Primate Murder
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1) The meta stays the same - stun lock the monster and kill it with extreme prejudice. 2) Ironthorn remains the best earth shield for warriors. 3) WKZ still has the strongest (non-stackable) skill. As for equipment: Weapons As the best wind weapon is premium, I would suggest making Wind your no-drop element to avoid having to use compression. Bloodzerker Sword is slightly superior to Thrale's Scorn, as it has an FSB with Bloodzerker armors and no special. For water, Bloodblade remains among the highest pure damage weapons, though you might want to take a look at the revamped Kindred sword for autohit utility. The Blade/Lance of Frostval Past from your storage are amazing nuke enablers. They have a clickable 1/battle +60% ELeVuln infliction, which gives them unmatched synergy with any ice nukes. There's are Terra and Voltaic variants for the Bloodzerker blades. While your Zealot's Wrath is the best standalone weapon, you might want to switch it out for the Morningstar Cross, as its synergy with Bloodzerker armors gives you powerful nukes for several different elements. Your Terror Eater has great synergy with Werewolf's qc Snarl. Alternatively, your Agony's Embrace deals ~20% bonus damage. Armors Water has a Bloodzerker variant. 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 fairly high elecomp, making it one of the better wind nukes. Horo Show and Taladosian are old standard armors, meaning they get the strongest elecomp bonus to damage. Angel of Souls' skill costs hp, making it easily spammable. Shields Samukematsuri Buckler gives you a minor source of sp regen. Celtic Wheel, in conjunction with an Int misc, gives you enough mp to cast Moonwalker's Grace. There are quite a few good ice shields, but the one I would recommend is probably Pies. With the changes to booster pets/guests, its Cha drive actually becomes useful. Chieftain's Ironthorn remains the best earth shield. There are no outstanding energy shields, so just keep the Protector. If you find yourself with a spare UR, get Golden Dragon Head shield for a boost to your LS rate. Otherwise, Scarab Shell has a toggle to lower monster MRM, which would increase the accuracy of all your attacks. Terror Drinker, when paired with Werewolf's Snarl, gives you a qc heal. Spells Thernda, Dunamis and Purple Rain are must-haves. Some of the spells that could be cast inside the PR loop: - Moonwalker's Grace. Qc Dex booster, costs mp. - Edoc Imanok. Qc MRM boost, enhances your blocking. - Arms of the Dragonguard. Make your next attack an automatic Lucky Strike. Not qc. - Buffalot Beach Bod. Qc Str boost for 3 turns. Premium, unfortunately. - 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. Runic Binding gives you a harm SPell. Miscs EO, SFP and Blood Contract remain unmatched in their respective niches. Love Potion has received an incredible buff in that it's no longer limited to one stun per turn - you can control the monster for as many turns as you have sp. Helm of Frostval Past gives you a qc bth bonus - and can then be switched out for Blood COntract to get the best of both worlds. Terror Visage increases your Snarl's chances of inflicting Fear. Bell Shell 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. Hope the info's useful and don't hesitate to ask if you have any questions!
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