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8/25/2019 17:24:20   
Metakirby
Constructive & Helpful!


quote:

I feel like the Dark/Heavy Metal Necromancer could use more mana regen, in order to keep the rhythm going.

Maybe have it so that using Sacrificial Pact gives like 20 points of mana?

Dark/Heavy Metal Necro will only have mana issues if you force it upon the class by using Shattering Sanity (3) and Dealthy Roar (4) too much. The damage from Shattering Sanity is not worth it until you drop a couple thousand HP, which you will almost always heal back to full after dishing out your large hits. The damage from Deathly Roar is also minimal, and only needs to be used within 10 second of eachother to refresh the buffs, which is almost 3 times the length of the cooldown, post haste. It's more important to use your Riffs (2) and Pacts (5) to make sure you manage your HP while keeping your stacks of Cursed Echo going than camping the cooldowns of 3 and 4. 3 is definitely the main damage dealer while at low HP, in which case it's of higher priority.

You just need to manage a couple timers in your head, the most worrisome of which is the interaction between 2 and 5, making sure you let Dark Pact fade at the right moments, but without losing Cursed Echo and/or having Forgone Conclusion heal you too early to get your damage in.

It does have a rhythm, that rhythm just requires some manual counting of seconds in your head for the class to work at it's best.

quote:

On that note, what ever happened to the farming discussion thread?

Lost to time due to the forum's extreme inactivity as of late, unless a mod bumps the thread back or makes a new one.

< Message edited by Metakirby -- 8/25/2019 17:59:26 >
AQW  Post #: 451
8/26/2019 14:24:03   
HORRIOR
Member

quote:

Dark/Heavy Metal Necro will only have mana issues if you force it upon the class by using Shattering Sanity (3) and Dealthy Roar (4) too much. The damage from Shattering Sanity is not worth it until you drop a couple thousand HP, which you will almost always heal back to full after dishing out your large hits. The damage from Deathly Roar is also minimal, and only needs to be used within 10 second of eachother to refresh the buffs, which is almost 3 times the length of the cooldown, post haste. It's more important to use your Riffs (2) and Pacts (5) to make sure you manage your HP while keeping your stacks of Cursed Echo going than camping the cooldowns of 3 and 4. 3 is definitely the main damage dealer while at low HP, in which case it's of higher priority.

You just need to manage a couple timers in your head, the most worrisome of which is the interaction between 2 and 5, making sure you let Dark Pact fade at the right moments, but without losing Cursed Echo and/or having Forgone Conclusion heal you too early to get your damage in.

It does have a rhythm, that rhythm just requires some manual counting of seconds in your head for the class to work at it's best.


Using the 3 and 4 IS necessary because of the 25% haste buff from 4, which can only be achieved if 3 is used after 5. This is the only way to keep the 100% damage buff from 2 and 5 (x3) going.
AQ DF MQ  Post #: 452
8/26/2019 17:32:36   
Metakirby
Constructive & Helpful!


It is necessary use them a lot, but not to use them 24/7. 10 seconds isn't really all that long in the grand scheme of things, but it's generally long enough for you to skip out on using at least 4, every second Pact cycle or so. Insanity also lasts 40 seconds, the buff which allows you to activate the haste, so you will basically never run into an issue there.
It's important to give the class a couple seconds here and there to just auto once or twice, which will happen if you try to fade Dark Pact a lot, as you would naturally delay your use of Rotting Rift to line up with Dark Pact's fade.

Here's an example of what I'm talking about.
I am not claiming that I was playing the class perfectly, there was a couple things that could be improved to maximize the DPS (which I tend to fail at a fair bit still), but mana was a total non issue throughout the whole fight. The only real difference in harder hitting fight is that you would likely be using Sacrificial Pact slighty less and let Forgone Conclusion heal you more often, which means you actually use up less mana as you are waiting for Forgone to do it's thing more frequently.

quote:

This is the only way to keep the 100% damage buff from 2 and 5 (x3) going.

It's actually a total of 145% damage increase, as Cursed Echo gives an increased 75% Physical damage output, and Reverberating + your passive is 40% extra damage from all sources. 1.75 x 1.40 = 2.45 times damage. Although without Reverberating active, it's only 2.0125 times damage, which you should be able to keep Reverb active most of the fight.

< Message edited by Metakirby -- 8/26/2019 17:35:51 >
AQW  Post #: 453
8/27/2019 15:22:03   
Dante Redorigin
Member

Anyone playing Dark/Heavy Metal Necro having issues with Foregone Conclusion on Rotting Riff then? Cause even before I got it skilled up to 5 there are times its just refusing to proc the heal, even when the skill is cooled down again. I've died even to weaker enemies cause half the time it just decides not to heal me even when I'm hasted and hitting with heavy crits. Even avoided using Sacrificial Pact once I had it to make sure I wasn't negating the heal by accident, but yeah, its just deciding not to work half the time for me.

< Message edited by Dante Redorigin -- 8/27/2019 15:28:04 >
Post #: 454
8/27/2019 16:41:53   
Hardcastle McCormick
Member

quote:

Lost to time due to the forum's extreme inactivity as of late

The funny thing about that is that it feels like the reddit community has been growing lately. That seems to be most players' goto for questions/discussions about the game... as toxic as it can be.


But anyway, regarding my (short) list of Abyssal Angel positives vs Vampire Lord, I still think there's a SLIGHT case to be made for AbA being less involved to use since the abilities have longer cooldowns and you only end up using 2 of them half the time, as opposed to all 4 with VL.
That's a very minor positive, but stuff like that adds up when you're farming for hours IMO...
On the other hand it's less comfortable since so many of AbA's abilities cause the player to select themselves, which is definitely problematic, but that becomes less and less of an issue the higher the HP of your opponents.

< Message edited by Hardcastle McCormick -- 8/27/2019 16:44:32 >
AQW  Post #: 455
8/27/2019 17:55:54   
Metakirby
Constructive & Helpful!


quote:

Anyone playing Dark/Heavy Metal Necro having issues with Foregone Conclusion on Rotting Riff then? Cause even before I got it skilled up to 5 there are times its just refusing to proc the heal, even when the skill is cooled down again. I've died even to weaker enemies cause half the time it just decides not to heal me even when I'm hasted and hitting with heavy crits. Even avoided using Sacrificial Pact once I had it to make sure I wasn't negating the heal by accident, but yeah, its just deciding not to work half the time for me.

The effect "Forgone Conclusion" needs to fade in order for the heal to trigger, if you loop it, you wont heal after the 6 seconds has passed, as you looped the effect itself and not letting it fade to do it's thing. If you spam 2 all the time, with or without haste (although without the haste buff, your ability to loop it is more or less just based on luck) you wont ever get the heal off. This is how Forgone Conclusion has always worked, it has just never really been thought of to be practical to loop (nor possible without external haste buffs) before Dark/Heavy Metal Necro appeared.

Another thing to note about Forgone Conclusion is that it's 25% of your base damage that is used to calculate the heal amount, so even if you do a 10k crit, let's say, that's only ~3k base damage, of which only 25% (or ~750) becomes healing. This can sometimes be deceptive, because you look at those 5 digit crits and think it's gonna be tons of healing, but in reality the damage that gets calculated is a little over 3 times less than the crit. This is a rather common scenario if you don't loop Forgone Conclusion, because even if you got 2 super high nukes off within those 6 seconds and an maybe a Spiral Carve (plus whatever auto attacks and other skill uses, even Pact itself), it should in theory only barely heal you to full from a couple hundred, if even that.

I have not experienced this "issue" before and I mostly have the opposite problem, that I accidentally wait a second too long and heal even though I was barely at half HP. It works TOO well, to it's own detriment at times.

quote:

The funny thing about that is that it feels like the reddit community has been growing lately. That seems to be most players' goto for questions/discussions about the game... as toxic as it can be.

I don't really follow what happens on Reddit, but AE got Discord servers running for community chat which are always active, even if that activity is just people talking about random stuff from time to time.

< Message edited by Metakirby -- 8/27/2019 18:06:38 >
AQW  Post #: 456
8/29/2019 14:18:27   
Hardcastle McCormick
Member

Well I just found out about the Lycan buff. Once again, SEVERAL years after I was ready for it, but I'll take anything I can get.
How good do people consider Lycan as a class now? From my tests it doesn't seem to have top-tier DPS, but its damage is at least twice as much as before...

Finally got Dark Metal Necro all ranked up. The DPS is really insane considering how relatively little time it takes to get the class! Seriously it's hitting VHL numbers for me...

< Message edited by Hardcastle McCormick -- 8/29/2019 14:55:37 >
AQW  Post #: 457
8/29/2019 15:24:28   
Metakirby
Constructive & Helpful!


Lycan is a solid early/mid game soloing class with some nice debuffs, especially the defense reduction from combo'ing 5 into 4. It's nothing special late game when you already got 1 very strong class like LDK or GB (or even better), but it's easily high B tier, leaning into A tier in terms of soloing (defensively and offensively) and apparently a force to be reckoned with in PvP based on what I have heard, which seems about right if you get long stuns off. It's also not seasonal unlike LDK and GB. It's arguably one of the best, if not the best non seasonal, non paid, non endgame soloing class you can get.

Dark Metal Necro is only slightly lower DPS wise than VHL is, taking like 10 or so seconds more to solo a 200k HP boss. Even with the upkeep and attention needed for the class to reach this point is far beyond most meta classes, it taking easily 10-15 times less time to get than VHL and almost matching it in terms of raw DPS is quite amazing and a lot more consistent than most classes could only ever dream of being with it's built in dodge debuff.

< Message edited by Metakirby -- 8/29/2019 16:07:59 >
AQW  Post #: 458
8/30/2019 19:53:08   
Hardcastle McCormick
Member

I will say there's a more significant difference between VHL and DMK against lower hp monsters and bosses. DMK always has "startup phase" where you have to apply all the buffs and then start getting your health low, whereas VHL only has the initial lower damage nuke, and from that point on it's at the max possible DPS it can reach.


I haven't tested DMK with SC support yet. I feel like SC's healing wouldn't necessarily make it impossible to get your health low enough to do max damage, however if SC's magnitude resistance buff also lowers your self-damage, that might make it tricky.

It probably wouldn't be as good as good as VHL in group fights, since VHL gets a massive amount of damage from other class's resistance debuffs due to the way its self buffs work. But the fact that it's is even in the ballpark of stuff like VHL or LC for damage as a free class makes it very worthwhile. It certainly beats Glacial Berserker, the next most free(and seasonal) dps class.
AQW  Post #: 459
9/1/2019 22:43:29   
Sniper Joe
Member

Don't know if this goes here but considering that the Q&A section seems a little abandoned I'll ask it here anyway.
Is there a convenient method to farm for the Dark Metal Necro class?
I have the 200 Dark Metal Ore, it's the needing 600 of the other items that feels like it'll be a boring chore to do that I'm not looking forward to doing.
Any advice would be greatly appreciated.
Post #: 460
9/3/2019 5:24:31   
thepowersthatbe
Member

In order to get the Dark Metal Necro class, you're going to need:

600 Bronze
600 Silver
600 Gold
600 Platinum
200 Dark Metal Ore

Note: The cap for all of the stacks is 500, so you're going to have to turn in 100 (102 to be exact) of everything in the Arena Coin Merge except Dark Metal Ore at some point while farming.

Step 1. Farm 500 Bronze and 500 Silver from the chest in /join kornconcert in the middle room. I suggest using an AOE class. (You'll also get some Gold and Platinum.) If you already have 34 Metal Badges, go to Step 2. If you don't have 34 Metal Badges, merge Bronze and Silver until you have 34 Metal Badges, then repeat this step.
Step 2. Farm 500 Gold in any of the other middle rooms from the mini bosses. (You should have some amount of Gold already.)
Step 3. Farm 500 Platinum in /join kornthrash from the boss. (You should have some amount of Platinum already.) If you already have 34 Rock Tokens, go to Step 4. If you don't have 34 Rock Tokens, merge Gold and Platinum until you have 34 Rock Tokens, then go back to Step 2.
Step 4. Farm 200 Dark Metal Ore from the monsters in /join korntoxic in the right room.

You should now have:

500 Bronze
500 Silver
500 Gold
500 Platinum
200 Dark Metal Ore
34 Metal Badges
34 Rock Tokens

Step 5. Merge Bronze and Silver into 200 Metal Badges, and Gold and Platinum into 200 Rock Tokens in the Arena Coin Merge. (You will have 2 Bronze, Silver, Gold and Platinum left over.)
Then, with the 200 Dark Metal Ore, the Dark Metal Necro class from the Event Merge Shop will be yours.

Tip: When you rank the class up to 5, un-equip and re-equip the class to get the endurance passive. Oh, and Lucky Enhancements. 2534 253 254 25 23 3 4

< Message edited by thepowersthatbe -- 9/14/2019 15:05:31 >
AQW  Post #: 461
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