you can use against shielding enemies.
quote:

Cons: Requires Lux Et Tenebrae to be used, which has a longer cooldown. (needs revision)

The lux et tenebrae requirement isn't a con. If this class had no requirement, it would do less damage.
the cooldown thing... it's tricky indeed. I'm not sure if it is really a cons because the lower cooldown of cross gives you some turns of freedom where you can decide when is the ideal moment to use it.

This is another skill were I can't find a con (again X 6).

-Continuum Tesseract
Can't help you here. I would check the cons. I think that the cube zaps the target you got selected. So if you swtich target it zaps that one instead. I'm not sure though (and I won't go ahead to test it).

-Orb of Time
quote:

Pros: Allows you to have two turns in a row. Actually lowers CDs by 4, as you take a turn while using the skill. (needs revision)

This is pretty much the same as what I said with shift. You have to analyze the pros and cons of having a double turn while your enemy has only 1.
That means: You: turn1: use orb (skips enemy turn) turn2: you do something -> enemy turn 1!!!: he does something.
That means putting in pros the helpful facts of you and your enemy (if enemy has weaknesses or nerfs, they're countdown doesn't go down) or you (if you have a bad effect it will go away 1 turn sooner).
and same with cons. Just saying the opposite (enemy benefitial effect will run out 1 turn later) and (your benefitial effects win run 1 turn sooner).

This skill is perfect for AoT because it synergizes a lot with his nerf oriented skills (-p.boost,blind and -all resist).

quote:

Cons: Locked to "no element", which is a neutral "element", has a fairly long cooldown, and the mana cost is somewhat high, especially for lower levels. It can also "bug" out battles if it is your finisher. (needs revision)

Complaining about the mana coost and cooldown means that you don't see extent of what this skill can do. A skill that reduces the cooldown of the rest of your skills can't have a low cooldown by itselft to start with :).
The only exception is technomancer's overclock that has a somewaht low cd. And that is becuase his damage output is not really high and the duration of his stuns are only 2 turns.

< Message edited by crabpeople -- 7/2/2015 16:34:40 >
AQ DF MQ AQW  Post #: 18
7/2/2015 15:24:44   
G Man
Member

If you think a overview of the skills would be better and more helpful I can switch to that. I'll still keep credits about pros and cons, as they were helpful.
And yeah, I can do the images, I have time (They wont be the BEST as I have to use my chromebook, and I for the life of me cannot use tracking pads effectively, so there'll be some red along the borders)
AQ DF MQ AQW  Post #: 19
7/2/2015 16:44:34   
crabpeople
Member

Well take a look at the book a wrote for you just above :)
If you want to keep with the pros-cons go ahead. Is your guide not mine. But you gotta be critic about what you put there. I mean... you gotta be as objective as possible and sometimes is not easy.

Note: You don't have to hurry. and I don't want to pressure you. It's your work and you'll have it done when it's done... you're volunteering after all.

< Message edited by crabpeople -- 7/2/2015 17:46:49 >
AQ DF MQ AQW  Post #: 20
7/3/2015 8:54:12   
Azan
Member

After taking a second look at your stat builds, I can say I think it would be a good idea to add some to the list you have right now. What I can think about is:

Tank Beastmaster
At lvl 80, 150 END, 125 WIS, 120 CHA
Explanation: The Beastmaster build you have right now is purely offensive.

Mid-Tank
At lvl 80, 125 END, 120 WIS, 150 STR/DEX/INT
Explanation: You have a full offensive build and a full defensive one, but sometimes this kind of hybrid build can be better.

Mid-Tank Beastmaster
At lvl 80, 125 END, 120 WIS, 150 CHA
Explanation: Same reasoning than above, but switching STR/DEX/INT with CHA.

Feel free to correct me if those builds are unrealistic, but I think they could be useful to some players!

Edit: Another question, and I'm not sure if anybody other than Ash can answer this, but in your description for Staff of Meanwhile, you say:
quote:

Effect: Attack one target with the Staff of Meanwhile, dealing 7 hits of 21.40% damage for 140% total damage. If one hit connects, it applies a Magic, ??? element DoT effect that does 40% weapon damage for 4 turns.

Are we sure the DoT's element is ??? ? Considering how Orb of Time is None-element, I'm just not sure... sorry if this was confirmed elsewhere.

I always give total damage done, effect totals, and elements when I give stats for future reference. If people have issues counting number of hits or effect lengths I can also provide those but the basic numbers that you need to know to actually figure out the class is always going to be correct. (Most times the effect lengths are wrong in entries because people ignore the note I already made in this thread and just put the turns they can see when that isn't always correct.) ~Ash

< Message edited by Ash -- 7/3/2015 9:23:53 >
Post #: 21
7/3/2015 9:10:33   
crabpeople
Member

the dot is ???. Demonstration: Tomix battle at book 3 ravenloss part 2 has ??? resistance. If you use shift and the staff skill. The dot does not increase in damage. So yes it's ??? element 100% sure.

About your build suggestions: I disagree with them. AoT is an offensive class. And it's defenses are pretty much trading blows at reduced damage.
The defensive build (that should be not fully defensive in my opinion. Better a mix between END and damage stats like your mid-tank but with less WIS and more to the other 2) is just pushing too much. The class is not good for long battles. And with the END help you're trying to archieve something that the class is not designed for.

With all this I'm saying that full tank and BM tank builds are a bad idea and a semi-tank is fine to a certain degree (can be helpful at questing if you have sustain problems).

I'll repeat again. It's an offensive class and sacrifing str/dex/int/luk hurts this class a lot. That being said I only think 3 builds are good for this class: offensive,offensive BM and semi-tank(mid-tank whatever).

< Message edited by crabpeople -- 7/3/2015 9:19:31 >
AQ DF MQ AQW  Post #: 22
7/8/2015 15:56:44   
Azan
Member

The guest additions you put are nice. If we're talking Defensive guests there, I repeat my suggestion of Niki - her skill Barrier is a useful shield, and she does not take the guest slot Mritha is in, so you can combine the two for an awesome shielding combo. It'll be especially useful for AoT since it lacks a shield itself.
Post #: 23
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