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Help Needed for Returning Lucky Hybrid

 
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9/22/2020 7:28:16   
Skyscrapping Toad
Member
 

Hello,

My character: http://aq.battleon.com/game/flash/charview?temp=74936894

I haven't played this in a long time and see that the lucky hybrid is not in the guide anymore, but I still want to continue with this build since it's fun. My character is currently fairly weak (he was even weaker before, but thanks to another thread where I asked for help that seems to have gotten deleted due to too much time passing, I got him a bit stronger). I have almost maxed dracopyre armor and have started on the assassin armor.

So my questions would be:

1) How should I proceed with stat upgrading? I planned to get luck up to 200 first and then go with intellect 200, as well. Is this a good way to go?

2) Which weapons/spells/etc. do I need to get? Is the Cleric's Reputation truly my best light weapon from what I have at the moment and should I just discard the others to make some space? Note that the dracopyric flyer is dark element, I believe it can also be earth in some cases. I'm especially looking for a better fire weapon and some spells that I could use my mana for, like for health recovery or spells with multiple hits and solid damage.

Thank you in advance.

Regards,
Skyscrapping Toad (yes, the first word is incorrectly spelled, I'm hoping there'll soon be an option to fix that :D)
AQ  Post #: 1
9/22/2020 9:42:33   
Skyscrapping Toad
Member
 

Here are some things I did to improve the situation, since I think it will be useful to someone who reads this:

- I noticed that there's a better version of Cleric's Reputation available, Paladin's Fame, so I got that.
- I went to the Yulgar's intermediate shop and bought a few light and fire items close to my level. Fire Lord's Axe level 84 turned out to be plain better than Riot Gunblade level 70, whether it be normal attack or special.
- The Golden Eye from Yulgar's intermediate shop seems to be a little better in terms of normal attacks, but I have yet to compare it well and it has no special attacks, so it is not bad to have together with Dracopyre of Night armor's skill Draining Bite.
- Paramount Blade of Rennd dropped off compared to these two other lgiht weapons since there's no verson above level 70, so I sold it.
- I got Ultra Omni Night Blade from Anniversary Event to have a both water and ice weapon in one.
- I bought the Vikings sword in the Yulgar's shop to have a wind-element sword.
- Thanks to the advice of Primate Murder, I also got Mghty and Arcane Warmaster's Reaver in case I need to make more space.
- I sold the low level pets who were no longer of use to me.
- I sold the low level armors which were no longer of use for me.
- I sold the low level items which also still needed a turn to use. Bought three Zfinity items, Time, Mind and Soul as recommended by Primate Murder. Also bought Kitsune Mask and Excelsior Elixir for the time being.
- I sold various low level spells and bought the Runic Binding spell as recommended by Primate Murder. It's no wonder these level 20-40 spells didn't do damage at level 85 coupled with my 100 INT.
- I got the Osiris set misc item as per the recommendation of Primate Murder and also got the light shield and pet, as well as wind pet there in order to have anything to use for those purposes for now.
- As per the recommendation of Primate Murder, I got the Kindred sword, staff, shield and pet. At the very least, I need the shield for water defense and we'll see how the rest compares to what I have. The kindred sword seems to deal somewhat less damage than the usual weapons that I have, but the 100% accuracy is great for certain situations.
- I bought the wind shield and energy shield from Yulggar's shop to have those defenses.
- I bought the skull sword and energy flail from Yulgar's shop to replace my weak darkness and energy weapons.
- As per the recommendation of Primate Murder, I got the War's Legacy offensive armor. It is able to deal a lot of damage, especially fire damage, while also providing good fire defense.
- In order to become a werepyre as per Primate Murder's recommendation, I went through vampire and werewolf class quests (I needed to go through The Cure mission in between, which was really annoying because of how poorly it worked and how it also made it so you don't get the cure if you click too much as it'd automatically select the "don't take the cure" option). I got the level 70 dark weapon and earth and dark spells from the werepyre shop. This stuff indeed seems to be very good for hybrid builds.

I'll update this post further as I do a few more things to improve my character.

< Message edited by Skyscrapping Toad -- 9/24/2020 3:05:17 >
AQ  Post #: 2
9/22/2020 9:42:44   
Primate Murder
Member

Welcome back!

First of all, I'd like to mention that the stat cap has been raised to 250. This means that as an adventurer, you can max out only 2 stats, and I suggest starting with Str and Int. This will still leave you with about 25% loss in accuracy due to 0 Dex, and this is where the second piece of good news comes in...

The werepyre subrace! Over the past few years, several subraces have been revamped, but none are as relevant to you as werepyre. The werepyre armors have a lvl 0 passive which allows you to use Str+Int in place of Luck for weapon attacks, available even to adventurers. It also has a powerful bleed attack, a Str/Int stat toggle, immunity to stuns and a guest that can restore sp (which is really nice since adventurers can't access EO). So I really suggest doing the Cure, leveling up your werepyre and making it (and the elemental variants lvls 95+) one of your main armors.

Next, the current meta tends to focus on stun-locking the monster, then nuking it with powerful elelocked skills. Maximum effect at minimum expenditure. Check out Commonly Used Strategies (particularly the Purple Rain loop) for more complete information.

Now, without further ado:

Weapons

Presuming you intend to mostly make use of werepyre armors, I suggest filling your weapon inventory with magical weapons. Werepyre brings their damage up to melee level, but a lot of miscs and other effects give a slightly larger boost to magical weapons - not to mention that Poelala pet and guest are both available without any rl $ spending.

As an adventurer, you'll need to run compression to fit in a full list of elemental weapons. Here are some reasonable and easily available options: Carnafex Sceptre (fire/ice), Warmaster's Reaver (fire/wind), Wicked King's Wrath (fire/dark) and Ultra Omni Knight (water/ice).

As for your other weapons, that depends on what compression you chose:

- The werepyre shop has Earthen and Midnight Werepyre Blades, which use Str+Int in place of Dex (basically giving you a lot of free accuracy). A later update also gave them a Magic mode and bonus damage in werepyre armors.

- Bloodblades and Bloodzerker Blades are easily among the best weapons the staff have ever released. They pay a small hp cost to deal bonus damage with both weapon attacks and spells of their respective elements.

- The revamped Kindred sword has a chargable autohit. You can gain enough charges every turn with the Kindred pet.

- Arcane Cutlasses (fire, light, water and wind) give +28% damage to spells of their respective element. There are also Hydro Pen and Arctic Athame is you're searching for spell boosters.

- Loremaster's Tome (from Falerin's Memorial) has light, earth and harm spells compressed, as well as an option to Draw Mana.


Armors

As mentioned above, werepyre armors fit in really well with your current build, is immune to stuns and has a compressed guest that allows you to use sp-based skills more often.

Bloodzerker armors are some of the strongest armors in the game. They deal +20% damage for an hp cost and have a toggle that locks them to 2x armor element damage - a cheap and useful nuke.

The Bloodmage armors are their magical counterpart. They deal +50% damage with all spells for an hp cost and have a compressed spell with a high elecomp.

Unfortunately, both of those require UR GGBs, so here aresome cheaper alternatives for a variety of elements:

- War's Legacy is an incredible armor for adventurers. It has a fear-inducing skill and a fire SPell, but most importantly, its Mayhem skill allows you to make a weapon attack that does 2x damage - basically, you get spell-level for every element!

- Torontosaurus Rex, WHEEL, Horo Show, Taladosian and WKZ (token) have incredibly powerful attacks of their armor element.

- Angel of Souls has a darkness skill that costs hp instead of sp or mp, making it easily spammable.

- The new Paladin armor may not have top level variants yet, but it's an updated class with a lot of useful skills.


Shields

Wartorn Heirloom allows you to compress wind/darkness elements.

Overlord shield harms the monster each time they hit you.

The revamped Kindred shield stores charges for a qc sp/mp heal.

Pies allows you to get a little more from your pets and guests.

Chieftain's Ironthorn has been updated and now gives you a Str drive.

Taladosian has a small chance to halve the damage you take from any hit.

Avenger's Bulwark (light if you train knight to lvl 5 and choose Rennd) stores charges for a qc EleShield.


Spells

First of all, you'd want Poelala - a booster guest to enhance the damage of your nukes.

Essence of Carnage toggles between restoring your mp based on damage dealt and boosting the damage of your Melee attacks with a bit of Backlash.

Most pure damage spells would fall short of the damage you can do with armor nukes. As such, you'll only want ones that stand out in some way, shape or form:

- Warmaster's Burst (wind version) does +50% damage for an hp cost.

- Destruction Burst does the same and also seeks between fire and darkness.

- Archmage Research or Runic Binding give you a source of Harm damage against low-resist mobs if you decided not to pick up Loremaster's Tome.

- Sizzler 'Splosion sacrifices some damage, but autohits. Useful, considering that wind has a lot of high-MRM mobs.

Next up, you'll want the support spells:

- Purple Rain is one of the most useful meta spells, to the point where there's an entire strategy build around it (see Purple Rain Loop in Commonly Used Strategies linked above). It acts as a save point - cast it once to save your current sp/mp/hp, then cast all your buffs and debuffs, then cast Purple Rain again to return your sp/mp/hp back.

- Moonwalker's Grace. Qc Dex booster.

- Edoc Imanok. Qc MRM boost, enhances your blocking.

- Angry Trobble. Accuracy boost for several turns. Not qc.

- Arms of the Dragonguard. Make your next attack a guaranteed Lucky Strike. Not qc.

- 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

As a 0 Cha build, you don't have much reason to use anything except Poelala. It's your first UR priority and boosts the damage of all your magical weapon attacks and spells.

The only other pet worth mentioning is the Kindred pet, which can gather charges for your Kindred weapon or shield.


Miscs

First of all, I'dlike to mention that zfinity gauntlets, a set of particularly powerful miscs have returned to LTS for an unknown amount of time. Of particular note are Time (guaranteed stun, qc, against anything w/o stun immunity), Mind (qc conversion of sp and hp into mp) and Soul (qc conversion of hp and mp into sp). Power and Space are also worth a look if you have z-tokens remaining, as they can increase the damage you do to the monster or reduce the damage it does to you, all w/o costing a turn.

Eye of Osiris boosts your Str, Int and accuracy.

Bell Shell heals a bit of hp based on the damage you deal.

Goggernaut Helm is a cheap accuracy misc that boosts the accuracy of every attack on the field, including your pets and guests and without the usual /2 for spells.


Hope the info's useful and don't hesitate to ask if you have any questions!
AQ DF  Post #: 3
9/22/2020 11:12:52   
Skyscrapping Toad
Member
 

Hello,

Thank you for your detailed reply.

I haven't checked out too many of the equipment and such yet, only read all of the text, but I have two questions for now:

1) Would you change my stats to 250 STR 250 INT and a bit more instead of 200 STR 200 INT 200 LUK 50 END that I was planning? Would only the werepyre armor have the luck part then?

2) What would be the nukes with the build that you recommend? From what I understood, is it the armor-based skills?

Regards,
Skyscrapping Toad
AQ  Post #: 4
9/22/2020 11:40:35   
Primate Murder
Member

1) Sorry, I mistyped - I meant it uses Str, Int and Luck for stats; as in Str+Int in place of Dex. Optimized werepyre build would be 250 Str, 250 Int and 175 Luck.

2) The strongest nukes would be the ones compressed in the armors, yeah, - or specialized wizard robes + Burst spells, if you've no need of mp. Check out Skill Power Ranking for a list of the strongest (non-composite) nukes in the game.
AQ DF  Post #: 5
9/22/2020 11:59:22   
Skyscrapping Toad
Member
 

1) I see, that sounds good, just what I want to have. Would it not be good if I switched the stats a bit? For example, to lower INT, increase LUK or END, or even to lower both STR and INT for these two?

2) Is there any MP-based healing spell that I could use, better than a potion, that is?

3) I got both the Mighty and Arcane Warmaster's Reaver. Considering that I have STR and not many strong spells/skills at the moment, should I be using the former?
AQ  Post #: 6
9/22/2020 12:18:01   
Primate Murder
Member

1) There's not a lot of point in having a small amount of Luck. To put it in perspective: maxed out Luck gives around 100% melee 10% of the time, averaging to 10% extra damage per round. Maxed out Str gives 50% extra damage on all melee attacks every round.

Most people use Luck for initiative, but between Whispering Raiment and Ambush potion from Lucretia, you already have a guaranteed first turn against any monster with under 100 Luck.

End is more of a safety net. Use as much of it as you wish - but with the understanding that you're likely to switch those points out later on when you become more confident in your playstyle.

2) There's nothing better than a potion (outside of composites, at least). They are, by far, the strongest source of healing freely available.

3) Sure! Outside of werepyre armors, melee weapons do 25% more damage anyways.
AQ DF  Post #: 7
9/22/2020 12:28:15   
Skyscrapping Toad
Member
 

Thank you again for explaining. Here is one final question that I have: What do you think I should prioritize getting at this point? I got various weapons to have all of the elements for now (I only had like 4 before since I was focusing on dracopyre which I have now maxed out), but I'm not sure what's the next most important thing to get. Would it be pets since pretty much only the Love Machine is useful? I feel like the shields and even the armors that I have at the moment are pretty sufficient for most battles, but maybe I need the werepyre armor right away? Or would it be spells since I am unable to do too much damage at once with what I currently have, though I have only 100 INT at the moment? Are the items important, since I have pretty much nothing useful and don't use them at all as they take up a turn?

< Message edited by Skyscrapping Toad -- 9/22/2020 12:29:23 >
AQ  Post #: 8
9/22/2020 12:42:15   
Primate Murder
Member

If you feel your current equipment is sufficient, I would suggest checking out the story. Level up Paladin, run through the Burning Solstice Saga, maybe check out Dragonlorn Keep quests from Warlic's (the war should be finished in the next few hours).

It might also be a good idea to decide on what (if any) zfinity gauntlets you're planning to get. We don't know when they are leaving - maybe next week, maybe next month - and it could be a while until they return.
AQ DF  Post #: 9
9/22/2020 12:45:48   
Skyscrapping Toad
Member
 

I feel like my weapons, armors and shields are currently fine, but not spells, items and pets, so I'm not sure which of the latter three to go for as the most important.
AQ  Post #: 10
9/22/2020 12:50:33   
Primate Murder
Member

Your spells can wait until you get more Int, and the main pet you need, Poelala, is in UR GGBs, no questing necessary. The other pet, Kindred, comes from the same quest as the Kindred sword and shield (and armor, if you want to pick it up as well) - so if you decide to go for it, grab the whole set.

You should, probably, pick up a few useful miscs asap.

P.S. Equipping a misc no longer takes up a turn - that was changed quite a few years ago.

< Message edited by Primate Murder -- 9/22/2020 12:52:31 >
AQ DF  Post #: 11
9/22/2020 13:21:32   
Skyscrapping Toad
Member
 

Oh, I didn't know that it can be done in the same turn now. That's great to know!

Regarding Poelala, it seems the odds are really low since I've tried four times and got the same thing three times and another once.

Anyhow, thank you for all the advice in this thread. It has been useful to help get me back to this game. Now if only they made it so that I can fix my username, at least with guardianship or something. :D

I wish you a nice remainder of the day.
AQ  Post #: 12
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