The Imperial Guard Immortal Warrior Guide: Difference between revisions

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(More about this in the <span style="color:Red;">True Endgame</span> section).
(More about this in the <span style="color:Red;">True Endgame</span> section).
|-
|-
| Accessory 2 || {{#item:490132}} with:
| Accessory 2 || {{#item:490483}} with:
{{#item:312986}}
{{#item:312986}}


Line 948: Line 948:
|| Less Damage than the 2 sets above,
|| Less Damage than the 2 sets above,
but very flexible for all Melee Classes,
but very flexible for all Melee Classes,
|}
== ENDGAME (Beta) ==
=== My Currest Stat and Trait Build ===
This is the Stat and Trait Build i'm using at the moment.
With this setup is possible to reach {{#skill:2318}} Magic Immunity by using {{#item:50035}} and {{#item:50121}} without the need of {{#skill:34}}.
The ASPD have 3 levels:
* Full Self Buff + Consumables = 189
* Full Self Buff + Lunaphoma Family Buffs = 191
* Full Self Buff + Lunaphoma Family Buffs + {{#skill:29}} = 193
This Stas Build icludes the following buffs and consumables:
* {{#item:50121}} - Minimum requirement for {{#skill:2318}} Magic Immunity
* {{#item:50113}}
* {{#item:50115}}
* {{#item:50111}}
* {{#item:50119}}
* {{#item:50117}}
* {{#item:50035}} - Minimum requirement for {{#skill:2318}} Magic Immunity (for the {{#item:12883}} effect)
* {{#item:50127}}
* {{#item:50125}}
* {{#item:50105}}
* {{#item:102803}}
* {{#item:102985}}
* {{#item:12886}}
* {{#skill:34}} from Healer NPC
* {{#skill:29}} from Healer NPC
* {{#icon:1000874}} Lunaphoma Family Buffs (in this case is for the ASPD Buff) - @go 60 → {{#navi:jor_mbase|217|172}})
{| class="wikitable"
|+ style="white-space:nowrap; border:1px solid; padding:3px; " | Final Stat and Trait Build
|
[[File:Final_Stat_Build_2.png]]
|-
|}
=== WEAPONS ===
==== My Weapons ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Weapons
|-
! Weapon !! Enchants !! Notes
|-
| +15[A] {{#item:530054}} || {{#item:311864}}
and
{{#item:311931}}
|| A very strong weapon that comboes with
{{#item:400530}}.
|-
| +15[A] {{#item:530072}} || Get as much as possible Non-Critical Damage %
or
~50% Non-Critical Damage and some Melee Damage
|| A very strong weapon that comboes with
{{#item:400976}}.
This is the new best in slot Weapon for Melee Imperial Guards.
Try to reform a usable one at first, at least 35% Non-Critical Damage.
Then slowly search for a better one to +15.
|-
|}
==== My Weapons Configurations ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Weapon Carding - Thanatos Configurations
|-
! Weapon !! Cards !! Notes
|-
| +15[A] {{#item:530072}} || {{#item:4399}}
{{#item:300532}}
|| Tower of Trials, Ch1 Geffenia/Valk, ToDG, Depth2
|-
| - || {{#item:4399}}
{{#item:300241}}
|| Zerocell
|-
| - || {{#item:4399}}
{{#item:300240}}
|| Encroached Tan, Rigel, Betelgeuse
|-
| - || {{#item:4399}}
{{#item:27339}}
|| Poring Village Unreal Mode
|-
| - || {{#item:4399}}
{{#item:27361}}
|| Depth2, Generic Maps
|-
|}
==== Weapon Cards Extra Notes ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Ultimate Weapon Cards
|-
! Cards !! Notes
|-
| {{#item:300532}} ||
The best catch all Card for Maps filled with <span style="color:magenta;">Boss Class</span> Monsters with any Size.
|-
| {{#item:4399}} || This card have a special role for Melee Imperial Guard. Since will free Shadow Gear slots.
Which means we can wear <span style="color:magenta;">Maximum Mammoth</span> Shadow Set and prevent <span style="color:magenta;">Knockback</span> effects.
In my opinion this card is a <span style="color:magenta;">must have</span> to play endgame content smoothly.
Also because our Gap Closer Skill {{#skill:2312}} have a super long 5s Cooldown,
hence for us is very important to hold, maintain and have control over our position.
You can combine it with all the other damage cards:
Boss Class Maps: {{#item:300532}} + {{#item:4399}}
Large Target: {{#item:300240}} + {{#item:4399}}
Medium Target: {{#item:300241}} + {{#item:4399}}
Catch all Normal Maps: {{#item:27361}} + {{#item:4399}}
High% Small Normal Maps: {{#item:300661}} + {{#item:4399}}
The <span style="color:magenta;">Shadow Gears</span> configuration will be the following:
+10 {{#item:24792}}
+10 {{#item:24793}}
+10 {{#item:24679}}
+10 {{#item:24680}}
+10 {{#item:24948}}
+7 {{#item:24949}}
The <span style="color:magenta;">+10</span> with <span style="color:magenta;">+7</span> configuration is necessary to maximize Thanatos power.
Generally speaking Thanatos beat every other general damage card after 600 Def.
|-
| {{#item:27361}} ||
Overall good card for the majority of maps.
Relevant small size mobs are still rare.
|-
| {{#item:300240}} ||
The best damage card vs Large Size monsters.
|-
| {{#item:300241}} ||
The best damage card vs Medium Size monsters.
|-
|}
=== SHIELDS ===
==== My Shields Configurations ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Shield Configurations
|-
! Shield !! Enchants !! Cards
|-
| +12[C] {{#item:460040}} || {{#item:312095}}
{{#item:312092}}
{{#item:312091}}
|| {{#item:27298}}
|-
| +12[C] {{#item:460040}} || {{#item:312095}}
{{#item:312092}}
{{#item:312091}}
|| {{#item:4128}}
|-
| +12[C] {{#item:460040}} || {{#item:312095}}
{{#item:312092}}
{{#item:312091}}
|| {{#item:300379}}
|-
| +12 {{#item:2115}} || None ||
{{#item:4253}}
|-
| +12 {{#item:2115}} || None ||
{{#item:4128}}
|-
|}
=== ARMORS ===
==== Armors ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Ultimate Arsenal of Armors
|-
! Armor !! Enchants !! Notes
|-
| +15[A] {{#item:450169}} || {{#item:310676}}
{{#item:310744}}
{{#item:4744}}
|| The strongest Armor at the currest Episode.
Shines when equipped with the Hall of Life set fully enchanted.
The middle enchant {{#item:310744}} is always the <span style="color:green;">best choice</span>.
The {{#item:310729}} is <span style="color:red;">very bad</span> compared to the HP% one,
since the damage increase is very minimal overall.
|-
|}
==== Armor Cards ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Ultimate Armor Cards
|-
! Cards !! Notes
|-
| {{#item:4302}} || This Card will allow you to farm in the hardest maps,
where being able to tank high damage is essential.
Also makes {{#skill:5256}} a lot stronger.
Since the latest updates this is my new default card to use everywhere.
|-
| {{#item:300533}} || The best catch all Card for vs all type of monster.
Huge damage boost vs both <span style="color:magenta;">Boss Class</span> Monsters and <span style="color:magenta;">Normal Class</span> Monsters.
|-
|}
=== GARMENTS ===
==== Garments ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Ultimate Arsenal of Garments
|-
! Garment !! Enchants !! Notes
|-
| +15[A] {{#item:480349}} || {{#item:313012}}
{{#item:312538}}
{{#item:312513}}
|| The most important enchant is {{#item:313012}},
followed by {{#item:312538}}.
Get the Life of Spring maxed as soon as you can,
then slowly progress to maxing the other ones.
|-
|}
==== Garment Cards ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Ultimate Garment Cards
|-
! Cards !! Notes
|-
| {{#item:4174}} || A very old card that is still useful after 20+ years.
Do not underestimate the power of this card, it will allows you to survive the most difficult maps.
Must be used in the right conditions and with the right support from
{{#skill:2318}} and/or {{#item:4128}}.
At the moment this and the very next one are my go to cards.
|-
| {{#item:4580}} || Almost the opposite of {{#item:4174}}.
Allows you to reach 100% specific elemental resistance and is key to survive and farm certain maps.
The basic effect is especially useful vs Matk dealers Monsters.
Like the Deviling, this too have to be used in the right conditions and with the right support from
{{#skill:2318}} and/or {{#item:4128}}.
The Holy weakness is also nullified by {{#skill:2322}}.
|-
| {{#item:300474}} || The best Garment card for overall Melee Damage vs all type of monster. We also don't suffer the Critical drawback.
Very nice bonus damage boost vs <span style="color:magenta;">Boss Class</span> Monsters.
|-
| {{#item:300644}} || An hybrid card that gives both Damage and Neutral Resistance.
It's useful over Rgan Chief when you need that little more defense to survive, but you still want to do as much damage as possible.
|-
|}
=== SHOES ===
==== Shoes ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Ultimate Arsenal of Shoes
|-
! Shoes !! Enchants !! Notes
|-
| +15[A] {{#item:470335}} || {{#item:313908}}
{{#item:313882}}
{{#item:313867}}
|| The strongest Shoes at the currest Episode.
Shines when equipped with the Hall of Life set fully enchanted.
The 3rd and 4th enchant is less relevant than
{{#item:313908}}.
You can also be lucky and the Would Crystal for 3rd and 4th
|-
|}
==== Shoes Cards ====
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Imperial Guard Ultimate Shoes Cards
|-
! Cards !! Notes
|-
| {{#item:300667}} || The best HP% card for your Shoes slot
I always suggest to use HP% cards in the Shoes slot, there is not cards worth this job damage wise.
And since we will equip many other stuffs that will lower our HP%, this cards helps a  lot.
Generally i suggest to <span style="color:green;">never go lower than 300.000 HP</span>.
The <span style="color:green;">best setup</span> is from <span style="color:green;">400.000</span> HP to <span style="color:green;">650.000</span> HP.
|-
| {{#item:27150}} ||
The second best HP% card for your Shoes slot.
|-
|}
== The 1x Leveling Challenge Guide ==
=== Useful EXP Gears, Shadow Gears, Cards and Skills ===
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Useful EXP Gears for Imperial Guard
|-
! Slot !! Gear !! Bonus and Notes
|-
| Upper Headgear || +0-12 {{#item:19157}}
or
+10-12 {{#item:19136}}
|| Sometimes is very hard to use this equipment slot for EXP gears.
The Upper Headgears usually gives a lot of damage or enable gears combos.
You can use this only if you have really high damage.
Get this only as last item and you may also just skip this entirely.
|-
| Middle Headgear || {{#item:19117}}
or
{{#item:19118}}
|| Best Middle Headgear for EXP.
The main reason is the FCT reduction when comboed with:
+12 {{#item:22101}}
|-
| Lower Headgear || One of the following:
{{#item:19143}}
{{#item:19146}}
{{#item:19147}}
{{#item:19148}}
{{#item:19149}}
{{#item:19150}}
{{#item:19151}}
{{#item:19152}}
{{#item:19153}}
{{#item:19154}}
|| Best Lower Headgear for EXP.
Can be enchanted with specific Race EXP bonuses:
{{#item:310994}}
{{#item:310995}}
{{#item:310996}}
{{#item:310997}}
{{#item:310998}}
{{#item:310999}}
{{#item:311000}}
{{#item:311001}}
{{#item:311002}}
{{#item:311003}}
|-
| Armor || +0-12 {{#item:15186}} || You can leave this at +0,
but many cards need an upgrade bonus to work properly.
|-
| Shield || One of the following:
+0-12 {{#item:2174}}
+0-12 {{#item:2158}}
+0-12 {{#item:2159}}
+0-12 {{#item:2163}}
+0-12 {{#item:2164}}
+0-12 {{#item:2165}}
+0-12 {{#item:2167}}
+0-12 {{#item:2194}}
+0-12 {{#item:2195}}
|| You can leave this at +0,
but many cards need an upgrade bonus to work properly.
Usually just +10 to use {{#item:300465}} max potential.
|-
| Garment || +10-12 {{#item:20803}} || Any upgrade will work, but just go for +10 or +12.
Can also go all in for +14.
|-
|-
| Shoes || +0-12 {{#item:22101}} || Best EXP Shoes you can get.
Leave at +0 if you don't need the FCT bonus it gives by comboing with:
{{#item:19117}}
or
{{#item:19118}}
|-
|-
| Accessory 1 || {{#item:490374}} || Best EXP Accessory. As enchantment go for:
"<span style="color:green;">Experience gained from all race monsters +X%</span>"
on the 3rd enchant.
|-
| Accessory 2 || {{#item:490375}} || Best EXP Accessory. As enchantment go for:
"<span style="color:green;">Experience gained from all race monsters +X%</span>"
on the 3rd enchant.
|-
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Useful EXP Shadow Gears and Stone for Imperial Guard
|-
! Slot !! Shadow Gear !! Bonus and Notes
|-
| Shadow Weapon || +10 {{#item:24770}} || Best Shadow Weapon. You can enchant it if you need a bit more damage.
|-
| Shadow Shield || +10 {{#item:24683}} || Best Shadow Shield. You can enchant it if you need a bit more damage.
|-
| Shadow Stones Set || {{#item:25171}}
{{#item:25141}}
{{#item:25015}}
{{#item:1002404}}
|| A very good EXP enchant.
But take this as one of your last items if you need the ""<span style="color:green;">Hit Physical Stone Set</span>" for damage.
You can still use {{#item:1002395}} as dual stone while using the EXP set.
|-
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Useful EXP Cards
|-
! Slot !! Cards !! Bonus and Notes
|-
| Shoes || {{#item:4245}}
{{#item:4249}}
{{#item:4235}}
{{#item:4267}}
{{#item:4151}}
{{#item:4164}}
{{#item:4239}}
{{#item:4204}}
{{#item:4221}}
{{#item:4275}}
|| A big 10% EXP bonus with the downside of receiving 20% more damage.
A very solid card choice, if you can slot those cards i suggest to always use those.
|-
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Useful EXP Skills
|-
! Skill !! Required Alt Char !! Bonus and Notes
|-
| {{#skill:307}} || You can use 2 Performers at the same time (Bard+Dancer)
or better use a Troubadour or a Trouvere alone.
By using the skill {{#skill:5352}}
you can use ensemble songs even with only one Performer.
|| This is a insane 60% EXP bonus.
Seems to be a different EXP mod separated from the Equip EXP bonuses.
If you can use an alt charancter don't skip this bonus.
|-
|}
=== Equips for 1x Challenge ===
==== Must Have Weapons and Optional Weapons  ====
Before looking at the Weapon options i will share the progression i used for leveling my Imperial Guard:
* from level <span style="color:magenta;">100</span> to <span style="color:magenta;">150</span> → {{#item:530018}}
* from level <span style="color:magenta;">150</span> to <span style="color:magenta;">170</span> → +12 {{#item:32013}}
* from level <span style="color:magenta;">170</span> to <span style="color:magenta;">205</span> → +12 {{#item:32025}} with {{#item:29601}} and {{#item:4820}}
* from level <span style="color:magenta;">205</span> to <span style="color:magenta;">230</span> → +12[A] {{#item:530057}} with {{#item:313129}} and {{#item:313117}}
* from level <span style="color:magenta;">230</span> to <span style="color:magenta;">250</span> → +12[A] {{#item:530034}} with {{#item:311453}} and double {{#item:311276}}
* from level <span style="color:magenta;">250</span> to <span style="color:magenta;">275</span> → +15[A] {{#item:530054}} with {{#item:311864}} and {{#item:311931}}
This was my progression choice, but you don't have to do the same.
I suggest to choose one weapon from level <span style="color:magenta;">205-215</span> to <span style="color:magenta;">230</span> besides the basic +9-11 {{#item:530025}} from this list:
* +12[A] {{#item:530057}}
* +12[A] {{#item:530045}}
* +12[A] {{#item:530014}} with +11-12 {{#item:400201}}
After level <span style="color:magenta;">200</span> there are basically 3 path you can follow:
* Option one is reaching level <span style="color:magenta;">205</span> with a Royal Guard weapon, then use +12[A] {{#item:530057}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}.
* Option two is reaching level <span style="color:magenta;">215</span> with a Royal Guard weapon, then use +12[A] {{#item:530045}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}.
* Option three is reaching level <span style="color:magenta;">210</span> with a Royal Guard weapon, then use +12[A] {{#item:530014}} with +11-12 {{#item:400201}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}.
* Option four is reaching level <span style="color:magenta;">215</span> with a Royal Guard weapon, then use +9-11 {{#item:530025}} up to level <span style="color:magenta;">230</span>. Then change to +12[A] {{#item:530034}}.
The +9-11 {{#item:530025}} is the worst because limits your EXP gears options by a lot and you need very good armors to keep oneshotting monsters at Biosphere A.
{{#icon:2720}} <span style="color:green;">Imporant to note</span>:
choosing +12[A] {{#item:530057}} or +12[A] {{#item:530045}} do not mean you are forced to get +12[A] {{#item:530034}} at <span style="color:magenta;">230</span>.
You can keep going with Furious or Holy Light till level <span style="color:magenta;">250</span>, both weapons can carry you there.
{{#icon:2720}} <span style="color:green;">Other important note</span>:
leveling a 1x Character is much different than leveling a standard server rate Character. Because you have to kill thousands of monsters and <span style="color:green;">having a good Weapon matters a lot</span>.
How much you want to invest is up to you. The more you invest in a Weapon the more EXP gears you can wear and still be able to defeat monsters at a reasonable pace.
But you can choose to follow the cheapest progression possible and still reach level <span style="color:magenta;">275</span>, you will be just slower.
The cheaper progression possible is: {{#item:530018}} → +9-11 {{#item:530025}} → +12[A] {{#item:530054}}.
But <span style="color:darkorange;">i do not really recommend</span> this progression.
At least try to swap to +12[A] {{#item:530034}} fully enchanted at level <span style="color:magenta;">230</span> before the Time Dimensional Spear at <span style="color:magenta;">250</span>. but <span style="color:darkorange;">i stll do not recommend</span> this way too.
Follow the +12[A] {{#item:530057}}, the +12[A] {{#item:530045}} or the +12[A] {{#item:530014}} with +11-12 {{#item:400201}} progression and you will have a fun experience.
{{#icon:2720}} <span style="color:green;">Last Very Important Note</span>:
if you pick Furious or Holy Light weapon you <span style="color:darkorange;">DO NOT</span> have to forge all the  respective Headgears and Boots Set.
The Weapons alone are perfectly fine for leveling.
But the +12[A] {{#item:530014}} <span style="color:green;">HAVE TO</span> be paired with +11-12 {{#item:400201}} to give some {{#skill:5266}} damage.
{| class="wikitable mw-collapsible mw-expanded" style="width: 90%;text-align:center;"
|- style="background-color:#87CEEB;"
| colspan="4" colspawn="4" |Weapons for the 1x Chanllenge leveling progression
|-
! Weapon !! Enchantment and Cards !! Notes
|-
| {{#item:530018}} || None || Your <span style="color:green;">Must Have</span> Weapon from level <span style="color:magenta;">100</span> to <span style="color:magenta;">170</span>.
|-
| +12 {{#item:32013}} || None || Extremely <span style="color:darkorange;">Optional</span> Weapon to cover the <span style="color:magenta;">150-170</span> level range.
Cost a ton of Zeny because is used to forge the EXP/Drop Headgear.
Since i dropped one from Mecha Spider i used this Weapon,
but i cant't really recommend.
Have a super niche use if you need that little extra damage
to oneshot monsters while wearing full EXP gears.
|-
| +11-12 {{#item:630006}} || Have many different options,
most notably +15% damage vs <span style="color:green;">Normal Class</span> monsters.
|| A reasonable <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">120+</span>.
Easy to farm and to refine using an alternate high level character.
The enchants are pretty strong,
like +15% damage vs <span style="color:green;">Normal Class</span> monsters.
The drawback: is a <span style="color:darkorange;">Two-Handed Spear</span>.
|-
| +11-12 {{#item:32025}} || {{#item:29601}}
{{#item:4820}} or Any
|| Best <span style="color:green;">Must Have</span> Weapon from level <span style="color:magenta;">170</span> to <span style="color:magenta;">205-215</span>.
|-
| +12[A] {{#item:530057}} || {{#item:313129}}
{{#item:313117}}
or any Race/Element you like.
|| A very nice <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">205</span> to <span style="color:magenta;">230</span>.
Keep in mind what i said before about this weapon.
You have the option to choose this or the Holy Light one.
I very recommend to pick one, don't stick to the basic Glacier.
|-
| +12[A] {{#item:530014}} || Aim for Melee% enchants || A very nice <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">210</span> to <span style="color:magenta;">230</span>.
Keep in mind what i said before about this weapon.
You can choose this, the Holy Light or the Furious one.
I very recommend to pick one, don't stick to the basic Glacier.
Needs +11-12 {{#item:400201}}
to properly work for {{#skill:5266}}.
|-
| +9-11 {{#item:530025}} || {{#item:311276}}
{{#item:311352}}
{{#item:311350}}
{{#item:311342}}
|| Best value/damage weapon if you wanna use a cheap build.
<span style="color:green;">Must Have</span> if you skip Furious or Holy Light weapons.
Level range <span style="color:magenta;">215-230</span>.
|-
| +12[A] {{#item:530045}} || {{#item:311388}}
{{#item:311399}}
|| A very nice <span style="color:darkorange;">Optional</span> Weapon from level <span style="color:magenta;">215</span> to <span style="color:magenta;">230</span>.
Keep in mind what i said before about this weapon.
You have the option to choose this or the Furious one.
I very recommend to pick one, don't stick to the basic Glacier.
|-
| +12[A] {{#item:530034}} || {{#item:311453}}
{{#item:311276}}
{{#item:311276}}
|| Cheapest and strongest <span style="color:green;">Must Have</span> Weapon from level <span style="color:magenta;">230</span> to <span style="color:magenta;">250</span>.
But only if is fully enchanted.
|-
| +12-15[A] {{#item:530054}} || {{#item:311864}}
{{#item:311931}}
or any Race/Element you like.
|| Best in slot weapon for the Melee Imperial Guard.
<span style="color:green;">Must Have</span>.
|-
|}
|}


Line 958: Line 1,652:
* Added Intermediate Build Demonstration
* Added Intermediate Build Demonstration
* Added Imperial Guard Advanced - Endgame Main Gears Upgrades Table
* Added Imperial Guard Advanced - Endgame Main Gears Upgrades Table
* Added Imperial Guard Advanced - Endgame Shadow Gears Upgrades Table
* Added Endgame Weapon Tables
* Added Endgame Armors Tables
* Added EXP items for the 1x EXP Challenge
* Added Weapon section for the 1x EXP Challenge
* 18/03/2025 - Updated Endgame Gears