Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What i have been doing is just the title quests to expand the equipment slots (almost at the point of completing the third title quest of each type).
What i found is that its better to just have as many slots open as possible, for when you need to do things like pushing areas, farming quickly for materials, or doing challenges. This would be when you actually need to use useful items.
For angel there are items like, Warm Wing, Slime Wing, Spider Hat/Skirt, Light damage jewelry (enhanced), Slime Pince-Nez, etc. They are all good items, but used situational, you know... depending on the situation :)
Staves are obviously good for wizard: MATK and some have wizard skills. Wizard needs MATK, ignores ATK. You want some survivability: shirts/cloaks for HP, halo for regen. Don't ignore mastery effects (HP from warrior, regen from angel). Damage type% for your used skills. Maybe shoes (wizard is a snail).
Common items with their low stat&level requirements are generally the best before several rebirth to get some starting ability points and equipment challenger levels. They also level faster and will be stronger than uncommons for a while because of this.
What you should focus on is mastering as much equipment as possible - it gets stronger (levels and masteries from all classes add up), get's you dictionary points, additional equipment slots and is disassembled for more materials (helpful for ascension later). Most items don't matter unless they have a strong additional enchant. Keep some high HP/ATK/MATK/damage type% increase items to swap for pushing/challenges, use whatever isn't mastered otherwise.
Angel is a mix of both ATK and MATK, so you can choose to hyper focus on one, or do both, and equip accordingly. Angels MATK is Light, so anything to boost that helps too.
The armor slots are pretty much the same for both. HP boosts are good, and the DEF/MDEF depends on the area/dungeon you want them in. Just hover over enemies and see what type they do (I'm only Guild LV37, so I don't know if this next part changes or not for the late game), as they generally are set based on the enemy type. Slimes are DEF necessary, Magislime MDEF, etc.
And like the post above says, mastering a lot of equipment is very important.
Angel is a mix of both ATK and MATK, so you can choose to hyper focus on one, or do both, and equip accordingly. Angels MATK is Light, so anything to boost that helps too.
The armor slots are pretty much the same for both. HP boosts are good, and the DEF/MDEF depends on the area/dungeon you want them in. Just hover over enemies and see what type they do (I'm only Guild LV37, so I don't know if this next part changes or not for the late game), as they generally are set based on the enemy type. Slimes are DEF necessary, Magislime MDEF, etc.
And like the post above says, mastering a lot of equipment is very important.
Angel is weak early on, so the additional skill levels will also help bring her damage up to par with the rest of the team.
Once you unlock Large Wings (also uncommon equipment), things get out of hand - %Phys/Light boost is great for Angel, Warrior, and even Thief.
The only downside is you'll run out of mana quickly if you try to put things like protection shell & haste on - they reserve too much mana when you push her skill levels to absurd amounts.