Hopeful Guy -> All you need to know about Kathool Adept (7/21/2012 8:12:28)
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All you need to know about Kathool Adept By Hopeful Guy Contents: Use CTRL+F to browse! {KA1} Introduction {KA2} Pros and Cons {KA3} Skills {KA4} Stats {KA5} Strategies {KA6} Equipment {KA7} Credits Introduction{KA1} Is there a more warp-bending, mind twisting class than Kathool Adept? The class, which can be purchased for 1800 DCs from Cysero's Superstore of Savings! -Cysero's Shop, is an offensive powerhouse that focuses on dealing high amounts of damage, but can ably defend itself. It is certainly a worthwhile expense of the hefty sum of DCs, although there are a few other DC classes which can be bought as an alternative. Pros and Cons{KA2} Pros: Extremely high damage output- Kathool is pretty much the ultimate nuke skill, doing a ridiculous amount of damage, and the armour has a base multiplier for damage on all its skills which increases as your level does. Good at farming- Shadow-> Kathool is excellent for smashing through any boss monster, and although Kathool has a long animation, Mad, Mind Twist and Red Tide all have much shorter animations for killing those weaker mobs. Decent shield- Writhe gives 255 Dodge which should make you unhittable, and only has a 6 turn cooldown on a 3 turn effect, so you will be protected at least half of the time. Good heal skill- Regenerate heals close to half of your HP over four turns, which can really make a massive difference when you're facing hard-hitting enemies. Cons Mana costs- 264 for Shadow, 190 for Regenerate, 68 for Fear and a lot of skills over 30 make this class sub-optimal for longer quests. A lot of your stat points will have to be invested in WIS, particularly since the nerf to WIS in engine version 14, where 1 WIS now gives 5 mana rather than 10. Not the greatest defensively- Kathool Adept is not quite in the same 'unkillable' mould as some other classes, notably enTropy and Pyromancer, which are both better uses of your DCs if you like to have defensive options. Obstructing text in quests- this is an issue with several classes, and can make it difficult to follow the plot. You may want to use a different class when going through dialogue. More of an annoyance than a major thing, though. Skills{KA3} [image]http://i.imgur.com/VfFenZ4.png[/image]Unnerve MP Cost: 19 Cooldown: 5 turns Effect: 200% Darkness damage, -25 Immobility for 10 turns Can be useful against bosses, but KAA is so powerful that it never really needs the defences. Use this sparingly and only if your damaging strategy fails to kill for any reason. [image]http://i.imgur.com/rRWJgj0.png[/image]Migraine MP Cost: 19 Cooldown: 5 turns Effect: Inflicts 107% DoT for 4 turns Not bad, but you don't really need this considering the plethora of better offensive skills that Kathool Adept has. [image]http://i.imgur.com/HdvMRhB.png[/image]Drain MP Cost: 0 Cooldown: 5 turns Effect: Attacks enemy for 5% of your mana and heals this to you. Seeing as KAA is a mana-burning class, this is really useful for some longer quests like the Neverglades or Ruins of Sil. Use this if you find your MP bar dipping below halfway, and if there is still some way to go in the quest. [image]http://i.imgur.com/HW2jvxa.png[/image]Regenerate MP Cost: 190 Cooldown: 15 turns Effect: 12% Heal for 4 turns. One of the best heal skills in DragonFable. There are 2 main negatives: i) Mana-burner: 190 MP will leave you depleted if you use it often. ii) Playstyle: KAA is so offensive that it basically almost never needs to heal, at least in a normal quest with the average weak mobs. But if you do need a heal, this is screaming out to be used. [image]http://i.imgur.com/tONbL1w.png[/image]Ink Spray MP Cost: 38 Cooldown: 6 turns Effect: 66% damage, -50 Bonus to the enemy for 5 turns If you're in a quest with hard hitting monsters that have high immobility resist, it's worthwhile using this skill to protect yourself. It has a nearly infinite Blind loop, although it is not actually infinite. However, this is still one of the better Blind skills in the game. [image]http://i.imgur.com/dazc1CC.png[/image]Fear MP Cost: 68 Cooldown: 10 turns Effect: 66% damage, enemy stunned for 3 turns Ink Spray is a better skill then this. It lasts longer, is more reliable (Immobility resistance can make Fear useless), has a lower mana cost, and a lower cooldown. However, this is good for monsters with high Bonus. [image]http://i.imgur.com/TgIJqNT.png[/image]Writhe MP Cost: 32 Cooldown: 6 turns Effect: +255 Dodge for 3 turns This skill is a very useful move when you're facing an enemy which hits hard, especially if you use Ink Spray for the turns when this is on cooldown. It's a good option for the more powerful enemies. [image]http://i196.photobucket.com/albums/aa216/svinx_nor/AttackW-1.png[/image] This is unusual for an attack skill in that it does close to 200% damage. [image]http://i.imgur.com/BSdYHFa.png[/image]Mad MP Cost: 31 Cooldown: 5 turns Effect: 1 hit of 250% damage, +25% Boost for 3 turns Now we're getting into some of the reasons KAA is so OP. This skill can boost the damage done by the Kathool skill by almost 250% if Kathool crits. This is a must use in boss fights, and it's also great for single enemies with resistance to Water. [image]http://i.imgur.com/dVp7Wqy.png[/image]Tidal MP Cost: 34 Cooldown: 3 turns Effect: 1 hit of 200% Water damage to all enemies A decent multi, the 200% base damage makes this superior to some others. However, against Water enemies, this is 100% useless. The other multi, Kathool, can kill any mob, but takes 2 turns to set up and costs a ridiculous amount of mana. It is your choice which to use, but this one has a tendency to be far more sustainable in most cases. [image]http://i.imgur.com/SkSiw5i.png[/image]Shadow MP Cost: 264 Cooldown: 3 turns Effect: 4 hits of 50% Darkness damage, unlocks Kathool, +25 Boost to enemy This isn't really a standalone offensive skill; the mana cost is far too high for that. This should only be used for the purpose of unlocking Kathool, which will pretty much wipe out any enemy. [image]http://i.imgur.com/YCLqapH.png[/image]Corrupt MP Cost: 11 Cooldown: 10 turns Effect: 100% Evil damage, -25 Boost to enemy for 5 turns If you really need defense, this coupled with Ink Spray can be quite a potent combo. Just use this on the turn where Ink Spray is on cooldown. It IS supposed to increase the damage from Mind Twist, but it actually decreases it. [image]http://i.imgur.com/1eGoH3E.png[/image]Mind Twist MP Cost: 11 Cooldown: 4 turns Effect: 1 hit of 220% Evil damage Because of the extra damage, this is a very good substitute for Attack. You will find yourself using this quite a bit, but you may prefer Red Tide. [image]http://i.imgur.com/Fs5iJxw.png[/image]Red Tide MP Cost: 30 Cooldown: 10 turns Effect: 1 hit of 200% Water damage, guaranteed Critical (i.e. 400% damage) This is your main offense skill for single enemies. Red Tide can take out nearly any single monster barring bosses. The good thing about KAA is that if you're in a quest with Water enemies, you've got alternative skills: Kathool and Mind Twist, rather than Tidal and Red Tide. [image]http://i.imgur.com/hIDU73z.png[/image]Kathool MP Cost: 0 Cooldown: 10 turns Effect: 1 hit of 900% Evil damage, hits all enemies, -50 Evil to enemy for 5 turns. Summon the monster, the EVIL Kathool! This is an absolutely ridiculous skill. 900% damage, if it crits, can take out 2000 damage. This is unbelievable. Obviously, because of the mana cost of Shadow, this is best used for boss fights, but if you WANT overkill, this is the skill to use. Stats{KA4} Pure Power Level 80 STR/INT/DEX: 200 LUK: 95 WIS: 100 Level 70 STR/INT/DEX: 200 LUK: 45 WIS: 100 Level 60 STR/INT/DEX: 195 WIS: 100 Level 50 STR/INT/DEX: 175 WIS: 70 Level 40 STR/INT/DEX: 130 WIS: 65 Level 30 STR/INT/DEX: 100 WIS: 45 Level 20 STR/INT/DEX: 50 WIS: 45 Balanced Level 80 STR/INT/DEX: 200 END: 55 WIS: 140 Level 70 STR/INT/DEX: 200 END: 50 WIS: 95 Level 60 STR/INT/DEX: 150 END: 50 WIS: 95 Level 50 STR/INT/DEX: 150 WIS: 95 Level 40 STR/INT/DEX: 100 WIS: 95 Level 30 STR/INT/DEX: 50 WIS: 95 Level 20 STR/INT/DEX: 48 WIS: 47 Strategies{KA5} One Easy/Medium Enemy Mad-> Red Tide-> Mind Twist. One Tough Enemy Ink Spray-> Mad-> Shadow-> Kathool-> Red Tide-> Mind Twist. Berserker Boss Ink Spray-> Mad-> Shadow-> Kathool-> Red Tide-> Mind Twist-> Ink Spray-> Writhe-> Mad-> Migraine-> Attack-> Attack. Fear should be used whenever the enemy is nearing the 'berserker point' or is 'charging up for a large attack'. Repeat this strategy as necessary. Use potions if needed. Use Regenerate for healing and Drain for Mana. If low on Mana, leave out Shadow-> Kathool. Boss (low immobility resistance) Ink Spray-> Mad-> Shadow-> Kathool-> Red Tide-> Mind Twist-> Ink Spray-> Fear-> Mad-> Migraine-> Writhe-> Attack. Repeat this strategy as necessary. Use potions if needed. Use Regenerate for healing and Drain for Mana. If low on Mana, leave out Shadow-> Kathool. Boss (high immobility resistance) Ink Spray-> Mad-> Shadow-> Kathool-> Red Tide-> Mind Twist-> Ink Spray-> Writhe-> Mad-> Migraine-> Attack-> Attack. Repeat this strategy as necessary. Use potions if needed. Use Regenerate for healing and Drain for Mana. If low on Mana, leave out Shadow-> Kathool. Multiple Easy/Medium Enemies Shadow-> Kathool or Tidal-> Red Tide-> Migraine-> Tidal-> Mind Twist-> Attack-> Tidal Multiple Tough Enemies/Bosses Mad-> Shadow-> Kathool-> Tidal-> Red Tide -> Mind Twist-> Mad-> Tidal-> Fear-> Migraine-> Attack-> Tidal-> repeat as necessary. Use Regenerate for healing and Drain for Mana, or potions. Cut out Shadow-> Kathool if you are struggling for mana. Strategies taken from the Ultimate Dragonfable Strategy Guide, which I also own. Equipment{KA6} You always want to look epic, don't you? So here is some equipment that looks good with KAA. You can use the Show/Hide feature or equip these for stats. Helms: Kathool Mask/ Defiled Adept Helm/ Rotazoru Helm Capes: Corrupted Tendrils/ Rotazoru Wings Credits{KA7} Thanks to ~Cursed Hero~ for original guide and Ash for appointing me to take it over. Thanks to Faerdin for approval, and to everyone working on the pedia. I couldn't have done this without you!
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