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Useful/Recommended Class Builds

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Paladin Class

[PAD]

This is a powerful 2nd Tier class, only obtainable after ranking both Warrior and Healer classes to rank 10, and having at least rank 5 in the good faction. You can also pay 2000 AC.

Class Type: Hybrid

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


Strategy (This could also be considered a mixed type between defense and attack)

Notes/How to use: Paladin's a good overall class, dealing normal damage plus magical damage. First off, always use abolish. It is the class's only way to regain mana. This mana should be put towards Healing Word, which will heal you and another person by a really nice amount. Keep this up and you'll be dealing quite a bit of damage for a long time. The skill Exorcise is good for a short burst of damage. I'd really only use it when battling undead. Oh, there's also a rank 10 passive skill. It has a small chance of happening on every hit and heals yourself, and everyone around you along with granting you temporary invincibility.

Enhancements used:

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

Strategy 2

Notes/How to use: All you'll really need is Zeal here. With this going, keep using Abolish to inflict damage while simultaneously regaining mana. Each time your HP reaches around 70%, make sure you heal yourself with Healing Word. Afterwards, keep the Abolish coming to ensure you do not lose your mana. The two passive skills increase your endurance by 15%, along with your critical hits by 15%. With these skills and your enhancements, it'll be a while before you are taken down. Exorcise is optional.

Enhancements used:

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

#26 - Posted on Mon Apr 06, 2015 4:04 pm
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Paladin Highlord


[PLH]
Class Type: Hybrid

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



Strategy

Just like DoomKnight Overlord, you’ll need a good party for this class. A good start would be two additional party members.

Notes/How to use: This, unfortunately, is more of a farming class than a soloing class because it’s last skill hits multiple enemies, so it cannot solo bosses like the Dracolich in the Temple of Light. Start out with Light Wave, so if it doesn’t kill everything in the room, everything will immediately attack you, rgaining most of the mana you lost to Light Wave. Next, spam Purifying Flame until either the enemy is dead or Light Wave is available again. Once Light Wave is available again, use it. Use Word of Light when you’re down to about half health, and stay away from Undermine because more than likely, the enemie is going to die before you can get any stacks up. I strongly suggest packing a few mana potions, even if you have to use the alchemy tradeskill to do it.

Once again, get as many party members as possible. Best used for soloing purposes only, but you will need at least one other party member to pull this off, and is most successful with two. Start off with Purifying Flame, then start stacking Undermine until you have a full stack. Renew Purifying Flame whenever it fades, and attempt to keep the Undermine stacks up. Use Word of Light when down at half health, and only use Light Wave as a finishing move. Once again, pack mana potions, the more, the better, you won't regret it.


Enhancements used:

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

#27 - Posted on Mon Apr 06, 2015 4:05 pm
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PaladinSlayer

[PSL]


This class is included with the purchase of the DoomWood and Chaos MOD packs.

Class Type: Hybrid

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

Strategy

Notes/How to use: PaladinSlayer is an overall great class, especially in PvP. It heavily focuses on one target, but is sadly a mana burner. Luckily if everything hits in the correct order however, it deals massive damage in the first go. The first skill, Decay, cancels the opponent from being able to heal at all. If you’re fighting a class such as Paladin, there’s an almost guaranteed win. Just cut them off of healing from the get go. Power yourself up with Undead Power, then apply Dark Grip to the enemy. This evil skill reduces their haste while increasing damage dealt to them. Finally, let rip with Dark Energy. Dark Energy is also a very ranged attack and can hit anything from anywhere.

Enhancements used:

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

#28 - Posted on Mon Apr 06, 2015 4:05 pm
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Pirate Class

[PRT]

Note: Also used for Alpha Pirate. It is also similar to Rogue Class, but may be updated in the future.

Class Type: Melee

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

Strategy

Notes/How to use: Pirate class has a very nice offensive strategy. First off, this class will only deliver 75% of the damage that other classes deal. 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 7-9 seconds use your Opportunity's Strike skill. The power of this skill grows the longer Viper's Kiss has been activated. Immediately upon bringing your enemies' HP less than 40%, activate Footwork, then Stiletto. You will start to hit your opponent very quickly for very high amounts of damage for 20 seconds.

Enhancements used:

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

Strategy 2

Notes/How to use: This defensive build is going to based around dodging more than saving your endurance. The passive skill already increases your chance to dodge by 15%, and you'll need footwork going for as much as you can. This will increase your chance to doge by 30%, bringing it to a whopping 45%! 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.

Enhancements used:

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

#29 - Posted on Mon Apr 06, 2015 4:05 pm
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ProtoSartorium Class

[ENF]

Note: Also used for Rustbucket/Enforcer Classes. These are nonmember iterations of the class.

Class Type: Hybrid

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


Strategy

Notes/How to use: This class is all about the offense! Hits very quickly, and has 100% damage, unlike the Rogue class and others. The passive skill Quick Like Lightning also grants an extra 15% haste, making you attack even faster. This class has a very good Area of Effect attack dealing more damage to each person it hits on screen. Jackhammer hits 150% of your weapon damage but cannot crit. 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?

Enhancements used:

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

Strategy 2

Notes/How to use: Though this class is mainly used for the offense, it can also be used for defense! 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. A bonus from one of the passive skills decreases your damage taken by 10%. While you are defending, you'll need to use Jackhammer to deal damage... as long as you can spare the mana. This class does not have any healing skills, so you need to try to take out your opponent quickly.

Enhancements used:

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

#30 - Posted on Mon Apr 06, 2015 4:05 pm
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Pyromancer Class

[PYR]

Class Type: Magic

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

Enhancements used:

Strategy

Notes/How to use: Start off with Sear for the Scorch effect first. Next, follow up with Withering Blast so they start moving slower, and nuke ‘em with Flame Orb. Flame Orb basically crits around 5.7K when used with the Sear effect (the difference is only off by 1), and 2.8K without. If you’ve already lost around 300-500 HP, use Burning Ward as fast as you possibly can, then renew Withering Blast and Sear. Use Flame Orb whenever it’s available, it’s your main source of damage, and doesn’t use up as much mana is you would think. Withering Blast needs to be kept up as much as possible, as well as Sear. Keep a haste potion on you while using this class, it’s skills are a tad slower than usual, so the extra speed would help keep up some of the effects longer.

Note: Only keep Sear on one monster at a time, it usually runs out around the time its cooldown has already finished.

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

#31 - Posted on Mon Apr 06, 2015 4:06 pm
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Ranger Class

[RNG]

Class Type: Melee

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


Strategy

Notes/How to use: Ranger class.. 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. I'd use Flaming Arrow after stacking Mark for Death a few times first, just to deal nice DoT to the enemy. 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.

Enhancements used:

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

#32 - Posted on Mon Apr 06, 2015 4:06 pm
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Rogue Class

[RGU]

Note: Also used for Renegade/Vampire/Barber/Leprechaun Class

Class Type: Melee

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

Strategy

Notes/How to use: Rogue class has a very nice offensive strategy. First off, this class will only deliver 75% of the damage that other classes deal. 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 7-9 seconds use your Opportunity's Strike skill. The power of this skill grows the longer Viper's Kiss has been activated. Immediately upon bringing your enemies' HP less than 40%, activate Footwork, then Stiletto. You will start to hit your opponent very quickly for very high amounts of damage for 20 seconds.

Enhancements used:

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

Strategy 2

Notes/How to use: This defensive build is going to be based around dodging more than saving your endurance. The passive skill already increases your chance to dodge by 15%, and you'll need footwork going for as much as you can. This will increase your chance to dodge by 30%, bringing it to a whopping 45%! 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.

Enhancements used:

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

#33 - Posted on Mon Apr 06, 2015 4:06 pm
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Shaman Class

[SHM]

Class Type: Magical

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


Strategy

Notes/How to use: Shaman's a pretty cool class, definitely worth all of the farming for it. 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.

Enhancements used:

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

#34 - Posted on Mon Apr 06, 2015 4:07 pm
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Skyguard Grenadier

[SGN]

Class Type: Melee

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


Strategy

Notes/How to use: This is the build that you’ll be using to deal the highest amount of damage that you possibly can. Start off with Hamstring and immediately lead off with Reactive Grenade for the DoT effect. Next, use Sleeping Gas for Gassed State so the enemy will be hitting you at a slower pace. Use Reactive Grenade when it’s available, now for the Elude effect, so the enemy will be hitting you less frequently now. Hit them again with Flashbang, so now not only do you have high dodge rate, the enemy’s hit rate is reduced. Use Reactive Grenade again now, so you begin healing, then use Hamstring again, so the enemy attacks are weakened while your healing. Rinse and repeat.

Enhancements used:

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

Strategy 2

Notes/How to use: Just do the same thing as before, Except you’re not using the Gassed State and Elude effects for this one. Your basically just tanking it out with this build. Just use Hamstring, Reactive Grenade, then Flashbang. Use Reactive Grenade again when it’s ready, then use Hamstring. Rinse and repeat.

Enhancements Used:

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

Strategy 3

Notes/How to use: With this build now, we’re taking out Hamstring. The fun thing about this build is how versatile it is. We’re basically trying to dodge , strike, and heal here, so start off with Gassed State, then use Reactive Grenade for Elude. Then use Flashbang, so that now you’ll be dodging a lot. Use Reactive Grenade again when it’s ready, then use Gassed State. Rinse and repeat, and you should be doing a whole world of progress.

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

#35 - Posted on Mon Apr 06, 2015 4:07 pm
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Starlord Class

[SLD]

Class Type: Melee

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

Strategy

Notes/How to use: Starlord has some quick little powerful attacks along with one nerf attack. 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. Energy Arc will remained unused unless you happen to be farming class points/exp/reputation in a room with many monsters. It's a relatively strong attack that gets the job done quickly against weaker monsters.


Enhancements used:

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

Strategy 2

Notes/How to use: Thanks to its high base stat of dexterity and its passive skill that adds 15% more dexterity, the thief enhancements work well here. Like before, keep Pulse Compression going every time it cools down but this time alternate it with Pulse Dilation and High Energy Arc. I wouldn't recommend using this strategy in a farming zone, as the best for that is the offensive strategy.


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

#36 - Posted on Mon Apr 06, 2015 4:07 pm
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Thief of Hours

[TOH]

Note: *The strategy listed in the Strategy section is not PvP suitable, for information regarding using this in PvP use Jason’s Advanced PvP Strategies Guide.*

Class Type: Hybrid

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

Strategy

Notes/How to use: Enhancements used: Well, this class is just plain ridiculous for starters, not only does it have Rogue’s dodge rate, if you do get hit you can simply re-direct the damage right back at them. 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. Next, use Temporal Insanity then start alternating between both Timestream and Steal Seconds. When you have lost about one fourth(1/4th) of your health, start alternating between Steal Seconds and Sonic Piledriver until the HoT starts up, then only try to keep the Steal Seconds up. Rinse and repeat or if your low on mana only use Steal Seconds until you have enough mana to use Temporal Insanity.

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

#37 - Posted on Mon Apr 06, 2015 4:07 pm
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Troll Spellsmith

[TSS]

Class Type: Magical

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

Strategy

Notes/How to use: This class is actually pretty amazing. 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 2.5k on a crit and 897 normally (static range). 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.

Enhancements used:

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

#38 - Posted on Mon Apr 06, 2015 4:07 pm
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UndeadSlayer

[USL]

Class Type: Physical

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

Strategy

Notes/How to use: Undead Slayer is exactly what it sounds like; it is for fighting undead. 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 200. They are only gained while fighting a monster classed as “undead”. While gaining power orbs, just be sure to go between Exorcise and Vorpal Strike. When you need to heal, heal with Spirit of Healing. The last skill can only be used once you’ve gained at least 20 spirit orbs. 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.

Enhancements used:

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

#39 - Posted on Mon Apr 06, 2015 4:08 pm
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Warrior Class

[WRR]

Note: Also used for Warlord/Pumpkin Lord/Beast Warrior Classes

Class Type: Melee

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


Strategy

Notes/How to use: This variant of Warrior class focuses on destroying your opponent with very high attack power. The two passive skills that are acquired once you reach level 4 will both increase your offensive attacks by 10% and decrease your damage taken from outside attacks by 10%. 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.

Enhancements used:

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

OR alternative enhancement build would be:

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

This version uses the same strategy as above, the only difference is you may want to use On Guard to decrease the damage you're taking by 50% since you have less endurance. The skill itself only does 75% of your weapons damage, but you also will be experiencing stronger critical hits from this build due to the luck enhancements.

Strategy 2

Notes/How to use: For this type of Warrior class build, having a lot of endurance is key. 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.

Enhancements used:

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

#40 - Posted on Mon Apr 06, 2015 4:08 pm
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Clawsuit Class

[CWS]

Class Type: Melee

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

Strategy

Notes/How to use: Clawsuit is a pretty big mana burner. You should typically avoid using Jacknife Frost and Hearth's Embrace, the former unless you need to use it for a stun. Just start with Santa Claws to activate the DoT and a pretty good hit, and follow with Rudolph's Revenge. This should net you a good amount of damage. Just watch your mana and you should be good to go.

Enhancements used:

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

Strategy 2

Notes/How to use: Now this is a fun way to defend. We are going to render the opponent useless. >Very Happy With that crazy 5 second stun, you'll know that's possible to use effectively. 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.

Enhancements used:

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

#41 - Posted on Mon Apr 06, 2015 4:08 pm
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Chronomancer Class


[CHR]

This class was given with the purchase of the 2011 AE calendar.

Class Type: Hybrid

Base Stats:
Strength: 92
Intellect: 92
Endurance: 77
Dexterity: 77
Wisdom: 21
Luck: 19

Strategy

Notes/How to use: Chronomancer.. 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.

Enhancements used:

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

#42 - Posted on Mon Apr 06, 2015 4:09 pm
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Darkside

[DRK]

Class Type: Magic

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

Strategy:

Notes/How to use: They said it'd have cookies.. 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. This skill hits all targets with some average damage but can also stun them 50% of the time. After getting that out, continue stacking Deep Rage with Dark Power. Use Blood Boil when you can get it out safely, and save renewal for when you absolutely need it/conditions are right. 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.

Enhancements used:

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

#43 - Posted on Mon Apr 06, 2015 4:09 pm
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Pinkomancer Class

[OMG]

Note: *Pinkomancer has went rare since Beleen's second birthday shop, and may or may not recieve an update to its skills.*

Class Type: Magic

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


Strategy

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

Enhancements used:

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

#44 - Posted on Mon Apr 06, 2015 4:09 pm
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TimeKiller

[TMK]

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 build that is for people who want higher damage capabillities, as opposed to pure survival. Start off with Stop Time, this is a really nifty little skill here because it not only deals some pretty high damage(2.4K with a static 30-30 weapon), it also stuns the enemy. 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.

Enhancements used:

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

Strategy 2

Notes/How to use: Enhancements used: This is a build to evenly ballance out both your damage as well as your evasion and haste. 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. Rinse and Repeat. 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.

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

#45 - Posted on Mon Apr 06, 2015 4:09 pm
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Vindicator of They

[VOT]

Class Type: Hybrid

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

Strategy

Notes/How to use: The strategy for this class isn't rocket science, it's very straightforward, a total power house. 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. In fact, you can heal yourself with I Just Want Your Half. 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.

Enhancements used:

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

#46 - Posted on Mon Apr 06, 2015 4:10 pm
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Evolved Clawsuit Class

[ECS]

Class Type: Hybrid

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

Strategy

Notes/How to use: Evolved Clawsuit, the up-bringer of the previous Clawsuit. 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.

Enhancements used:

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

Strategy 2

Notes/How to use: Right. 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.

Enhancements used:

Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter / Spellbreaker

#47 - Posted on Mon Apr 06, 2015 4:10 pm
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Evolved Leprechaun Class

[ELP]

Class Type: Melee

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

Strategy

Notes/How to use: Evolved Leprechaun is somewhat similar, but not as efficient dodge class compared to rogue, however, the damage and hit percentage is higher, 100.25%. 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. This way, Soilsigh's cooldown is faster than it's effect duration, and it also makes timing a bit less complicated, also, the dodge/critical increase is also something to apprieciate. 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.

Enhancements used:

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

Strategy 2

Notes/How to use: Evolved Leprechaun is the long sought after replacement of the old Leprechaun class which went rare forever. First thing's first, you should activate Slanaitheoir to increase your Luck, Haste, Dodge, Crit Chance, and Crit damage. 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.

Enhancements used:

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

#48 - Posted on Mon Apr 06, 2015 4:10 pm
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No Class

[NOC]

Class Type: Melee

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

Strategy:

Notes/How to use: All you have going for this class is the passive skills. Aggression raises your damage output by 10%, and Resolute decreases damage taken power by 10%. Other than that, all you have is the Auto Attack which has no bonuses whatsoever.

Enhancements used:

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

#49 - Posted on Mon Apr 06, 2015 4:11 pm
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Soul Cleaver

[SCC]

Class Type: Melee

Base Stats:(States are currently not updated, but these are the stats should look like at level 50)
Strength: 92
Intellect: 92
Endurance: 77
Dexterity: 77
Wisdom: 27
Luck: 19

(Exact damage values aren't up do date yet, so I haven't provided exact damage measurements yet.)
Strategy

This class is pretty amazing, but quite possibly the only class you don't want to rank to 10. 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. Once Soul Snare wears off, immediately use Soul Leach, then hit the monster with Soul Rend. Use Soul Rend until Soul Leach is available, then use Soul Leach if you're under half health. 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. Soul Snare should only be used if your HP is lower than 1/2 and around 1/4, and you should attempt to use Soul Rend before it's faded, and to immediately use Soul Leach once Soul Snare has faded. 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).

Bosses this strategy was tested on:
Mafic Dragon from /join mafic

Enhancements used:

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

#50 - Posted on Mon Apr 06, 2015 4:11 pm
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