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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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Dec 24 2011, 18:00
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~Nanodesuyo
Group: Members
Posts: 1,540
Joined: 30-March 10

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any advice for me ? x3
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Dec 24 2011, 18:33
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(~Nanodesuyo @ Dec 25 2011, 00:00)  any advice for me ? x3
I'm sorry, there's such a radical change in melee system in the new patch, those melee experts may need a few days before giving useful opinions. (IMG:[ invalid] style_emoticons/default/sad.gif)
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Dec 24 2011, 18:35
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~Nanodesuyo
Group: Members
Posts: 1,540
Joined: 30-March 10

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QUOTE(varst @ Dec 24 2011, 14:33)  I'm sorry, there's such a radical change in melee system in the new patch, those melee experts may need a few days before giving useful opinions. (IMG:[ invalid] style_emoticons/default/sad.gif) Yeah i noticed the patch 0.63, will try to gather some information too, but any tips from future posts will be welcome x3333
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Dec 24 2011, 20:24
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Here's the advice: Don't go melee. Tenboro hates them.
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Dec 24 2011, 20:44
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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I seriously thought that, before this patch, the melee / mage balance was already quite good, and only need a few tweak within the style, like do something about mace so other 2H become more accessible, and/or make non-2H fighting style more competitive. A similar tweak for various offensive spell can be done for the mage camp if needed, too. Now, just as cmal said: "Tenboro hates melee" ... I bet his good old 'statistic' is to blame for this. (IMG:[ invalid] style_emoticons/default/sleep.gif)
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Dec 24 2011, 20:54
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HaliZorat
Group: Members
Posts: 1,258
Joined: 13-February 11

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I'm somewhat tempted to try out maging after this patch, but with the enormous cost of good maging equipment and the fact that I'm pretty poor from all the credits I spent on decent melee equipment, I just can't see it happening.
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Dec 24 2011, 21:06
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wr4st3r
Group: Members
Posts: 1,099
Joined: 26-June 11

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QUOTE(HaliZorat @ Dec 24 2011, 19:54)  I'm somewhat tempted to try out maging after this patch, but with the enormous cost of good maging equipment and the fact that I'm pretty poor from all the credits I spent on decent melee equipment, I just can't see it happening.
It's the same here, but most likely just quit the game for a while and see if anything changes. I actually welcome the changes in gameplay, I mean, managing Overcharge, Spirit having some uses outside of SS, finally a skill (we should have a couple more I think, something very situational which won't break the game but still add some variety) etc, but if my efficiency drops noticeably when (imho) I'm not that strong to begin with, all of that it's just useless.
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Dec 24 2011, 21:15
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jcullinane
Group: Gold Star Club
Posts: 2,697
Joined: 2-April 10

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QUOTE(HaliZorat @ Dec 24 2011, 13:54)  I'm somewhat tempted to try out maging after this patch, but with the enormous cost of good maging equipment and the fact that I'm pretty poor from all the credits I spent on decent melee equipment, I just can't see it happening.
I've been slowly gearing up for mage for a while...not there yet with equipment that is good enough but it's coming along; since there is a continuous anti-melee slant it does frustrate me some. - JC
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Dec 25 2011, 07:00
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DSpooky
Group: Members
Posts: 334
Joined: 2-October 08

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Can I turn from a melee to a mage at my current level and make a decent go at it? If not what tier should I wait for?
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Dec 25 2011, 07:23
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trikon000
Group: Gold Star Club
Posts: 1,127
Joined: 17-August 07

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your in a better position than those higher than you, so moving from melee to mage will likely take longer if you haven't sold off all that mage gear that drops.
You can probably put off maging until lvl 100 when some of the decent spells start to become available to you. You probably also want to save ability points for any spells your going to need/want.
Battlecaster gear is likely going to be the gear to want for those who have to transition hard from melee to maging.
This post has been edited by trikon000: Dec 25 2011, 07:30
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Dec 25 2011, 08:11
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DSpooky
Group: Members
Posts: 334
Joined: 2-October 08

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If I invest in overboost ability points, will the amount of overboost I get per hit increase?
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Dec 25 2011, 13:34
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cheesey
Group: Members
Posts: 1,688
Joined: 25-August 08

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Has anyone tried meleeing FSM with a mace yet? Is it easier/harder with Spirit Mode compared to before? Does Spirit Mode help at all? Shattering Strike also seems like it would suck on the Legendaries but I haven't tried.
And how many here are going to keep on meleeing despite the systemic hate on melee for reasons other than not having enough to switch to mageing?
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Dec 25 2011, 14:14
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(DSpooky @ Dec 25 2011, 07:11)  If I invest in overboost ability points, will the amount of overboost I get per hit increase?
No, you still get the same amount per hit, just that your max that increases. Which makes spirit mode last much longer and makes your special attack much harder (considerably harder according to the very few tests I did). QUOTE(cheesey @ Dec 25 2011, 12:34)  Has anyone tried meleeing FSM with a mace yet? Is it easier/harder with Spirit Mode compared to before? Does Spirit Mode help at all? Shattering Strike also seems like it would suck on the Legendaries but I haven't tried.
And how many here are going to keep on meleeing despite the systemic hate on melee for reasons other than not having enough to switch to mageing?
Spirit mode should make it easier, doing double damage for 1 spirit point per turn, which in theory (with limitless overcharge) should make the fights only take half as many turns. Shattering strike is really good imo, especially since it's basically "free" since overcharge no longer holds any value in itself now that it doesn't increase your melee damage passively. And apart from doing heavy damage, it also applies both stun and penetrated armor, which means the next couple of attacks do extra daamge as well. I don't know if special attacks are considered skills or attacks (ie if they are affected by X-attack), but if they are attacks, then there is no reason not to use it whenever your overcharge becomes full, unless you want it for spirit mode instead. And playing at hard, a fully charged shattering strike (188% overcharge) will one-shot an entire room of enemies. It seems like splash damage is guaranteed on the shattering strike. Which works really nicely for the final room in the 200- arenas, one shattering strike and the normal mobs all die and only leaves bosses with stun and PA on them for some nice follow-ups.
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Dec 25 2011, 14:26
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(wr4st3r @ Dec 24 2011, 20:06)  It's the same here, but most likely just quit the game for a while and see if anything changes.
I actually welcome the changes in gameplay, I mean, managing Overcharge, Spirit having some uses outside of SS, finally a skill (we should have a couple more I think, something very situational which won't break the game but still add some variety) etc, but if my efficiency drops noticeably when (imho) I'm not that strong to begin with, all of that it's just useless.
There are 2 more skills/special attacks you can get, beside your fighting style one. Orbital Friendship Cannon and FUS RO DAH. But one requires all the MLP collectibles and the other requires the new title. So situational with very high demands on how to get them. But at the very least, it makes the collectibles have a value in themselves, and not just nerdiness points. But makes mageing more of a demand. Seriously, I can't understand those that claim they can do schoolgirl marathons on harder difficulties as melees. I can barely even do it on normal difficulty, it just takes so long to kill the schoolgirls with melee so that they are chipping away at my spirit points and my mana slowly drains out so that I run out of potions before reaching the end. Not to mention the fact that it takes forever in time to actually complete a schoolgirl marathon that way, with thousand of turns in total. So trying to switch over to mage, so can someone give me a few tips for how to do it, since I'm not being that successful against normal mobs. What kind of spells are the best? Right now I only have lvl 1 elemental spell and AoE (fully trained out, but only 1 type, due to AP-restrictions since still mainly melee) and the highest level dark and holy spells (and their AoEs). Is the 2nd tier elemental spells better band for the buck? And how do you manage damage from multiple mobs? Bosses are simple since spirit shield means they only hit your for 25% of your health (or possibly 50% if they get an extra action) but with cloth armor only being called armor so that noone will get confused, since it doesn't give any protection making it deserving of being called armor, how do you survive a room full of normal mobs at a little harder difficulty, where they all hit you and kill you with the amount of hits? I've gotten stuck in situations where they hit me for more than 50% of my life, causing me to have to cast a heal, and then they again hit me for more than 50% of my life, so the thing has to be repeated until I try and do something else and risk getting killed because I did something other than heal myself?
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Dec 25 2011, 17:53
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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My two cents (your mileage may vary~):
a) Raise your INT. A lot. As in your_level+50; b) Get good quality EDB Phase, Heimdall/Fenrir if you're planning to mage through the Legendary Arenas; c) Get a decent Staff. Destruction is preferred, but a matching EDB-suffixed stick may work too; make sure it has a decent proc chance and proc duration if Katalox (30%+, 2/3 turns); d) Get (and use) the first three tiers of your two main elements (if you're going for elemental mage) or both Holy/Dark tiers (if you're going for holy/dark mage); e) Get Soul Fire/Soul Burst (for bosses, Konata and T&T); f) Make good use of effect explosions; g) Have Shadow Veil and Haste always active (not strictly necessary at lower difficulties, ie Heroic-); h) Have Spark of Life always active on Nintendo+ (you never know when Shadow Veil will derp on you, better safe then sorry); i) Don't let your proficiencies fall behind too much (especially Supportive); j) Train Pack Rat;
Evade and Shadow Veil will keep you alive most of the time, and once you start getting enough firepower to kill enemies before they get to rape you, that should be more than enough. The Heal problem is because you're not fast enough, either because your agility is too low or because you don't have Haste active (I keep AGI 10 points above my level, but that's just my preference). If it helps, I usually start battles this way: cast Spirit Shield and Regen (+Haste and SV on autocast) > wait for Channeling > cast Arcane Focus > wait for Channeling > cast Regen II > wait for Channeling > cast Spark of Life > go my merry way.
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Dec 25 2011, 22:19
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE((Cheater) Tiap @ Dec 25 2011, 16:53)  My two cents (your mileage may vary~):
a) Raise your INT. A lot. As in your_level+50; b) Get good quality EDB Phase, Heimdall/Fenrir if you're planning to mage through the Legendary Arenas; c) Get a decent Staff. Destruction is preferred, but a matching EDB-suffixed stick may work too; make sure it has a decent proc chance and proc duration if Katalox (30%+, 2/3 turns); d) Get (and use) the first three tiers of your two main elements (if you're going for elemental mage) or both Holy/Dark tiers (if you're going for holy/dark mage); e) Get Soul Fire/Soul Burst (for bosses, Konata and T&T); f) Make good use of effect explosions; g) Have Shadow Veil and Haste always active (not strictly necessary at lower difficulties, ie Heroic-); h) Have Spark of Life always active on Nintendo+ (you never know when Shadow Veil will derp on you, better safe then sorry); i) Don't let your proficiencies fall behind too much (especially Supportive); j) Train Pack Rat;
Evade and Shadow Veil will keep you alive most of the time, and once you start getting enough firepower to kill enemies before they get to rape you, that should be more than enough. The Heal problem is because you're not fast enough, either because your agility is too low or because you don't have Haste active (I keep AGI 10 points above my level, but that's just my preference). If it helps, I usually start battles this way: cast Spirit Shield and Regen (+Haste and SV on autocast) > wait for Channeling > cast Arcane Focus > wait for Channeling > cast Regen II > wait for Channeling > cast Spark of Life > go my merry way.
So basically, do more damage to clean them out before they get a chance to hit you? It's not the damagedealing that is my problem, but the survival thing, and the only way to change that with damage is to kill a few of them the first turn of every round, to prevent them from damaging me? Bosses are actually really easy for me, since they can only do 1 or 2 attacks every turn, which my spirit shield can soak up, the problem is with a room full of 9 monsters. So the only solution is to thin the herd with your very first action?
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Dec 25 2011, 22:40
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Randommember @ Dec 26 2011, 04:19)  So basically, do more damage to clean them out before they get a chance to hit you?
It's not the damagedealing that is my problem, but the survival thing, and the only way to change that with damage is to kill a few of them the first turn of every round, to prevent them from damaging me?
Bosses are actually really easy for me, since they can only do 1 or 2 attacks every turn, which my spirit shield can soak up, the problem is with a room full of 9 monsters. So the only solution is to thin the herd with your very first action?
That's basically how mages work: 1. kill everything before they have the chance to kill you. 2. If you can't kill everything, avoid monster's attack at all costs. 3. If monsters still hit you, make sure you won't die easily.
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Dec 25 2011, 23:28
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(varst @ Dec 25 2011, 21:40)  That's basically how mages work: 1. kill everything before they have the chance to kill you. 2. If you can't kill everything, avoid monster's attack at all costs. 3. If monsters still hit you, make sure you won't die easily.
Hmm, so I was asking for #3. But apparently the magey way is #1, so my focus should be on increasing damage and using higher-tier spells for 1-shot kills instead of like now using 3-4 weaker (and cheaper) AoEs to clear out a room of monsters? Is there any rough estimates for differences in damage between different tier spells? Do tier 2 spells deal twice the damage of tier 1 spells? And Tier 3 spells twice the damage of Tier 2? (Or three times the damage of Tier 1?) And do all spells of the same tier deal the same amount of damage, only different type of damage? Like say Pestilence, Banish and Flames of Loki? This post has been edited by Randommember: Dec 25 2011, 23:32
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Dec 25 2011, 23:28
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SpiderChild
Group: Members
Posts: 190
Joined: 14-July 09

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It's possible to do Spirit mode + Shatter Strike?
My overcharge was 106%. When I activate Spirit mode the overcharge gauge was reduce below 100% then I can't use Shatter Strike.
This post has been edited by SpiderChild: Dec 25 2011, 23:30
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Dec 26 2011, 00:37
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Valheran
Group: Members
Posts: 1,243
Joined: 22-March 11

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I was also wondering about exact amount of... spell_data I believe it's called, is it listed anywhere? I tried searching for it but only got generic mage dmg formula hits. Failing exact even rough comparison between tiers would do.
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