Adventure quest what is the best class
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Home Random Terms of Use. We use cookies to make wikiHow great. By using our site, you agree to our cookie policy. Cookie Settings. Explore this Article Steps. Tips and Warnings. Things You'll Need. Related Articles. Author Info Last Updated: December 17, Become a Guardian. You get more features, including access to ArchKnight and Zardwars, two potions instead of one, Guardian blade, Guardian armor, play Guardian-only quests, and the Blade of Awe it will replace the guardian blade!.
Try to buy items only whenever necessary. Your weapons will not matter much compared to stats, especially if you decide to become a spellcasting class. Try farming for gold and XP. Try out a bunch of quests and see what fits you best. Random Adventure is not very effective due to the new exp and gold reward updates. Choose a role for your character.
LUK also increases your accuracy a tiny bit, is the only stat responsible for who goes first in battle, and slightly helps you in inflicting status effects. Pure builds generally use this as their 3rd stat to max. For the people who don't really want to figure out what choices to make, and what stats to use, below are a couple of sample builds that are accepted as good.
This build is a "general purpose" build, using proc weapons with no true special and fully-defensive armors. Also called a Status Ranger, this build intends to give up some damage in order to maximize the chances of inflicting statuses with your pets and guests.
Guests are maintained by either your SP or MP. Since Summon guests require MP, some Rangers prefer to have some INT to increase their mana pool and allow them to use these sort of guests as well. Adventurers have less versatility in build choices and are recommended to use the "general purpose" type of build.
This build is a "general purpose" build, using either proc weapons with no true special or Tomes and fully-defensive armors. A variation of Guardian A, giving up LUK, and by that reducing the chances of going first, for more accuracy. Hybrids allow you to leverage the power of Melee weapons and Magic spells at the same time, sacrificing always having a useless stat for versatility. This is also called a "Traditional Hybrid", as it was the standard Hybrid build before Werepyre was updated.
This build is able to use all of the strongest tools in the arsenal - the strongest MP spells, the strongest SP armour nukes, and the strongest weapons, since Melee weapons do more damage than Magic weapons. Due to not having LUK, it isn't quite as good as a Pure Mage or a Pure Warrior would be at doing one of those types of damage, but its versatility allows it to switch between any of the three.
Also called a "Werepyre Hybrid", this is the default Hybrid build since Werepyre subrace was updated. The main draw of this build is that Werepyre's level 10 skill, Beast Form, does higher damage than either Werewolf or Vampire's level 10 skills, making Werepyre the best subrace for nuking. The main drawback of this build is that its lack of DEX prevents it from being accurate in non-Werepyre armours, such as Wizard Robes or Bloodmage for spellcasting, or Bloodzerker or other SP nuke armours.
This modification to the Werepyre Hybrid build attempts to balance having enough DEX to be accurate outside of Werepyre, with having enough LUK to increase damage and initiative.
The balance you strike between DEX and LUK is up to you, depending on how much time you want to spend in Werepyre armours vs outside of them.
Adventurers do not get significant value out of Werepyre subrace because they can't access the lvl 10 Beast Form skill that defines the Werepyre build. This is therefore a stripped-down version of Guardian A. Non-Werepyre ie.
It's out of the way. They all require a specific thing, for example, a vampire slayer tells you to kill a vampire's worst enemy, the wolf, whereas a dragon slayer must kill dragons, but a Dracomancer must kill dragonslayers and defend dragons.
But enough of that below is a list of all the classes. NOTE - The starter, medium and expert don't necessarily tell how hard each class is going to be, it just tells that you need to be a certain level in NO. Ninja NONE 3. Dracomancer NONE 4. Werewolf NONE 2. Vampire NONE 3. Now for a guide about each class and what the magics are for each one. This is probably the most basic class; it's just like the mage and rogue class because all three are considered beginner classes.
Below is a list of there magics and what they do. The main attack is where you throw some kind of ranged weapon at the enemy. It's called Rest and Heal and it only costs 40 MP. You summon a pet that can do 2 hits of earth damage which is kind of nice. This only cost 30 MP and its called Double Attack. It's pretty good This is a really good hit plus its very MP efficient for those of you with no intellect.
This is what makes the fighter class the fighter class. And once you're able to do the knight and wizard classes I doubt you'll ever use this class again. This class is only good for low level fighters who have low MP. Much better then the fighter class. This is for all you hard core fighters out there. This class is really good for medium leveled people too.
Too become a knight you must be a level 5 fighter and an overall level of It's called fierce offence and it only costs 40 MP. It can hit hard or soft depending on the enemies melee defense.
This will boost your attack depending on how loyal you are to the king. It's called Kings Blessing and takes absolutely no MP. You will take out a large mace and hit them for some good damage, also rendering there main defenses not elemental a little bit lower.
Its called mace stun, sadly though, it cost 60 MP which for people with low intellect is not good? This is called Summon Squire, but sadly it also cost 60 MP. It's called Arrow Assault and it cost about 70 MP. Although it's a bit mana costing its pretty good. It's called Cavalry Charge and its where the king and his small army Charge the enemy doing some awesome damage.
It costs 80 MP though but it can do more damage then most other attacks. It's really hard to use this because it can cost lots of mana and it takes some good weapons to make it good. This is only for people how have good strategies to use for this good damage class. This is a good healing class yet a powerful damage hitter. This class can take some good damage too. This is called Bless Weapons and it only costs 30 MP. And yet, only 40 MP. Much better then the Fighter class's skills.
LEVEL 4 MAGIC This is one of my favorite magics ever, the first time you see it you think it will be a big ifrit or demon, but once you summon it, it's just a cute little puppy. The name is Summon Daimyo; although it costs 80 MP he's a really good hitter who hits lots of times like for medium amounts of damage. He can do pretty could damage to those earth prone creatures of yours. It's called Summon Steed where you summon your steed and do 2 Power Hits of damage against the enemy.
And yet, only 60 MP. This is a pretty good paladin skill. Every few battles you'll be able to fully heal your self This is good for the sub-race quests which you won't get healed for ever turn and it costs absolutely NOTHING. The paladin my friend is awesome. This damages Undead and zombies much more then normal though. Meaning if you normally hurt about 50, that's damage in one turn. This is what makes a paladin a better power house then the knight. This is called Resurrect and it will allow you to fully heal yourself once you're at 0 HP.
Although it takes 15 turns to complete not that many it costs no MANA. This is an awesome class my friend, one of the best. This is a really good class that I would recommend for Warriors, Mages and Archers alike. It's mostly a mana based class that uses lots of different kinds of magics.
It's called Fire-Ice, you can choose between a fire or ice attack, plus, it's only 30 MP. Only 30 MP like before. But, once you're in the higher levels, this class is basically useless besides the fact it can hurt. This is mostly good for low to medium leveled players. With many different elemental pets and attacks to be chosen from it's a really good attack. Especially its freeze magic and divine magic. It's where your character catches on fire and does somersaults until he hits the guy for two rounds of fire damage.
This isn't that good though has it doesn't hurt that much. Especially if you're a hybrid. This can easily heal up too of you mana back. It only costs 60 MP too. This will do three different water attacks depending on how many turns you have waited to use the spell. It only cost 60 MP too. It only cost 80 MP and it's really good. That means the enemy will miss one or more turns.
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