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Useful/Recommended Class Builds

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This guide will help you decide on the many different types of enhancements that would be suited to your class. Note that every time a very nice combination is found to work for a certain class, this guide will be updated along with it. With more classes always being released, and the new enhancements that work with them, you should be careful with choosing the specific enhancements.



Last edited by Veritas Aequitas on Mon Apr 06, 2015 3:57 pm; edited 2 times in total

#1 - Posted on Mon Apr 06, 2015 3:54 pm
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Alpha Omega

[AOM]

Note: Alpha Omega has two versions, one that is Non-Member and can be bought for 1000 AC's, and one that is members only is obtained by merging 300 Combat Trophies from Bludrut Brawl.

Class Type: Melee

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23

Strategy

Notes/How to use: Great all around class, deals some pretty nice damage while being a great support class. You’ll want to start out with Bunker Buster for some really nice damage, but don’t spam it.
Wait for your mana to get to around 75% before using Double Strike, rinse and repeat. Use Bunker Buster only around when you have 100% mana, or when it’s really needed, and use Field Medic at around half health. Use Maul in cases of emergencies, such as when you’re around half health and Field Medic isn’t completely cooled down yet, or when the monster is almost dead and Bunker Buster isn’t ready yet.

Enhancements used:
Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

#2 - Posted on Mon Apr 06, 2015 3:55 pm
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Bard Class

[BRD]

Class Type: Magical

Base Stats:
Strength: 31
Intellect: 116
Endurance: 104
Dexterity: 39
Wisdom: 39
Luck: 58


Strategy

Notes/How to use: Bard is a really great supporting class, and is most effective when fighting along side allies. Start off by nerfing your opponent with Dissonance. This lowers your opponents haste by 15% and critical strike chance by 5%. Adding to that, all your allies attacking the opponent will regain mana. Then activate Bodhran. This buffs your teams damage output by 20%, haste by 15%, and critical strike by 5%. Immediately after using those two skills, use Cantor's Lament. After this is activated, keep activating it every time it cools down. Damage over time that increases after each time the opponent is hit (including your allies' hits)? Yes, please. Repeat the first two skills when necessary.

Enhancements used:

Class: Wizard
Helm: Wizard
Cape: Wizard
Weapon: Lucky

Strategy 2

Notes/How to use: Defensive Bard is definitely going to be used as support for your team. Unless your fighting with at least 5 other players, I'd avoid using O'Carolan's Reel. It heals moderate HP over time at a very slow rate, which doesn't help if your getting hit often. Again, we will start off by nerfing the opponent with Dissonance, then buffing your team with Bodhran. We will also keep Cantor's Lament going off every time it cools down to drain your opponents HP. Repeat using Dissonance and Bodhran once they cool down.

Enhancements used:

Class: Healer
Helm: Healer
Cape: Healer
Weapon: Healer

#3 - Posted on Mon Apr 06, 2015 3:58 pm
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Berserker Class

[BSK]

Note: Also used for Beta Berserker Class *Beta Berserker is non-member, but is unobtainable unless you are a beta tester*

Class Type: Melee

Base Stats:
Strength: 116
Intellect: 8
Endurance: 69
Dexterity: 116
Wisdom: 23
Luck: 54


Strategy

Notes/How to use: Like Dragonslayer, this class is just based upon sheer power. The class hits with 110% attack strength, but also hits slightly faster than Dragonslayer. In my opinion, I'd avoid using Broadside unless your opponent is using one of the Rogue class sets and is constantly dodging your attacks. The passive skills on this class are very good. Increasing attack power by not 10%, but 15%! And it also will reduce incoming damage by 10%. Using Forgone Conclusion is a lot of help, it will make you strike faster and regain your HP at the same time. It will heal even faster when used with the other damage inflicting skills. When your HP hits around the halfway mark, and you can't afford to use Forgone Conclusion to bring it back up, you'll need to use Blood for Blood. This is an excellent skill dealing damage in accordance to HP remaining to possible maximum HP. That's some big numbers when used correctly.

Enhancements used:

Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter

OR

Class: Lucky
Helm: Fighter / Lucky
Cape: Fighter / Lucky
Weapon: Lucky

OR

Class: Thief
Helm: Thief
Cape: Thief
Weapon: Thief / Lucky

#4 - Posted on Mon Apr 06, 2015 3:58 pm
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Blood Ancient

[BDA]

Class Type: Physical

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23



Strategy

Notes/How to use: Start out with Draw Blood, as without it you’re damage will not only be smaller than it should be, but because all attack you do will become very slow. It may require a bit of reflex, but renew Draw Blood right as it reaches it’s cooldown period, so as to do more damage, otherwise if not, simply renew Draw Blood. Next, hit them with Soul Grip, and simply wait for the stun to fade. If Draw Blood hasn’t finished cooling down by the time the stun fades, go ahead and crunch them with Hemopiliac. Once again, if Draw Blood’s cooldown reached, renew it. Last on the list is Regeneration, so you stay alive longer. Rinse and repeat, and don’t forget to renew Draw Blood as soon as possible, as it is crucial to both your damage and speed.

Enhancements used:

Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

#5 - Posted on Mon Apr 06, 2015 3:59 pm
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Blood Titan

[BLT]

Note: Blood Titan has two versions, one is Non-Member and is obtained by using 2000 AC's, and the other is members only and is only obtainable by merging 425 Blood Titan Tokens.

Class Type: Melee

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23

Strategy

Notes/How to use: This is a pretty powerful class, and Life Drinker is relatively the same as Mindbreaker’s Cerebral Siphon. Start out with Blood Fury, please note that you’ll want renew it whenever possible. Then, hit them with Blood Thief for some pretty high damage. Finally, hit them with Crimson Shield and use Life Drinker until you’re relatively close to full health. Use Life Drinker whenever you’re at less than half health.

Enhancements used:
Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

#6 - Posted on Mon Apr 06, 2015 3:59 pm
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CardClasher Class


[CRD]

This class is included with the purchase of the AQW Battle Card Game.

Class Type: Melee

Base Stats:
Strength: 85
Intellect: 31
Endurance: 69
Dexterity: 81
Wisdom: 31
Luck: 89


Strategy

Notes/How to use: This class is top tier. It's one of my favorites, even if you never use the last two skills. It has a really nice luck stat and is what the class is all about. Essentially, you just alternate between the Deal and Tap skills. Deal hands out one of three possible cards to your target and yourself, then tap kind of "activates" it while also dealing damage. The cards are self explanatory. Swords buff your attack and nerf the opponents, the shield weakens their defense, and makes you take less damage. The only one that might be a little confusing is the one that looks like healing. On you, you are healed over time, while your target takes damage over time. Keep these stat changes going constantly, and honestly it will solo just about anything. If your in a crowd of people and want to experiment with Raise the Stakes, go ahead. The mana regeneration for this class is also nothing short of amazing.

Enhancements used:

Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

#7 - Posted on Mon Apr 06, 2015 3:59 pm
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Chaos Shaper


[SHP]

This class is available in your book of lore after purchasing at least 15 months of membership.

Class Type: Magic (Although the skills are magic, in reality strength enhancements work much better for this class..)

Base Stats:
Strength: 85
Intellect: 31
Endurance: 69
Dexterity: 81
Wisdom: 31
Luck: 89

Strategy

Notes/How to use: First off, you'll notice the absurd luck stat so lets play with that. Second, although the skills are magical its base stats are heavily geared towards physical qualities. All four of its skills involve luck, basically you'll either buff your self or nerf your opponent. On one instance, you'll hurt yourself or deal great damage to your opponent. I wouldn't use this class in any serious confrontation such as PVP or soloing unless you're trying to test your luck.

Well, anyway.. You should start with the second skill, Chaos Fog. This will either stun your opponent, or weaken the damage they do from then on. In fact, whenever this skill is usable again, use it. Next, nerf or buff your self with the first skill, Twist Time. It'll either slow your opponent or increase your attack speed, both very helpful. I'd alternate those two attacks while throwing in a Chaotic Touch every now and then. The heal/hurt is DoT so keep that in mind. Death Grip is amazing when it hits, the backfire is usually dodged when used so don't worry about it too much, if it does hit you however, it's DoT and is pretty slow anyway.

Enhancements used:

Class: Fighter / Lucky
Helm: Fighter / Lucky
Cape: Fighter / Lucky
Weapon: Lucky

#8 - Posted on Mon Apr 06, 2015 4:00 pm
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Chunin Class

[CHU]

Class Type: Melee

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23


Strategy

Notes/How to use: You’ll want to immediately start off with Paralyzing Wind, because this’ll be your main damage dealer, as well as the main debuff you’ll use to survive. Next, use Tsunami Strike, this’ll slow the enemy down significantly, and deal some pretty high damage. After Tsunami Strike, use Spinning Dragon, as even though it’s only 50% it’ll happen, taking no damage from the next attack can sometimes save your HP bar from taking a major dent. Keep Paralyzing Wind and Tsunami Strike up as much as possible, and refrain from using Chi Blast until the very end, at around 1K – 2K HP, and only use it while Tsunami Strike and Paralyzing wind was used recently. Avoid using Chi Blast in farming, as it will slow down progress significantly, as it will burn up your mana because it will not crit.

Enhancements used:

Class: Lucky/ Fighter
Helm: Lucky
Cape:Lucky
Weapon:Lucky

#9 - Posted on Mon Apr 06, 2015 4:00 pm
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Darkblood Stormking

[DSK]

Class Type: Magical

Base Stats:
Strength: 23
Intellect: 127
Endurance: 77
Dexterity: 42
Wisdom: 58
Luck: 58

Personal Statement: This class may actually dethrone Necromancer and Cardclasher as kings of soloing. Its healing and mana regen are more consistent than either and doesn’t rely on damaging itself to become more powerful. Not to mention it has a bit more strategies than either.

Strategy

Notes/How to use: Darkblood Stormking can effectively solo as well as farm. This strategy is to maximize soloing potential, tested on Desoloth(original Member version), Ledgermayne (without the use of the protection runes as an advantage), and Kitsune(a boss even Necromancer has a hard time with). Start out with Skyfire to apply Shocked, and keep spamming Storm Call to keep your health up, rinse and repeat whenever Skyfire has finished cooling down. If you have health to spare, use Thunderclap to apply Thunderstruck and start replenishing mana until you’re somewhere at 90, then hit ‘em with Ball Lightning, which has a really decent crit rate and with either Shocked or Thunderstruck can hit 2.7K. After using Ball Lightning, you should have mana between 40 and 60, and Thunderstruck should still be applied, and hit Storm Call until you’re somewhere around 70 or 80 mana, then hit Skyfire and start spamming Storm Call to regain any health lost. This strategy was used on Ledgermayne and the original Member Desoloth, and was used to maximize health potential. This strategy can be altered to maximize damage against lesser bosses, and also to survive against bosses with special talents such as Kitsune.

Strategy 2

Notes/How to use: This strategy is for farming purposes only, unless someday there is a boss that attacks your mana instead of your health and then proceeds to attack your health, then by all means use this to defeat that boss. Start out with Thunderclap for Thunderstruck, and spam Storm Call to keep your mana up. Whenever at 90 mana use Ball Lightning to kill or maim whatever has high HP. If your HP is around half use Skyfire to replenish and revert back to Thunderclap for mana regeneration. Rinse and repeat.

Enhancements used:

Class: Wizard
Helm: Wizard
Cape: Wizard
Weapon: Wizard / Lucky

#10 - Posted on Mon Apr 06, 2015 4:00 pm
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DeathKnight

[DTK]

Class Type: Melee

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23


Strategy

Notes/How to use: I know it sounds strange, but you’ll actually want to start off with Death Shroud. You won’t move too slowly, and the enemy dealing less damage is a plus. Next, Chilling Strike and quickly follow it up with FrostFang. Now the enemy will be moving about the same speed as you are, and dealing less damage too. Hit them with Death Grip, for the high damage. Stack Chilling Strike between cooldowns, and rinse and repeat. This build is used mainly for high damage dealing, however survivability is still quite high, if a bit slow.

Enhancements used:

Class: Lucky
Helm: Lucky
Cape:Lucky
Weapon:Lucky

Strategy 2

Notes/How to use: Enhancements used: Use the same as above, but here you’ll want to carry a haste potion because your haste will be reduced a bit. This enhancement build is used so that you have higher survivability, because you’ll have higher endurance, dexterity, and HP.

Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter

#11 - Posted on Mon Apr 06, 2015 4:01 pm
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Defender Class

[DEF]

Class Type: Melee

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23


Strategy

Notes/How to use: Defender is a sort of "Tank". It has extremely high endurance and many skills are defensive. When fighting physically, keep spamming Crushing Sweep every time it cools down. When your HP hits around the 3/4, you can go ahead and start using Defender's Oath. If your fighting a monster, use Retaliation when your HP is at about 1/4 of your maximum. This attack will get extremely powerful the longer you wait and should be used as the finishing move.


Enhancements used:

Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Lucky

Strategy 2

Notes/How to use: This is how Defender class should be used. Having every enhancement put as fighter, and having a passive skill that adds 15% additional HP from your original total amount, it's a tank. A damage absorbing tank. This should be used mostly when fighting in a group. As with the offensive, always have Crushing Sweep active and use Defenders's Oath when you feel necessary. When an ally is being targeted, you can use Commanding Strike to make the monster focus only on you. You could use Defender's Oath here to help out the aforementioned ally at this point. When you feel that the monster has dealt a lot of damage to you over the time of battle, activate Retaliation.



Enhancements used:

Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter

#12 - Posted on Mon Apr 06, 2015 4:01 pm
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DoomKnight Class

[DMK]

DoomKnight is a powerful tier 2 class, it requires having rank 10 warrior/healer as well as rank 5 in the Evil faction. Or you can purchase it with 2000 AC.

Class Type: Melee

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23

Strategy

Notes/How to use: DoomKnight is an excellent offensive class, hitting at 115% plus another 10% for the passive skill. Using this set of enhancements, the skill you'll want to keep going is Soul Steal. Keep stacking it 5 times as many times as you can, and once it stacks for the 5th time, wait until they stop affecting the opponent and hit the opponent with Soul Crush, dealing more damage when Dark Siphon hasn't been activated. Watch your HP, and use Void Strike whenever you feel it is necessary. This class, along with Paladin, also has a rank 10 passive. There is a .01% chance of dealing 50x your normal damage output.

Enhancements used:

Class: Fighter
Helm: Fighter / Lucky
Cape: Fighter / Lucky
Weapon: Lucky

Strategy 2

Notes/How to use: Defense is indeed a possibility on the DoomKnight class. The second passive skill reduces your damage taken by 10%. Make sure you keep the Soul Steal going, as it will continue to replenish your HP. Every now and then, if you need a break from using Dark Siphon, you can use the skill Blood Offering to stun your opponent for 3 seconds.

Enhancements used:

Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter

#13 - Posted on Mon Apr 06, 2015 4:01 pm
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DoomKnight Overlord


[DKO]
Class Type: Hybrid

Base Stats:
Strength: 92
Intellect: 92
Endurance: 77
Dexterity: 77
Wisdom: 27
Luck: 19



Strategy

First things first, attempt to get as many party members as possible, as this classes first three skills are based upon how many members are in your party.


Notes/How to use: For farming purposes, open up with Screaming Darkness, so that every monster in the room attacks you. This allows a bit more mana to be gained, as it’s mana regen is based off of warrior’s. Next, spam Torture, as even without party members it does considerable damage, and requires very little mana. If you’re down to half health, attempt to put up a heal, but don’t waste too much mana doing so, if you can’t get a heal up quickly enough, attempt to eradicate the remaining monsters attacking you and quickly find someplace safe to rest. Only use Miasma if you’re in a tight spot, and you absolutely need to bust out a finishing move or be finished.

For soloing purposes, start out with Miasma, so that the enemy will have a frustrating time even hitting you. Next, use Torture, but don’t spam it this time, only use it whenever it fades. This is so that in the eventuality, if the enemy actually hits you, they won’t hit as hard as they usually would. Don’t use Miasma again until either it fades or you reach 100 mana before the skill fades, and don’t worry about it fading too quickly, it has a long lifespan, however, do watch out for it fading, because it’s one of the only things keeping you alive. If you reach half health, attempt to get a heal up, but once again, don’t waste time trying to get it up, because the stun will give you a breathing period anyways. Carry a mana potion for very precarious situations, because like I said, this is a heavy mana burner.

Enhancements used:

Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

Strategy 2

Notes/How to use: This version of DoomKnight Overlord is for making sure that the enemy just about never hits you. Ever. Start out with Miasma, and slowly wait for auto attack to allow your mana to reach 100, then use Miasma again, or if its life span runs out, quickly use it again before the enemy hits you. In the eventuality the enemy hits you enough times that your HP is down to one third of what it was, attempt to get a heal up, but don’t waste your time doing that, as it’ll waste mana. Always carry a mana potion when attempting this, because it’s certain to burn off a lot of mana.

Enhancements used:

Class: Thief
Helm: Thief
Cape: Thief
Weapon: Thief

#14 - Posted on Mon Apr 06, 2015 4:01 pm
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Dragonlord Class

[DLD]

Class Type: Melee

Base Stats:
Strength: 116
Intellect: 8
Endurance: 69
Dexterity: 116
Wisdom: 23
Luck: 54

Strategy

Notes/How to use: This class is just simply put, amazing. It has amazing strength, dexterity, and luck. If that doesn't sound like an offensive class, I don't know what will. Spam Heated Attack every time it cools down. It stacks up to four times, noticeably slowing the opponent. Also keep Cursed Blade going simultaneously. Once your HP reaches to about 1/4 the max, go ahead and use Lifestealer. If you've got mana to spare go ahead and use that anytime you want around 5/8 of your HP.

Enhancements used:

Class: Fighter / Thief
Helm: Fighter / Thief
Cape: Fighter / Thief
Weapon: Lucky

Strategy 2

Notes/How to use: This class is going to be used exactly as before, the only real difference is the enhancements used. Spam Heated Attack and Cursed Blade. Use Lifestealer as you see it is fit.


Enhancements used:
Class: Fighter / Thief
Helm: Fighter / Thief
Cape: Fighter / Thief
Weapon: Fighter / Thief

Strategy 3

This is where you’re tossing all thoughts of caution into the air. You’re trading in defensive abilities and a bit of critical percentage in for sheer power. Auto attack with a stable weapon gives you around 650 – 900 damage in terms of critical hits, which is close enough to 1K damage. Cleave gives off about 700 – 850 damage, another high damage dealer. Down low on HP, the highest I’ve gotten is 2.2K, I don’t dare try it with exactly 1 HP because of the danger factors. Cursed Blade gives 1.8 damage in PvE, and in team PvP you have a chance to do 2K, though I don’t know the factors that allow you to do so. Also improving haste, boosting you up to a percentage of 16.32. Start off with Cursed Blade, then spam Cleave and Searing Heat, and use Lifestealer when you’re down to two thirds of your health, because unlike the defensive builds, this class is mainly for finishing the enemy fast, and it can’t take as much punishment as the other builds. After using Lifestealer, follow up with Cursed Blade. This can be used for soloing purposes, but it’s best suited for using as a farming/PvP build, whether farming multiple monsters or farming with a group of people.

Enhancements used:

Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

#15 - Posted on Mon Apr 06, 2015 4:02 pm
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Dragonslayer Class

[DSL]


Class Type: Melee

Base Stats:
Strength: 104
Intellect: 19
Endurance: 116
Dexterity: 85
Wisdom: 39
Luck: 23


Strategy

Notes/How to use: Dragonslayer is really just a straight up powerhouse. Each hit deals 120% of damage, but at the cost of a slower attack rate. The passive skill Aggression causes another 10% be added on top of that. Obviously... Unless you are fighting dragonkind, ignore the skills Bane of the Scale and Talon Twisting. What you're going to do, is just use the skill Scorched Steel followed by Impale and repeat. If you are, however, fighting a dragonkind, start the battle immediately with Bane of the Scale and Talon Twisting, but still repeat the skills mentioned earlier as you would in another fight.

Enhancements used:

Class: Fighter
Helm: Fighter
Cape: Fighter / Lucky
Weapon: Lucky

#16 - Posted on Mon Apr 06, 2015 4:02 pm
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Elemental Dracomancer Class

[EDM]


Class Type: Magical

Base Stats:
Strength: 23
Intellect: 127
Endurance: 77
Dexterity: 42
Wisdom: 58
Luck: 58


Strategy

Notes/How to use: You're essentially not going to let Scales run out. The thing to do here is to get in Astialo's Wings, activate Duradin's Scales right afterwards, then spam Ssikari's Breath and Lilath's Torrent. Renew Astialo's Wings first, because it's the only thing keeping this class from burning too much mana, and the only thing that allows Scales to not run down in half it's cooldown period. Immediately after renewing Astialo's Wings, you should renew Scales.

Enhancements used:

Class: Lucky
Helm: Wizard
Cape: Wizard
Weapon: Wizard

#17 - Posted on Mon Apr 06, 2015 4:02 pm
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Evolved Shaman

[ESH]

Class Type: Magical

Base Stats:
Strength: 23
Intellect: 108
Endurance: 89
Dexterity: 19
Wisdom: 108
Luck: 39

Strategy

Notes/How to use: Evolved Shaman is essentially broken down into a damage dealer and support class. Refreshing Rain is really of no use unless your party happens to be lacking better healers. This class should first cast Elemental Grasp, and then follow up with Freezing Flame and Furious Gale. Both of these skills have great effects behind them. And don’t forget, the more spells you cast, the more powerful Elemental Grasp gets.

Enhancements used:

Class: Wizard
Helm: Wizard
Cape: Wizard
Weapon: Wizard / Lucky

#18 - Posted on Mon Apr 06, 2015 4:02 pm
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Guardian Class

[GRD]

Class Type: Melee

Base Stats:
Strength: 92
Intellect: 92
Endurance: 77
Dexterity: 77
Wisdom: 27
Luck: 19

Strategy

Notes/How to use: Here it is, the new guardian class! As you can see, physically it's gotten a large boost of power. You're going to always want to keep the skill Keen running. This helpful increase of critical hit chance will be of great use. Not only that, but it will also stun your opponent sometimes. If using Wizard enhancements, use Guardian Light after using Keen followed by a Guardian Rage. If not, just stick to spamming Guardian Rage

Enhancements used:

Class: Fighter / Wizard
Helm: Fighter / Wizard
Cape: Fighter
Weapon: Lucky

Strategy 2

Notes/How to use: Guardian doesn't have bad dexterity so if you want to throw in a little thief enhancement for dodging, feel free to. Anyway, begin by using the skill Guardian Light. If you use this without using Keen it will boost your defense against oncoming attacks. Use Keen once after using Guardian Light for stat boosts. Keep that going every time it recharges. Use Guardian Rage to cause damage. When your opponent is getting to be low on HP start using the strategy listed under the Physical type.


Enhancements used:
Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter / Thief

#19 - Posted on Mon Apr 06, 2015 4:02 pm
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Healer Class

[HLR]

Note: Also used for Acolyte/Witch Classes

Class Type: Magic

Base Stats:
Strength: 31
Intellect: 116
Endurance: 104
Dexterity: 39
Wisdom: 39
Luck: 58


Strategy

Notes/How to use: This healer would be mainly used if it is just you fighting, most likely another player, as it's not meant for healing allies and defending while fighting tough bosses and such. Anyways, on to how to use this build. Make sure you keep your HP as high as possible so you can use Heart Beat to cause a fair amount of damage. The passive skills will increase your healing power by 10% and decrease your opponent's damage dealt to you by 10%. As you can see, this is more of a defensive class. If you are in need of mana, use Energy Flow to regain some, heal yourself, then keep the Heart Beats coming. When in parties, go with Wizard enhancements. Lucky is a necessity always, critical heals are always welcome.

Enhancements used:

Class: Healer / Wizard
Helm: Healer / Wizard
Cape: Healer / Wizard
Weapon: Lucky

Strategy 2

Notes/How to use: This is the type that will probably best benefit Healer. With the passive skills already increasing your Healing magic by 10%, it also decreases your damage taken by 10%! How great is that? Healing Word is a wonderful spell, healing a large amount of HP to one person, or heals up to three others but with a slightly smaller amount. Using Energy Flow will increase your mana each time you inflict damage for 12 seconds. You can then heal all that damage you just took using Healing Word. This class is also great for helping fellow players in a battle. Calm Mind, can give a friendly target 50% mana reduction for their skills. You can also cast it on yourself, and use Healing Word for only a measly 15 mana.

Enhancements used:

Class: Healer
Helm: Healer / Lucky
Cape: Healer
Weapon: Healer / Lucky

#20 - Posted on Mon Apr 06, 2015 4:03 pm
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Horc Evader

[HEV]

Class Type: Hybrid

Base Stats:
Strength: 77
Intellect: 19
Endurance: 86
Dexterity: 127
Wisdom: 39
Luck: 39

Strategy This build is for people who want damage over survivability. For starters, you'll want to start out with Whistle, if you own either Necromancer or Darkside, you'll know that you need this for the highest damage output. Also, if your a Non-Member, you'll want to turn on pets to use this, and make sure you don't have any rare (or non-rare, depending on the situation) Non-Mem pets equipped, unless it's been confirmed either in the Design Notes, official Wiki, or Twitter that that particular pet is designated as a Battle Pet, because Whistle will summon a battle pet to help you. You'll also be fine if you've summoned another battle pet from another battle pet class. Next, use Smell Fear then Hunter's Call, then start stacking Shadow Strike. This does basically the same exact damage as your Auto Attack, and with these enhancements under the influence of a static (100-100) weapon, you'll do 987 damage. Only renew Whistle whenever you're past 65 mana, keep Hunter's Call from fading, and keep all of your Shadow stacks from fading as well. Renew Smell Fear every now and then, though this isn't really as important as your other three skills.

Enhancements used:

Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

Strategy 2

Notes/How to use: Basicly do the same thing as you did with full luck, but this build is for more survivability than it is for pure damage. I was able to solo Dai Tengu with this build and lost less than 300 health. Basically, Whistle, Smell Fear, Hunter's Call, stack Shadow Strike, and keep Shadow Strike stacks and Hunter's call from fading, and renew Whistle whenever you're past 65 health. Renew Smell Fear whenever you think is a good idea to do so.

Enhancements used:

Class: Thief
Helm: Thief
Cape: Thief
Weapon: Thief

#21 - Posted on Mon Apr 06, 2015 4:03 pm
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Mage Class

[MGE]

Note: Also used for Sorcerer.

Class Type: Magic

Base Stats:
Strength: 23
Intellect: 127
Endurance: 77
Dexterity: 42
Wisdom: 58
Luck: 58

Strategy

Notes/How to use: Pretty much what you will want to do here, is to spam your Frozen Shard, followed by a Fireball attack. The damage over time that is caused is very large. Try and refrain from using Mana Shield as it only gets in the way.

Enhancements used:

Class: Lucky / Spellbreaker
Helm: Wizard / Wizard / Spellbreaker
Cape: Wizard / Spellbreaker
Weapon: Wizard / Spellbreaker

Strategy 2

Notes/How to use: Instead of following up with a Fireball attack, refrain from it. Using Frozen Shard will cause your opponent to slow their attacks and cool down times. Mana Shield can be helpful to decrease damage you take for a short time, though it will also make you unable to attack back aside from the Auto Attack for a short time.

Enhancements used:

Class: Wizard
Helm: Wizard
Cape: Wizard
Weapon: Wizard

#22 - Posted on Mon Apr 06, 2015 4:03 pm
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Mindbreaker

[MBK]


Class Type: Magical

Base Stats:
Strength: 23
Intellect: 127
Endurance: 77
Dexterity: 42
Wisdom: 58
Luck: 58


Strategy

Notes/How to use: If you’re going to use it to farm, just keep spamming Psychic Wave and Esper’s Might, and use Cerebral Siphon when you reach about half health. This class is a mana burner when doing this, so pack a few mana potions, you won’t regret it.

If you’re looking to solo, start stacking Mindfire, and use Cerebral Siphon when you’re at about half health. Reserve Psychic Wave and Esper’s Might as finishing moves (when the enemy is at 10K or lower) so as not to burn out too much mana. Once again, carry a mana potion, you’ll probably need it more than not.


Enhancements used:

Class: Lucky
Helm: Wizard
Cape: Wizard
Weapon: Wizard

#23 - Posted on Mon Apr 06, 2015 4:03 pm
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Necromancer Class

[NRO]

Class Type: Magic

Base Stats:
Strength: 23
Intellect: 127
Endurance: 77
Dexterity: 42
Wisdom: 58
Luck: 58


Strategy

Notes/How to use: Necromancer makes its return! This time it has an all new skill set, and is the first "battle pet" class, that is; it uses monsters to fight for you. Mainly undead. Before going into any kind of battle, be sure to summon your pet with the first skill, or have a battle pet equipped. The skills are rather forward with you.. You need mana. Have command undead active at all times for damage output. Use weaken every time possible. If you've got a surplus of HP, go ahead and boost it more with Summon Minion's alternate effect. If you're good on HP and need MP, infect is there.

Enhancements used:

Class: Wizard
Helm: Wizard
Cape: Wizard
Weapon: Wizard / Lucky

Strategy 2

Notes/How to use: Somehow, full luck brings out the full damage potential of Necromancer, regardless of it being a caster class. However, regardless of this, with Deadly Frenzy applied and a fixed weapon of 100-100(or 114-114 in Necromancer’s case), this class can do as high as 1K damage with just auto attack, 1.4K with Weaken, and 2.1K with Command Undead. As insignificant as it is, it also has an extra 5 HP, but it still increases your survival in combat. Start off with Deadly Frenzy, then start spamming both Weaken and Command Undead. If your at less than 40 mana, and you have 3/4 of your health, use Infect to regain mana. If you have under 3/4 of your health, keep using Weaken until you’re at half health or higher, then use Infect. Anytime you use Infect, attempt to regain your health back VIA weaken.

Enhancements used:

Class: Lucky
Helm: Lucky
Cape: Lucky
Weapon: Lucky

#24 - Posted on Mon Apr 06, 2015 4:04 pm
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Ninja Class

[NJA]

Note: Also used for Assassin Class

Class Type: Hybrid

Base Stats:
Strength: 92
Intellect: 92
Endurance: 77
Dexterity: 77
Wisdom: 27
Luck: 19


Strategy

Notes/How to use: Like Rogue, this class hits 75% damage, but also hits at a faster rate than the other classes. But Ninja, has a completely different strategy than Rogue. What you'll want to do here is keep the Crosscut skill going. This has an extremely short cool down time, and lets loose two quick attacks. If you are going for a hybrid type, Shadowblade causes weapon damage plus magical damage, causing the opponent to miss a lot for six seconds. Shadowburn is a rather interesting skill, it will stun the opponent for 3 seconds when inflicted by Shadowblade, OR return a nice 20 mana points if Shadowblade was not inflicted! Anytime you have a lot of mana leftover, you should activate thin air. With that and the passive skill that already increases dodge by 15%, it will help more than hurt.

Enhancements used:

Class: Fighter / Hybrid
Helm: Wizard / Hybrid
Cape: Wizard / Hybrid
Weapon: Fighter

OR

Class: Thief / Lucky
Helm: Thief / Lucky
Cape: Thief / Lucky
Weapon: Lucky

For the Lucky one, all you really are doing is spamming the attack skills. This deals a great amount of damage in little time. Not to be used against high endurance opponents. Actually, you should specifically go for weakened opponents and finish them off with this.

Strategy 2

Notes/How to use: As with Rogue/Pirate, were going to go with the dodging ability in the build. For this, start off with the skill Thin Air. Try to get a hit with Shadowblade, then Shadowburn will be used to stun the opponent. If you ever get low on mana, be sure to use Shadowburn without using Shadowblade. This will replenish 20 mana, a very nice amount. Once Thin Air has cooled down, use it once again and repeat.

Enhancements used:

Class: Thief
Helm: Thief
Cape: Thief
Weapon: Thief

#25 - Posted on Mon Apr 06, 2015 4:04 pm
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