Without DEX, the potency boost is 3.75.Ī powerful Hybrid-focused armour. Whim & Malice (toggle): Pays 5% Melee in SP per turn (20 at 150) to gain 7.5 Omni Status Potence.Mind & Matter (toggle): Pays 50% Melee in SP per turn (196 at 150) to increase the damage of spells by +37.5%.Deals +20% damage if the enemy affected by Panic, deals -10% damage otherwise. EleComp reduces skill SP cost (113 at 150). Deagla Ocrach: Water Weapon-Based Ranged skill.Flavour Effect 2: If enemy is affected by Panic, deals -10% damage, but heals 25% Melee in SP (98 at 150) on attack.Flavour Effect 1: Pays 3 MRM for +105 Initiative.*Some aspects of Werepyre are due to change as a result of the recent Stat Revamp. The table below lists the builds that are typically associated with each FO subrace, along with link to detailed (and up-to-date) information regarding each subrace. However, despite this, subraces are still stronger than most other armors. It should be noted that some of the best skills for each subrace are Guardian-only. Additionally, subraces grant a dedicated 9th armor inventory slot, this allows access to the standard variant of a given subrace. Regardless, the subrace armors are the best filler options for multiple elements (not to mention being F2P content). Subraces are some of the strongest armors in the game (especially due to elemental variants), unfortunately, they have been powercrept in terms of upfront damage by Bloodmages and Bloodzerkers. This section covers the Fully Offensive subraces: Vampire, Werewolf, and Werepyre.
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