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RE: =WF= Questions and Answers Thread

 
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2/7/2010 22:29:00   
Feanor
Member

Uh well, what exactly do you need?

Not exactly related but I'm sure there's a bunch of stuff missing in the encyclopedia ... or at least the indexes for it...

I've got Zhoom 6000 it done... and it was annoying ^___^

< Message edited by Feanor -- 2/7/2010 23:48:48 >
AQ DF MQ  Post #: 376
2/8/2010 5:40:26   
Alternia
Member

@Rhowena: Sure, I'll be willing to help. I'll make a submission soon, I'll do the Two-pronged attack quest if the poster above me has already completed Zhoom 6000.

EDIT: Two-pronged attack has successfully been completed and added to the Quest Submissions thread :)

< Message edited by Alternia -- 2/8/2010 6:32:20 >
AQ DF  Post #: 377
2/8/2010 21:38:32   
zephyr4325
Member

where is the cybertech armor loacated at?
AQ MQ  Post #: 378
2/8/2010 21:41:12   
  Verlyrus
DragonFable Boxcat


Cybertech Armor is located in the shop at the end of the Research Facility quest.
AQ MQ  Post #: 379
2/9/2010 16:18:52   
Okami Wulf
Member

Does anybody know what increases ranged weapon damage? its not in the Dexterity description, or anything else. Does that mean that in order for gunners to increase their damage, they can only buy new gear (or take up magic/ tech)?
AQ MQ  Post #: 380
2/9/2010 16:26:28   
Zephyros
Legendary AdventureGuide!


That's correct. Gunners are expected to do "something else" -- pets, tech, etc.
Post #: 381
2/9/2010 16:29:52   
Okami Wulf
Member

Well, that's great...thanks, though. Guess I'm lucky that I wanted to be a mage/gunner from the beginning
AQ MQ  Post #: 382
2/10/2010 12:53:08   
Zephyros
Legendary AdventureGuide!


Basically since Guns don't conceptually use your STR to deal damage -- that's nonsensical -- they're based on DEX (proper aim) and LUK (you can still get Lucky Strikes). That leaves you with a ton of stat points to do Something with, so we assume that you will.

To put it another way, guns are the weapons for people who don't use melee weapons. If you DO use melee weapons, then your stat points will go into making those more powerful, instead of using weird technology or pet robots or aliens.
Post #: 383
2/12/2010 11:11:08   
necrolich66
Member

i need a LVL 45 check
do i have all what i need
got creation and techblade
AQ DF MQ AQW  Post #: 384
2/12/2010 12:10:16   
Bu Kek Siansu
Member
 

necrolich66: What's the link of your WF character page?
Post #: 385
2/12/2010 14:35:28   
necrolich66
Member

oh i forget it each time
we need a WF link under avy

http://aq.battleon.com/build30/charviewWF.asp?temp=63242877
AQ DF MQ AQW  Post #: 386
2/13/2010 12:20:54   
moneybags
More than a Game

 

Your build looks like a BeastHybrid. Am I correct? I personally don't like the build, but if you insist on having it, your STR, DEX, INT and CHA should about equal. This is based on opinion; I would have STR, INT and DEX trained first, before you focus CHA stat. Firstly, its because there aren't enough pets to cover all eight elements, meaning that you can't rely on them for all the monsters. Secondly, pets don't seem to do much at the moment. If you take a quick look at AQs pets- like the NerfKitten, the Frostval Chestnut, etc. - they all have a special effect, an effect which can only be used if you have a high CHA. Unfortunately, pets in WF don't carry these abilities. Once more pets are released, some should, but for now, training CHA would just get pets to attack more frequently (and harder). However, your weapon damage - with enough stat bonuses coming from STR and DEX - should outdamage your pet by quite a bit of damage, if not a lot.

Your weapon inventory looks good, with a few exceptions. The first problem I see is the Warped Hullscuffer. I'd immediately switch that out for the level 45 Asteroid Cutter Mod W2. Asteroid Cutter Mod W2. Then, switch out the Gathorax for the Tronzor Dual Blade. Its a good five levels higher than your current weapon.
Epic  Post #: 387
2/13/2010 13:24:06   
necrolich66
Member

thanks
my stats are a bit messed because of the low lvl
at higher lvl they would be betther
AQ DF MQ AQW  Post #: 388
2/15/2010 13:57:56   
AQ Shiro
Member

shouldn't the warpforce christmas wep be removed?
AQ AQW  Post #: 389
2/15/2010 14:07:38   
moneybags
More than a Game

 

It was supposed to be removed last release, but there was a bug that didn't allow players to gain XP, so they couldn't get to the weapon level requirement. Galanoth therefore let the weapons stay for a week more. I guess hte staff forgot to remove them :S
Epic  Post #: 390
2/16/2010 20:48:53   
seaking11
Member

HOW or where do i get NANO gauntlets????

_____________________________

Dranelsgreen12~

Helper- Just clear your cache and you should be fine.
Asker-OMG it works thanks!
*Said no one ever*
AQ DF MQ AQW Epic  Post #: 391
2/16/2010 20:51:08   
  Omni
Quantum Mod


This Link should provide you all you need to know about them!
Post #: 392
2/18/2010 5:30:28   
CODTim
Member

Does WF have classes you can train? like Berserker?
AQ  Post #: 393
2/18/2010 5:37:19   
Technomancer
Legendary AK!!!


At the moment, WF doesn't have classes. They might be released later on, but that's only known to staff. ;)


AQ DF  Post #: 394
2/18/2010 6:02:20   
CODTim
Member

ok thanks
AQ  Post #: 395
2/20/2010 1:25:12   
Zaltar
Member
 

Can you put a skill point cost cap to guests. If i want to adventure with a guest at a high level they abandon you in middle of battle. This does not make a game with stories and missions alawys play or feel right. If there has to be a cost how abouty basing it on 50% of the skill points you get per round. Don't punish me on the avalible options just beacuse i leveled. After all the options are fight with x not get abandoned in the middle of the first fight with x and summon a robot to replace them. It would be even better if we got a 2pt boost to the skill points we get each round becuse your friends cheer you on and encorage you to push yourself further.
Post #: 396
2/20/2010 5:29:22   
Alternia
Member

Each guest costs X amount of skill points each round. You recover Y amount of skill points each round.

If X is greater than Y, then your guest will leave from battle.

X, I believe, also depends on which attack the guest does. To be fair, you just need to make sure you aren't draining your Skill Points each round and it won't be a major issue.
AQ DF  Post #: 397
2/20/2010 14:42:24   
Zaltar
Member
 

Too make it fair all costs should be less then what anyone makes per round.
Everyone should have the same level of convience in the options offerd when dealing with quests.
If i want to jump into a war and fight with a guest. I should not have to worry if my skill points are sufficent for the task. Just jump in play have your guest stay with you through out the entire event wether you have 0 or 1000 skill points.

I had this convience at level 1 i should continue to have the same effective option as i level.
If anything your level should give you even more options.

The question is why is this inconvience is in the desighn of the game.

< Message edited by Zaltar -- 2/20/2010 14:44:08 >
Post #: 398
2/20/2010 14:59:01   
Alternia
Member

Its not an inconvenience.

It's a tactic. If you want to use a guest, you need to balance your skill points to allow the guest to be used.
AQ DF  Post #: 399
2/20/2010 15:05:19   
Technomancer
Legendary AK!!!


It's like Alternia said, if you choose to take a guest with you, you'll face a penalty. That's just normal, as a guest increases the DPT you do. If it wouldn't have a drawback (the cost), it would be quite overpowered and everyone would be taking guests with them.

A possible solution if you don't like guest to use SP, is to take a guest with you that requires MP to function. As WF focusses more on 'Warriors' (Strikers and Gunners, we don't have real 'mages' yet), you are likely to not use your MP (safe for healing, of course).

The only current guest that does this, is the build in guest from the Cybertech Battlesuit series.

In any case, if you don't want to 'sacrifice' SP/MP, you shouldn't use guests.



< Message edited by Technomancer -- 2/20/2010 15:06:29 >
AQ DF  Post #: 400
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