Home  | Login  | Register  | Help  | Play 

Character re-vamp advice

Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Q&A >> Character re-vamp advice
Forum Login
Message << Older Topic   Newer Topic >>
9/5/2021 20:56:34   

Hello fellow adventurers! I've been playing this game for a long, long time. But for quite a few years I was playing the now invalid Anihilator BeastMage build. With the changes to the stat system, that build is dead and as much as I hate it, I've come to realize that I have to re-build my character.

So I'm seeking advice for how I should go about re-working my character. You can see my link in my bio. I would prefer to stick with a FO playstyle, but I know that many monsters added recently are built specifically to stop a full nuke playstyle, so any advice on how to get around this would also be appreciated. I know I could go FD BeastMage, but that would be buying entirely new equipment sets and I'd rather have just my pets invalidated rather than armor, weapons, shields, etc.

So thanks in advance for any help, and battle on!
AQ  Post #: 1
9/9/2021 19:44:14   

Just realized that the character profile pages don't show the stats anymore because of Flash being dead. I did go ahead and convert to pure stats, max INT, DEX and LUK. My pets are garbage now, lol! If anyone could point out any gear I'm missing that works with the current "meta" for pure mages I'd be very grateful. Also, what do pure mages do when they encounter the damage capping/reducing/backlashing monsters that are getting more and more common?
AQ  Post #: 2
9/9/2021 21:13:47   

Your character's already got pretty much all the best items. I don't think you really need help at all. Still, I would recommend putting away your extra guests and putting into your active inventory New Year's Surprise and Arms of the Dragonguard/Dragonguard Invocation (Pure Mages can use both. I know you don't have either, but your character has so many P2W items that I think I have good reason to assume you have a spare UR GGB). Its accuracy may be a problem for heals, but Cometoid Jelly is more useful than your damaging pets in a Pure Mage build.

I believe you know what you're doing with your weapons and armors. The former shows a level of customization that indicates a purposeful decision, and the latter is clearly to maximize damage and show off (Sinmaw). I don't really know what's going on with your shields, however. Why do you have three compression shields? While shields often have weak effects, it's still not great to use this many compression shields, which have no effect, when you have the space to have a shield with an effect on all eight slots.

Finally, your miscs are totally fine, but I'd recommend picking up Z-finity Gauntlet: Power while it's still here. It lets you inflict a universal elevuln, which will massively boost your damage without conflicting with Blood Contract.

There are multiple ways to deal with damage caps. One is to use a high hit-count spell or armor to maximize damage. Mages often use Fireball Z with Pyromancer's Robes since the spell does 15 hits. Another more niche way is to cheese the fight by stacking Fragile, which completely bypasses damage caps. The final way is to just play more defensively. A well-equipped character shouldn't be a one-trick pony that can only win by nuking.

There are several things people use to play more defensively.
First, the Dragonlord Shields have the incredible effect of QC HP Shields, which completely block all damage to a point. They can be clicked on infinitely many times per turn, though the cost increases with each use, so there is a cap once the cost is greater than your entire SP bar.
Second, people may use Paladin (and Necromancer once its elite armors come out). These two classes were recently revamped and are among the most powerful armors in the game. Paladin comes with its own equipment, and it has a skill that changes all attacks by the undead to damage its lowest resistances. This along with many other skills makes Paladin the ultimate undead killer, and because we have Zorbak Ally Assist, this can be extended to almost any boss. Paladin can also charge up a resurrection skill that gives you a second chance if you mess up, and Necromancer has its Deathwalker form as its resurrection, which is generally considered inferior to Paladin's own resurrection. Regardless, both classes provide great sustaining power with heals and status effects. You should definitely level those classes up and try them out for yourself.
Third, people can just play the way the game was played in the old days: sit in an armor of the proper element with the proper shield and just attack until the monster dies. Relatively few monsters do multi-elemental damage, so it's a viable strategy.
Fourth, Alchemical Unity allows you to inflict very strong blinds. You can become literally untouchable and just attack until the monster dies.
Post #: 3
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Q&A >> Character re-vamp advice
Jump to:


Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts

Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.

Forum Software © ASPPlayground.NET Advanced Edition