QUOTE(Argos @ Jan 16 2012, 20:09)

I couldn't find it in the old posts so here's my (probably already answered earlier) question: does white aura boost cure (with holy prof)? Also, is it a good choice as the first expensive perk for poor, lvl100+, electric/holy mage?
No, white aura doesn't give any bonus to healing, the amount healed is decided by your base health and your curative proficiency (and for cure, but not regen, your holy EDB).
White aura doesn't give any proficiency or damage bonus, aside from the miniscule amount given by the small stat boosts.
And yeah, it's a good hath perk. Personally I would class the IA slots and the auras as the best perks for their cost.
I got a IA slot as my first choice, since I wanted something and was eager. Than for my second perk, I saved and I saved and finally had enough for rainbow aura for that bonus to regen.
Then white aura as my third, and now saving for black aura.
Then more IA slots, and then it's probably time for retirement so I will have lots of time to play, although I'm expecting full virtual reality interface to the game by that point.
QUOTE(king zeal @ Jan 16 2012, 19:22)

How important is bewilder?
Would it save me from ring of blood when the boss uses magic attacks?
or should i take that 5ap into more hp tanks?
Bewilder cuts their magic damage in half and prevents them from being crits.
But usually, that isn't enough for legendaries and such, you need to stop it entirely with either silence, spark of life or spirit shield.
It gets beneficial later on, since it will stack with weakness, unlike silence, so you can cut down an enemies physical and magical output (and they also decrease the afflicted monsters defenses) when you have access to spirit shield, which will save you some spirit points.
But put those points into HP tanks, in fact that should not even be a question, hp tanks are top priority, if you haven't filled all of them, do so.
QUOTE(Shadow of Legend @ Jan 17 2012, 01:10)

Okay, I'm not really sure what I'm doing with my stats, but I'd like to go two-handed sword/magic hybrid, if possible.
First question: Is that even feasible?
Second question: Is there anything in particular I should do with my stats? Things are getting quite tedious now...
Third question: Would I be better off just going full-on mage?
Fourth question: Aside from my stats screen, what other screenshots should I take and upload for you to see? I'll edit this post to include them as needed.
(This is my first post on these boards. I should probably look around some, huh?)
1. Feasible yes, good no. To have good magic damage output you need magic gear, magic damage is decided not just by the magic damage bonus but also by proficiencies (which interference cuts down when higher than 25) and by elemental damage bonus (such as +50% to holy damage).
So you need cloth armor to get those damage bonuses, which makes you fragile, which means you have to kill quick. Hitting things with a sword is just too slow and doesn't proc coalesced mana (which apart from making ether theft possible also halves the mp cost for any spell cast on that monster, including AoEs than affect other monsters).
2. You are still fairly low level, so if you think it is tedious now, it won't really get better, it's a lot of grinding and repetetiveness in this game.
3. Full on mage or full on melee, not half and half, that will jsut make you suck at both. If you want to go hybrid in the normal RPG sense, melees already do that with their dependancy on supportive, deprecating and curative spells, which they use more than mages.
And you will need your mana for that as a melee, so you won't be able to afford casting offensive spells that doesn't do enough damage to justify their cost if you don't have the gear to boost them.
But for now, stick to melee, switch to mage later on, when you have access to more AP and more spells.
4. Stats, abilities and equipment is the standard.
QUOTE(Ilirith @ Jan 17 2012, 01:14)

Frankly, i have the same problem(s), except i'm still not sure if i want to be onehanded with light armor/mage hybrid or onehanded with heavy armor...
up till now i have placed my attributes somewhat evenly, although a bit higher Wis than the rest.
Still i have this familiar warm feeling inside, knowing that everything i've done is just to screw myself over >.>
The only thing you can't reset and fix is the auras.
First priority there is to unlock all aura slots and put one point into each aura, for the experience bonus an active aura gives, which you will need for all builds.
But then it gets tricky. Green, blue and yellow auras (mitigations and evade, stat bonuses to wisdom, endurance and agility) are neutral, both mages and melees need them, so spend points there first if you are unsure.
The other four are harder, there is two melee-oriented ones and two mage-oriented ones.
I spent my points on the melee ones, which I am paying for now, since I switched to mage and new aura points doesn't come very fast at my level.
QUOTE(Ilirith @ Jan 17 2012, 01:58)

I understand your golden rule regarding melee characters but not for mages...
I've read somewhere in this thread ( 5-6 pages back or so ), that dex contributes to parry ( the wiki confirms, as do my stats ). It was said that parry is basically just as important as evade is, which would make dex more interesting than maybe strength?
No.
Strength adds more to damage than dexterity, and it also raises physical mitigation and hit points.
Dexterity does add to parry and also to crit rate, but damage is less than strength and parry is of less value than sheer hit points.
Also, for two-handers, strength adds twice the bonus to domino strike chance compared to dexterity.