u/Heavy-Barracuda-5756

Do you guys have any unusual weapon/arsenal combos that are fun to play?

I was really struggling to enjoy my Rogue as a glass cannon. That playstyle just isn't fun for me, so I decided to try something diferente (at least i think it is): Horns of the Wind with Ipheon in the arsenal slot.

Ipheon's passive works really well as a DoT with my Rogue build, and Verdant Impetus feels amazing in the Horns of the Wind gameplay loop. Now I know Rogue is my favorite class to play again. I can solo every boss in the game.

So, do you guys have any unusual but fun weapon/arsenal combos you've been playing?

I'm also kind of struggling to find a good arsenal weapon to pair with a Wordsplitter Priest, so I'd apprecieate some suggestions for that too.

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Help with a Mage Build: Wingsabers with Lady Bees's Ceremonial Stinger Arsenal

I really like the skills and gameplay of this weapons, they make a fast responsive battlemage kind of build, but what is the best stats for the gear?

Looking at the weapons skills:

Wingsabers (Main)

Auto Attack: deals physical and magic damage
Hiveborn Blossom: Deals physical damage
Swarmstrike Accord: Raises magic damage
Passive: Increase the next magic attack (this combos with the arsenal weapon)

This weapon feels like it was designed to be used as an arsenal weapon and not a main one.

Lady Bee’s Ceremonial Stinger (Arsenal)

Stingerang: Magic Damage
Passive: It plays with both magic damage, physical damage and critical chance.

Here's the problema, both weapons are STG/INT BEE weapons so they give fervor and armor penetration, but i feel that magic penetration and critical chance are really important for this build.

How should i be going about gearing and building this character?

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u/Heavy-Barracuda-5756 — 22 days ago

Some thoughts on Farever's future: New Classes and Weapon Talents

I've been playing Farever for a while now and following every update, and I honestly think the game is fantastic. I have a couple of ideas (and concerns) about its future that I'd love to share and discuss.

1. New Classes

I know the roadmap mentions two new classes currently in development: Druid and Monk.

My main concern is that adding entirely new classes could disrupt the game's current (and, in my opinion, almost perfect) stat distribution.

Right now each class has a clear primary attribute:

  • Warrior → Strength
  • Rogue → Dexterity
  • Priest → Faith
  • Mage → Intellect

This system also makes gear sharing feel intuitive. For example, a Strength/Dexterity item can be useful for both Warriors and Rogues.

Introducing additional classes means primary attributes will start overlapping, which creates a few potential issues:

  • Some classes may end up with very limited gear that actually makes sense for them.
  • Existing gear distribution could become awkward.
  • Nearly every item in the game might require a rebalance or overhaul to support the new class ecosystem.

Instead of introducing brand-new classes, what if the game added class specializations?

Each specialization could modify the talent tree and the T ability (or even some of the class mechanics), creating a fresh playstyle while preserving the existing attribute and equipment systems.

For example:

Warrior

  • Builds Rage by attacking enemies.
  • Spends Rage to unleash an AoE attack.

Barbarian (Warrior Specialization)

  • Builds Rage by taking damage.
  • Spends Rage to temporarily increase Physical Mastery.

This would create entirely different gameplay while keeping the core Strength-based identity intact.

2. Weapon Talents

I really like the idea of weapons progressing alongside your character, but right now they still feel a bit lacking in personality.

One idea would be to give each weapon its own talent tree.

Instead of every weapon of the same type feeling nearly identical, players could customize how they want to use it.

For example:

  • If you mainly use a weapon as an Arsenal weapon, you would invest in talents that enhance that role.
  • If it's your primary weapon, you could invest in talents that maximize its direct combat potential.

This would make every weapon feel unique, allow different builds to exist even with the same weapon, and add another layer of long-term progression without dramatically increasing the complexity of the core class system.

I'd love to hear what everyone else thinks. Do you see any downsides to these ideas, or do you have other suggestions for how Farever could expand its class and weapon systems?

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u/Heavy-Barracuda-5756 — 28 days ago