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Tank beastmage/nuke mage

 
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8/16/2025 14:13:13   
cyrax98
Member
 

Currently running a tank beastmage/nuke mage hybrid build with End/Cha/Int

Armours I use Warforged, Tribal Shaman, Bard of War, Rubicon, Necromancer, Doomlight, Coal Golem, Nightmare Regalia, Praetorian Warlock

Pets/Guests I use Creature 72, Poelala, Mosquito, Storm Knight, Pridelord, Rubicon, Scarab


Thinking of getting Grimlord & Queen Aegea from ggb as well, any others worth to get currently available in the UR/R GGB shop?

< Message edited by cyrax98 -- 8/27/2025 6:16:33 >
Post #: 1
8/21/2025 16:58:22   
Animenut1
Member

Well, the answer somewhat depends on what you mean. Do you want fully defensive, or spellcasting? Those are different leans. Spellcaster builds are different than FD builds with decent offensive options. I'll post a few ideas for both ends.

So, for spellcasters...

Praetorian Warlock: Location: Today's Events -> Final Solstice: Twin Gambits. Fire-element. Powerful armor with built-in celerity and MP regen at the cost of SP. To extremely oversimplify the armor, pay 98SP per turn to have 25% chance of gaining celerity after casting a spell. Comes with built-in (standard) fire spell.

Nightmare Queen's Regalia: Location: 6000 Z-Token package (Nightmare Queen's Gown). Ice-element. Has "Initiative" (almost guaranteed to move first). Passively inflicts one of two statuses every turn. If enemy did not act last turn, chance they gain 14% (weapon element) elevuln. If enemy acted last turn, chance they are inflicted with (~14 * weapon resist)% fear. Has two toggles. One swaps between two states, inflicting different amounts of poison damage. The other toggle basically just does what the passive debuffs do, but stronger, for a cost, when you attack. Comes with (standard) ice spell that can nuke feared targets or heal the player.

Necromancer: Location: Travel Map -> Obsidia's Lair -> Elite Necromancer Armours. Just...get Necromancer. There's WAY too much for me to even attempt to cover about this armor. It's arguably the best armor in the entire game. It is so utterly ridiculous how good this armor is that any INT builds NOT using it are actively choosing to play the game wrong. Getting it requires some work since the player needs to rank up Mage/Wizard classes to start the Necro line, but lord is it worth it. When you get to the point where you can buy it, get the Commander variant since you're a Tank-Beastmage thanks to that END/CHA investment. Spellslinger's variant is for pure mages (INT/END/LUK). I know that you said you ran a "Necro spellcaster build" before, so you likely know about Necro, but if I DON'T mention this class in a caster conversation, I'm asking for some terrible karma.

Vampire: Location: Travel Map -> Darkovia Forest -> Vampire Castle. This is not an "armor", technically. It's a sub-race. There's literally no reason not to pick subraces up since they do not take up an armor slot. They're effectively free reasonably-powerful "armors" with zero downsides.

For fully-defensive options a mage (not necessarily a CASTER) could use...

Sol Neko for FD beastmasters, Luna Neko for 100-proc builds: Location: Travel Map -> Sail East -> Travel South -> Haven -> Become a Neko! Has different elemental variants. Sub-race. Similar to other subraces and classes, there's a lot to cover. All I have to say is that it's a subrace and that justifies getting it all on its own. However, Sol Neko focuses more on pet DAMAGE, so if you're running Poelala to just boost YOUR damage, Luna Neko would likely be better. You'll just need a 100-proc weapon for Luna to be fully effective.

Overflowing Typhon Shard: Location: Rainbow Path Festival -> Festival Quests -> Misfit No More! Water-element. Sounds like you enjoy playing with status effects, and this armor is really good with that while remaining quite powerful. Comes with built-in +10 omni status potency. Basic rundown is two toggles, one inflicts Panic on hit, the other elelocks to water (so elecomp makes normal attacks deal much more damage), heals roughly ~40 hp per hit, and attempts to inflict water burn for 4 turns. Very SP-heavy, though. I recommend grabbing Zfinity Gauntlet: Soul whenever you get the chance (it's supposed to be in the LTS right now, but it's...not?). Super useful for SP upkeep. Essence Orb (Guardian shop) otherwise.

Lost Talon Guardian: Location: Warlic's Shop -> Mastercraft Sets -> Lost Talon Set -> Temple of the Four Skies. Generally-useful wind-element armor focusing on status infliction. Quite good at inflicting Panic, as well as a built-in wind elevuln skill, but you may find its ability to inflict a PERMANENT omni status weakness most attractive since it would synergize well with your other status-heavy armors.

Paladin: Location: Travel Map -> Halls of Honor -> Elite Paladin Armours. See Necromancer. Same deal. Literally just way too good of an armor. Necromancer is more of a status bomb useful against most things, while Paladin is primarily used against Undead/Demons for its triggers essentially making the greatest undead-killer in the game by a comical margin, but Paladin really is just good against everything. Especially when paired with Ebony Sepulchure Form's skill, which can force nearly anything to have the "Undead" tag, making Paladin's most brutal use effective against anything not immune to Sepulchure's skill. "Champion Holy Arcanist" variant is for beastmages, even if your pets aren't attacking.

Since you seem to like *status infliction* specifically, I won't bother listing elemental offensive spells unless you want me to, but I will note a few good utility/status effect spells worth considering.

Griffin Airstrike FF for FIRE element, Griffin Airstrike DD for WATER element, Griffin Airstrike LL for LIGHT damage: Location: Valencia -> Golden Giftboxes -> UltraRare Shop. Can inflict fire/water/light burn or blind for 5 turns each, or full damage.

Ancestral Forbiddance: Location: Warlic's Quests > War Between Shadows > Shadowfall 1. Water spell. Pays about 100hp, auto-hits, deals no damage, but attempts to inflict a choke AND water burn for 8 TURNS.

King Claw Assault: Location: Ballyhoo -> Contests -> Mermazon Champion. Water spell. Can inflict water elevuln or water drain poison (poison damage enemy takes heals you) for 4 turns.

Mandate LXXIV: Location: Mogloween -> 2021: Zombie's Landing. Earth spell. Attempts to inflict choke and blind for 2 turns. Weak damage.

Absolute Darkness: Location: Warlic's Shop -> Quests -> Dragonlorn Keep -> The Far West. Darkness spell. Attempts to inflict 2 turns of darkness elevuln, but more importantly, PERMANENT Blind! And this effect STACKS, so the Blind can be repeatedly worsened.

Runic Binding: Location: Warlic's Shop -> Quests -> Dragonlorn Keep -> Darker Memories. HARM spell. If you didn't already know, enemies have two hidden element resistances. Harm and Void. In nearly all cases, Harm resistance is 100% and Void is 200%. So that already makes this spell useful against enemies that resist all elements, but then it ALSO gives you 10% elemental empowerment for 4 turns and inflict ~17% omni elevuln on the enemy for (Hits connected, up to 4) turns. Basically a 25% damage boost.

Arms of the Dragonguard (MP): Location: Valencia -> Golden Giftboxes -> UltraRare Shop. Fire spell. Deals damage and gives you hypercritical for 1 turn, scaling with INT (for the MP version). Since you have max INT, you'd get +10 hypercritical, which means 100% lucky strike chance on the next turn.

< Message edited by Animenut1 -- 8/21/2025 17:38:18 >
Post #: 2
8/27/2025 6:15:10   
cyrax98
Member
 

Thanks, I am currently running a tank beastmage/nuke mage hybrid build, I have most of the armours/spells you mentioned too. I heard that hypercritical status got reworked, and now boosts lucky strike damage instead of chance. Is it still worth getting Arms of the Dragonguard?

< Message edited by cyrax98 -- 8/27/2025 6:17:44 >
Post #: 3
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