Guide:Class setups (Anarchist Mod)

From Terraria Mods Wiki
Jump to navigation Jump to search

The Anarchist Mod adds a plethora of new weapons and equipment for all classes, including its new Acolyte class, to use throughout the game. Anarchist also adds many new boss encounters and other situations in which class builds should be optimized in order to efficiently succeed. This is a guide that will show potential weapon and equipment builds for each of the five classes at various points in the game's progression.

Warrior - The melee class sports high defense and decent crowd control, but many melee weapons have a short attack range, and those that are viable at a distance tend to do lower damage than their close-range counterparts. This encourages melee users to use their defense to tank hits while attacking with their stronger close-ranged weapons. Melee weapons include swords, spears, and yoyos.

Ranger — Rangers are able to attack from a distance, doing high single-target, piercing, or splash damage. They utilize weapons like bows and guns. Ranged users must constantly acquire ammunition, unless using the Endless Quiver or Endless Musket Pouch or using a ranged weapon that doesn't require ammunition such as the Toxikarp.

Mage — Mages are fragile but highly varied in attack style, often utilizing special mechanics such as homing, lifesteal, and area-of-effect damage. They are held back by reliance on mana, which regenerates very slowly unless the Mana Regeneration buff is in effect. Magic users can often sustain their mana using Mana Stars when fighting many enemies at once, but must craft or purchase mana potions if they wish to recover mana instantly during boss fights. Most pre-Plantera magic weapons are specialized for crowd control, with weaker single-target damage than other classes.

Summoner — Summoners deal most of their damage using autonomous minions and/or sentries, and their attacks usually have excellent accuracy. However, most summoning armor sets have low defense in exchange for their high damage potential. Whips are primary weapons that focus summons and increase their damage. While many players do challenges where only summon damage is allowed (Whips, Summon weapons and Mounts), the summoning class was balanced around the idea of the player also using the strongest normal weapon available to them in addition to minions and whips. [1] Summoners can gain synergistic benefits from hybridizing with other classes:

  • Melee provides significantly higher defense when using melee armor pieces on hybrid sets. Melee speed also improves the speed of whips, and summons gain armor penetration as long as a Sharpened buff is active while a melee weapon is held.
  • Ranged allows summoners to attack from far greater distances than they can reach with whips.
  • Magic provides a variety of long-ranged attacks, and whips can be used while waiting for mana to regenerate.

Acolyte — Acolytes specialize in lifesteal and teamplay. Their weapons are great at dealing with crowds or enemies or segmented bosses. However, similar to mages, most occult weapons rely on the usage of arcturum. Not to the same extent as mages, as there are easy ways to quickly regenerate your arcturum, but the challenge is still there. Acolytes have the lowest defense of all classes, but their armor sets and accessories often boost maximum health to compensate. Along with their ability to lifesteal consistently, means that the low defense is usually not much of an issue. Acolyte scepters also sport abilities that allow you to boost nearby allies.

All — This "class" describes gear and items that are usable for all classes. Any equipment such as accessories and armor that are not specific to a class will be listed here.

Each class gains more complex abilities as the game progresses, enabling more strategic variety in combat. It is advised for players to try out every weapon they find to help determine what works best for them. It is also recommended to use buff potions and healing potions to increase efficiency and survivability in combat (especially during events and boss fights).

In general, it is recommended to focus on one class. Many armors, accessories and buffs only benefit a specific class, especially later into the game. However, while their damage output may not be as high, backup weapons from another class can be helpful should the situation require a different weapon.

Some items, armors, and accessories have extra abilities that are activated only by using them together. For example, most wings with a corresponding armor set provide additional stat boosts when used with said armor set, in addition to the flight they give.

Symbols

E — This item is exclusive to Expert Mode.

M — This item is exclusive to Master Mode.

# — Use these items together (The symbol will be a bold number to indicate which goes with which).

Boss Progression

Pre-Hardmode

This table will show a variety of suggested gear for Pre-Hardmode.

 
[link]Click/tap here to reveal this content. (there may be a slight delay)[/link]
This table requires JavaScript to be enabled and site tooltips to be turned on to be displayed.
You can also view the data on another page.