Paladin and Necro armor choice? (Full Version)

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Ryu Draco -> Paladin and Necro armor choice? (12/13/2021 18:23:53)

So with the implementation of title-locked skills, the armors are to an extent mutually exclusive. You can get something out of them in any case, but I'm wondering what builds should use which armors? Paladin seems able to work for everyone, with a little of everything. Necromancer on the other hand feels more for Mages and BeastMages, but has some unfortunate overlap with the Vamp and Neko racial armors, which are the go-to armors for Mages and Beastmaster builds and also don't take up a slot. Paladin also has the advantage of hard countering Undead while Necromancer seems to lack that kind of edge. Would anyone be willing to share some insight into this?




Dreiko Shadrack -> RE: Paladin and Necro armor choice? (12/13/2021 18:56:07)

Warriors and Rangers: Paladin
Mages and Hybrids: Necromancer
Beastmaster of any flavour: Both but keeping the paladin as the title one.

This is my take on it on what's probably optimal for each build type but there's certainly more leeway in terms of choice.




mithtipped -> RE: Paladin and Necro armor choice? (12/14/2021 10:26:58)

I would argue that it depends on if you intend to play with more spell use or more attack use. Paladin does better when you are using the attack button, especially when you get the advanced armor since you can change the toggle stat buff. Necromancer on the other hand is an overall better casting armor since it adds effects to your spells. necromancer also gives more options for beastmaster builds since its summons can also take the pet slot.




Sapphire -> RE: Paladin and Necro armor choice? (12/14/2021 11:01:23)

I did a test a while back when I purchased the Plush Mort pet (SP heal) using a variety of buffs. This included buffing charisma as high as possible. In Sol Neko, w/o it. Aria's Rattle, shock collar, etc etc. Paladin has a pet/guest toggle that reduces it's attack/spell damage in favor boosted pet/guest damage, and Plush Mort's heals were best in Paladin, even over Sol Neko with the exception of Sol Neko's cataclysm skill.

Ebony Sepulchre and then switch to Paladin, and it's good *for all builds*



Necromancer also has a pet/guest boost, but it's worse than Paladin's. It also has better guests and dual pet versions of the guests, which makes it better than Paladin.

But Necromancer can be used within the backlash build, 250 INT/CHAR/END. This takes *specific* items with a cheese strat.
If you own porcelain teapot and bronze kettle misc, and if you toggle spellcaster lean on toggle on bleed and paralyze toggle, and even toggle on spell damage and pet/guest damage increase. (this would EAT SP, but hear me out)
When you click the misc, it does no base/random damage, costs NO MP, but casts a spell that will only give Stat damage, which stat uses END. This spell attempts paralyze and bleed, *just like the Necromancer toggles) So every cast has NO cost, and does a DOUBLE attempt at bleed and paralyze. If you have bleed pets and guests, and the best the Porcelhino and bronze pets that mirror the miscs, and for guests either doomquake or Vampire bat swarm's Earth version, your damage comes from pets/guests and a HECK of a bleed. If you have Mogdin guest on paralyze mode, you will build paralyze up so many turns that you will get to 6-7 in 2-3 turns (especially if you shadowfeeder) and then switch to bleed guest) The SP being eat up is easy to replenish with your 250 END, and the fact that you have the monster on stun-lock anyway.

After the first round, since you dont have luck, you wont be attacked ever again. Also, since there's all that bleed stacking, you can grasp essence and consume bleed for full MP heal and it's a nuke. PCO is an esential here, as you can move elements around. Energy for higher paralyze from Mogdin, earth/light for the pets/guests/misc, and darkness to consume the bleed. PCO spamming here, much like with dodging, once you've got several paralyze turns there, becomes another source of damage since intitially it's low. This specific playstyle is insane good.


What I was wanting to see though, and maybe I just need to test myself, but what specific skills are available for Paladin if you're Necro, and vice versa..available for Necro if you're Paladin?




Plushie Nugget -> RE: Paladin and Necro armor choice? (12/25/2021 20:12:02)

I can only speak from the FD BM perspective.
The following are what I consider to be the best skills for each class:

Paladin:
CL0*, CL1, CL9*: only against undead and demons they give you A LOT of survivability.
CL6: Summon Manifestation, amazing L guest.
CL7: for 35 SP +50 INT.
CL12*: allign to FD.
CL17: for 42 SP attacks and spells *0.75 damage, pet/guest *1.25 damage and incoming *7/8 damage.

Necromancer:
CL1: for 419 SP try to inflict fear. Dmg can be either Darkness, Fire or Harm.
CL3*: once per battle when you first use this armour create an HP shield based on your CHA and LUK.
CL4: for 1/5 of the spell cost in SP try to make the monster bleed, paralyze it or both (pay x2).
CL6: Summon Ancestral Wraith, good W guest. The rest are meh since the other F2P options are better.
CL8: for 35 SP +50 CHA.
CL9*: for each Fear, Burn, Bleed on the enemy get +6.7 resistance and -3.33% incoming damage.
CL11*: for free either: drain HP, damage HP and heal MP or drain MP. The dmg is Darkness.
CL12*: allign to FD.
CL15: for 84 SP boost spell OR pet/guest damage. For 168 boost both.
CL17: for 100% Melee in HP and 125% Melee in SP heal MP equal to 250% Melee. Get a 3-turn shield that makes you take *0.928571 dmg from all elements. Once per battle.
CL18*: creates an HP barrier when you cast spells.

*indicates it needs you to have it as active class.




Sapphire -> RE: Paladin and Necro armor choice? (1/13/2022 13:08:06)

I prefer the spelslinger variant of Necromancer. It changes all the guest/pet upkeeps to MP, and changes all the fear inflict spells to MP. MP is much, much easier to heal than SP, and thus, is a much much better option. With all toggles turned on, the Necromancer is still eating somewhere close to 300 SP per turn if memory serves me correctly. It's 200-something. That means bleed/paralyze per spell casted, boosted spells/pets/guests damage, and the +50 int toggle.

With Fae's and the new Gift box pet able to heal SP, and even access to vampoglin from the 2014 frostval Painting, which actually synergizes real nice with Necromancer if you're able to PCO to darkness, this helps alleviate the crazy SP you use per round.

Necromancer plays well in Beastmage variants, and I would argue lucky beastmage is better than traditional due to anima barrier alleviating lack of dodging and lucky strikes adding small amounts to that...and if you're not taking advantage of luck increasers either from rate or damage and the dragonguard spells, then youre not understanding the game. Use items that accentuate your stats.

Lucky strikes will boost your grasp essence spells even without fear and bleed activated, so healing while doing damage even if monster's hits get past the barriers is easy peazy.

Anyhow, with Necromancer class chosen, it's interesting what items staff chose to leave available for Paladin. While a few of the nukes arnt there, and some of the undead based activations and the lean toggle are not, several really nice options remain.
To name a few:
Lvl 2-Resplendent Surge- Blind for 6 rounds. Enhanced by elecomp and light resist. VERY good for dodge builds.
Lvl 3-Searing Radiance- Panic and Burn. Both good and panic becoming more and more desireable
Lvl 6-Paladin Reinforcements- Access to numerous light guests
Lvl 7-Harmanic Might -Stat Toggle
Lvl 13-Summon Steed- I use the Ele Vuln version
Lvl 11-Overwhelming Aura- Status potence vs undead. This is crazy good
Lvl 17-Searing Radiance--25% self damage for +25% pet/guest damage.

There's a few others but these are still VERY useful.


On the other hand, Necromancer's best skills are the fear inflict spells, haunting spells, and grasp essence, and it's ability to change to spellcaster.. And ALL of those are shut off if you choose paladin. The armor is unuseable if you choose Paladin, but Paladin has several good uses if you choose Necromancer.

Beastmages should choose Necromancer but can still use Paladin in some instances, it seems. Not the other way around.




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