Mythborne: End-Game Astral Strategy Guide



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 and all 8 Astral slots.

Mythborne Mage Astrals

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. Deft Arm – Hit +. A Duelist’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.
4. Puncture – Pierce +. A Duelist’s role is pure DPS, Puncture counters Block well and provides a raw damage boost because of it.
5. Repel – Resist Damage +%. A superior alternative to Block as it guarantees that you will take X% less damage from all sources.
6. Force – Damage +%. Can’t go wrong with a raw damage boost.

7. 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.
8. 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.

Hunter
1. Havoc – PATK. Main stat. Staple.
2. Aeon – HP. Staple.
3. Puncture – Pierce +. A Hunter’s role is pure DPS, Puncture counters Block well and provides a raw damage boost because of it.
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. Repel – Resist Damage +%. A superior alternative to Block as it guarantees that you will take X% less damage from all sources.

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. Deft Arm – Hit +. A Mage’s role is pure DPS (much like the Hunter’s). You will normally be towards the center or rear of the party so do not need to stack as many defensive stats. Your main goal is to kill quickly.
4. Puncture – Pierce +. A Mage’s role is pure DPS, Puncture counters Block well and provides a raw damage boost.
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. Repel – Resist Damage +%. A superior alternative to Block as it guarantees that you will take X% less damage from all sources.
5. Soothe – Resist Crit Rate. Critical Hits are what make up the majority of damage dealt at higher levels so you will want to stack as much mitigation for this as possible.

6. Stalwart – Resist Crit Damage +%. Critical Hits are what make up the majority of damage dealt at higher levels so you will want to stack as much mitigation for this as possible.

7. Bolt – Speed +. This ensures that you can get your buffs cast before any of your opponents’ high damage spenders are used.

8. Phalanx – Block +. An Oracle always wants to stack as many defensive stats as possible, which is where Phalanx comes in. The chance of reduction in damage is always favorable as your role is to stay alive as long as possible in order to maintain party buffs and heals.

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. Soothe – Resist Crit Rate. Critical Hits are what make up the majority of damage dealt at higher levels so you will want to stack as much mitigation for this as possible.

6. Stalwart – Resist Crit Damage +%. Critical Hits are what make up the majority of damage dealt at higher levels so you will want to stack as much mitigation for this as possible.

7. Bolt – Speed +. This ensures that you can get your shield buffs cast before any of your opponents’ high damage spenders are used.

8. Phalanx – Block +. A paladin always wants to stack as many defensive stats as possible, which is where Phalanx comes in. The chance of reduction in damage is always favorable as you are the meat shield for the party. The “first, last, and only line of defense.”

TL;DR
Duelist / Hunter / Mage – same except for main stat

Oracle / Paladin – same except for main stat

Hopefully this covers everything thoroughly. I would happily accept any feedback and criticism (constructive or otherwise) on the guide. As I do not play every class my research is largely comprised of an analysis of the top 10 players of each class across all servers. Please feel free to suggest any changes and improvements that you would like made and I will work to keep this guide updated.

*Note : Shell/Barrier do not scale well post level 70 so the only squad members I would recommend these on at that point would be a Paladin during the early game. Don’t waste your Starshards purchasing them though.

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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