Quote (Bigheaded @ Oct 15 2023 11:18pm)
depends what your goal is:
To make fg, 4 different choices:
Barb - Has much better stats for solo'ing with clubs, a total of 120 strength/vitality compared to 100 of fighter.
Club set - This is the cheapest melee weapon due to only theoretically being useful on one class, paladin, seeing you'll have gear for feeder no matter what else you do.
Strength charms
Either ee or strength plates - Plates will again be cheapest seeing medium armors are HH usable. Although at lower amounts this is generally the same price as players who reach HH can usually afford/borrow closer to top end stat gear.
Rogue - If you REALLY like finishing maps, this is the only feeder which can avoid trap doors. With 95 useful stats of dex/vit is significantly worse than a barb though.
Staff set - Second cheapest melee weapon, more expensive than clubs as these work really well to combo with swords.
Dex charms - More expensive than strength charms
Dex/EE medium armors - Ideally avoid robes, ee robes are just a bit lacklustre whilst dex robes cost an absolute fortune.
Mage - Has much better damage output than the other 2 above, but requires you to deal with mana as well. This really should be the go to farming class, not really sure why it isnt used more often. 80 useful starting stats is the lowest so far, but shouldnt really be compared to melee
Intel dagger set - No point using intel staffs as they are extremely expensive for the half good ones.
Intel robe set - These are generally going to be reasonably expensive as any player who reaches warlock will need a set and hitting warlock is significantly more common than HH.
Damage charm set - Up until about 110ee, these are extremely cheap seeing everyone goes melee. 100ee level 55 is usually in the regions of 20-40 fg. 180+ gets very expensive.
Heal charm set - Same as above
Caster rogue - Only reason to use this over a mage is if you can get hold of at least 30 more int on the armor/weapon combined. As this only has 60 useful starting stats. Also has no useful blue abilities for casting, so another reason this is generally avoided compared to mage.
Melee until level 20-30, usually staffs/daggers with dex gear
Level 30+ intel clubs/axes/whatever you can get your hands on which is cheap
Level 30+ intel scales/leathers - Again will be a lot cheaper than robes
Level 30+ damage charm set
Heal charm set
Personally would suggest if you have over 1k fg budget, best off with mage.
At less than 1k fg budget, i'd generally recommend the barb.
For attempting to reset there's 3 main choices:
Daggers/axes/Warlock gear/dex gear - This covers all classes, however is the most expensive approach.
clubs/daggers/warlock gear/strength and dex gear - The goal here is to reach headhunter and worry about axes when you get there.
Swords/Staffs/Warlock gear/strength and dex gear - The goal here is to reach headhunter and worry about axes when you get there.
As said by andreas, it's doable to cast each class as well, however this usually requires a minimum of a 180ee damage charm otherwise your damage will be crud especially on samurai.
For having fun - Use whatever the heck you want.
I've not mentioned heavy weapons as so few exist that getting hold of any of the good ones is extremely expensive.
Yes I'm kind of invested in melee now, I have the 50 int dagger, a 117ee mq ice, a 138ee lvl50 wild, just need an int robe and some mana regen. Kind of hating myself for not buying a 44int mq robe that was on mp for 1.5k recently. I don't know why muters don't do heavies, seem like they are worth more than double the fg for similar ee. I currently have this as mq gear:
Rare godwood club
Level Req: 55
Damage: 168 to 756
+143% Enhanced Effect
+2 Critical Strike
Magical tintitanium plate mail
Level Req: 50
Physical Defense: 125 to 376
Magical Defense: 0 to 31
+139% Enhanced Effect
Rare heal XIII
Level Req: 50
Heals: 39 to 104
Mana Cost: 101
+40 Strength
+7 Vitality
Not sure what to upgrade next, could buy a 56 str charm, or save up for better club, couldn't find any str or ee mq armors..