Animenut1
Member
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To explain what I mean, imagine a build that is your go-to. Not something specifically to attack or defend against a certain element, necessarily. The build doesn't have to be universally good against everything. But, basically, if you don't know what you're going to fight next, what is your default gear/strategy? Or maybe, rather, if the enemy has no weakness, no defenses, and no gimmicks, but also lots of health so that it won't get one-turn-killed (basically Combat Practice), what would be your go-to? It doesn't even have to be a FULL build if the bare requirements don't take up every slot. I'll post mine, as an example. Armor: Hyperalphean Slayer Weapon: Haunted Dragonlord's Might Those are the only required items. Shield/Misc/Spells are all optional. I'll get to those in a moment. Explanation: The armor has a toggle (78SP/turn) that makes regular attacks lock to water element, greatly increasing damage, and deals 6 hits, as well as attempting to Choke the enemy. Those 6 hits pair extremely well with the weapon, which recovers SP per hit landed. The weapon itself deals unimpressive damage, but its ability causes attacking to regenerate so much SP that the toggle pays for itself and then some. You actually gain more net SP this way than attacking normally WITHOUT the toggle. It makes the toggle effectively free while ALSO providing such a surplus of SP that other items and spells can be used "for free" or practically spammed alongside it. Liiiike... Shield: Shattered Vestige (+42.86% water damage) Spells: Buffalot's Beach Bod (+STR), 20XX New Year's Surprise (+accuracy), or just upkeeping the Dunamis guest for even more melee damage. Misc: Take your pick. The weapon's SP regen will cover basically whatever you need. All said and done, you've got a powerful armor capable of dealing skill-tier damage with its normal attacks, which also stack Choke to lower enemy damage every turn, which also recovers a ton of SP (about 200 without passive SP healing), which helps cover the cost of a shield boosting your damage even further, and leaves you with enough spare SP to cast buffing spells and/or use Miscs. AND it has an Initiative Bonus and 50% first-turn damage boost. It's arguably better than H-Series Tempest Power Armor. H-Series excels at ending a fight in one (technically two) turn, but lacks staying power thanks to its prohibitive SP upkeep and nothing really being special about it past the first turn. But THIS setup has extreme damage output (for a warrior), survivability (the Choke stacking), absurd SP regen, flexibility, maintains these benefits throughout an entire battle, AND still has the initiative bonus that is half of what makes H-Series so good. And all of that hasn't even mentioned two other huge points of interest. The toggle deals yet another +30% damage against an opponent that is stunned in any way, or if the enemy has "Freedom"! That makes it powerful even against BOSSES! But what if the enemy DOESN'T have "Freedom"? It has a (somewhat expensive) second skill that can Drown an opponent, stunning them (ergo, +30% damage) for one turn AND it increases the Energy damage they take by 1.5x their Water resist! Which means this skill lets you deal 30% more damage to anything that doesn't have "Freedom" if you're using the toggle, and if you're NOT using the toggle, it absolutely MELTS other water or Energy monsters! If an Water monster has 130% Energy resist and 50% Water resist, its Energy resist jumps up to 200%! And for the inverse, an Energy monster with 130% Water, 50% Energy would have its Energy resist jump up to 200%, as well! It is only one turn, but one turn with all these buffs when attacking an enemy with 200% resist is completely insane. And there's nothing stopping you from using it several turns in a row.
< Message edited by Animenut1 -- 11/2/2025 12:21:29 >
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