Please notice I am a melee class - Macing since years ^^
The difficulty setting follows your level, equipment and your aim for the setting.
1. Level is mostly the killer for any higher setting than hell, since you do not have anything to counter a big incoming damage peak. There are some small helpers at lower levels, but they consume your mana very fast and that defeats you in the end. The only thing to cope with mana is to get Pack Rat training, yet Focus is not your friend at low levels. Only using Focus when your opponents are stunned helps, otherwise you stand without block, parry and evade begging for your defeat. Distribute your points wisely, going full on one stat may help below 50, but will not be sufficient above.
2. Equip helps you out a lot. There are guides and hints allover this forum and in EHWiki. Certain stats are a must for your play style and some go for all classes (END?)
3. Aim 3a) Credits - Go Arenas with Battletoads (2x credits) or higher. Only Arenas pay out the maximum credits per round. Never play 1000 round at a lower difficulty than hell (reduces all drops) 3b) XP - Depends on level and gear play Arenas with IWTBH or higher (max out XP and Credits), very time consuming if you don't have proper gear, level (for spells) and training (Pack Rat, Support Magick, Innate Arcana, Proficiencies) 3c) Fast and "safe" fun - here you go for a setting that you find out for yourself. Try to do your highest possible arena without Focus. Check your potion usage. If you have 50% of potions left, you can may can try to do it a notch higher. Adjust your potions (e.g. Mana for Spirit). Use Enchants on your weapon(s) if you have only 25% potions left and retry.
Well, I play at Battletoads (everything). It is possible for me to play higher, but I don't see a convincing reason for that. It gets very time consuming playing at the highest settings, but I prefer to be rather "quick" then being forced to play an Arena for half an hour or more. I even flee out of aDoD or other High-End arenas when the school girls appear. (always check credits/hour^^)
Final notes: - Dovahkiin is not something a macer needs. The stun you get is not as potent and you are cut on 10% DPS and 3% evade. 10 turns CD and high Overcharge costs for that is a bad trade. Plus existing stuns are not refreshed. Dovahkiin is /not/ recommended for a macer.
- Dark Magic (100+ proficiency combined with boosted spirit theft) helps to redistribute your potions (in this release of HV). It is just for getting Spirit, not for DPS^^
|