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RE: =AQ= The Lost Talon Mastercraft Set - Temple of the Four Skies

 
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11/6/2021 12:44:32   
Lv 1000
Member


quote:

especially with the very recent merging of AQ to dragonfable


They're entirely separate worlds and timelines and any indication of them being related has been officially retconned.
Post #: 26
11/6/2021 12:57:28   
  Lorekeeper
And Pun-isher

 

There's no merging of AdventureQuest to DragonFable, let alone a recent one. The games are on separate timelines, with completely separate and incompatible cosmologies, and DF's status as a prequel to AQ has long since been dropped. Dragonlorn Keep serves to pick up the resulting and long-standing loose threads from crossovers no longer constituting direct connections between the games' separate stories.
Post #: 27
11/6/2021 14:15:30   
Mr. Roguish
Banned


Rats! Lol; well a Rogue can dream haha.
Post #: 28
11/6/2021 15:52:09   
  The Hollow
AQ Lead


Alright folks, it is time to explore the Temple of the Four Skies!
AQ  Post #: 29
11/6/2021 16:12:09   
Zennistrad
Member

Just got through the first wing.

Haven't had a chance to test out the gear since I'm max level, but it looks so far to be a very interesting set: from the looks of it, I'm guessing the armor is FD wind. The overall focus appears to be on stacking DoT effects while reducing your opponent's offensive capability.

Of particular interest to me is the bow: based on the description, this has a strong possibility of being the BiS wind weapon for 100-proc rangers, since wind doesn't have very many good 100-proc options at the moment.
AQ  Post #: 30
11/6/2021 16:36:18   
PD
Member
 

Nice, I've been waiting for this one all week. Will post up my thoughts once I'm done with the whole quest. From the looks of it it will probably take a while.

EDIT: Looks like the quest is scaled progressively. IE the beginning has the lowest level monsters, increasing as you get deeper into the quest. This is nice to have, and should be a consideration for all other MC quests. There are a few that aren't like that and should fixed so that lower levels and/or alts can try out the equipment earlier on and expand playable options early in the game.

Also, if the staff can read this, can something be done about the flashing from the damage animation on the Githari Raiders and Windkeeper Dragons? Using something like Underwyrming against them can become quite epileptic. I have raised this before as a concern but this is necessary since these are newer monsters.

spoiler:


For the boss fight at the end, I would recommend killing Xhun first. His bleed attack can really eat into you if you do not have a lot of HP. Also since he has the lower HP, he should be able to go down first more easily than Zephra.


Also quick info subs, until the real info is posted:

spoiler:



Armor: 2-hit FD Wind Armor. Passively has +Status Resistance (+5 at level 150). Has 2 skills:

First skill "Talon Barrage" is a 4 hit wind skill that costs 100% SP in Melee (392). Has a chance to inflict "Pinned" , which reduces the enemy's outgoing damage. As in the in-game description, it emulates the Panic Status.

Second skill "Wind Fracture" is a 1 hit wind skill that costs 100% SP in Melee (392), and is usable only once per battle. Can inflict a status weakness (-8) and a 2-round EleVuln (145%) to Wind.

Weapons: Wind Element. Comes with Melee/Magic/Ranged, the latter being a Bow. Has a toggle where you can click it to do damage, or pay damage and SP to inflict a wind Siphon effect (like Arms of Carnax, except for HP instead of SP). You deal a Wind element poison and heal 100% of the damage done. Does not stack with itself.

Shield: Wind Shield (-26 Wind). You can click it to additionally resist Light and Ice Attacks, paying 15% Melee in SP (98SP at level 150).

Misc: Wind Misc. Provides -Wind resistance. You can click on the shard to inflict a Wind Siphon, like the Weapons do. Of course, the siphon from the misc stacks with the siphon from the weapons.

Pet: Has 2 modes. The first passively provides a -Status Potence (-9.3) and reduces outgoing Earth Damage (-18.4%). The later you can pay 71 SP to have the pet attack in a damaging mode. Effects scale with CHA. Former numbers are for 0 CHA.

Still trying to find out what the FSB is.



< Message edited by PD -- 11/6/2021 17:43:32 >
Post #: 31
11/6/2021 17:52:29   
Kurtz96
Member

Necromancer's nuke being so many hits really helps dealing with bosses that have soft damage caps.

Question: do you get a FSB mixing level 150 gold items and level 143 token items?

< Message edited by Kurtz96 -- 11/6/2021 18:52:46 >
AQ DF MQ  Post #: 32
11/6/2021 19:21:47   
Lv 1000
Member


Some info about the FSB:
spoiler:

The shield toggle costs 78 SP (20% melee) per turn and grants -26% Ice and Light resists.
With the Armor and Weapon equipped, it the cost increases to 98 SP (25% melee) and grants -33% Ice and Light resists.
Post #: 33
11/6/2021 19:23:25   
Sapphire
Member

spoiler:

Armor- Limiting the ele vuln attack to once per battle makes it bad. If it could be used multiple times to stack, it would be good. That one decision changes it completely. Since the panic stays until a save is made, and the save seems to be EASY, since multiple times the monster kicked the status first try, you will need to find several status roll helpers to keep the panic on. Also, the panic is rather weak. Maybe the idea is having the pet out to help. But the armor can and should be used as a stand alone, so if the effects it has is no good by itself, then the armor is just bad. Skills are ranged even if holding magic weapon, so limiting. Prob the worst item in the set. Also the skill isnt weapon based so statuses from it's own weapon isnt implemented with the skill.

Pet- Alright. I would rather use deatharrows cat (wind version) to gain some ele vuln every round to make the siphon from the weapon better. Status potence scales with charisma. This might be a good non BM pet, and IDK where the status potence starts but prob maxes at 300 charisma like other stuff, which gives you 10.4. Might be ok to have out if you want to inflict something, then get back out. Not great, not bad. Will prob locker it. I prefer other effects. Others may like it more than I.

Weapon- I like the effect, but the implementation and the description do not make sense. The description makes it seem like the weapon can heal you over time, but you have to land and have successful infliction every single round. This might be a good weapon for backlashers, especially if they decided to give it a + BTH lean, but it likely wont have that. Would have been better for a bleed or burn based heal, to be better in Neko. Weapon works better with the misc. I think they should have allowed this to start smaller, and stack. Would be WAY better

Misc- Best item in the set. +50 END, +40 Dex. Same siphon as the weapon. Misc + weapon DO stack, and the heal gets better. Prob should alway be used together to make it worth having, like with most things in AQ. Stacking takes care of the lacking.

Shield- Wind shield, pays SP to make it a wind, light, and ice shield. So -26 to 3 elements? Very good for compression if you don't mind paying SP for it. I hat too much SP costs, and I dont use compression shields at all. Some may LOVE this shield, some may hate it. Big time dependent on how you feel.


< Message edited by SapphireCatalyst2021 -- 11/6/2021 19:29:52 >
Post #: 34
11/6/2021 21:30:49   
Shiba
Member

@above: if the skills were weapon-based, 100% proc weapons would completely override the skill and it would literally be impossible to use said skills.
AQ  Post #: 35
11/6/2021 21:48:03   
shrike
Member

Honestly, this release really hit the mark! Neat story even though I'm not entirely caught up on it and some stuff went over my head, cool art all around, and a really cool set. Huge fan of how Zephra looks, but I kind of wish we had guests like we did Dekanor.
DF  Post #: 36
11/7/2021 1:48:53   
Zennistrad
Member

I will say that I absolutely love the visual design of the armor. It's easily the best-looking set to come out in years.

< Message edited by Zennistrad -- 11/7/2021 2:03:36 >
AQ  Post #: 37
11/7/2021 7:13:30   
dr jo
Member

Great quest not to long and good story. Also good to see another option than FO MC set. Amour set looks amazing and enjoying using it
AQ  Post #: 38
11/7/2021 9:10:16   
Primate Murder
Member

A great set and a great quest to accompany it!
spoiler:

Build-in safeguards, mortals uniting to perform divine deeds... I rather like that foreshadowing!

Perhaps one thing I didn't like so much was how easily Xilar was forgiven. It's kind of hard to take his guilt seriously when even his worst victims casually wave off thousand-year-old grudges at the slightest hint of remorse.
AQ DF  Post #: 39
11/7/2021 9:30:11   
  Lorekeeper
And Pun-isher

 

I'm very happy folks are enjoying the quest and set so much! I'll get to mechanical discussion later, when I pull my brain out of the freezer, so here's a quick lore answer in the mean time:

spoiler:

Zephra and Xhun are a very particular case, though even still, neither forgave Xilar easily nor waved him off. They did just put him through a firsthand reliving of his most devastating deceit from the perspective of both groups of victims, visibly traumatizing him-- The entire quest was an ordeal specifically made to torment Xilar, and to get you to abandon him. As they explain, they expected and prepared for a very different response.

When they saw what Xilar was like instead, they pushed him to stop wallowing and actually DO something instead of thinking that there's little he can do due to being unforgivable. Their forgiveness, as they mention, isn't a magic word to make all the past harm go away, but a prompt to actually do something about it.
Post #: 40
11/7/2021 9:50:56   
Sapphire
Member

spoiler:

The pet's status potence scales with charisma and dex, actually, and a pure build can use this side all the same. This is nice.
Post #: 41
11/7/2021 10:37:21   
Lv 1000
Member


Unofficial Info-Subs for the Lost Talon MC Set.

Cray said that he would get something more official out soon (tm) but this is just to tide y'all over until then.

Weapons: Talonguard/Lost Talon Breaker/Warbow/Focus
quote:

Toggles between two modes
Damage Mode: Has a -6 BtH lean and deals +5% damage as MC.
Wind Siphon Mode: Deals -50% damage and attempts to inflict a (5.5*[MagicMod]*[Hits/Attempts]) Power "Wind Siphon" (renamed Poison) for 1 turn. [MagicMod] = 1 for Melee/Ranged and 0.75 for Magic. This has a +0 save, player [WeaponMainStat]/LUK vs. mob END/LUK.

Additionally the "Wind Siphon" heals HP equal to [PoisonDamage]*[Modifier], where [Modifier] = 1 when using the weapon's poison (or weapon + misc poison), if stacked with other wind poisons [Modifier] decreases, potentially resulting in a significantly lower amount of healing on average.

Armor: Talonguard/Lost Talon Guardian
quote:

Grants +5 Omni Status Resistance and has two skills.

Skills
Talon Barrage: Wind spell-typed skill and is locked to Ranged damage. Has 4 hits and gets EleComp to damage (1.64379 at 150). Deals -17.85% damage and attempts to attempts a to inflict a [Percent]% Pinned* status (renamed Panic). This has a -10 save, player DEX/LUK vs. mob STR/LUK.
*Note: No specific numbers because Panic is weird, especially when the save isn't +0, from testing at lv 150 67.9% (i.e. lowers damage by -32.1%)

Wind Fracture: Wind spell-typed skill and is locked to Ranged damage. Has 1 hit and gets EleComp to damage (1.64379 at 150). Deals -17.85% damage and attempts to inflict a +(28*[EleComp])% damage Wind EleVuln effect for 2 turns, and reduce the mob's status resistance by -(5*[EleComp]) for the rest of battle. This has a +0 save, player CHA/LUK vs. mob END/LUK

Shield: Talonguard/Lost Talon Tower
quote:

Wind Shield, ranged focused blocking.

MC: Compresses a toggle that costs 78 SP (20% melee) per turn and grants -26% Ice and Light resists. With the Armor and Weapon equipped, it the cost increases to 98 SP (25% melee) and grants -33% Ice and Light resists.


Misc: Talonguard/Lost Talon Vision Shard
quote:

Wind misc. Grants 50% standard wind res, 50 DEX and 40 END/LUK (at 150)

MC: Compresses a toggle that costs 20% melee in SP (78 SP at 150) and attempts to inflict a (2*[Hits/Attempts]) Power "Wind Siphon" (renamed Poison) for 1 turn. This has a +0 save, player [WeaponMainStat]/LUK vs. mob END/LUK.

Has the same healing thing as the Weapon and works with spells too.

Pet: Spotter Drake
quote:

Wind pet, can toggle between two modes.

Boost Mode:
Provides 0.12*(0.5 + 0.25*[DEX/ExpDEX] + 0.25*[CHA/ExpCHA]) Omni Status Potence and a (1 - 0.12*(0.5 + 0.25*[DEX/ExpDEX] + 0.25*[CHA/ExpCHA])) Earth Eleshield. The Stat scaling for both goes up to the standard max of *1.1 and both get multiplied by the standard LevelAdjustmentMod. So at expected stats, with the LevelAdjustmentMod factored in, the Potence boost is 12.4 and the Earth EleShield is 0.794.

Damage Mode:
Deals +50% damage at the cost of 20% melee in SP per turn (78 SP at 150*)

*Note: The lv 150 gold version is currently using the costs relevant to the Z-Token version, it should cost 78 SP, but is instead costing 71 SP. This is a bug.


< Message edited by Lv 1000 -- 11/7/2021 16:58:53 >
Post #: 42
11/7/2021 12:41:11   
PD
Member
 

^^ Thanks for the better info subs.




To me, the biggest win in this release is the shield. Being able to compress three (THREE!!!) slots is a massive saver of slots especially in a game where you only get to use the top 7 options. Previously, the best one could do was compress 8 elements in 4 shields with an extra slot dedicated to NO-drop for 5 slots. Now with this update it's possible to compress 8 elements with 4 slots including the No-drop, giving us yet another slot for utility. While its SP cost is quite hefty because using that AND another defensive misc would eat up at your upkeep, no doubt it opens up shields. It's especially nice because most of the non-rare and non-premium compression shields usually have some combination of dark, fire or wind. So now with this shield you could do this:

1. No-Drop (Energy Shield?)
2. Lost Talon Tower: Wind/Light/Ice
3. Cerberus Guard: Dark/Fire
4. Bacler G: Earth/Water + lesser Fire/Dark
5. Some Random Energy Shield / Utility if No-drop is set to Energy
6. Utility
7. Utility
8. Utility

So those 3 shields cover 7 elements in 3 slots, leaving you 3/4 slots for utility depending on how you customized your no-drop shield. While a lot of players already utilize a lot of compression, the biggest winners of this update are F2P's and Guardians who don't have a lot of slots to work with.
Post #: 43
11/7/2021 17:29:00   
.*. .*. .*.
Pfft hahaha!


A nice and straightforward quest and the set is really beautiful.

Now I will have to reorganise some of my inventory to fit in some of these great items, but I will leave it for now, simply too tired.
Post #: 44
11/7/2021 18:16:49   
PD
Member
 

One other thing I ought to praise about this - The Boss fight had a checkpoint system inside of it. Inevitably when we have the other MC quests revamped and/or updated the checkpoint system should be implemented for those quests too. It is pretty infuriating to have to do a very long quest all over again when you make one tiny mistake, or the enemy just HAPPENS to get initiation and instagib you because you exhausted everything on the fight before.

Also just one note - When the next few events come (watching Harvest and Frostval events coming soon) we'll need to have the Lost Talon in the Mastercraft menu from Warlic. This also means we should get the War Between Shadow Finale in that respective quest hub too because at the meantime, it's not there so it will go in limbo the next new release.

< Message edited by PD -- 11/7/2021 18:20:55 >
Post #: 45
11/7/2021 21:25:58   
Sapphire
Member

I find since most every shield now has -26% to an element, I want that -26% + that extra effect. Shields that only do -26%, even ones that can toggle to another element and that's the effect, or even this shield that can toggle to gain 3 resists, while I understand that many many many players would value this, I still would prefer shields with other stuff.

And why does the ele vuln skill on the armor limited to once per battle?
Post #: 46
11/8/2021 12:32:20   
Zennistrad
Member

quote:

And why does the ele vuln skill on the armor limited to once per battle?


Presumably to increase the power of the skill. A standard spell-based skill is worth 200% melee damage by default, but limiting it to once-per-battle increases the value of the effect to 250% melee. This effectively makes it an "overcharged" skill without the increased SP cost.

The elevuln skill using CHA for save is interesting — it means that the armor makes use of four total stats, rather than three. This is likely done so that the skill compression comes at no additional cost, as (based on Terror set doing the same) using a fourth stat allows for a "free" skill compression with no other penalty by current standards.
AQ  Post #: 47
11/8/2021 22:56:37   
Sapphire
Member

Well, the ele vuln skill is much, much weaker than the wind necro cavalry armor and the necro armor can cast it all day long. "Balance explanation", or not, it's a huge disappointment
Post #: 48
11/9/2021 8:27:28   
  Lorekeeper
And Pun-isher

 

One is a spellcaster lean armor casting overcharged spells, the other a fully defensive ranger armor casting a standard one that splits its power between Elevuln and permanent Status Vulnerability. One can dismiss balance to their heart's content, but they were never going to serve the same niche, let alone have the same performance, when one is overwhelmingly focused on one status while the other is more resource-efficient than turn-efficient and splits its skill's power.
Post #: 49
11/9/2021 20:12:09   
RobynJoanne
Member
 

I loved this release. Thanks Cray for the story, IMRy and Kam for the mechanics, and Hollow for the artwork.

I could gush endlessly about the artwork. It's been a very long time since I've been struck in awe by an item's artwork, and this has reinvigorated my excitement for item artwork. I know the armor is quite similar to Angelic Robes, but it does not change the sheer beauty of it. The rest of the set is also beautiful, but I think the armor definitely is the standout.

I really enjoyed seeing Xilar confront his actions head-on, learning to accept his guilt and make amends without denying the necessity of his actions. It is also quite rare for one's victims to help one forgive oneself, and I believe Cray did an admirable job making the Githari's actions rational and reasonable without being overly sympathetic to Xilar.

MC Set items have often been unique in some way, and this set is no exception. I really liked how unique the items are. The weapons and the misc provide health siphon, which finally provides a path for poison to be known for more than being a worse burn. The armor provides what I believe to be our only source of permanent status weakness in the game. This is a true utility armor that any build could use (even if armor slots are a bit too tight for me to use it on my main). The shield's triple compression provides a way for defensive players to deal with multi-elemental attacks, which have always been one of the banes of a defensive approach, and it also means more utility armors for players wishing to use multiple shields of the same element for different effects. Finally, the pièce de résistance of the set is definitely the pet. I absolutely love generic status potency on a pet. This is utility that any build will benefit from, and unlike the armor, the pet is far easier to slot into one's active inventory. The damage mode provides us with the strongest wind pet in the game, finally answering beastmasters' pleas for a good damaging wind pet. The fact that both of these wonderful effects are in a single pet makes this pet truly special.

Post #: 50
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