Friday, December 28, 2007

At level 69, what weapons do I have? (Adventure Quest)

Water: Aqvarius. This has a good special attack that happens frequently enough. Also, it's normal attack is a magic attack, which makes it one of the few such weapons I have had.
Fire: Fyre Force. Excellent bonus to hit, good ranged 4-hit special attack.
Energy: Orange Glazed Drumchucks. Silly, but actually a pretty good weapon with good ranged 2-hit special.
Wind: Warsmith Dagger. 100% special attack: ranged 2-hit with good damage.
Darkness: Candy Cane. I still miss my razor fan, but I think I need one more level to get a good one again.
Light. Fearsome DuaLight. Mid-range weapon that I keep merely for its powerful ability to suck up half of your enemy's mana and turn that into both mana and HP for yourself. Awesome against enemies with high mana!
Earth: none (why bother with the Protector Pet?)
Ice: Ice Katana. Mid-range weapon that I keep only for its special attack: Freeze spell! (Plus double damage.)

What is cool about Vampire Slayer class? (Adventure Quest)

Vampire Slayer Class.

Level 1. Vampire Strike. 3-hit attack, though no (or little) extra damage.
Level 2. Evil Proof Aura. Increased defense against undead & weres.
Level 3. Hunter's Eye. Increased chance to hit undead & weres.
Level 4. Werewolf Strike. Double damage against weres.
Level 5. Lift Curse. Cure vampirism or lycanthropy.
Level 6. Summon Huntdragon. These little guys are awesome. A mid-range attack (either Fire or Light, average 10-15 HP), but the Light attack heals both HP and MP by 5.
Level 7. Stake and Shake. 3-hit attack against all undead & weres; always hits.
Level 8. Ultra Strike. (Passive.) 20% chance of doing triple attack against any enemy.
Level 9. Turn Undead. Mid-range Light attack
Level 10. Vampire's Blood. Regenerate by amount of your attack.

A decent class, though all special attacks use more mana than they should. I mainly keep this armor for the Huntdragon, but it will be the next one I get rid of. Vampire Slayer always seems to me to do the special attacks of weapons more often than others, though I have seen no documentation for this.

What is cool about Necromancer class? (Adventure Quest)

Necromancer Class.

Level 1. Undead Giant. Great attack, unbelievable that it's level one, and only 30 MP. I use this all the time, it averages 50-75 HP against 100% resistance, but averages 100 HP in normal use!
Level 2. Resistance Bonus. (Passive.)
Level 3. Necro Heal. Swap some HP for some MP. I never use this.
Level 4. Death Dog. A good guest that gets better as you level up.
Level 5. Skull Swarm. Decent ranged Darkness attack, though I rarely use it (not worth MP unless you don't have a good Darkness weapon.)
Level 6. Zombie Hands. Swap some MP for some HP, while cool-looking zombie hands do minor Darkness damage to your foe. Good spell, though I don't use it too much (heals 10%)
Level 7. Fear. Reduces all of enemy's defenses by 3. This is a very useful spell, and against most foes, you can keep casting it to reduce their defense even more!
Level 8. Defense Bonus. (Passive.)
Level 9. Undead Mutant. The most powerful special attack of all classes I've seen yet. This always works (unlike Ninja and Dracomancer high-level attacks): it is 5 melee hits with the same element as your weapon. Averages 200 HP against most enemies (assuming 120%-ish elemental resistance)
Level 10. Become a Lich. This is interesting. When you die, you may become a Lich. Liches are cool, with decent defense (but some resistance problems!), but that have three armor attacks, all of which are cool. As a Lich, you can still choose your shield and weapon.

One of the best things about Necromancer is that during normal attacks, you have a 10% chance of calling forth the Undead Mutant. Necromancer is the most powerul class I have found, and I use it whenever I need to get rid of something fast! Elemental resistance is its downfall, as the only good resistances are Light and Darkness. Comes with automatic 2-hit attack, one melee, one magic.

What is cool about Wizard class? (Adventure Quest)

Wizard Class.

Level 1. Flame Wheel. Fun Fire attack.
Level 2. Mana Morph. Never use it.
Level 3. Resistance Bonus. (Passive.)
Level 4. Levitation. Magic attack that often (but by no means always) is one of your enemy's weakest defense Elements. If it picks the right element, this is a powerful magic attack, otherwise, not worth the mana.
Level 5. Amplify. Water attack that is more powerful the longer you wait to use it. Good if you wait.
Level 6. Summon Minions. Call either an Earth, Energy or Wind guest. Good guests!
Level 7. Divine Magic. Increases damage of your next spell. This is worth it if you have a spell that fits well with an enemy's poor resistance.
Level 8. Frost Bite. Freezing spell. Freezing is cool!!
Level 9. Defense Bonus. (Passive.)
Level 10. Elemental Explosion. All eight Elements attack, averaging 10 HP each. Generally not worth the magic except against opponents with bad elemental resistances all around.

Wizard was one of my favorites (until Necromancer.) Don't be fooled by your robes -- Wizards actually have decent defense and good all-around elemental resistance.

What is cool about Pirate class? (Adventure Quest)

Pirate Class.

Level 1. Swab the Mob. Water attack.
Level 2. Summon Petey. Very cool Wind guest who attacks every time! Averages 20 HP attack
Level 3. Defense Bonus. (Passive.)
Level 4. Keelhaul. Double attack with your weapon. Not worth the magic.
Level 5. Cannon Fodder. Good Wind attack.
Level 6. Jolly Rotten Roger. Good Darkness attack
Level 7. Defense Bonus. (Passive.)
Level 8. Grog 'n' Flog. Fun triple attack.
Level 9. Davy Jones' Locker. Good attack that heals a little.
Level 10. Plunder. Good water attack that has a chance of getting you one of each potion.

Pirate class is more fun than any other. The attacks are good, but the magic use is a little high for all of them. This combined with a single attack only makes for a class I use mostly for its water defense and Plunder spell. Or, just to have fun -- which is why we're playing, after all, right?!?

What is cool about Ninja class? (Adventure Quest)

Ninja Class

Level 1. Swift Slash. Single powerful attack which raises likelihood of hitting.
Level 2. Defense Bonus. (Passive.)
Level 3. Dark Aura. Makes any weapon attack a darkness one. Increases damage on darkness weapons. Overall, a waste of magic, unless you are seriously lacking in the weapons department.
Level 4. Spin Tactics. Four ranged attacks with lessened damage. Awesome.
Level 5. Dual Katanas. Fire and Ice attack. Useless, except against a very few enemies.
Level 6. Summon Ninja Tortoise. A mid-range darkness guest (avg. 10-15 HP attack.)
Level 7. Ninja Stars. Ranged Wind attack. Good, but not great.
Level 8. Resistance Bonus. (Passive.)
Level 9. Sui-Ka Cast. A freeze spell. Frozen enemies are great: not only do they lose a turn, but their Fire resistance is 200%!
Level 10. Ninja Death Strike. Averages 50 HP Darkness attack, but has 30% chance of massive Element X attack (300 HP!!)

Ninja class is great for adventurers because you get some cool abilities, including an automatic double attack. For Guardians, it is even better with the freeze and Ninja Death Strike. This used to be my favorite, but it lacks the damage potential that Beastmaster and Necromancer have (with the sole exception of Ninja Death Strike, which can eat up the magic at 150 MP per use.) It's still good for hand-to-hand against Darkness enemies, as it has an 80% Darkness resistance without a shield.

Wednesday, December 26, 2007

What is cool about Beast Master class? (Adventure Quest Beastmaster)

Beastmaster class.

Level 1. Beast Claw. Uses 70 MP for about that many HP damage. Earth attack only.
Level 2. Resistance Bonus. (passive)
Level 3. Call Forth Beast. One guest -- you choose the element.
Level 4. Beastial Skin. Improve your defense by 10 against your enemy's attack element. Very good against bad guys.
Level 5. Wild Force. Increases the damage your pets & guests do by 30%. This is one of the two coolest things about Beastmaster, as those extra points really do add up if you're stuck in a hand-to-hand hack-fest.
Level 6. Beast Lore. Magic attack against enemy's weakest point, usually around 50-70 points.
Level 7. Internal Beast. Raise all stats by 10. Another good spell to use against bad guys, though this and Beastial Skin will eat up a lot of mana.
Level 8. Defense Bonus. (passive.)
Level 9. Beast Mastery. The other cool thing about Beastmaster: you can choose two guests (and, you get to pick what elements they are) to fight alongside with you. Each of them average about 20 HP per attack vs. 100% defense.
Level 10. Tame Beast Spirit. The worst level 10 skill I've seen. You can absorb the attack of your enemy, and -- as long as you defeat it -- you can use that attack on the next enemy you face. I have yet to find a good way to use this power, as I am generally able to do as much damage as any of my enemies.

Overall, Beastmaster is extremely useful for its ability to call forth two guests with elements of your own choosing, and for straight weapon-based combat, it is the best I've seen (when the 30% pet/guest bonus is taken into account.) It's only real flaw is that it doesn't have a killer attack, such as Undead Mutant (Necromancer) or Ninja Death Strike (Ninja.) It is one of my favorites!

Easy HP Potions (Hit/Health Points)

There are two easy ways to get health potions. Both start by talking to Twilly.

1. Frogzard Hunter. Do quest three, defeat the second enemy, and he'll give you up to 10 potions. Then either keep fighting frogzards forever, or die, or flee.
2. Ask Twilly "Heard any rumors?" Do seed-spitter quest, (be sure to get salad shooter spell from Warlic first!), and attack the seed spitter, without any guests or pets. As long as you use a water-based weapon, you can get as many health potions as you want (though you may need to replenish your mana with a potion or two -- but those are easier to find!) The water weapon will heal the seed spitter so that you can keep attacking it.