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Guide to Defensive Burst Mage

 
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11/30/2019 15:59:13   
lolerster
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Guide to Defensive Burst Mage


Traditionally, the main weakness of fully defensive builds is their lack of damage output. Despite of their theoretically superior damage dealt to damage taken ratio (1.0:0.8, technically 1.1:0.8 as 100% proc weapons deal x1.1 damage) using 100% proc weapons compared to their FO (1.0:1.0, technically 1.09:1.0 as 0% proc weapons deal x1.09 damage) counterparts, FO is by far the more popular of the 2 play styles. This is especially true with the stun meta, the extremely power skills that come with the Vampire/Werewolf/Werepyre subraces and the abundance of FO equips compared to FD equips. This build aims to resolve this weakness by giving a FD build the same burst that you would expect from a FO build. What makes this possible is the Neko subrace armors' incredible compression and the mage's access to 2 different resources (SP and MP). This build can get a bit expensive if you choose to go all the way with it, so I thought this is probably the best time to put this guide up with all the sales and events that are going on and Frostval coming up.

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Contents
1. Goal
2. Disclaimers
3. Stats
4. Classes
5. Subraces
6. Weapons
7. Shields
8. Armors
9. Spells
10. Misc. Items
11. Pets
12. Sample Builds
13. Changelog

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1. Goal

The idea of this build is to be able to consistently beat any quest or mob in the entire game with the following restrictions:
  • Use no potions. It doesn't quite sit right with me if I need to use a limited resource that I need to farm back in order to beat something.
  • Use no assists, for similar reasons.
  • Without accessing Inventory Storage. There is no reason to have a "build" if you can switch out your current set up any time to fit to a specific fight or quest.

    One thing to note is that convenience and time efficiency ARE factors when making this build. Otherwise, everyone would use Kindred Armor and even Warriors would use Book of Burns.

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    2. Disclaimers

    Because this is more of an optimization guide than anything else, it will mostly ignore any role-playing or aesthetics factors. This also means that any mechanics that are in the game are fair game. This includes the use of old-standard equips and even potential exploits. The goal of being able to beat any content without the use of potion/assists/storage will mean that this build may at times make strange build choices to deal with fringe cases (e.g. War-Torn Dragon, TerrorZard). Furthermore, this build is aimed at level 150 Guardian characters. I think Adventurers have too many restrictions for this build to work and are better off with a traditional FD/FO build. The build itself is fairly restrictive on what you can use. Being an Adventurer just makes it worse.

    Now let's finally get into the build itself.

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    3. Stats

    This section gives a brief rundown of each stat. A more detailed explanation of the stats can be found in the Master List of Game Formulae. It will also give a more detailed explanation of how each stat relates to this build.

    Strength (STR): The main damage source of melee and ranged damage and melee accuracy. This stat is completely useless for mages. Never put any points in it.

    Dexterity (DEX): Increases ranged damage slightly and is the main stat to improve your blocking and ranged attack accuracy. It also contributes to melee and magic attack accuracy as much as strength and intelligence do. For most builds, this is their secondary stat, and it is no different here. I highly recommend using 250 dexterity for this build (and in general). However, because of how accuracy and and blocking works, dexterity is less effective against enemies with extremely high or extremely low blocking/accuracy. As such, dropping DEX to 200 and using the extra 50 points in CHA or LUK is not inconceivable. However, I would not recommend this.

    Intelligence (INT): Increases magic damage, mana and magic accuracy. The most important stat for mages. Always put 250 points in this. No exceptions.

    Endurance (END): Increases health. By far the most useless stat in the whole game. A combination of mana shields, healing spells and simply good defense/resistances makes this stat obsolete. The only fights where this is more useful than say, LUK, are against the Wicked King and War-Torn Dragon's prismatic burns, the former of which can simply be bursted down. To put into perspective just how useless mana is, it is possible to consistently create a mana shield using Insightful Armor of Awe with about a mana efficiency of 0.7 mp : 1 hp if not more. You can literally get more effective health my increasing your INT than you can by increasing END.

    Luck (LUK): Slightly increases blocking and accuracy for all attacks. Increases the damage of lucky strikes. Increases chances of inflicting or status infliction. Increases Initiative (chance of going first, 1 LUK = 1 Initiative). For most FD builds, this stat is left at 0. However, this is not going to be the case here, though a 0 luck build is absolutely feasible. The key to deciding how much LUK you need is the last mechanic I mentioned - Initiative. There are 2 other sources of Initiative outside of LUK - Whispering Raiment and Ambush Potion, each providing you with +105 Initiative. If your Initiative is 100 points higher than your enemy's, you are guaranteed to go first. A very important thing to keep in mind is that the majority of the mobs have 225 or less LUK. There are those with higher LUK, but those are mobs against whom you can't guarantee to go first against or do not present enough of a challenge to matter. With that in mind, I present to you the following options for how much LUK to use:
  • 0 LUK: Focusing all your points into other stats (usually CHA). You can still use either Whispering Raiment or Ambush Potion to guarantee that you go first against 0 LUK enemies, of which are quite numerous.
  • 100 LUK: Guarantees that you go first against 0 LUK enemies.
  • 115 LUK: Guarantees that you go first against 225 LUK enemies when used in combination with Whispering Raiment and Ambush Potion. My recommendation is to run at least 115 LUK.
  • 170 LUK: Guarantees that you go first against 225 LUK enemies when used in combination with Ambush Potion and the LUK drive on Neko armors.
  • 220 LUK: Guarantees that you go first against 225 LUK enemies when used in combination with Ambush Potion or Whispering Raiment. One of the biggest advantage with running 210 or more LUK is that you will always go first against Mighty Shadow Gogg when using Whispering Raiment and Ambush Potion. This is important as it is in my opinion the best farming spot in the game.
  • 250 LUK: Simply imitate an FO build and max out LUK. No complications.

    Charisma (CHA):Increases pet/guest damage and accuracy. It contributes to a portion of booster pets' damage. Some old pets' attack rate is also affected but this is largely irrelevant. Any leftover points from LUK and possibly DEX (again not recommended) should be placed here. The main source of pet/guest damage for this build is Poelala (and other booster pets if you whale on this game), but CHA is still provides a pretty substantial damage boost if Arcane Amplification is inactive or unavailable to you. Also improves the effectiveness of other pets on turns that you choose to not deal damage (e.g. for healing with Healing Branch). Another important application of CHA is that it boosts the power of healing pets/guests. While this is usually irrelevant, you will find it difficult if not impossible to beat War-Torn Dragon without potions/digging into storage/using assists without CHA to boost your healing pets/guests if you don't run Book of Burns. However, My recommendation is to not run more than 135 CHA, as this build does not have the spell slots to summon a lot of guests that take advantage of CHA. Part of the reason that low CHA builds work in general is how overpowered booster pets and this is no different.

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    4. Classes

    To be blunt, the majority of the classes in this game are useless in the endgame. However there are 2 standouts which are overlooked by some players and these are the only 2 classes that are going to be discussed here:


    Assassin: This was mentioned above, the the Assassin class armor Whispering Raiment gives the player +105 Initiative. This is its only purpose, but it is an important one. It allows you to always go first against enemies that you otherwise have to leave to chance. Considering the short length of most fights and the wide applicability of this effect, this value of this effect is very significant.


    Wizard: The Wizard class is extremely powerful, but only for mages. The Wizard class armor comes in 9 varieties - Generalist Robe and 8 for each of the base elements. In a nut shell, the Generalist Robe gives a x1.38 elecomp and a -5% mana cost to every spell cast while wearing the armor. If your spell costs HP, it will refund SP equal to 5% of the spell's SP cost. It also has a toggle skill called Arcane Lore. When this skill is toggled, your spells cost 190% mana, but instead get a x1.88 elecomp. If your spells have a HP cost associated, it will cost additional SP equal to the HP cost of the spell. A Lore imbued burst spell (e.g. Destruction Burst, Warmaster's Burst) is stronger than a Bloodmage armor skill (albeit costing nearly twice as much mana). As a general spell-boosting armor without lore, Generalist Robe withing Lore boost is superior to the Bloodmage armors (x1.38 elecomp is generally better than the additive +50% damage offered by the Bloodmage armor) while capable of boosting the damage of any burst spell to the level of a Bloodmage armor skill for a substantial amount of mana. The Generalist Robe's elemental counterparts basically do the same thing. However, they only work on spells of their respective element. In exchange, they get a passive x1.72 elecomp and -10% mana to every spell cast. When lore imbued, that elecomp is boosted to a whopping x2.22 and the mana cost is increased to 157.5% of its base cost. This actually far dwarves the damage of Bloodmage skills and starting to get into the the territory (or even dwarfing) CIT boosted armor kills while maintaining a pretty good mana efficiency.

    The Wizard Robe has a pretty interesting, exploitable mechanic (probably a bug) associated with Celerity. When under celerity, the first cast of the spell would consume mana as normal. However, the second cast of spell would not account for any mana cost modifiers as long as you do not switch armors. This means that you can cast 2 Lore-imbued spell in a single turn while only paying the cost of 1 imbued spell and 1 unimbued spell. If you have a quick cast spell like Spectral Chains or Knife to Meat you, you can expend your entire mana bar in a single turn to cast 3 lore spells all boosted by 2xPoelala (typically, 1 mana bar only gets you 2 casts, not accounting for Poelala mana costs). Furthermore, it has a similar mechanic with Book of Burns, where you can cast ALL of your spells in Book of Burns enhanced with Lore, but for its base mana cost.

    Despite the elemental Wizard Robes' extreme offensive power, I recommend using Generalist Robes or a Bloodmage amor if you want to use spell booster armor due to its wider applicability. However, depending on which spells you have available to you, the elemental variants are very viable options.

    A detailed comparison between Generalist Robes and Bloodmage Armor can be seen here.

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    5. Subraces

    As the name of the guide implies, this is still at its core, a FD build. The reason it can "steal" from from FO builds is due to the Neko armors' impressive compression, allowing you to make additional room for offensive armors. As such, I recommend Neko as the race of choice. In theory, you can still be a Vampire to use its mesmerize and transformation skills while using 4 Neko armors to cover resistances in all 8 elements. However, this means losing out on all of the Neko class skills, which I do not think is worth it.

    Neko armors come in 2 varieties - Sol and Luna. The Sol variant boosts pet damage and scales to CHA while the Luna variant boosts 100% proc weapon damage and scales to DEX. Traditionally, Sol is the armor of choice for defensive players. I would recommend using the Luna variant, as this build will not necessarily run too much CHA. Furthermore, Cataclysm can be boosted by CIT and Bloodstained Morningstar Bulkwark for Luna. However, there isn't really such an equivalent for Sol. This is also the reason that I recommend using 250 DEX.

    Speaking of Cataclysm, this skill, just like Arcane Lore for Wizard robes, also has a similar interaction with Celerity. Using Cataclysm typically costs 40 Sol or Luna charges (depending on your chosen faction) and lasts for 1 turn. However, while under celerity, you can use the same cast of Cataclysm twice, without consuming additional charges. I do not know whether or not this is intended.

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    6. Weapons

    As this is a FD build, you will primarily be using wands and tomes. However, I should note that Wands are preferred over tomes, as there are better spells than what tome provides. Wands also provide a manaless alternative, have synergy with Luna Neko armors and work with Kindred Armor (if you choose to run Kindred Spirit's Valiance). Burst spells (e.g. Destruction Burst, Warmaster's Burst) are also just so much more powerful. While I will list tomes in this section for completeness and in case you prefer to use them, know that I do not really recommend them unless I put a "*" beside it.

    No-Drop:
    Staff of Awe!!!: The only option. Use the default element alignment. This is because the default lean gives you a decent armor/shield for multi-element attacks. For special lean, Power Word: Die is the mathematically best option even for FD. However, it bothers me that so many bosses these days are now immune to it and I think it gets beat by Spiral Carve and Awe Blast at ~130% Earth resist at ~10000 effective HP. Instead, I recommend Awe Blast. It's picked over Spiral Carve for being auto-hit. Despite of its lower damage, its auto hit has some niche uses. However, if you are running Bloodzerker armors, you can use PWD as your special.

    Fire:
    Wand:
  • Akasha Wand: An overall excellent wand that can regenerate mana.
  • El Muchacho (Rare/Package Item): For those of you crazy enough to get this, this is probably the best option you have available to you due to its very wide range of effects.
    Tome:
  • Book of Burns*: One of the few tomes that I would recommend to use. This one gives you infinite fire damage, provided you are patient enough. For the sake of practicality and convenience, I would not run this alongside Kindred's Spirit of Valiance. The Fire Shield is compatible with Wizard Robes/Imbue with Lore while being far more efficient than Gandolphin. I have seen shield values of over 2k with mana efficiency of just over 0.2 mp/hp, meaning that even without charging, this thing is the best heal in the entire game, especially when used with Shadowfeeder Pendant. The biggest shield I have been able to cast with is is 3364 HP with an efficiency of 0.1941 mp/hp. Note that the burn spell on Book of Burns has synergy with the Neko skill Neko Overlord, if you stack it enough.

    Ice:
    Wand:
  • Snowflake Wand (Seasonal Rare): The only option. There is also a Frostval Commemorative Spoon, but the accurate lean on the Snowflake Wand is superior. Fortunately, Frostval is just around the corner.
    Tome:
  • None
    Others:
  • Arctic Athame: It is a viable option for spellboosting. However, you are better off filling your inventory with other weapons.

    Water:
    Wand:
  • Tsunami Pen: Despite of it not being a level 150 weapon, it gives a significant boost to water spells. Worth considering if other options are not available.
  • Mogloween 2016 Commemorative Spoon (Rare): A full-powered level 150 wand. It is supposed to be a seasonal rare, but from what I can tell, it is no longer available.
    Tome:
  • Healing Branch*: One of the recommended spell tomes as it can let you infinitely draw out a fight if you so wanted to. This tome has incredible healing compression. One very often overlooked aspect is the spell Curative Waters. While only useful in long, drawn out fights, this spell heals about 350 hp over 10 turns for a mere 26 mp, and also has the benefit of curing burns/poisons/bleeds/diseases (though it will heal less overall and may end up costing a LOT more mana, ironically can make it less useful), making it the most mana efficient heal in the game to my knowledge at a ridiculous ~0.07 mp -> per hp conversion rate. I might even go as to say the the main reason you want to use Healing Branch is for Curative Waters in long fights, as its other healing spell is dwarfed by Insightful Armor of Awe/Book of Burns's mana shields and you are better off with a 100% proc weapon than a mana efficient spell in most cases. Overall a very good item with good compression effects, but has only niche uses.

    Energy:
    Wand:
  • Balloon Baton G (Seasonal Rare): 100% proc weapon with an accurate lean, but has a wide damage range. Of note is that this weapon does not have a true special and therefore deals x1.1 damage.
  • Harvest Festival '16 Commemorative Spoon (Seasonal Rare): Currently available. Has a true special and a base lean. Nothing special otherwise.
    Tome:
  • Silver Lightning Rod: Not recommended.

    Wind:
    Wand:
  • Feather Buster: An excellent wand as it also boosts wind spell damage. Has a proper special.
    Tome:
  • Winds of Time: Not recommended.
  • Big Dictionary (Rare): A better option than Winds of Change if you have it, but again, not recommended.

    Earth:
    Wand:
  • Grenwog '16 Commemorative Spoon (Rare): Supposedly a seasonal rare, but from what I can tell it is now a permanent rare.
  • Mogloween '18 Commemorative Spoon (Seasonal Rare): Currently Available
  • Keep in mind that the default element lean for your No-Drop, which is what I recommend, gives you an Earth weapon.
    Tome:
  • Loremaster's Tome*: The spells themselves are nothing special. However, what IS special is the incredible amount of compression in this weapon - 3 spells in 1. I personally wouldn't use it, but because of this compression, it is worth considering for every build.

    Light:
    Wand:
  • Bloodstained Morningstar Occult Cross (Level 150 entry not available in Encyclopedia): The only option in my opinion, due to the active effect's synergy with Luna Neko's Cataclysm/Bloodzerker armors.
    Tome:
  • Loremaster's Tome*: The spells themselves are nothing special. However, what IS special is the incredible amount of compression in this weapon - 3 spells in 1. I personally wouldn't use it, but because of this compression, it is worth considering for every build.

    Darkness:
    Wand:
  • Blarney '18 Commemorative Spoon (Seasonal Rare): Best option if you choose to run a high luck build.
  • Forgotten's Harrowing Totem: Best option if you choose to run a low luck build.
    Tome:
  • Tome of Cerberus: Not recommended.

    Harm:
    Wand:
  • Chambered Eternity Love (UR GGB): A strong weapon with a small chance to control. Some sort of Harm weapon is necessary to beat stuff like Terrorzard and SeekRat Omni, and I suppose this is as good as any. That being said, this is not a priority to get if you are tight on URGGB.
    Tome:
  • Loremaster's Tome*: The spells themselves are nothing special. However, what IS special is the incredible amount of compression in this weapon - 3 spells in 1. I personally wouldn't use it, but because of this compression, it is worth considering for every build.

    Multi-Element:
    Wand:
    Rainbow Raygun: Due to the fact that you probably can't get 1 element of everything for every situation due to inventory space limitations and the lack of compression weapons in the game, this weapon is quite good for scrambling resists. Furthermore, due to its high elecomp, it is in many cases your strongest option for weapon. Especially recommended if you run Book of Burns.
    Tome:
  • None

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    7. Shields

    There is really only 1 way of setting up your shield inventory:
    1. Shield of Awe!!! (neutral)
    2. Celtic Wheels
    3. Chieftan's Ironthorn (CIT)
    4. 2x -26% resist compression shields covering 4 unique elements.
    5. Fill the rest of your inventory with the best available -26% elemental shields available to you, for each element not covered for 1-4.

    Unfortunately, it is not possible to fulfill criteria 4 with the currently available items, as it requires you to have either Firework Buckler (seasonal rare) or Gemini Shield (rare, may possibly return in the future). If you do not have either of these shields, I recommend changing your no-drop element to Ice or Energy at the expense of losing a multi-element armor/shield. With that being said, let's move onto the options available to you:


    Fire:
  • Due to the available options, your fire shield slot must consist of a compression shield.
  • Firework Buckler (Seasonal Rare): Fire/Light compression. Use alongside either Gemini Shield or War-Torn Heirloom.
  • Cerberus Ward: Fire/Darkness compression. Use alongside Gemini Shield.

    Ice:
  • Cryo-Chrono Shield: A solid option, especially for defensive builds.
  • Pies: Slightly more offensive option as Cryo-Chrono Shield. The two are comparable in power.
  • Father Time (Seasonal Rare): This can act as a second, bootleg Purple Rain. It is overall my preferred option (even if you don't need the effect that often).

    Water:
  • Celtic Wheels: +50 INT. Accept no substitutes.

    Energy:
  • Pixel Guard (Rare): The best option available. However, it is a permanent rare.
  • Umazen Aspis: Alternative to Pixel Guard. If you have lots of paralysis effects, this might be better, but Pixel Guard is preferred. There aren't many Energy-damaging mobs weak against damage sources that inflict paralysis and you would want to use CIT if you are using Thunder Wave Blade.
  • Dynamo Defender: If you were around to get this item, it is better than Umazen Aspis if you don't use a paralysis effect.
  • Energy Realm Protector: For the whales that have or are planning to purchase this, it's a decent shield.

    Wind:
  • War-Torn Heirloom: Wind/Darkness Compression. Use alongside Firework Buckler.
  • Gemini (Rare): Earth/Wind compression. If you have this available to you, then use it alongside either Firework Buckler or Cerberus Ward.
  • Zephyr: If you have neither Firework Buckler or Gemini, then Zephyr is the best option.
  • Accorddion Shield (Rare): It is a rare, but it is an alternative to Zephyr. If this is available to you, then definitely use it if you are using Love Potion #736.

    Earth:
  • Gemini Shield (Rare): Earth/Wind compression. If you have this available to you, then use it alongside either Firework Buckler or Cerberus Ward.
  • Morningstar Bulwark: If you do not have Gemini Shield, run this.
  • Sol Defender (Earth): If you choose to go with a high CHA build, then this is arguably better than Morningstar Shield.
  • Macka-Lot Buckler (Seasonal Rare): Slight upgrade to Sol Defender
  • Golem Guard: Arguably better than the above 3 single-resist options. However, if you run CHA, I would personally prefer Macka-Lot or Sol Defender and instead use the SP for Neko Armor's DEX/LUK drive or a Misc., as keeping all of them active can be very draining.

    Light:
  • Firework Buckler (Seasonal Rare): Fire/Light compression. Use alongside either Gemini Shield or War-Torn Heirloom.
  • Broken Mirror Defender (Rare): If you do not have access to Firework Buckler (or have Gemini Shield and want to use Cerberus Ward), this is a great option.
  • Sol Defender (Light): If you choose to run a high CHA build, this is a great option.
  • Golden Dragon Head Shield (UR GGB): If you choose to run a high luck build, this is a great option. If you are tight on GGB, this is not a priority, even if you do not use Firework Buckler.
  • Learning to Fly: An alternative if you cannot use Broken Mirror Defender or Sol Defender.
  • Radiant Aegis (Rare): I would consider this to be an upgrade over Sol Defender and Learning to Fly.

    Darkness:
  • Cerberus Ward: Fire/Darkness compression. Use alongside Gemini Shield.
  • Wartorn Heirloom: Wind/Darkness Compression. Use alongside Firework Buckler.
  • Eternal Twilight's Regalia: If you choose to run Firework Buckler + Gemini Shield, then you can run a pure Darkness Shield. My personal preference is this one, as not only does it have an excellent mastercraft effect, but it also has a secondary light resist. However, from what I have read, most people prefer other shields, so I will be listing those here as well below.
  • Lantern of Souls: An excellent option. Effectively reduces the damage you take by 3.57%.
  • Lunar Eclipse Shied (Seasonal Rare): A lot of people love this shield, but I think this is the worse shield in the Darkness shield list. Its active is too weak and can't be boosted by either CIT or Celtic Wheel. Blind is nice, but you are not likely going to stay in a Darkness shield against a light mob without celerity/stun even if they are blinded.
  • Luna Defender: An excellent option, but requires you to be holding a wand/bow. However, this shouldn't be a big issue. Overall, this should outperform Lantern of Souls.

    Chieftan's Ironthorn:
  • This is given its own section. Anyone running Bloodzerkers/weapon-based armor skills/old standard armors must run this in my opinion. This build will indeed run some of those armors.

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    8. Armors

    Up to this point, most of the recommendations have been pretty standard. Starting with this section, you will see some deviations from what you would see in an ordinary FD guide. As mentioned earlier in the guide, the build will use the 4x Luna Neko Armor (including the "9th" armor slot transformation):
  • Neko Transformation (Luna)
  • Tiger Luna Neko
  • Solid Gold Luna Neko
  • Leopard Luna Neko

    Alternatively, you can use the Sol Neko set if you run a high CHA build. However, as I mentioned in the subrace section, Luna Neko is preferred:

    It will also use the following no-drop armor with a neutral elemental lean for resistance:
  • Insightful Armor of Awe: The active effect is extremely powerful, giving you a highly efficient mana shield. Scales with your INT.


    With the defensive armors covered, you still have 4 free armor slots. This is the start of the "burst" part of this build. These 4 armor slots along with your spells will be used to form the offensive part of this build. Keep in mind that these armors are chosen purely for their offensive-capabilities. Their defensive capabilities are irrelevant as they will almost always be used under celerity/stunlock/1-shot/for farming or questing. You will likely never press the "attack" button unless you are using the Bloodzerker armors, and even then rarely as it is preferred for those to be used with Bloodstained Morningstar Occult Cross. You want to choose the armors and spells in a way that gives you nukes for as many possible elements as possible, possibly with options for both SP and MP. I will list the possible options and separate them into several categories:

    SP Nukes: Armors with SP-based skills. Every armor listed here are compatible with and should used with CIT/stunlock whenever possible. Armors skills incompatible with CIT are not worth using. Depending on how you want to set up your build:
  • White Knight Z (Z-Token): The strongest of the old-standard armors. The only problem with this is that it overlaps with Bloodstained Morning Star Occult Cross + Cataclysms, making it a little less desirable.
  • High Oracle's Taladosian Robes: Another old-standard armor. However, for those running Thunder Wave Blade, the elements also overlaps.
  • Horo-Show Void Vigilante: The last old-standard armor listed here. Though the weakest of the 3, there is no other way to replicate this armor's damage output with the Ice element,
  • Blazing Bloodzerker (UR GGB): Like all Bloodzerker armors using it with Bloodstained Morning Star Occult Cross will allow you to achieve damage output similar to the old-standard armors. This one overlaps with Fire Dragon Talon however.
  • Terra Bloodzerker (UR GGB): same as Blazing Bloodzerker, but has no imbue spell overlap.
  • Quenching Bloodzerker (UR GGB): Same as Terra Bloodzerker
  • Moglord Tortress (Rare): Arguablly better than Quenching Bloodzerker for this build in its water form.

    Notably, none of these 8 armors that are listed require you to use a 0% proc weapon to reach their full damage potential like many armors do these days. The Bloodzerker armors have their max damage output when combined with Morningstar Cross while the old-standard armors do not scale from weapon damage at all, despite being compatible with CIT. As such, using 100% proc weapons will not hinder your damage.


    MP Nukes: Armors with MP-based spells and boosts spell damage. I would choose one of the armors below and use them to boost the damage of your spells.
  • Pyromancer Bloodmage (Rare): The least desirable of the Bloodmage armors, as it overlaps with Destruction Burst and Warmaster's Burst, which are available to everyone.
  • Cryomancer Bloodmage (UR GGB)
  • Hydromancer Bloodmage (UR GGB)
  • Lumeomancer Bloodmage (UR GGB)
  • Generalist Robe: See section 4 more information. If you are a whale like me and have access to all Destruction Burst, Arctic Tornado, Creation Burst and Cysero's Explosive Booth, Generalist Robe is the preferred option. Otherwise, go with one of the Bloodmage armors.
  • Elemental Wizard Robes: Again, see section 4 for more information. While Generalist's Robe is more versatile, depending on your setup, you may prefer one of its elemental variants.

    Other Utility/Offense:
  • Whispering Raiment: See the write-up on LUK in section 3 to decide whether or not you want to use this. This armor is used solely for its initiative bonus.
  • Kindred Spirit's Valiance: At first it seems like a no-brainer to include this, but remember that part of the criteria is convenience and time-efficiency. While this is an impeccable boss-killing armor, it is really weak for normal use due to the charge-up. My recommendation is to either use this armor or Book of Burns, but not both as they fulfill mostly the same purpose. My personal preference is Book of Burns, as it frees up an armor slot for another SP nuke.

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    9. Spells

    I mentioned earlier in the guide that this guide can be somewhat expensive on your wallet. In this section, you will start to see why. Below are the options available to you. The most important damaging spells are Destruction Burst, Creation Burst, Arctic Tornado and Cysero's Explosive Teleport Booth. Unfortunately 3/4 of these spells are premium. For those without access to these, do not use weaker non-burst spells. Those are simply too weak in comparison. Instead, compensate for the missing elements through the use of armor skills (either SP or MP, whichever is available to you. See Section 8). However, whereas a build with all the premium spells has a mp spell for every element AND several SP armor nukes in addition to them, someone without the premium spells will not have that luxury and has to go with either SP OR MP for their nuke of choice for every element. Players without access to burst spells of every (or at least most) elements should not be using Generalist Robes. Furthermore, if you plan on purchasing a package, Arcane Amplification should be prioritized over any of the burst spells.

    Fire:
  • Destruction Burst: One of the 4 spells in the game that not only have elemental compression, but also have a burst effect. This is the only non-premium spell and is your spell of choice for Fire/Darkness.
  • Fire Dragon Talon (Z-Tokens): Fire imbue spell. Arguably the best of all the imbue spells as it gives the biggest immediate pay-off. Do not use with Blazing Bloodzerker.
  • Arms of the Dragonguard: This spell is decent for those with high luck builds, but generally should be used with Purple Rain or Father Time. While it gives you incredible burst damage, I generally can't find a spot to fit it into my build. The way to use it is Purple Rain -> Dragonguard -> Next turn -> buffs/celerity/stuns -> Purple Rain -> Burst. With Father Time, it should be Equip Father Time -> Buffs/celerity/stuns -> Essence Orb back to full -> Dragonguard -> Next Turn -> Activate Father Time -> Burst.

    Ice:
  • Arctic Tornado (Package): Ideal for Ice/Wind spells. One of the 4 spells in the game that not only have elemental compression, but also have a burst effect.
  • Spectral Chains (Rare): Once per battle quick-cast spell with a damage penalty. While it is not a replacement for the burst spell, it can be used if you are missing some of the options.

    Water:
  • Cysero's Explosive Teleport Booth (Package): Same as Arctic Tornado, but Water/Energy.
  • Goggplant Parmesan: Earth/Water compression. An acceptable budget option, owing to the compression and having no overlaps with the gold burst spells that are available in the game.

    Energy:
  • Cysero's Explosive Teleport Booth (Package): Same as Arctic Tornado, but Water/Energy.
  • Thunder Wave Blade (Z-Tokens): Very powerful energy imbue spell. While it doesn't deal as much damage as Fire Dragon Talon, it has a paralysis effect that seems like it increases in duration with more damage dealt. I've seen it go to 8 turns of paralysis before, which can effectively be doubled with Shadowfeeder Pendant. Do not run this if you run High Oracle's Taladosian Robes.
  • Blood Ruby Rain: Use with Hydromancer Bloodmage for nukes. The main weakness is the roll associated with its effect. Use with Father Time or Purple Rain.

    Wind:
  • Arctic Tornado (Package): Ideal for Ice/Wind spells. One of the 4 spells in the game that not only have elemental compression, but also have a burst effect.
  • Warmaster's Burst: Alternative Wind burst spell to Arctic Tornado. While it does cost less hp, Arctic Tornado is preferred if it is available due to the compression.
  • Borrow G: While I am not a huge fan of this spell, I believe it deserves an honorable mention here. It starts off stronger than both Warmaster's Burst and Arctic Tornado with no additional HP cost. The only crux of it is you need to kill your opponent before they have a chance to heal. Ideal when used with celerity.

    Earth:
  • Creation Burst (Package): Same as Arctic Tornado, but Light/Earth
  • Knife to Meat You (Seasonal Rare): Earth version of Spectral Chains.
  • Goggplant Parmesan: Earth/Water compression. An acceptable budget option, owing to the compression and having no overlaps with the gold burst spells that are available in the game.

    Light:
  • Creation Burst: Same as Arctic Tornado, but Light/Earth
  • Light Lord's Blessing: Light imbue spell. Not great as it overlaps with WKZ and Mornignstar Cross.

    Darkness:
  • Destruction Burst: One of the 4 spells in the game that not only have elemental compression, but also have a burst effect. This is the only non-premium spell of the 3 and is your spell of choice for Fire/Darkness.
  • Terror Fist (Z-Tokens): Darkness version of Thunder Wave Blade, inflicting Fear instead of paralysis. Slightly worse overall, as Fear is not a 100% chance to stun, but from what I have seen, it is very close to 100%.

    Harm:
  • Archmage Research: A decent source of harm damage if you are missing some of the better options on this list.

    Healing
  • No need to expend a slot on healing spells. Healing Branch and Insightful Armor of Awe are sufficient.

    Guests
  • Summon Poelala (UR GGB): #1 GGB priority for any mage. Booster pets in general are broken as hell, since you can get a near full powered pet with 0 CHA, saving you 250 stat points. Because this build doesn't have the slots available to run guests for multiple elements, Poelala is going to be the main source of damage. This is also why I do not recommend running more than 135 CHA in section 3.
  • Call Twilly: For those running a bit more CHA, I recommend a healing guest. This is mainly useful for turns where you are not attacking or for very long drawn-out fights.
  • Call PikaTwilly (Seasonal Rare): Energy alternative to Call Twilly. Currently available.
  • Summon Gaiden: Water MP alternative to Twilly/PikaTwilly.

    Buffs/Utility
  • Arcane Amplification (Package): INT booster. for those planning to purchase packages, this is the top priority.
  • Moonwalker's Grace: DEX booster. Good if you have the space for it. Certainly not necessary.
  • 2019 New Year's Surprise (Rare): BTH booster and stronger/more offensive alternative to MWG. Good if you have the space for it. Certainly not necessary.
  • Purple Rain: An extremely overpowered spell. It basically as restore ~1400 (or possibly even higher with Essence Orb/other SP regen effects) once per battle. Mandatory spell imo.

    ____________________________________________________________________________________________________________________________________________________


    10. Misc. Items

    Another big potential cash dump. Many of the items listed are subtractive defensive miscs. and the older ones do not have an upkeep cost. Other than that, subtractive miscs are more effective against enemies with predictable/mono element attack patterns while multiplicative miscs are better against multi-element enemies. Another thing to consider is that many of the subtractive miscs. consume a turn and aren't great when used in conjunction with Zfinity Gauntlets.


    Fire:
  • Amulet of Drakonnan G: An incredibly powerful item for mages. Not only is it a Fire/Magic subtractive misc., it does not cost a turn to activate like many of its peers and has a low SP cost. Even more impressively, it provides you with a +50 INT, meaning it can also be used as your primary damage-booster when you are nuking.
  • Urn of Daryngord (Z-Token): Fire/Energy/Int/Magic compression using the old-standard misc. Takes a turn to activate but is incredibly cost efficient due to having no upkeep cost.
  • Mark of The'Galin (Z-Token): Fire/Darkness/Melee/STR/ compression. I'm not a big fan of this, as you are paying SP for STR. However, very often when you are rounding off you build, you will find the Fire/Darkness compression to be useful.

    Ice:
  • Zfinity Gauntlet: Time (Z-Token, Seasonal Rare?): At this point, everyone knows how broken the Zfinity Gauntlets are. Not only does this give you Ranged/Ice defense, but it has 2 powerful actives. A once/battle effect that allows you to stun with no save rolls and a reusable effect reducing the enemy's BTH/Defenses. Do not run alongside Love Potion#736.
  • Everfrozen Shard (Z-Token): Same as Urn of Daryngord, but Ice/Water/Str/Melee.
  • Horo-Show Void Visor: Not great, but the only non-rare gold option.
  • Mark of Falerin (Z-Token): Darkness/Ice/Ranged/INT compression. This is great since it gives you int. However, it also overlaps with Zfinity Gauntlet: Time.


    Water:
  • Zfinity Gauntlet: Mind (Z-Token, Seasonal Rare?)
  • Everfrozen Shard (Z-Token): Same as Urn of Daryngord, but Ice/Water/Str/Melee.
  • Bar of Soap (Rare): Same as Urn of Daryngord, but Water/Earth/CHA/Magic. Unlike UoD however, this one takes SP and has an upkeep cost. In addition, it has an active that reduces the opponent's BTH by 10. This effect is very unique in that once the effect is applied, it can NEVER be removed, even if you switch items. The roll to apply the effect is also generally heavily in your favor.
  • All-Seeing Eye of Sacragon: Water misc. with a built-in energy spell that burns. Not too bad.
  • Kamohoali Jaw (Rare): Very strong water misc that simultaneously boosts your damage against water mobs.
  • Mark of Serenia (Z-Token): Water/Light/Melee/DEX compression. Overlaps with Zfinity Gauntlet: Soul, EIoO and Zfinity Gauntlet: Mind.
  • Mark of Sylvanus (Z-Token): Water/Earth/Ranged/END compression. Overlaps with Zfinity Gauntlet: Mind.

    Energy:
  • Zfinity Gauntlet: Power (Z-Token, Seasonal Rare?): This is arguably the best of the Zfinity Gauntlet. Melee/Energy. Its once/battle active is actually garbage, due to it scaling from END and therefore has an inefficient SP-HP conversion rate for this build. However, the second active is a quick-cast Elemental Vulnerability. This makes it the only Misc. in the game that gives you a (significant) damage boost while it is not equipped, meaning you can use another Misc. to further boost your damage (or defense, depending on the situation/preference).
  • Urn of Daryngord (Z-Token): Fire/Energy/Int/Magic compression using the old-standard misc. Takes a turn to activate but is incredibly cost efficient due to having no upkeep cost.
  • Mecha Knight Power Core: Dark/Energy/Luck/Magic compression. The main issue with this is that it overlaps with Zfinity Gauntlet: Power. However, it's a great option for those who don't have Power Gauntlet.
  • Mark of Loco (Z-Token): Wind/Energy/Magic/LUK compression. Overlaps with Windter Crown and Zfinity Gauntlet: Power.
  • Mark of Lorithia (Z-Token): Light/Magic/CHA/Energy compression. Overlaps with Zfinity Gauntlet: Soul, EIoO and Zfinity Gauntlet: Power.

    Wind:
  • Windter Crown (Rare): Hands down the best wind misc. in the game. I'm quite jealous of those who have this. If you have it, use it.
  • Guardian's Urn of Prevailing Winds: For those of us scrubs who weren't around for Frostval '16.
  • Mark of Loco (Z-Token): Wind/Energy/Magic/LUK compression. Overlaps with Windter Crown and Zfinity Gauntlet: Power.

    Earth:
  • Bell Shell: Arguably the best earth resist misc. and with a wide range of applicability overall.
  • Head of Raydius Dragon (Z-Token, but cheap): Same as Urn of Daryngord, but Dark/Earth/Dex/Ranged.
  • Bar of Soap (Rare): Same as Urn of Daryngord, but Water/Earth/CHA/Magic. Unlike UoD however, this one takes SP and has an upkeep cost. In addition, it has an active that reduces the opponent's BTH by 10. This effect is very unique in that once the effect is applied, it can NEVER be removed, even if you switch items. The roll to apply the effect is also generally heavily in your favor.
  • Mark of Sylvanus (Z-Token): Water/Earth/Ranged/END compression. Overlaps with Zfinity Gauntlet: Mind.

    Light:
  • Zfinity Gauntlet Soul. Light/Melee. In addition, it gets 2 actives, the first restoring SP. An alternative to Essence Orb, but has excellent compression value and is almost always more cost efficient, even if it can't be spammed. Because of this, this is preferred over Essence Orb.
  • Elahi's Irt of Osiris: An excellent misc., though with a bit of a high upkeep cost. Not only is this the best light misc. defensively, it is alsoa great offensive misc. Can be used as your main offensive misc.
  • Evil Eyeglasses: Lower cost alternative to EIoO.
  • Golden Goblet (Z-Token): Low cost alternative to EIoO for mana cost.
  • Mark of Lorithia (Z-Token): Light/Magic/CHA/Energy compression. Overlaps with Zfinity Gauntlet: Soul, EIoO and Zfinity Gauntlet: Power.
  • Mark of Serenia (Z-Token): Water/Light/Melee/DEX compression. Overlaps with Zfinity Gauntlet: Soul, EIoO and Zfinity Gauntlet: Mind.

    Darkness:
  • Head of Raydius Dragon: (Z-Token, but cheap): Same as Urn of Daryngord, but Dark/Earth/Dex/Ranged.
  • Mecha Knight Power Core: Dark/Energy/Luck/Magic compression. The main issue with this is that it overlaps with Zfinity Gauntlet: Power. However, it's a great option for those who don't have Power Gauntlet.
  • Mark of The'Galin (Z-Token): Fire/Darkness/Melee/STR/ compression. I'm not a big fan of this, as you are paying SP for STR. However, very often when you are rounding off you build, you will find the Fire/Darkness compression to be useful.
  • Mark of Falerin (Z-Token): Darkness/Ice/Ranged/INT compression. This is great since it gives you int. However, it also overlaps with Zfinity Gauntlet: Time.

    Utility/Damage:
  • Essence Orb: Staple. It's outperformed by Soul Gauntlet in general.
  • Shadowfeeder Pendant: Staple for celertiy.
  • Love Potion #736: Not staple, but very strong for the stun meta. Do not run alongside Zfinity Gauntlet: Time.
  • Cyclop's Eye: General defensive misc.
  • Pixel Ether (Rare): SP-MP conversion. An excellent item. From a purely mathematical perspective, this Pixel Ether is technically outperformed by Zfinity Gauntlet: Mind in most situations, when taking into consideration Essence Orb's conversion rate, not to mention the gauntlet's compression properties, though the Gauntlet cannot be spammed.
  • Blood Contract (Package): General damage boost item. Low priority item, as items such as Amulet of Drakonnan G, Elahi's Irt of Osiris, Windter Crown and Mark of Falerin can all fulfill the same role.
  • Rejuvenating Necklace: Acceptable option for those without Pixel Ether or Zfinity Gauntlet Mind.

    Generally speaking, the misc. inventory should look something like this:
    1. Shadowfeeder Pendant
    2. Essence Orb or Zfinity Gauntlet: Soul. Gauntlet is generally preferred if you have access to it.
    3. If available, Zfinity Gauntlet: Time or Love Potion #736
    4. If available, Zfinity Gauntlet: Mind or Pixel Ether. I think Gauntlet is preferred, but I can understand why people would prefer Pixel Ether. Rejuvenating Necklace is acceptable, but if the former 2 are not available, don't force it into your build.
    5. A damage boosting item. Typically this means one of Mark of Falerin, Amulet of Drakonnan, Blood Contract, Windter Crown or Elahi's Irt of Osiris.

    And fill any open misc. slots with the best misc. items available to you, in a way that gives you the most defensive coverage. You can pick from the list or use something that might not be on the list (e.g. Father's Day Tie, Father's Day Sock, Mother's Charm Necklace, Mother's Charm Earring).

    ____________________________________________________________________________________________________________________________________________________


    11. Pets

    For low luck builds, you want to fill our your inventory with as many Booster pets as possible and fill any open slots with utility pets. Remember that their ability to deal damage is irrelevant. The most important part is their effect. To be honest, after Poelala, a healing pet and Pig Drake/Chiaro Symbiote, everything else is unnecessary.

    Fire:
  • Ramssy (Package): Fire booster pet. Superior to Poelala.
  • Underwyrmling: SP drain toggle. Has some useful niche uses.
  • Keyote (Rare): Control toggle
  • Floating Pie: Paralysis toggle. Not as good as Keyote.

    Ice:
  • Chilly (Package): Ice version of Ramssy
  • Frost Effigy: Freeze toggle. Passive bonus to "freeze"-type effects
  • Frosty Godmother (Seasonal Rare): HP/MP heal toggles.

    Water:
  • Rhubzard (Seasonal Rare): Currently available. Unlucky toggle.
  • Cephalopod: Blind toggle.

    Energy:
  • Mog Lightnaut (Package, Rare): Energy version of Ramssy
  • PikaZard: Paralysis toggle.
  • Carnation Bud (Seasonal Rare): Control toggle. Encyclopedia entry not updated with the level 150 version.

    Wind:
  • Pig Drake (Rare): Choke toggle vs. Defense boost toggle. Extremely valuable for both high and low CHA builds.
  • Sphinx: Not recommended, but it's alright and the only non-rare alternative.
  • Guardian Bun-Bowman (Seasonal Rare): Paralysis toggle.

    Earth:
  • Fu Dog (UR GGB): Earth clone of Frost Effigy.
  • Tree Troll (UR GGB): HP healing alternative to Fairy Godmother.
  • Groundhog (Z-Token, Seasonal Rare): Wind resist pet. Great if you don't run a wind-resist misc.
  • Grotesque Eye Spy: F2P alternative. EleVul toggle. Encyclopedia entry not updated with level 150 version.

    Light:
  • Fairy Godmother: Light clone of Frosty Godmother. Do not run both together.
  • Royal Cake (Package): Has a charge effect that gives you access to quick cast spells, including heals, stat boosts, elemental shield, defense boost and celerity.
  • Lepre-Chan: Light booster pet that scales with CHA. IMO, all booster pets should work like this, but that's a topic for another day. Beats Poelala for build with higher CHA.
  • Soluna (UR GGB): Light/Darkness Compression. MP healing alternative to Fairy Godmothers.

    Darkness:
  • Unlucky Rabbit (Seasonal Rare): Currently available. Basically Rhubzard, but Darkness.
  • Soluna (UR GGB): Light/Darkness Compression. MP healing alternative to Fairy Godmothers.
  • Model 294: Elemental vulnerability toggle.

    Harm:
  • My Tiny Void Pwny (UR GGB): If you choose to not run a Harm weapon or spell, then this can be used to slowly but surely grind down SeekRat Omni and TerrorZard. Using a combination of mana shield and Healing Branch and healing guests, it is possible to stall those fights out infinitely. Otherwise, not worth the slot.

    Others:
  • Poelala: Most important pet in your entire inventory.
  • Chiaro Symbiote: Good option, especially for low CHA builds. You can re-equip him to reset its attack counter if you don't want want it to go off.

    Again, because this build often plays like a FO build, I wouldn't worry too much about pets other than Poelala. If you have a booster pet, it's OK to have another pet of the same element if the utility justifies it (e.g. Having both Royal Cake and Lepre-Chan in the same inventory).

    ____________________________________________________________________________________________________________________________________________________


    12. Sample Builds

    Below are sample builds, with cheaper (but not completely F2P) alternatives that also tries to exclude some rares.


    13.1. Build for Whales
    Race: Luna Neko
    Class: Wizard
    No-Drop Element: Default
    Stats: 250 INT | 250 DEX | 30 CHA | 220 LUK

    Weapon:
    Staff of Awe!!!
    Feather Buster
    Bloodstained Morningstar Occult Cross
    Blarney '18 Commemorative Spoon
    Rainbow Raygun
    Chambered Eternity Love
    Healing Branch
    Book of Burns

    Armor:
    Neko Transformation
    Insightful Armor of Awe
    Generalist Robe
    Horo-Show Void Vigilante
    High Oracle's Taladosian Robes
    Whispering Raiment
    Tiger Luna Neko
    Solid Gold Luna Neko
    Leopard Luna Neko

    Shield:
    Shield of Awe!!!
    Fireworks Buckler
    War-Torn Heirloom
    Father Time
    Celtic Wheel
    Umazen Aspis
    Morningstar Bulwark
    Chieftan's Ironthorn

    Spells:
    Destruction Burst
    Arctic Tornado
    Creation Burst
    Cysero's Exploding Teleport Booth
    Summon Poelala
    Call Twilly
    Arcane Amplification
    Purple Rain

    Pets:
    Poelala
    Ramssy
    Chilly
    Mog Lightnaut
    Lepre-Chan
    Frosty Godmother
    Royal Cake
    Pig Drake

    Misc.
    Zfinity Gauntlet: Soul
    Zfinity Gauntlet: Power
    Zfinity Gauntlet: Time
    Zfinity Gauntlet: Mind
    Shadowfeeder Pendant
    Amulet of Drakonnan G
    Head of Raydius Dragon
    Windter Crown


    13.2. Budget Build
    Race: Luna Neko
    Class: Wizard
    No-Drop Element: Default
    Stats: 250 INT | 250 DEX | 135 CHA | 115 LUK (main disadvantage with 115 LUK is that you farming against Mighty Shadow Gogg is now a lot slower)


    Weapon:
    Staff of Awe!!!
    Feather Buster
    Bloodstained Morningstar Occult Cross
    Forgotten's Harrowing Totem
    Harvest Festival '16 Commemorative Spoon
    Rainbow Raygun
    Chambered Eternity Love
    Book of Burns

    Armor:
    Neko Transformation
    Insightful Armor of Awe
    Generalist Robe
    Horo-Show Void Vigilante
    High Oracle's Taladosian Robes
    Whispering Raiment
    Tiger Luna Neko
    Solid Gold Luna Neko
    Leopard Luna Neko

    Shield:
    Shield of Awe!!!
    Fireworks Buckler
    War-Torn Heirloom
    Pies
    Celtic Wheel
    Umazen Aspis
    Morningstar Bulwark
    Chieftan's Ironthorn

    Spells:
    Destruction Burst
    Warmaster's Burst
    Goggplant Parmesan
    Archmage Research
    Purple Rain
    Summon Poelala
    Moonwalker's Grace
    Call Twilly

    Pets:
    Poelala
    Fairy Godmother
    Floating Pie
    Frost Effigy
    Pikazard
    Chiaro Symbiote
    Model 294
    Rubzard

    Misc.
    Essence Orb
    Shadowfeeder Pendant
    Love Potion #736
    Amulet of Drakonnan G
    Bell Shell
    Mecha Knight Power Core
    Cyclop's Eye
    Rejuvenating Necklace

    ____________________________________________________________________________________________________________________________________________________


    13. Changelog

  • December 3, 2019: Astromorph item series exploit has been fixed. All references to Astromorph exploit has been removed. Mana Shield change reverted. Gandolphin removed as a suggestion as Shield of Insight outperforms it.

    < Message edited by lolerster -- 12/5/2019 20:56:27 >
  • AQ  Post #: 1
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