Where to get enhancements in aqw




















Any suggestions for Legion DoomKnight? Suggestions for Unlucky Leperchaun? To the 2 people above me: full luck.

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Which is the best farming class in AQW? Where to get Wizard enhancements in AQ Worlds? Where to find dage the good in overworld? Who is the hardest boss in AQW?

Where can I increase luck in Aqw? Where can I boost in Aqw? Where is the hybrid enhancement in Aqw? What is the best class in Adventure Quest 3d? Does anyone still play Adventure Quest? How many players does Adventure Quest have? Dark Energy is also a very ranged attack and can hit anything from anywhere.

It is also similar to Rogue Class, but may be updated in the future. In return, it hits at a much faster rate than the other classes. You can start the battle off with Footwork, it will increase your odds on dodging early on as well as the rate at which you attack. Then activate Viper's Kiss. This skill lasts 10 seconds while delivering overtime damage. At around seconds use your Opportunity's Strike skill. The power of this skill grows the longer Viper's Kiss has been activated.

You will start to hit your opponent very quickly for very high amounts of damage for 20 seconds. That being added to the many thief enhancements, it'll really make a difference. While your opponent is struggling to hit you, use Viper's Kiss to keep their HP withering away. These are nonmember iterations of the class. This class has a very good Area of Effect attack dealing more damage to each person it hits on screen.

It's still a very good skill with a quick cool down. If you choose to go with magical damage instead as this is a hybrid type class, you can use the wizard enhancements to power up the Plasma Bolt attack. The skill Event Horizon will lower your opponents attack power depending on your own attack power. You know what they say Offense is the best defense, yes?

You'll want high attack power and high endurance to pull it off though. At the beginning of the battle, you'll need to use the Event Horizon skill. Since your attack is very high, the damage you'll be receiving will be lowered. This is your time to strike back.

With no magical enhancements, you'll need to avoid using Plasma Bolt. While you are defending, you'll need to use Jackhammer to deal damage This class does not have any healing skills, so you need to try to take out your opponent quickly.

Flame Orb basically crits around 5. Withering Blast needs to be kept up as much as possible, as well as Sear. Note: Only keep Sear on one monster at a time, it usually runs out around the time its cooldown has already finished. A very hard item to earn, also the first to have a different attacking style to it; it shoots arrows. This means it also hits players regardless of range, very unique and cool. Mark for Death is obviously what this class is all about so you'd better constantly spam constantly when in battle.

If the enemy is about dead, then obviously you'd use Explosive Volt too deal as much damage as possible and finishing them off.

Vampiric shot is the method of healing for this class and should probably be used around half health, since it's over time and not a one shot heal. Don't forget the amount healed is also affected by the amount of Mark for Deaths stacked. Excellent at farming, the first skill Ancestor's Flame hits up to three enemies with nice damage, you can then follow up with Hydrophobia. This'll do nice damage as well as healing you for a tiny bit.

When in battle, always make sure to use Elemental Embrace first. It'll strengthen all of your skills a little bit. When Dry Lightning crits, it's fatal. With a nice luck spread it's good for quick kills. I'd avoid trying to use this in dragged out fights such as solos but for farming and quick kills in the likes of PvP, it's excellent.

Next, use Sleeping Gas for Gassed State so the enemy will be hitting you at a slower pace. Use Reactive Grenade again now, so you begin healing, then use Hamstring again, so the enemy attacks are weakened while your healing. Your basically just tanking it out with this build. Just use Hamstring, Reactive Grenade, then Flashbang. The fun thing about this build is how versatile it is. Rinse and repeat, and you should be doing a whole world of progress.

Always keep Pulse Compression and Pulse Dilation alternating each time they cool down. Nice quick spurts of big damage, plus slowing your opponent. When fighting multiple enemies, High Energy Arc can be used against them all at once and even healing you if you had Pulse Compression activated. It's a relatively strong attack that gets the job done quickly against weaker monsters. I wouldn't recommend using this strategy in a farming zone, as the best for that is the offensive strategy. It possibly even has a better haste regeneration than Rogue does, and sometimes can even out-dodge Rogue.

Start out with Steal Seconds, until you reach max stacks. Rinse and repeat or if your low on mana only use Steal Seconds until you have enough mana to use Temporal Insanity. Just make sure you're stacking Weakness Sigil constantly, the other skills depend on it. Actually, before going into combat you should have just stacked it as much as possible. With Sigil being constantly stacked, your HP should be fine since you're always being healed. Both Energy Arc and Frostflame will deal heavy damage while under the effect of Sigil.

Energy Arc hits several enemies for around 2. Frostflame will only attack one target but it still hits for quite a bit as well as lowers its haste. It might even stun them. I personally hardly use Energy Drain.. If you're in a situation where pulling it off is beneficial, go for it.

Every attack you deal will net you something called a power orb. These orbs modify how much damage each of your attacks do and stack up to While gaining power orbs, just be sure to go between Exorcise and Vorpal Strike. When you need to heal, heal with Spirit of Healing. This is of course, the finishing move… Make sure that when you use it the opponent will die because if you slip up and waste your power orbs on that attack, all of your skills will be weakened back to the base strength.

Recommended skills to use - Prepared Strike, then Decisive Strike every time the opportunity arises. Imbalancing Strike should be used anytime you have mana conserved. Prepared Strike will regain mana due to the passive skill, that's good to keep in mind. Dexterity might be added to give your character more dodge thus lasting longer in battle.

You'll need to keep the ability On Guard activated to keep up your defense. You'll need to also keep the stun going with Imbalancing Strike each time the opportunity is given, it will give you a few seconds to regain mana or to wait for On Guard to cool down. You should typically avoid using Jacknife Frost and Hearth's Embrace, the former unless you need to use it for a stun.

This should net you a good amount of damage. Just watch your mana and you should be good to go. We are going to render the opponent useless. It's rather simple.

Just use Jacknife Frost followed by Rudolph's Revenge. This will cause the 5 second stun. Every time you are able to, repeat that process once again. With the Luck Enhancements you'll be hitting great deals of damage while doing this. First off, grats on your calendar! Anyway, this is by far one of the most useful classes yet. What you're gonna do is Temporal Strike 4 times in succession. Every move that Chronomancer has relies on this technique. After stacking Temporal Strike, use Rift Collapse.

Rinse, and repeat. Every once in a while when you need so to regenerate some HP, use Rift Inversion. Be warned that after using this, you won't be able to stack anymore Temporal Strikes for six seconds, but it raises haste. I wouldn't say there would be a build made heavily for defense. I would say leaving everything at fighter enhancement would be best, since it gives out the most HP and Rift Inversion runs off Magical or Physical damage, so using spell related enhancements wouldn't help all that much.

This class is supposedly best used for farming, even then it seems pretty tough to use correctly. Dark Power must be used a few times, the other skills depend on it. After you use it around three times or more depending on the number of monsters around you and whether or not you miss or the monster dodges , go ahead and activate Blinding Rage.

After getting that out, continue stacking Deep Rage with Dark Power. A drop in your own haste can be devastating. However when farming, renewal is really useful when you reach half health or are are really low in mana and have a hard time recovering. However, regardless of this, with Summon BFF applied and a fixed weapon of or in Pinkomancer's case , this class can do as high as 1K damage with just auto attack, 1.

Start off with Stop Time, this is a really nifty little skill here because it not only deals some pretty high damage 2. This, as you can see, is your go-to skill from the start.

Next, you'll want to use Compress Time, this is also pretty nifty, it increases your haste substantially, and you gain a mana regen and a heal.

The heal isn't very much to speak about, but it's a heal nonetheless, however you still have your orriginal mana regen also has an abillity to heal you so I really wouldn't worry about this too much. Wait until you have about 40 mana now, then start stacking Stretch Time until there are four complete stacks on the enemy, then use Relive the Past, and wait for the rest of the mana regen to end.

Renew Compress Time and wait until you have arround 50 mana, then use Stop Time again. Rinse and Repeat. Once again, start off with Stop Time, and follow up with Compress Time. Stack Stretch Time but try to conserve your mana. Re-use Stop Time, then renew Compress Time. Note that in this build that you should be able to renew Compress Time before its time runs out, however there are cases where this does not happen.

The final skill, Mass of Incandescent Gas deals extremely heavy damage, applies a DoT, and reduces the opponent's damage dealt.

Excellent for PvP, but probably shouldn't just be spammed willy-nilly in PvE. The skill I Want a Rock stuns the opponent for four seconds and cannot miss, so in my opinion this should be the fight starter. It does have a slight repercussion by sticking you with a small DoT but since the enemy is stunned, it doesn't matter.

Problem solved. Once in a while if your opponent isn't stunned, you can throw out a Super Taster attack which will reduce their haste and apply a DoT. This one is seasonal and will be found every Frostval. Being offensive is going to run around you spamming the Naughty skill. This gets increasingly stronger each time you use it, stacking up to 4 times. After you've had it stacked to the max, use Check the List.

Depending on whether it is Naughty or Nice, the effect will change. Since they are Naughty, this attack deals a large amount of damage.

The best part is, it won't consume any of the Naughty buffs, and it lowers the opponents haste. Use this in conjunction with spamming Naughty to inflict damage while slowing the enemy down.

So maybe you're more focused on defending and healing rather than rushing in with brute force. Basically, you're going to spam Nice. After hitting them with Nice, go ahead and use one Naughty. This will deal some damage over time to them. Continue spamming Nice to deal damage and heal yourself.

Whenever you get the chance, use Check the List. While they are inflicted with Nice, you'll get a speed buff and a damage buff as well as reducing incoming damage. Because the it's a luck based class, it's also safe to assume that the critical hit percentage as well as damage would be high as well, especially with all those critical hit and critical damage buffs. The obvious I hope first thing to do is hit them with Soilsigh, so Amharach's effect increase is put into play. Everything after that isn't as straightforward as you think, you'll want to activate Slanatheoir.

Needless to say, this is not as good as Rogue's Footwork, but there is a bit more buffs than Footwork has. Third on the list is Trodai, your second highest damage dealer unless you consider your auto attack as a skill.

Then you release the ticking time bomb, very similar to Rogue's Opportunity's Strike, but that it'll be able to cop out a bit more damage because of all those buffs you set up earlier. You'll want to use this right when Soilsigh's cooldown has ended only if Slanatheoir is in effect , or if Slanatheoir was never in effect, you'll want to use it before you reach one fourth of Soilsigh's cooldown.

Rinse and repeat and hope that nothing you use misses, otherwise you might have some trouble on your hands. That's one nice buff. Soilsigh is probably a good one to use afterwards because one of the other skills, Amharach, gets stronger the less time Keen has left. Activate Trodai whenever you can. Keep that and Slanaitheoir up while you essentially rotate the other two skills.

Other than that, all you have is the Auto Attack which has no bonuses whatsoever. Post : 1. Direct Link to the Table of Contents [2nd] Work in Progress These are all the things that I'm still working on, but will periodically post updates upon, and once finished it will make it to the actual guide itself.

Some of the material may look finished, but however in reality isn't, because unfortunately there are some material that I haven't gotten ahold of yet, such as specifically how much damage the class can do, or maybe because I haven't gotten to the current level cap so as to provide the most recent statistics and damage.

Be assured, I am working on this guide, and I'm doing it to help all of you who aren't too sure what to do. I will also list reasons as to why the classes bellow are currently on this list, both on the actual enhancements build, and in bold italics above them. Currently in progress: As said, these are the classes that have yet to be finished, however I'll post updates whenever possible, and list reasons as to why they are currently unfinished.

Reasons as to why classes are unfinished: I have not reached the current level maximum yet, and this is important because it would affect base stats, damage dealt with each skill, heals, Damage over Time or Heal over Time. Strategy This class is pretty amazing, but quite possibly the only class you don't want to rank to Mainly because the rank 10 passive will kill you to enhance the stats of your allies, and you don't know when exactly this will happen, so let's stick to the safe side shall we?

You'll want to start off with what I like to call "the blitz opening". You'll start out by using Blood Price, then immediately attempt to get Soul Rend up twice, or three times if you aren't at half health yet. You'll then hit the monster with Soul Snare, and you'll have one opportunity to hit it with Soul Rend once.

Continue using Soul Rend until either the monster is dead, or Soul Snare is available again. Use Soul Snare if your health is below half, giving you room to use one Soul Rend. Soul Leach should be available by then, which then you'll want to immediately use. The thing you want to keep in mind is that Soul Snare and Soul Leach have very slow cooldowns, meaning you'll want to use them at key moments when your HP is low. This should keep you alive, however I do not suggest soloing higher tier bosses with this class, and to stick to lower tier bosses such as the Red Dragon, or Mafic Dragon of whom both were used as test subjects for this strategy.

Its haste is pretty high up there, somewhat decent evasion, however critical rate is pretty poor. I heavily suggest to have as many people in the room with you as possible, as Fiend Frenzy is your goto skill here, because Fiend Leach has a higher chance of happening, as each person you cast the spell on will be considered one additional application of the spell, for example, one person, you, is one time the spell is used, two people will be two applications, three is three applications, and so on.

Now, after finding a group to help you or to help, whatever the case may be , start stacking Mark of Death on the enemy until you have max stacks, while constantly renewing Fiend Frenzy whenever it cools down.

Then, use Abyssal Contract. Stop using Fiendish Strike when Abyssal Contract fades, so as to conserve mana, and continue to renew Fiend Frenzy whenever it's done cooling down, and applying Mark of Death whenever suitable. Rinse and Repeat starting from Abyssal Contract. Only use Reasonable Strike when your mana is above 30, and if your mana is under 20, only use Freak Out and wait for your mana go up to 40 or higher.

If your mana is bellow the halfway mark, which is highly unlikely, refrain from using anything but Uki Negashi until you reach 80 mana, then use Sever. It's Healer Class with ADHD on Steroids and lots of sugar, because not only does it have a good heal, but its got really good damage strength, great dodge rate, and can even enhance its dodge rate and lower its damage taken by enemies.

I say it has ADHD and is on sugar because its mana regeneration is pretty amazing, as it can recover all mana lost within a very short time. Simply put, it's amazing for soloing purposes, and even better for boss farming purposes.



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