First of all, I'd suggest putting your Essence Orb in active misc slots. As a qc source of sp, it's an incredible boost to any playstyle, and allows you to spam nukes and effects every turn.
Secondly, FO warriors generally use the Werewolf subrace. It has Str/Dex toggles, a 2x damage Beast Form and a qc Fear-infliction skill that can have great synergy with Terror Eater or Jalek's Panic Reaver.
Finally, I'd like to give a link to Commonly Used Strategies. The basic meta focuses on stun-locking and nuking the monster, and the AQWiki page provides a full list of auxiliary and just fun equipment you can use to get there.
I'd suggest switching to BoA no-drop, with Wind as your element, as the best wind weapon is premium and the rest are not particularly exceptional. Most FO builds also align the Awe special to PWD for that 4% insta-kill chance.
Blazing Bloodzerker sword (from Rare GGBs) is pretty much indisputed as the best fire weapon for FO builds, as it pays a small hp cost to deal +20% damage.
Water has two really nice weapons. Quenching Bloozerker sword is a water copy of the Blazing one, while the updated Kindred sword has a chargable autohit.
As a stand-alone weapon, your MagnaBlade is the best option for ice, being the only remaining weapon in the game that deals +30% damage. That said, Mighty Blade of Frostval Past has a qc EleVuln infliction - and 60% extra damage on something like Horo Show's nuke is a lot of damage.
Terra Bloodzerker sword is an earth clone of the Blazing one. There's also the recently revamped Troll Club, which deals evenmore damage, but at the expenseof your accuracy.
Royal Voidrender toggles to deal harm damage.
As with ice, your Zealot's Wrath is the best stand-alone light weapon, but you also have the option of getting Zabura's Hammer, which can be clicked on for a high-damage skill (great synergy with Beast Form or Bloodzerker toggles).
As a werewolf, you get some great synergy with Terror Eater. Use Snarl to inflict qc fear, equip CIT (and any other buffs you may want), change to Beast Form / Bloodzerker toggle, and click to Eat Fear for some really nice high damage numbers. If you don't have the tokens, Jalek's Panic Reaver can eat fear to gain accuracy and increase your LS rate. If you want something simpler, Agony's Embrace gives you a 15% damage bonus (at the expense of taking +15/1.4% more).
Old lean armors still have the strongest skills in the game, with op elecomp, it going into damage and being boostable by CIT, so keep your WKZ, Moglord, Taladosian and Horo Show.
Next up on the power scale are Bloodzerkers (Blazing, Quenching and Terra), which pay a small hp cost to deal +20% damage and have a toggle that locks your attacks to 2x armor element damage (great synergy with weapon skills like Eat Fear, Zabura and the Cross!). They are URs though, so if you don't have any to spare, just use Torontosaurus Rex and grab WHEEL, using the werewolf transformation as your earth armor.
Wind doesn't really have anything good that not rare or premium, so just use Rage Beast (elemental werewolf variant).
Angel of Souls in your storage has a weapon-based darkness skill which costs hp (instead of sp), making it easily spammable.
Finally, worth at least a storage slot are two utility armors:
Whispering Raiment gives you +105 initiative, increasing your chances of going first.
Kindred can stack charges to unleash an up to 6x damage skill which follows your weapon element and can be boosted by CIT. The really broken part comes from the fact that the charges carry over between battles - meaning you can spend 5 minutes with Combat Trainer, then unleash a barrage of Kindred Strikes to break nearly any boss in the game.
Cerberus Ward compresses fire/dark, which allows you to fit in CIT.
Kindred shield charges up a qc sp heal. Alternatively, Celtic Wheel has an Int drive, giving you the mp for a single cast of Moonwalker's Grace.
Father Time still has great synergy with meta.
Golem Guard has an sp-cost toggle to reduce the damage you take.
Thunder Lord's Crest is a -26 energy shield, so might as well keep it.
If you find yourself with a spare UR, get Golden Dragon Head shield for a boost to your LS rate. Otherwise, Scarab Shell has a toggle to lower monster MRM, which would increase the accuracy of all your attacks.
Grab the Thernda guest to go along with your Dunamis. It works really nicely with all those old standard skills.
Keep Purple Rain. It's one of the most meta spells in the game, acting as a saving point - you cast it once, stack all your buffs and debuffs, then cast it again to regain all sp/mp/hp spent.
Moonwalker's Grace is a qc Dex booster.
Edoc Imanok gives you a qc MRM boost, increasing your blocking for 2 turns.
Arms of the Dragonguard are not qc, but they make your next attack a guaranteed Lucky Strike.
Imbues can be pretty op. They are qc, change the element of your next weapon-based attack or skill (not spell!) and often have some other nifty benefits - Fire Dragon Talon deals +50% damage, Dragonslayer Aura deals void damage against dragons (nice synergy with Dracomorgify), Terror Fist gives you a darkness nuke and has great synergy with Terror Eater or Jalek's.
If you like damage SPells, Warmaster's Burst (fire and wind) pays an extra hp cost to deal +50% damage. There are also some generic damage SPells that use Str, but you'll deal asmuch if not more damage in Beast Form, so there's no real reason to keep them.
Runic Binding gives you both a harm damage option and a damage boost that can be stacked during the Purple Rain loop.
Honestly, there's not much point using anything except your Dunamis pet.
As mentioned above, your first priority is Essence Orb to fuel your sp skills.
Shadowfeeder Pendant is one of the best meta enablers in the game, giving you qc celerity (which is free, if used in the Purple Rain loop). Love Potion (qc control) is also incredibly good for meta, but it only comes back on Snugglefest.
Minotaur's Pride is a great damage booster for your melee attacks.
Keep the Helm of Frostval Past. You can use it to gain a qc accuracy boost, then switch to a damage misc.
Resistance Miscs are not really meta anymore - monsters tend to die long before they make any discernable difference - but if you like having a safety net, your Cyclops' Eye covers all elements.
Bell Shell heals a bit of your hp based on damage dealt. The heal is less than CoRS', but it also doesn't reduce your damage, so it's an overall better choice for FO builds.
Terror Visage increases your Snarl's chances of inflicting Fear.
The updated Morningstar Helm gives you immunity to paralysis.
Hope the info's useful and don't hesitate to ask if you have any questions!
< Message edited by Primate Murder -- 6/3/2020 2:08:58 >