Adventure Quest Worlds Useful Recommended Class Builds
Adventure Quest Worlds Useful Recommended Class Builds by Trog
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. If you wish to know how each stat specifically affects you and how, check out Razgriz’s Stat Guide.
Contents
[WRR] Recommended Builds for Warrior/Warlord/Beast Warrior/Pumpkin Lord Class
[HLR] Recommended Builds for Healer/Acolyte/Witch Class
[RGE] Recommended Builds for Rogue/Renegade/Vampire/Barber/Leprechaun Class
[MGE] Recommended Builds for Mage/Sorcerer
[PRT] Recommended Builds for Pirate/Alpha Pirate Class
[PAL] Recommended Builds for Paladin Class
[PROTO] Recommended Builds for ProtoSartorium/Rustbucket/Enforcer Class
[NJA] Recommended Builds for Ninja/Assassin Class
[DSL] Recommended Builds for Dragonslayer Class
[BSK] Recommended Builds for Beta Berserker/Berserker Class
[DMK] Recommended Builds for DoomKnight Class
[BRD] Recommended Builds for Bard Class
[DEF] Recommended Builds for Defender Class
[DLD] Recommended Builds for Dragonlord Class
[SLD] Recommended Builds for Starlord Class
[GRD] Recommended Builds for Guardian Class
[SHP] Recommended Builds for Chaos Shaper Class
[NCR] Recommended Builds for Necromancer Class
[CRD] Recommended Builds for CardClasher Class
[SHM] Recommended Builds for Shaman Class
[RNG] Recommended Builds for Ranger Class
Note: These classes are no longer available, and have separate skills than any other class.
[CWS] Recommended Builds for Clawsuit Class
[ECS] Recommended Builds for Evolved Clawsuit
[CHR] Recommended Builds for Chronomancer Class
[NOC] Recommended Builds for No Class
Coming soon:
[UDS] Recommended Builds for Undead Slayer Class
[ESH] Recommended Builds for Evolved Shaman Class
[PSL] Recommended Builds for Paladin Slayer
[CCC] Recommended Builds for Chrono Corruptor Class
[WRR]
Note: Also used for Warlord/Pumpkin Lord/Beast Warrior Classes
Class Type: Melee
Base Stats:
Strength: 63
Intellect: 12
Endurance: 70
Dexterity: 51
Wisdom: 23
Luck: 14
Offensive Type
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. You will lose 25% of your damage dealt due to this skill, but you also will be experiencing stronger critical hits from this build due to the luck enhancements.
Defensive Type
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
[HLR]
Note: Also used for Acolyte/Witch Classes
Class Type: Magic
Base Stats:
Strength: 19
Intellect: 70
Endurance: 63
Dexterity: 23
Wisdom: 23
Luck: 35
Offensive Type
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.
Enhancements used:
Class: Healer / Spellbreaker
Helm: Healer / Spellbreaker
Cape: Healer / Wizard / Spellbreaker
Weapon: Wizard / Lucky / Spellbreaker
Defensive Type
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
[RGE]
Note: Also used for Renegade/Vampire/Barber/Leprechaun Class
Class Type: Melee
Base Stats:
Strength: 47
Intellect: 12
Endurance: 51
Dexterity: 77
Wisdom: 23
Luck: 23
Offensive Type
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
Defensive Type
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
[MGE]
Note: Also used for Sorcerer.
Class Type: Magic
Base Stats:
Strength: 14
Intellect: 77
Endurance: 47
Dexterity: 26
Wisdom: 35
Luck: 35
Offensive Type
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: Wizard / Spellbreaker
Helm: Wizard / Spellbreaker
Cape: Wizard / Spellbreaker
Weapon: Wizard / Lucky / Spellbreaker
Defensive Type
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
[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: 47
Intellect: 12
Endurance: 51
Dexterity: 77
Wisdom: 23
Luck: 23
Offensive Type
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
Defensive Type
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
[PAL]
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: (Level 40)
Strength: 74
Intellect: 74
Endurance: 62
Dexterity: 62
Wisdom: 22
Luck: 15
Offensive Type (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
Defensive Type
Notes/How to use: Unlike the offense type, starting with empower is optional. It may help a little bit with the mana regeneration, but 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.
Enhancements used:
Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter / Lucky
[PROTO]
Note: Also used for Rustbucket/Enforcer Classes
Class Type: Hybrid
Base Stats:
Strength: 56
Intellect: 56
Endurance: 47
Dexterity: 47
Wisdom: 16
Luck: 12
Offensive Type
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
Defensive Type
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
[NJA]
Note: Also used for Assassin Class
Class Type: Hybrid
Base Stats:
Strength: 56
Intellect: 56
Endurance: 47
Dexterity: 47
Wisdom: 16
Luck: 12
Offensive Type
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.
Defensive Type
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
[DSL]
Class Type: Melee
Base Stats:
Strength: 63
Intellect: 12
Endurance: 70
Dexterity: 51
Wisdom: 23
Luck: 14
Offensive Type
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
[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: 70
Intellect: 5
Endurance: 42
Dexterity: 70
Wisdom: 14
Luck: 33
Offensive Type
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
[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: (Level 40)
Strength: 83
Intellect: 15
Endurance: 93
Dexterity: 68
Wisdom: 31
Luck: 19
Offensive Type
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 Dark Siphon. 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
Defensive Type
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 Dark Siphon 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
[BRD]
Class Type: Magical
Base Stats:
Strength: 19
Intellect: 70
Endurance: 63
Dexterity: 23
Wisdom: 23
Luck: 35
Offensive Type
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
Defensive Type
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
[DEF]
Class Type: Melee
Base Stats:
Strength: 63
Intellect: 12
Endurance: 70
Dexterity: 51
Wisdom: 23
Luck: 14
Offensive Type
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
Defensive Type
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
[DLD]
Class Type: Melee
Base Stats:
Strength: 70
Intellect: 5
Endurance: 42
Dexterity: 70
Wisdom: 14
Luck: 33
Offensive Type
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
Defensive Type
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
[SLD]
Class Type: Melee
Base stats:
Strength: 47
Intellect: 12
Endurance: 51
Dexterity: 77
Wisdom: 23
Luck: 23
Offensive Type
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
Defensive Type
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
[GRD]
Class Type: Melee
Base Stats:
Strength: 56
Intellect: 56
Endurance: 47
Dexterity: 47
Wisdom: 16
Luck: 12
Offensive Type
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
Defensive Type
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
[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: (Level 40)
Strength: 68
Intellect: 25
Endurance: 56
Dexterity: 65
Wisdom: 25
Luck: 71
Offensive Type
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
[NCR]
Class Type: Magic
Base Stats: (Level 40)
Strength: 19
Intellect: 102
Endurance: 62
Dexterity: 34
Wisdom: 46
Luck: 46
Offensive Type
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
[CRD]
This class is included with the purchase of the AQW Battle Card Game.
Class Type: Melee
Base Stats: (Level 40)
Strength: 68
Intellect: 25
Endurance: 56
Dexterity: 65
Wisdom: 25
Luck: 71
Offensive Type
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
[SHM]
Class Type: Magical
Base Stats: (Level 40)
Strength: 19
Intellect: 87
Endurance: 71
Dexterity: 15
Wisdom: 87
Luck: 31
Offensive Type
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: Spellbreaker
Helm: Wizard
Cape: Wizard / Lucky
Weapon: Wizard / Lucky
[RNG]
Class Type: Melee
Base Stats: (Level 40)
Strength: 62
Intellect: 15
Endurance: 68
Dexterity: 102
Wisdom: 31
Luck: 31
Offensive Type
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
These classes are currently
[CWS]
Class Type: Melee
Base Stats:
Strength: 63
Intellect: 12
Endurance: 70
Dexterity: 51
Wisdom: 23
Luck: 14
Offensive Type
Notes/How to use: Clawsuit is one of my personal favorite classes. It’s got very good offensive skills as well as defense. First, start off with the Santa Claws skill. This deals lots of physical damage while increasing your damage output by 10% (Added to the passive skill that already gives 15%). Then follow it up with Rudolph’s Revenge. This skill deals an attack that does 200% weapon damage, and can have possible critical hits on top of that causing massive damage. When you are in need of mana, you can stun the opponent for 5 seconds by using Jacknife Frost, then using Rudolph’s Revenge. While they are stunned, if you get criticals, your mana will replenish rather fast.
Enhancements used:
Class: Fighter
Helm: Fighter
Cape: Fighter
Weapon: Fighter / Lucky
Defensive Type
Notes/How to use: Now this is a fun way to defend. We are going to render the opponent useless. >:D 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
[ECS]
Class Type: Hybrid
Base Stats:
Strength: 56
Intellect: 56
Endurance: 47
Dexterity: 47
Wisdom: 16
Luck: 12
Offensive Type
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
Defensive Type
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
[CHR]
This class was given with the purchase of the 2011 AE calendar.
Class Type: Hybrid
Base Stats:
Strength: 65
Intellect: 65
Endurance: 54
Dexterity: 54
Wisdom: 19
Luck: 14
Offensive Type
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
[NO]
Class Type: Melee
Base stats:
Strength: 63
Intellect:12
Endurance: 70
Dexterity: 51
Wisdom: 23
Luck: 14
Offense/Defense
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
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