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Avenger Build by TheYardbird


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#1 TheYardbird

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Posted 01 September 2011 - 02:45 AM

Oh hai there fellow gamers!
I've been lurking around these forums for a while looking at all kinds of different builds for the Avenger. And the only actuall difference between them all is the discussion of how much points to spend in Uppercut and Escape but besides that they're all pretty much the same. I've been working on this build for a while now and I find it really good for PvP, I've done alot of FoC and TB so I'm not talking out of my ass here :D

Ok so it goes a little something like this:

High Concentration - Lvl 1 - Filler.

Capturing Low Level Monster - Lvl 1 - Filler.

Sniper's Coolness - Lvl 8.

Explosion Trap - lvl 10 - Some say it's unneccessary to have it all the way on lvl 10 but I find it better to do little bit too much damage than a little bit too little.

Escaping - Lvl 7 - I don't see how more than 7 points is worth it really, you're still in range for launcher attack if you want but still have enough distance to get away.

Uppercut - Lvl 7 - 80% Chance to a 5sec stun is great. 95% is better but play your cards right and you'll get it to work just fine with no problems.

Guided Trap - Lvl 10 - Good damage, good range, worth it.

Weapon Upgrade - Lvl 10 - ''Why? You're a Avenger!'' Yes Iam, but sometimes I need to use my launcher as backup weapon and I still have points leftover so why not maky my backup count?

Defense Up - Lvl 10.

Paralysis Trap - Lvl 10.

Capture Mid Level Monster - Lvl 1 - Filler.

Spreading Chill - Lvl 5 - This is nice to have after Escape if you're being hunted by some annoying melee or if your hunting a caster. Although more than 5 points isn't really worth it.

Bomb Trap - Lvl 7 - Awesomeness. Kinda short range for mad damage.

Capturing High Level Monster - Lvl 4 - Do I need to explain this, really?

Skills points: 3(94), Used: 91.



DNA:

Potens Guided Trap - Lvl 5 - Traps are your best friend, traps have long cooldown, HANDLE IT!

Potens Bomb Trap - Lvl 5 - -||-

Defense Strength Up Intensification - Lvl 5 - This one can be replaced by another one if you get your Devastation armor or w/e so far reinforced that you'd go beyond DEF cap with this skill/DNA.

Extended Range of Paralysis Trap - Lvl 5 - Multiple paralysed targets + bomb trap = win.

Those are the essential DNA's if you ask me. the last 5 points you can spend on either Lengthened Sniper's Coolness, Strengthened Weapon Uppgrade, Or use them to get any more points in the existing DNA's totally depending on your playing style.
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#2 TheYardbird

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Posted 01 September 2011 - 02:48 AM

And here is the GEAR SETUP!

As for gear goes I'm just gonna drop the names of what I use / Am going to use. I don't really care how much you reinforce your things cuz all I can say it +30 is max so it's usually the best but might not be worth it all the time.


Launcher - Future Destroyer, TB Launcher lvl 6 or Ruinhorn's Twisted Launcher - The RH launcher gives a nice amount of HP and damage and it's only a backup weapon so you don't really need any carus launchers. TB launcher for the most damage at lvl 65 + resistance. If you wanna use a Future Destroyer you'll have to reinforce it quite a bit since the RH launcher's stats gets alot better stats fast when reinforcing, it's still nice to have for the economics. Enchant with Long Range Defense Power Double Down lvl 3 or higher.

Staff - Lvl 65 Magic Swallower - This babe gives SCAD, CON and Magic Damage which you need for your traps. Reinforce this baby as much as you like since it has 3 of the stats you'll need the most and for a good price + exi stat (kinda cheap reinforcement) it's better than most lvl 70+ staffs if you don't manage to reinforce them like hell. - Use a Skill Critical Up lvl 3-4 as enchant for starters in this one.

Armor - Lvl 72 Devastation - Gives CON, SCAD and Long Range DEF.

Jewels - Lvl 74-76 Reinforced Daybreak - Full set reinforced as much as you dare, gives SCAD and Magic Damage. Enchant with Ion Mine skill crit % xeons.

Property Resistance Power of the Infinite - You should reinforce this as much as possible for maximum resistance, casters bug you more than melee classes.
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#3 TheYardbird

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Posted 01 September 2011 - 02:52 AM

I might be forgetting something right now but I don't think so. Please give me your thoughts about my current/to be setup!
I welcome constructive criticism!
Trols, whiners grumpy little b*tches can shut up and I'll see them on the battlefield instead to try to prove myself badass in a forum.
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#4 jerome15

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Posted 01 September 2011 - 02:55 AM

i'd suggest putting 2 more points into bomb trap dna, it takes off 4 more seconds for a powerful trap. i think level 6 dna for strengthen defense has the biggest jump in def, so you might as well do the other point. also, i think it's level 6 or 8 dna for potens para trap which gives an extra target for para trap and more range, which is also very helpful. just thought i'd add that to help out since there's 5 extra points for your build. i think i took off some dna from guided trap to put the points where i suggested them.
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#5 seveneyes

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Posted 01 September 2011 - 04:18 AM

What happened to chemical bomb firing? This is a very nice skill for end game, you might consider pointing out a PvE vs. PvP build here. I could also debate the use of Inducing Honey Bee, while most write it off as useless that's not entirely so.

On spreading chill,
This skill is def. worth it maxed (10) for raiding purposes, the faster the monster dies, the faster everyone gets to go back to being afk in alban. I can understand from a pvp standpoint not maxing it, but as I said above you might concider PvE vs. PvP.

On paralysis trap,
Paralysis trap deserves 8 DNA for max targets seeing how vital it is.

On defense Up,
In my experience I've found 7 Defense up with 6 DNA is best, if you check the gains of defense up dna from 1-5, you'll notice it nearly doubles with the sixth point iirc. I'd also argue that bomb trap dna should be maxed (7) for 10 second cool down on your biggest damage dealing ability.

Capturing high level monster needs 4 DNA for ST mobs, which are also a big part of avengers utility.

On armor, I'd highly recommend using FoC 65 set vs. forgoing a carus launcher. 75 Launcher is the bees knees and you'll certainly see more gains vs. using 72 set. It's more realistic to aim for a carus grade weapon than it is for a carus grade armor set.

Knuckles are also an option for avengers~

If you want to learn avenger from the best, see: LittlePom (Valdes) whenever he comes back around~

i'd suggest putting 2 more points into bomb trap dna, it takes off 4 more seconds for a powerful trap. i think level 6 dna for strengthen defense has the biggest jump in def, so you might as well do the other point. also, i think it's level 6 or 8 dna for potens para trap which gives an extra target for para trap and more range, which is also very helpful. just thought i'd add that to help out since there's 5 extra points for your build. i think i took off some dna from guided trap to put the points where i suggested them.


hah, beat me to it. I wonder who you learned this stuff from <3
Miss you guy~ I just came back to playing today :3

Edited by seveneyes, 01 September 2011 - 04:35 AM.

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#6 jerome15

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Posted 01 September 2011 - 04:45 AM

hah, beat me to it. I wonder who you learned this stuff from <3
Miss you guy~ I just came back to playing today :3


haha, i wonder too :D best thing i ever learned about my avenger from a very reliable source. i can't wait to get back and play, not too much longer, luckily
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#7 seveneyes

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Posted 01 September 2011 - 04:47 AM

haha, i wonder too :D best thing i ever learned about my avenger from a very reliable source. i can't wait to get back and play, not too much longer, luckily


Makes me want to play avenger again :C
but I just spent all my lant job changing my radiant to tempest D;

Anyway, on topic-- why sniper's coolness 8? From what I understand even with 72/75/79 gloves you still need 9 to hit 1.0
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#8 jerome15

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Posted 01 September 2011 - 04:58 AM

Makes me want to play avenger again :C
but I just spent all my lant job changing my radiant to tempest D;


when i get back you should start one. i'm going to be making a zerker, i have a lot of time to go on forums and have been reading about them, they just sound fun. why did you change to tempest?

Anyway, on topic-- why sniper's coolness 8? From what I understand even with 72/75/79 gloves you still need 9 to hit 1.0


it is also my understanding that you need 9 to hit 1.0
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#9 Shottator

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Posted 01 September 2011 - 01:27 PM

Para trap whit only 5 dna? In my avenger i have 10dna para 7 bomb 4 capture high monster and 4 in guided. And i think th at escaping could be maxed. This is your only chance to save your ass from a caster.


I LOVE BAD ENGLISH
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