Mythborne: Astral Strategy Guide


This guide has been updated. Check it out here.

The Astrals you will choose differ by class but there are a few staples that will remain throughout all 5 classes. This Astral guide will cover all classes up through level 64 when you unlock the last Astral slot.

The Interface

Astral User Interface Screenshot with Help tooltip expanded

Duelist

1. Havoc – PATK. This is a staple as you should always look to boost your main stat.

2. Aeon – HP. The more health you have, the longer you survive. It scales better at higher levels in comparison to other defensive stats.

3. Shell – PDEF. While it doesn’t scale as well as Aeon, PATK is the most common type of damage so you will want to stack this as mages are naturally as squishier class to begin with. Without it, that extra HP won’t do you any good.

4. Barrier – MDEF. While not as many enemies use magic attacks, or as often as physical attacks, you might still see yourself as the party’s tank from time to time.

5. Sidestep – Dodge. This scales better than Phalanx (Block) as it negates all damage that you would receive whereas Block just has a chance to reduce the amount of damage taken.

6. Repel – Resist Damage +%. A superior alternative to Block as it guarantees that you will take X% less damage from all sources.

7. Force – Damage +%. Up until level 64, when you get the 8th Astral slot, this will be your best option for increasing damage. At level 64 though you will be able to run Fury (Crit Rate) + Savage (Crit Damage +%) which will provide more damage output overall. But while you don’t have space for both, just run Force.

Hunter

1. Havoc – PATK. Main stat. Staple.

2. Aeon – HP. Staple.

3. Sidestep – Dodge. This scales better than Phalanx (Block) as it negates all damage that you would receive whereas Block just has a chance to reduce the amount of damage taken.

4. Deft Arm – Hit +. A Hunter’s role is pure DPS, if you can’t hit what good are you. You will always be in the back so don’t worry about being squishy, the best defensive is a killer offense.

5. Force – Damage +%. Can’t go wrong with a raw damage boost.

6. Fury – Crit Rate. Critical Hits are required at later levels to deal enough damage in both PVE and PVP. So any way to increase their frequency is beneficial. Unlike other R2 Games, you also don’t have a Critical Hit gem that can help so the Astral is a must.

7. Savage – Crit Damage +%. Scales better than Force (Damage +%) and with the increased Critical Hits from Fury you should see an overall damage increase rather than this feeling bursty.

8. Shell – PDEF. While it doesn’t scale as well as Aeon, PATK is the most common type of damage so you will want to stack this. You can also choose to run Repel (Resist Damage +%) instead.

Mage

1. Hex – MATK. Main stat. Staple.

2. Aeon – HP. Staple. Also, Doomsday Judgment, a level 60 spell, has a life drain effect that scales off of your max HP.

3. Shell – PDEF. While it doesn’t scale as well as Aeon, PATK is the most common type of damage so you will want to stack this as mages are naturally as squishier class to begin with. Without it, that extra HP won’t do you any good.

4. Sidestep – Dodge. This scales better than Phalanx (Block) as it negates all damage that you would receive whereas Block just has a chance to reduce the amount of damage taken.

5. Repel – Resist Damage +%. A superior alternative to Block as it guarantees that you will take X% less damage from all sources.

6. Fury – Crit Rate. Critical Hits are required at later levels to deal enough damage in both PVE and PVP. So any way to increase their frequency is beneficial. Unlike other R2 Games, you also don’t have a Critical Hit gem that can help so the Astral is a must.

7. Savage – Crit Damage +%. Scales better than Force (Damage +%) and with the increased Critical Hits from Fury you should see an overall damage increase rather than this feeling bursty.

8. Force – Damage +%. As a DPS class you can’t go wrong with a raw damage boost.

Oracle

1. Hex – MATK. Main stat. Staple.

2. Aeon – HP. Staple.

3. Sidestep – Dodge. This scales better than Phalanx (Block) as it negates all damage that you would receive whereas Block just has a chance to reduce the amount of damage taken.

4. Bolt – Speed +. Not every Oracle runs this but all should. This ensures that you can get your party buffs casts before any of your or your opponents’ spenders are used. It also can save you up to 6 gem slots that can then be used on defensive stats since you won’t need to socket for speed.

5/6. Fury (Crit Rate) + Savage (Crit Damage +%) or Force (Damage +%) + Shell (PDEF). This will be largely gear dependent. If you are feeling a bit too squishy then you might go Force + Shell. Late game though you will almost always take Fury + Savage for the higher DPS output.

7. Deft Arm – Hit +. This can also be swapped for another defensive stat if preferred.

8. Pick up Shell (PDEF) if you haven’t already or Repel (Resist Damage +%) for more damage mitigation. The longer you live, the longer you can buff/heal the party in turn meaning they live longer.

Paladin

1. Havoc – PATK. Main stat. Staple.

2. Aeon – HP. Staple.

3. Sidestep – Dodge. This scales better than Phalanx (Block) as it negates all damage that you would receive whereas Block just has a chance to reduce the amount of damage taken.

4. Repel – Resist Damage +%. A superior alternative to Block as it guarantees that you will take X% less damage from all sources.

5/6. Shell (PDEF) + Barrier (MDEF) – You are going to be using both of these as you are the tank. Any and all damage mitigation is your friend.

7. Force – Damage +%. Until level 64 you will want just the raw damage boost due to not being able to stack both Critical Hit Damage and Crit Rate. At 64 though you can remove Force for Fury (Crit Rate) + Savage (Crit Damage +%) as they both scale better at end game.

TL;DR

1. Havoc/Hex depending on class main stat.

2. Aeon

3. Sidestep

4. Shell/Repel

5. Fury

6. Savage

7/8. Player’s choice.

About Matt Merlenbach

Matt Merlenbach is the founder of MetaGamr. He loves RPG's and fears no gazebo. Connect with him at the links below:

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