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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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May 7 2012, 01:54
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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I think I seem to have found the right mix of killing speed and survivability.
Shatter's gone the way of the not useful now, but overall I love the new patch.
I predict heavy will be the new shit. It has the best of everything, while light has just lost a lot of its appeal.
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May 7 2012, 01:58
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HaliZorat
Group: Members
Posts: 1,258
Joined: 13-February 11

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Guess I'll switch back to using a Mace on my 2H setup since Bleed's been nerfed.
I've reset my abilities. Is Nerf still worth getting? The only use I see for it is to further increase the damage you do in RoB fights, but with the new Curse Weaving feature and me being a melee, I'm pretty sure it'd be a waste of MP since it'd "miss" a lot. (Poison + Weaken + Imperil being the spells I would cast normally)
Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...
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May 7 2012, 02:06
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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QUOTE(HaliZorat @ May 7 2012, 02:58)  Guess I'll switch back to using a Mace on my 2H setup since Bleed's been nerfed.
I've reset my abilities. Is Nerf still worth getting? The only use I see for it is to further increase the damage you do in RoB fights, but with the new Curse Weaving feature and me being a melee, I'm pretty sure it'd be a waste of MP since it'd "miss" a lot. (Poison + Weaken + Imperil being the spells I would cast normally)
Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...
< Melee. Just had a fight with yet another bossmob, tried to apply both Slow and Magnet and... well, it is quite awesome. And as far as I know Nerf does not increase the damage YOU deal to the target, only the target's damage output, so I assume its pretty useless.
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May 7 2012, 02:13
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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QUOTE(HaliZorat @ May 6 2012, 16:58)  Guess I'll switch back to using a Mace on my 2H setup since Bleed's been nerfed.
I've reset my abilities. Is Nerf still worth getting? The only use I see for it is to further increase the damage you do in RoB fights, but with the new Curse Weaving feature and me being a melee, I'm pretty sure it'd be a waste of MP since it'd "miss" a lot. (Poison + Weaken + Imperil being the spells I would cast normally)
Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...
Nerf is now just an additional damage reduction spell that can be stacked with Weaken. It's also more expensive and does not prevent critical hits. It's probably not worth it since Weaken and Silence no longer cancel each other out. You can now cast something like Weaken, Silence, Blind, and Imperil. I still like X-Nerf though, for those 9-10 mob IWBTH Random Encounters. No comment on MagNet. I have it but haven't used it yet. (IMG:[ invalid] style_emoticons/default/laugh.gif) It's still probably needed for DwD.
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May 7 2012, 02:26
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HaliZorat
Group: Members
Posts: 1,258
Joined: 13-February 11

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Right, my bad about Nerf increasing damage dealt instead of reducing damaging taken. ...And I just realized something. Fuck. With Iris Strike inflicting Blind and Backstab possibly inflicting Poison, I have to constantly deal with the effects of Curse Weaving when Weaken and Imperil wear off. (IMG:[ invalid] style_emoticons/default/dry.gif)
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May 7 2012, 02:39
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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QUOTE(HaliZorat @ May 7 2012, 02:26)  Right, my bad about Nerf increasing damage dealt instead of reducing damaging taken. ...And I just realized something. Fuck. With Iris Strike inflicting Blind and Backstab possibly inflicting Poison, I have to constantly deal with the effects of Curse Weaving when Weaken and Imperil wear off. (IMG:[ invalid] style_emoticons/default/dry.gif) Well, you can first inflict 2~3 curses (you know you must cast Silence, Weaken, and Slow anyway), then do Iris Strike and Backstab.
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May 7 2012, 03:00
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HaliZorat
Group: Members
Posts: 1,258
Joined: 13-February 11

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QUOTE(Coma @ May 6 2012, 20:39)  Well, you can first inflict 2~3 curses (you know you must cast Silence, Weaken, and Slow anyway), then do Iris Strike and Backstab.
I don't cast Silence or Slow. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Silence, not since I got Spirit Shield (and Iris Strike) anyways. And I never got Slow. Only 3 things I cast on FSM are Weaken, Imperil (previously Nerf) and Poison (because Backstab's Poison doesn't last long). Poison doesn't seem as effective anymore, so I might not cast that now anyways. The point was that AFTER Weaken and Imperil wear off, Blind and Poison would likely still be active, meaning Curseweaving would be in play. Also, loving PA now more than ever. I'm doing a whole lot more damage with my Skills now (though the loss of element infused skills is regrettable).
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May 7 2012, 04:12
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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Can someone explain to me the point of added Curse Weaving other then fucking with players. If I want to take the time in turns & mana to cast Deprecating spells on the same monster why should it fail to gain the effect. Magnet doesn't help this at all, its just another Deprecating spell. It can take 3-4 or more castings of a spell before the monster gains the effect.
Your fail to weave the spell into the existing effects on the target. 25 1 You cast Imperil.
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May 7 2012, 04:15
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Kaosumx
Group: Gold Star Club
Posts: 3,362
Joined: 20-February 12

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Cause now you can weaken AND silence?
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May 7 2012, 04:17
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Mr. Plow
Group: Gold Star Club
Posts: 1,260
Joined: 28-June 10

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Yeah I think the point is to be able to stack all the deprecating spells and to strengthen the importance of deprecating prof.
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May 7 2012, 04:25
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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Ugh, I think I'm going to have to scale back the difficulty. Hell was comfortable before this patch, but now it basically goes AoE -> Spark -> Heal -> AoE, all the while my Spirit slowly trickles away due to Spirit Shield going off with every other hit.
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May 7 2012, 04:33
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Charkan
Group: Members
Posts: 1,471
Joined: 11-April 09

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I currently am satisfied with my style, battle mage (DW). Curse Weaving was created to prevent abuse. But now I support removing the power-up of the monsters when they are low hp.
I realized that the monsters have had their chance to critical increased.
This post has been edited by Charkan: May 7 2012, 04:39
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May 7 2012, 05:12
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HaliZorat
Group: Members
Posts: 1,258
Joined: 13-February 11

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Wait a minute. If PA now completely removed physical mitigation, does that mean Imperil won't increase the damage I deal? Don't tell me I just wasted credits reseting my abilities to ones I don't need...
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May 7 2012, 05:14
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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No, you now get negative mitigation, meaning you're actually hitting yourself
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May 7 2012, 05:47
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(Kaosumx @ May 7 2012, 02:15)  Cause now you can weaken AND silence?
I think the only time I ever cast silence is T&T so she wont heal the others. QUOTE(Mr. Plow @ May 7 2012, 02:17)  Yeah I think the point is to be able to stack all the deprecating spells and to strengthen the importance of deprecating prof.
The problem is when you cast more then 2 spells on one monster they start to fail, if you wanted to cast everything you could take 5 turns just casting one spell. I've got these 2 Estocs, anyone try going with an all DEX build yet? Exquisite Estoc of the RaccoonExquisite Estoc of the Cheetah
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May 7 2012, 06:49
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Goodman2011
Group: Members
Posts: 1,248
Joined: 15-April 11

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A Forge Question. What exactly is "BASE"? What is meant by "Effect: +1% base" Please choose a A. or B. or C. or D. and elaborate. (IMG:[ invalid] style_emoticons/default/smile.gif) Thank You. A: Is Base the current amount of an equipment's item/ability/stat/feature? . For example: An Exquisite Redwood Staff of the Fox has Weapon Damage 271 Crushing. . So the effect of +1% of 271 (2.71) would be 273.71 B: Base has to do with the Quality of the equipment; Crude .01, Fair .02, Average .03, Fine .04, Superior .05, Excellent .1, Magnificent 1.0. Or some kind of scale based on Quality . C: Base is just that it adds .01 to the equipment's item/ability/stat/feature. D: Base is none of the above, it is something else that only the HentaiVerse Pony God knows. (IMG:[invalid] style_emoticons/default/tongue.gif)
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May 7 2012, 06:54
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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May 7 2012, 07:04
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(HaliZorat @ May 7 2012, 07:58)  Likewise, is MagNet still also worth it? I imagine it'd still have use in DwD, where maybe I wouldn't cast Poison...
Magnet is still quite useful. It practically negates FSM's evade and slow it down by 25%. Obviously that's not a must, but if your strategy includes slow, you may substitute it with magnet for some better effect IMO. QUOTE(4EverLost @ May 7 2012, 10:12)  Can someone explain to me the point of added Curse Weaving other then fucking with players.
That way we don't need to choose between 'imperil' and 'anything else besides imperil' (IMG:[ invalid] style_emoticons/default/heh.gif) That 25% mitigation decrease would possibly make it not stacking with any other spells, if the stacking rule still applies. QUOTE(Goodman2011 @ May 7 2012, 12:49)  What exactly is "BASE"? What is meant by "Effect: +1% base"
Base is something you get when you scale your equip's stat to level 0. This way we can compare equips without noticing the level scaling for different weapons. And then forging is applied to the base, which is a (1 + times of forging * 1%) factor
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May 7 2012, 07:08
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Veince
Group: Gold Star Club
Posts: 118
Joined: 2-October 11

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After the patch the game felt more like "who kill first own". Most of the time I 1 hit kill monsters with my mace so arenas are now much faster. Though sometime I misses like crazy.
Since mage seems to be able to whack down most of the enemy in the first turn with a big spell, it's sound a lot more viable now more than ever so I'm considering trying out as mage.
I have 0 exp in playing mage and some advices how to start one would be very appreciated. And it'd be very grateful if someone who play mage can pm me a logs of their battles so I can understand more about this role. I also want to see how Coalesced Mana and Ether Theft play their parts in this.
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May 7 2012, 07:17
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Veince @ May 7 2012, 13:08)  After the patch the game felt more like "who kill first own". Most of the time I 1 hit kill monsters with my mace so arenas are now much faster. Though sometime I misses like crazy.
Since mage seems to be able to whack down most of the enemy in the first turn with a big spell, it's sound a lot more viable now more than ever so I'm considering trying out as mage.
I have 0 exp in playing mage and some advices how to start one would be very appreciated. And it'd be very grateful if someone who play mage can pm me a logs of their battles so I can understand more about this role. I also want to see how Coalesced Mana and Ether Theft play their parts in this.
You don't need that. Just try to collect some elementalist clothes and a staff of focus to start with. Ether theft isn't that useful at your level because you don't get that many turns of ET, but you can utilize coalesced mana to decrease the spell cost of your 2nd spell. You should try that yourself though. Even with my log you can't see what I'm doing, because it's basically a 2-3 turn log per round. It's more important for you to notice when you need to cast buffs/debuffs, and when you need to cure yourself. And the latter is the most difficult thing IMO.
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