Adventurer Manager

Adventurer Manager

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Possible builds, class setup
By donschmiddy
Introduction to skills

   
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Introduction
Hello everyone,

This Guide will be mostly about my typical build of adventurers in the Game "Adventure Manager." As i had many problems choosing my favourite heroes, I'll hope to show you a comprehensive listing of my Party setup, Skills and more. In order to spare you the trial and error principle, i wanted to formulate a guide to help you. Note that this is my first guide, a work in progess, and stuff will be added lateron. (also: The version this guide relates to is version 0.6.13 - something might (and probably will) change.)

The guide will have the following structure:

1. Introduction
2. Classes (you know, the lowlifes you hire)
3. Synergies (you know, tank, heal, cc, and dd and stuff)
4. Missions (you know, the stuff that gives you shiny bits of happiness... (yeah i mean money)
5. Training (you know... well you don't know because we are nerds right?)
6. Crafting (an easy introduction to make more shinier bits :) )
Statpoints
In the following i have listed the primary influence of Statpoints on any given character.

Strength 1 point = 0.01% Parry
Dexteritiy 1 point = 0.02 dodge
Constitution 1 point = +5 hitpoints
Focus 1 point = 0.02% crit + very little % torwards crit dmg
Inteligence
Wisdom 1 point = 0.05 Magic Resist

Everyone notices immediatly that inteligence does not have that much influence on any character.
However the Classes react different on increases in Statpoints, which is quite logical.
There are Clases for
Strength (close combat melee),
Dexteritiy (range combat melee),
Inteligence (Casters/Mages (btw a caster class would be awesome :) ) )
Wisdom (Healers)

Note that 2 statpoints don't increase weapon dmg directly for classes.


Lateron I will list the classes i deem usefull in a party. Under those classes Arbalester is listed as a Dexterity/inteligence - class. I don't quite agree and think it is a Dex/Foc Class instead, as all the primary abilites are linked to weaponsdmg. (Or atleast the usefull ones :D )
The Warrior
The Classes in this game are pretty generic: you have your tanks, your dds, your heals. To start it off I'll list them according to their class:

The Tanks:
Warrior : The Warrior is, in my opinion, a shiny example for a tank:

    The Dmg Tree - just useless
  • 1. Slam
  • 2. Cleave
  • 3. Bash
I am not going to waste much time explaining these, they are and i can't stress it enoughuttlerly useless

    Aggro-tree: <- USEFULL
  • 1. Taunt : cost: 20 energy:Just what you expect from a knucklehead, one shout and one not so bright opponent turns to him, deals 500% +(100% per level) in aggro per base dmg, and reduces the armor by 12% (increases per level) , only drawback: one target...

  • 2. Wall Reduces ones damage taken by the great sum of 32% (increases per level), sadly: only for 2 rounds...

  • 3. Greater Taunt: The bigger Brother of the basic taunt, targets not one, but all opposing enemys. deals 500% +(100% per level) in aggro per base dmg, and reduces the armor by a 12% (increases per level)

You might ahve noticed the Greater Taunt/Wall synergy, so my advice, level up till level 10, invest everything in Greater Taunt + Wall.

Endurance Tree <- if you got something to spare

  • 1. Reflect Reflects 12% at level 1, only reflects actual dmg, not base dmg, so I would not advise to spend skillpoints here.
  • 2. Shrug damage Heals your warrior for 12% health at level 1, might be usefull if the healer can't heal enough.

Attribute boost

  • 1. Armor boost: bosts armor + 6% at level 1, might be effective at high level regions, not so in lower level.
  • 2. Strength Boost boost 1% per level
  • 3. Constitution boost boosts 1% per level

The Warrior Is the Tank. I'd allocate all skillpoints in Greater Taunt, Wall and armor boost. There you have it folks: The tank.
The Healer - Cleric vs shaman
Oh the noble healers...
This is where we debate sPH vs AoE.

In my opinion there are 2 options:
Either go big with the Cleric, who heals 1 target for an insane amount, or the shaman who heals in an aoe.

Cleric

  • Minor Heal
  • Greater Heal

Both skills are primarily dependent on spellpower which in turn is based on wisdom. Both have the possibility of being great tools to heal the Tank

Shaman

  • Breath life exaclty Minor heal with different name
  • Inhale Life

My personal Preference ist Greater heal, which in turn means more micro management.

The damage Dealers
"Such power comes only with great responsibilities"

There are many many damagedealers in this game.

But let us revisit, so far we have a Team consiting of:

A Tank (even though i favour the warrior for mass-taunt),

A Healer (i chose the cleric because of shield (two hands offer more statpoints in wisdom)),

and now we need something that actually hurts the opponent.
There is only one problem, the enemy has shields, and therefore armour or in case of magic, resistance.
Now the developers grace us with something of a workaround, Armor penetration.
And no other class then the Arbalester has not one but two abilites with it:

Armor penetration

Passive Statboost with 1% per level (which i would invest in as early as possible)
Magic Aim an insane ability: 165%(+5% per level) weapon damage + 15% (another whooping 5% per level) Armor penetration

I mean you can always fill your team with other Reject from societiy, but two of them lay waste to anything in a matter of a few turns.

Thus i would conclude,
a tank that always pulls attention to himself leaving the others pretty much unattacked.
a healer that has to focus on only one person therefore requiring only single point heals
and two damagedealers, with high damage, an insane critical rating, and aromor penetration to dispatch and unwanted guests to the afterlife :)
3 Comments
Viva 11 Jul, 2015 @ 3:37am 
I read both of these suggestions and found the argument of ARBs VS locks to be interesting. Arbs are better single target dps with an alternative one time aoe. Locks give sustained damage and can widdle down everyone over the course of the battle seeing everything die at once. The catch is you have to survive several turns. The arguement is basically Focus fire vs Burn everything down. Mixxing the two classes tends to weaken both tactics making both of them largely ineffective. The long and short is that I tried stacking both locks or Albs having equal success once both classes hit 10+.
WaKKO151 3 Nov, 2014 @ 12:27am 
I have just recently started playing but already highly addicted. I like both the suggestions of this guide and the powter before me, I plan to use a warrior, a cleric, a crossbow and a Lock. I think this will allow you to take down even those who have a resistence vs one type of dmg.
Borch1d 23 Aug, 2014 @ 10:39am 
I would actually make a case for the Warlock as a main DPS alternative to the Arbalaster.

Given that their D.O.T is stackable and chaos damage ignore all resistances always hitting with 100% of it's power a pair of them can do truly wicked horrible things to most foes.