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post Feb 6 2012, 22:49
Post #11601
voidmiracle



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QUOTE
and cast cures sparingly.

which i dont know if thats really the case for me or not...but then again, maybe its because i play arena on Normal and grindfest on Hell
i tend to find myself getting into 'last-stand' ~ in the last 4-5 rounds...by that i mean mana/items drained, just barely managing with spirit stance + mana regen from interval and casting cure once mana is sufficient

by saying sparingly...i dont know if u r saying i should be able to 'breeze' through arena without potions and still have mana left over after arena clear...
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post Feb 6 2012, 22:59
Post #11602
JamesCID



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The scenario is different when you play as a mage, you can't just keep wishing you don't get hit until you have enough mana. A couple of hits or even a single critical hit and that's the end for you, even at nearly full HP.

That's why you nave to manage your MP consumption

Playing as a mage is also faster in that sense, you kill fast, or you get killed fast.
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post Feb 6 2012, 23:03
Post #11603
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QUOTE(dcherry @ Feb 7 2012, 04:41) *

I agree. As long as a low level player is investing their stats into *something* with a general (even if slight) emphasis on what gives them more damage (int/wis for mages and str for melee), you can't really go wrong. Players *can* go wrong if they pump int/wis like no tomorrow on a melee or don't pump any stats at all due to indecision.


Well the next question will be 'what's the appropriate level on INT/WIS?' (IMG:[invalid] style_emoticons/default/tongue.gif)
I agree with giving some general emphasis though.

QUOTE(voidmiracle @ Feb 7 2012, 04:49) *

which i dont know if thats really the case for me or not...but then again, maybe its because i play arena on Normal and grindfest on Hell
i tend to find myself getting into 'last-stand' ~ in the last 4-5 rounds...by that i mean mana/items drained, just barely managing with spirit stance + mana regen from interval and casting cure once mana is sufficient

by saying sparingly...i dont know if u r saying i should be able to 'breeze' through arena without potions and still have mana left over after arena clear...


That's because your equipments' not that good.
At your level, if you use more protective armor, you should get less damage. (much less, in fact)
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post Feb 6 2012, 23:05
Post #11604
voidmiracle



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QUOTE

That's because your equipments' not that good.
At your level, if you use more protective armor, you should get less damage. (much less, in fact)


so...buy 'protective' light armor...and the result should improve alot...?
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post Feb 6 2012, 23:06
Post #11605
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QUOTE(voidmiracle @ Feb 7 2012, 05:05) *

so...buy 'protective' light armor...and the result should improve alot...?


You can even try plate armor of protection. That thing surely works now.
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post Feb 6 2012, 23:08
Post #11606
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i thought plate is heavy?...so change light->heavy for more defense?
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post Feb 6 2012, 23:22
Post #11607
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QUOTE(varst @ Feb 6 2012, 14:03) *

Well the next question will be 'what's the appropriate level on INT/WIS?' (IMG:[invalid] style_emoticons/default/tongue.gif)
I agree with giving some general emphasis though.


I think that's totally dependent on the individual (IMG:[invalid] style_emoticons/default/tongue.gif)
For example. When I first started maging I went with even stats and int/wis about 10 points higher than the other 4 because
1) I didn't know what I really wanted to do with my current set up (I just swapped over so I can't judge performances yet)
2) Trolling the "character stat" thread showed that a lot of mages adjusted stats based on level as a guideline (example, if you're level 100, your int will be level + 20 and wis will be level + 15)

But as I played I adjusted accordingly and figured out what I wanted out of my maging.
Need more damage? Int/wis gives that. What do I sacrifice? Life, Parry, or Action Speed+Evade? Is it better to adjust points based on my level or should it be based on the exp point costs?

And that's where I think advice should stop. We can give them general emphasis. And general things to avoid. But anything deeper should be up to the individual. I adjust accordingly because I know what fits me best. People trying to copy me aren't guaranteed the same results - they might get confused or they might just find my stat distribution isn't what they were looking for.
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post Feb 7 2012, 06:06
Post #11608
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Is it worth investing AP into Soul Harvest since it raises Forbidden prof. ? I recently reached Level 100 and invested my AP into SoL, Focused Aura, and Cure II.
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post Feb 7 2012, 06:16
Post #11609
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Soul Reaper and Soul Harvest are only good to replenish Spirit.
Until you get Pestilence/Ragnarok, Forbidden prof is kind of useless.
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post Feb 7 2012, 06:26
Post #11610
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QUOTE(rpgman1 @ Feb 7 2012, 11:06) *

Is it worth investing AP into Soul Harvest since it raises Forbidden prof. ? I recently reached Level 100 and invested my AP into SoL, Focused Aura, and Cure II.

if you had time to increase prof, I'd recommend to raise your staff (&cloth) prof first.
I don't know about player with large HP tanks, but I never use cureII as it only waste mana.

btw http://ehwiki.org/wiki/Armor shows 0.5 for magic miti (cloth) and resist (light)
however http://ehwiki.org/wiki/proficiency shows 0.7 for magic miti (cloth) and resist (light)
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post Feb 7 2012, 06:34
Post #11611
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Cure II is not really used as a main healing spell, but it's helpful if you have low divine prof and your HP is extremely low, sometimes a simple heal is not enough to take the next barrage of hits.
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post Feb 7 2012, 06:34
Post #11612
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QUOTE(Tenboro @ May 15 2011, 11:05) *

0.5.3

The new stat boosts are as follows. The stat gains listed are all for every 10 points of proficiency.

When wearing all CLOTH armor
+ 0.25% Spell Crit Chance
+ 0.5% Magical Mitigation
+ 1 Wisdom


as Tenboro's Statement I think 0.5 Magical Mitigation is true. or not?

This post has been edited by purng: Feb 7 2012, 06:36
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post Feb 7 2012, 07:07
Post #11613
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QUOTE(JamesCID @ Feb 6 2012, 23:34) *

Cure II is not really used as a main healing spell, but it's helpful if you have low divine prof and your HP is extremely low, sometimes a simple heal is not enough to take the next barrage of hits.

Yeah I notice that when the attacks brought me down to near death quickly, used Cure to only gain half of my total HP back. I thought Dark magic is listed under Forbidden prof. as well.
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post Feb 7 2012, 07:52
Post #11614
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@dcherry

That's why I suggest to distribute stats evenly (IMG:[invalid] style_emoticons/default/tongue.gif)
Once you know more about the game, you're going to have some fine tunes.
Everyone SHOULD have their own playstyle; I would just stop there, the rest should be left for players to discover.
Maybe I should just note that in the comments part....

@aiwotorimodose
Corrected that page, thanks.

@JamesCID
Cure 2 is a waste of mana. It uses 275% mana to cast a spell with 200% curing power.
Even if you have low CURATIVE (not divine) prof., you can still split them into 2 separate cure 1 spell.
And I've tried to simulate the situation; the HP suitable to use cure 2 is just too dangerous in the first place.
Cure 2 and 3 are there because prof. is cut by interference before 0.6.4. Now that it is no longer true, I can't find a reason to use them.

@purng
Changed in 0.6.0.
QUOTE

Cloth Armor magical mitigation bonus increased from 0.05/point to 0.07/point.

- Light Armor resist bonus increased from 0.05/point to 0.07/point.

- Heavy Armor physical mitigation bonuses increased from 0.05/point to 0.07/point.


@rpgman1
Both dark and soul magic uses forbidden prof., though dark EDB only affects dark spells.

This post has been edited by varst: Feb 7 2012, 08:06
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post Feb 7 2012, 08:08
Post #11615
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And that's exactly why I meant, it's to use when your HP is extremely low. When you don't have spirit shield you can take some heavy damage that will leave you almost dead, and one heal might not be enough to withstand a critical hit in the next turn. and if the monster's action speed is high enough you will be dead by then. Happened quite a few times when I was leveling, that's why when I'm in the red numbers by an unfortunate sequence of critical hits I'd rather spend a bit more mana but at least make sure I will be able to take the next hit.

Of course, it's a situation that you rather avoid at all costs but sometimes you find yourself in it in the blink of an eye.
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post Feb 7 2012, 08:15
Post #11616
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QUOTE(4EverLost @ Feb 5 2012, 22:27) *

get the crystal perks (Crystarium III=1750 hath) train Scavenger (level 40 costs 2 million credits) play crystfest on normal-hard as deep as you can go. You'll end up getting 15 crystals/monster/drop. Fun thing about this game, it costs a ton of credits to gain just a little bit more in drops. That will never pay you back.


I don't even know how to afford Crystarium. I was thinking of getting Rainbow Aura first. But even then at the current rate it would take over a year to get that much hath lol. I don't get how people accumulate so much hath. Other than the old donators.

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post Feb 7 2012, 08:20
Post #11617
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@Varst Sounds good (IMG:[invalid] style_emoticons/default/happy.gif)

@James I would say Cure 2 depends on the individual. I mainly use a heimdall set so Cure 1 is all I need. I'm very confident that Cure 2 is slower than Cure 1. So in some instances you *can* do Cure 1 once before they swing at you (allowing you 2 opportunities of Cure 1) but it's very rare to do a Cure 2 once without you get whacked
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post Feb 7 2012, 08:21
Post #11618
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Once you have a decent Curative proficiency Cure is all you'll ever need.
If you keep getting whacked to death after using Cure, it's probably because your action speed is too low (eiher because you're not using Haste -which you always should- or because your Agility is too low).
Besides, Cure II is a lot slower than Cure, so enemies will have more chance to hit you afterwards.
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post Feb 7 2012, 08:33
Post #11619
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Everyone seems to forget there's a spell called regen2. (IMG:[invalid] style_emoticons/default/tongue.gif)

Anyway, cure 2 can be quite inefficient, but then it's just one AP to prevent some truly unfortunate events, so why not?
I even have cure 3 (which I NEVER have the chance to use)
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post Feb 7 2012, 08:36
Post #11620
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.5(?) action speed of cure I against .6 AS of cure II, it's not like plenty of monsters can thrown an extra attack in that fraction of a turn so chances are if a monster can attack you during Cure II you can also get attacked when casting cure I.

As dcherry mentioned, I guess it depends on the player , level and what difficulty you are playing. But I've found myself in that situation plenty of times during IWBTH runs, Haste on and with agi superior to my level by a couple of points.


I have yet to get X-Magic so that might be another reason why Cure II is still a viable emergency resource.
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