Best Weapon Set-ups

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Best Weapon Set-ups

Post by Maka on Fri May 03, 2013 3:26 am

I've been playing sense G2 and I've experimented with weapons over the years but more and more have been put into the game over the years but here's a list of what I think is the best if you get them upgraded. The spoilers will describe them as needed.
One Handed Swords
Spoiler:
Bastard Sword (get it smithed), depending on what your dex is depends on the upgrades, use the enchants Oblivion (PREFIX) Stamp (SUFFIX) for max damage
Two Handed Swords
Spoiler:
Highlander Claymore (try to get the durability maxed out from normal), do the max damage upgrade (Upgrade sequence 295) use the enchants Untamed (PREFIX) Violent (SUFFIX) for max damage
Knuckles
Spoiler:
Champion Knuckle (get them smithed) Max damage will work the best (Upgrade sequence 200) use the enchants Oblivion (PREFIX) Heavy Punch (SUFFIX) for max damage
Bows
Spoiler:
Highlander Long Bow (have a carpenter make it for you unless you are in the carpentry talent), do max damage (Upgrade sequence 305A) use the enchants Glorious (PREFIX) Fancy (SUFFIX) for max damage
Crossbow
Spoiler:
Arbalest (have a carpenter make it for you unless you are in the carpentry talent) do max damage (Upgrade sequence 267) use the enchants Glorious (PREFIX) Fancy (SUFFIX) for max damage
Cylinders
Spoiler:
Tower Cylinder (apparently there's no upgrades except adding Crit so just max it out with that) don't know any enchants that would go good with this, sorry
Lances
Spoiler:
Knight Lance (have someone smith it for the most durability) do max damage and added piercing level (Upgrade sequence 248) don't know any good enchants for this weapon yet, sorry
Shields
Spoiler:
Targe Shield (get it from Peaca, sorry) for upgrades I HIGHLY suggest doing Surface Enhancement then Artisan Upgrade for max defense, use the enchants Rigid (PREFIX) for max defense, sorry there's no Suffix for adding defense
Magic Gear
Spoiler:
Crown Ice Wand (for ice) Crystal Lightning Wand (for lightning) Phoenix Fire Wand (for fire) and Trinity Staff (all) for best results on upgrades do (150 ICE) (178 LIGHTNING) (235 FIRE) (170 STAFF) use the enchants Mana Needle (PREFIX) Formal (SUFFIX) [STAFFS] for most mana, Int and magic damage
Control Bars
Spoiler:
Jeweled Control Bar (get it threw Ducats) Upgrades are meh to it so upgrade it if you want but enchant it with Pierrot (SUFFIX) for Marionette bonuses
Thats it for the weapons, i'll update when there are newer weapons if they are better than the ones i listed already.
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Re: Best Weapon Set-ups

Post by marvinody on Fri May 03, 2013 5:20 pm

I recommend using broadswords with 222 upgrade sequence. If you plan to use them, I also recommend having 150+ dex since it'll have a low balance and you'll need extra dex to bring it up.
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Re: Best Weapon Set-ups

Post by Dainne on Mon May 13, 2013 9:37 pm

I thought since I have some experience with alchemy I should post the best cylinder builds in case anyone is interested in them. These are all opinions btw, I'm not really the expert on the subject.

Water/Tidal Wave Cylinder:
Spoiler:

Probably the best cylinders for general alchemy, as water cannon is akin to an auto attack for alchemists (at least in my experience.) Water cylinders increase water alchemy damage by 15% and tidal waves increase water alchemy damage by 30%, while degrading other alchemy by 5% and 10% respectively.

For upgrade paths I would recommend following the Water Pressure Boost upgrade line, this will enhance water alchemy damage the most. After you have full regular upgrades I would recommend S type upgrades, since that just boosts water alchemy damage more.

In terms of Prefix enchants, I would stay away from the moist enchant, despite it's 27 point bonus to water damage. Because moist multiplies repair costs by 10, tidal waves cost around 36790 gold per point of repair with this enchant and standard waters cost around 6k, with 16 max dura thats quite a bit of money. Synergy is also a really nice enchant, but is rank 5 and very hard to get. Beyond moist and synergy though, there aren't really any good enchants for water alchemy damage, although a stiff enchant for 10% extra critical never hurt anyone.

For Suffix Enchants probably your best bet is a ripple enchant from the bundle of enchant scrolls, since this enchant gives you 7 extra damage and 4 stamina. If you can manage to get your hands on a wave enchant, that is definitely preferable, but this enchant is only found on a water cylinder from the auction house, so it's rather hard to get, (but for 43 points of extra damage with no increase in repair costs it may be worth it.

Fire/Volcano Cylinder
Spoiler:

While water is a very useful alchemy element, fire can in some cases be more useful, as both of the primary fire skills are AOEs, and in some cases with flame burst, do not cause agro even on the target you hit directly. These cylinders have the same bonuses and penalties as water/tidal wave cylinders, but enhancing fire instead of water.

For upgrade paths, you have two options for fire cylinders, the standard Thermal Power Enhancement path for increased damage (keep in mind that despite adding only 13 damage max, that damage is applied for each charge of flame burst, so if you add all five rank one hits up that's a total of 65 extra damage.) However, you'll likely be using flame burst a lot with fire cylinders, meaning that critical may be more important, as flame burst ignores the enemies protection when calculating critical. If this appeals to you, use all five upgrades on trigger changes.

For Prefix Enchants, you're kinda screwed if all you're looking for is damage, as the only prefix enchant that increases fire alchemy damage is the synergy enchant, which is rather hard to get. Again though, stiff is a perfectly good enchant to use here, especially with the whole flame burst critical thing.

Finally, for Suffix Enchants, the only one that increases fire alchemy damage that can be used on cylinders is the magma enchant, although that comes from a 150 belvast seal collection quest bought from a trade imp for 600k ducats and is therefore kinda hard to get. Any enchants that add to critical though are good.


And to touch on tower cylinders quickly, I've almost never used my tower cylinder, they're very cumbersome to set up and the damage bonus isn't really worth not being able to move or take a hit. If you do manage to find a good use for one though, the Refreshing enchant is excellent, if a bit hard to get.

Earth and Wind cylinders coming soon ;D

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Re: Best Weapon Set-ups

Post by Maka on Tue May 14, 2013 2:22 pm

Thank you Dainne and Marv, i just did basic weapons that would be great power outage.
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Re: Best Weapon Set-ups

Post by Razae on Thu May 16, 2013 10:53 am

I think I'll make a few recommendations here myself. I'll most likely edit in any additional weapons I feel should be added to the list and alter suggestions I have already made.


Beholder's Sword:
Spoiler:

Great for stun-locking anything without Advanced Heavy Stander. These work wonders as a pair, but in my experience don't do quite as well alone, although it can be done.
UPDATE: I have invested in a pair of the first enchant pair mentioned. Even without upgrades I'm dealing more damage than my unenchanted ones that are upgraded completely.

Upgrade Path:295(285?) on the Mabi Wiki. To save time,
Blade Refinement 1, Tempering 2, Tempering 3, Tempering 4, Blade Refinement 2. Total cost: 69,300 gold
This leaves you with a 0-85 sword with a 1% critical and 34% Balance. It requires high dex to compensate for the balance, but until we get the stat balance update, that's doable.
Gem upgrade: I would recommend the Common Gem Upgrade for any swords that have the base durability of 10, jst to get a longer life out of them. However, as seen in the first of my screenshots, I went with Beholder's Sword Gem Upgrade 1. This adds another 4 max damage, putting you at a 0-89 sword, or in my case 0-91.[/b]

Enchants:I personally don't bother with most enchants. Usually ends up damaging the weapon more than it's worth. However, I'll pick out ones that I think would do well on this sword. The following is what I see on a particular Beholder's Sword that I would buy if not the price.

Prefix:Shadow Hunter: +10 Max Damage if Water Cannon rank 1+, +15 HP if Alchemy Mastery rank 9+, +5% Critical if Life Drain rank 6+ and +15% repair cost.
Suffix:Spike: +10 STR if Potion Making rank A+, +10 Dex if Herbalism rank 9+ and +10 max damage. It comes with the downside of a +10% repair cost, but due to the way repair costs interact, it's not so bad.

This leaves you with a Beholder that, at base values and assuming damage gem upgrade, has a damage of 0-109, a critical of 6%, and adds some extra strength, dex and HP at the downside of a repair cost that would be +25%. At 98%, that would make the sword cost 4,970 gold per point to repair.


My recommended enchants are as follows:
Prefix:Incubus: -20 Luck, +12 Max if using Master of Defense title, +6 Min, +5% balance, +10% repair cost.
If you have the Master of Defense title and use it, I definitely recommend this enchant. Without the title, it gives this sword some minimum damage regardless. Not a lot, but 6 is better than 0. The luck is easily compensated for with accessories, other enchants and even skill ranks in Gold Strike and Commerce Mastery. I don't often enchant, but this is the only one I've found for swords and bows that I like.

Suffix(1):Raven: +8~5 Max damage if Smash rank 9+, +4~2 Min damage if Smash rank 9+, -3 Defense if Combat Mastery Rank A+.
I'm known to be a bit of a defense nut, and while this enchant drops defense by 3, I easily make up for it elsewhere. IT isn't the ideal enchant, granted, but this allows you to add both min and max damage without dropping any significant stat points. The enchant itself is easy to obtain and you can always enchant over it if you find something better.

Suffix(2):Spike: +10 STR if Potion Making rank A+, +10 Dex if Herbalism rank 9+ and +10 max damage, +10% repair cost.
If you can swing it and have good luck with enchant sequences, I definitely would recommend this enchant. I'm sure there are better enchants out there, but if you're going for pure damage dealt on swords that are capable of locking any opponent in stun until you finish your combo, this is the way to go for me. Plus it adds 10 Dex, which can help you mitigate the low balance effect.

Shield of Avon
Spoiler:

This is probably one of the best shields that you can obtain easily and for a reasonable price, at least in my experience. With base stats of 4/2, 3 upgrades and 2 gem upgrades, as well as decent durability, it can act as a light armor that you can equip on your off-hand. On top of that, it also has a built-in charge bonus. Assuming you get a high ranked Blacksmith to make it, or get your hands on one of the high stats ones from a gacha, you can have an amazing shield. I typically pair this with either my upgraded Bipennis or more recently my Francisca.

Upgrades:There are multiple upgrades available for this shield, but I'll include the one that I did.
Surface Enhancement > Avon Shield Enhancement 1 for 5% Melee Auto-Defense > Artisan
Gem upgrades: Gem Defense Upgrade > Shield of Avon Gem Upgrade
The gem upgrades provide an additional +3 defense total and I rolled a +2 defense artisan. This was from the days before I valued protection at all. The upgrades created an Avon Shield with 11 defense and 2 protection. You can customize the auto-defense however you like, but this added to my ability to be a tank.

Enchants:Again, I typically shy away from enchants, but you can make it work to your advantage.
Prefix:Rigid:+10~5 Stamina, +8~4 Str, -10 Dex, -5% Balance, +3 Defense if Charge rank B+
This adds to the mobile tank ability for reducing damage while giving you extra stamina and strength. It comes at the cost of 10 dex and 5 balance, but until we get the balance update, this is of little consequence to most players.

Suffix: You have a few options here. This is where you can tailor the shield further to your needs. I'm going to recommend the two that I have been contemplating.
A)Marshal:Rank 9 Suffix with +6~12 HP, -15 Int, +3% Critical if Counter rank 6+, +1% Protection
It comes with the slight misfortune of being rank 9, meaning you have to sequence it, but it adds protection to the shield as well as critical and HP.

B)Professor: +18 MP if Meditation rank 9+, +3~6 Int, +1% Protection, +2 Magic Defense
This is more for a mage, hybrid, or someone who uses Mana Shield for added health. It comes from the Gold Kiwi field boss, which is slightly annoying, but for a Rank A enchant with no negative stats, what do you expect?

Further edits:

Axes
Spoiler:

Francisca
Spoiler:

This is my new favorite weapon to pair with my shield. On the surface, the Francisca doesn't seem like a lot. I mean, face it, it's like every other Peaca Intermediate weapon in that at least one upgrade path requires a Marketplace Modification Coupon. However, this one is thankfully an exception, if you're like me and can't always afford 500k+ (the average price of one of those coupons, assuming you don't get it yourself) for a single upgrade to a weapon. The Artisan upgrade for the Francisca can actually award 2 Critical higher than the Emporium Upgrade without the decrease to your minimum damage, and you can compensate for that +15 Max the Emporium boasts with a good Str roll on your Artisan.

Recommended Upgrades:Build 254 from the Mabi Wiki. Ends with an Artisan Upgrade, saving you money when it comes to that pesky Emporium upgrade and offers the highest Min/Max if you get a maximum roll on your Artisan. All at the low cost of 81,000 gold. You'll unfortunately lose 5 max durability no matter what build you go with, but it's easy to obtain a Francisca with 23 initial durability rather than 18.

Follow up with Gem Upgrade 1, which adds 5 Max Damage and 5 Critical. You can then branch into either R or S special upgrades. I have seen this weapon out-perform anything I own (and while in Champion) when upgraded on the R branch and paired with decent strength. If you prefer damage of Critical damage, use the S path.

Enchants:To be completely honest, you don't need any. If you absolutely insist on enchants, go with anything that will boost your Min/Max damage and/or Critical. This includes enchants that add high amounts of Luck and/or Will. I can't give you specifics because I have not fully tested my own version of this weapon yet.

Bipennis
Spoiler:

This axe was my first choice of axe. If you obtain the gold Bipennis from Rundal dungeon that has added critical, this is ideal. The reason I will recommend this weapon is because even with my own semi-custom upgrade path, I get around 141% Critical, assuming "MapleStory the Sniper" or "MapleStory in Wonderland" titles.

Recommended Upgrades:With this weapon, I say build your own. I will leave details of mine for later, because it's around 11:30 at night and I can't be bothered to load up Mabi and decipher what upgrades I used. Artisan is your best friend.

Follow the upgrades with either gem to suit your situation, and then complete the weapon with R special upgrades. If all goes well, your Critical percentage will climb through the roof.
This was out of trans, with either "Lucky Snake in Wonderland" or "Lucky Snake the Sniper."

Enchants:My recommendations here are the same as with the Francisca above. Mine is enchanted with the Fine enchant, which increases Critical by 1. It's nothing special, but I chose not to risk durability for higher enchants.
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Re: Best Weapon Set-ups

Post by Maka on Sun May 26, 2013 11:38 pm

Thank you for adding in some additional info Raz, it helps alot Smile
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Re: Best Weapon Set-ups

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