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!
|