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post May 11 2012, 15:02
Post #15341
varst



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QUOTE(ShatteredWings @ May 11 2012, 20:05) *

For the last row that didn't show up I only have experience bonus, health tank, and magic tank. the rest I have not purchased yet.

And as for the links for my equipment, I don't know how to make links for them.

[i1249.photobucket.com] http://i1249.photobucket.com/albums/hh512/...es/Capture3.png


Point at the equip and press 'c' to get the equip link.

And PLEASE try to pick some spells besides cure/regen.

The more urgent ones are those supportive spells (haste, Shadow veil, protection, spark)
Haste lets you act faster and gives you more turns to attack before stun is off.
Protection will increase your equip's mitigation, thus you'll receive less damage.
Spark will resurrect you from death once at the cost of 50% base SP.
Utilize these and you'll last much longer in battles.
You can also pick Shadow veil which gives you bonus on evade, but as a heavy melee you can go without it if you have mana problem keeping haste and protection on.
If you want to train supportive prof, also pick one spike spell.

Other spells you should pick are those depreciating spells. Those spells are usually against 1 strong monsters (boss, legends, gods), but they have been proven to be very useful.
Weaken: prevent monster crit and decrease their damage by 50%. Also good for prof. grinding
Imperil: decrease monster mitigation by 25%, so you can deal more damage per hit
Silence: prevent monsters from using their powerful SP/MP attacks
Poison: deals a bit damage and slows down their MP/SP regen rate by 50%. A good spell to use in conjunction with SP shield (at lv. 190) if you don't use silence

Try to reset your AP and allocate some points from EXP tanks to some of the above spells. The more urgent ones are protection, haste, spark, weaken, silence, imperil.
Then you can train your AP till around 40~50/100 and put those APs back into EXP tanks, or put them into other spells like SV, spike spell (for prof. grinding), poison, SP shield (190), regen 2 (150), heartseeker (170)

Also, you need to train some prof. It will increase your spells' duration and, in case of depre prof., it can also help you to cast multiple depre spells on the same monster

I start to wonder if you've finished your RoB...
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post May 11 2012, 15:15
Post #15342
varst



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Okay, here's my question (since I don't have time to try)

How's the new infusion effect on legends/gods? Will it be better to use void weapons than normal weapons with high ADB, even though void weapon has lower ADB?
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post May 11 2012, 15:38
Post #15343
tentacle-man61



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I'm wondering whether or not it's worth it to have the Shadow Veil ability. The basis for my quandry is that I'm unsure as to whether Shadow Veil adds an Evade chance based on 20% of Your evade, or whether it increases the chance that you will avoid attacks.
Say I have 5% Evade, and I use Shadow Veil: will my evade be boosted on a basis of (0.05(0.2)+0.05=0.06), or will it be boosted by (0.05+0.20=0.25)?

The reason I am asking is because I want to know if I would be better off pulling my AP out of Shadow Veil and putting them into increasing my Overcharge Gauge.

Thanks in advance.
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post May 11 2012, 15:43
Post #15344
varst



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SV works like this: it basically gives you 20% direct evade boost BESIDES your original evade chance.

The formula will be (evade with SV) = 1 - (1 - evade) (1 - 20%) = 0.2 + 0.8 (evade)
In your case, it will be (evade with SV) = 0.2 + 0.8 (0.05) = 0.24 = 24%
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post May 11 2012, 16:12
Post #15345
Kaosumx



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QUOTE(varst @ May 11 2012, 09:15) *

Okay, here's my question (since I don't have time to try)

How's the new infusion effect on legends/gods? Will it be better to use void weapons than normal weapons with high ADB, even though void weapon has lower ADB?


Void imo. It sucks how the new infusion doesn't affect skills anymore since it adds the elemental damage as an explosion effect on weapon hit, and overall, I'd say the damage is lower, especially in spirit stance

EDIT - but now that I think about it, why not just use both? Infusion no longer overrides a weapon's damage type, so you can use it on void weapons for more damage.

This post has been edited by Kaosumx: May 11 2012, 16:16
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post May 11 2012, 16:18
Post #15346
varst



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QUOTE(Kaosumx @ May 11 2012, 22:12) *

Void imo. It sucks how the new infusion doesn't affect skills anymore since it adds the elemental damage as an explosion effect on weapon hit, and overall, I'd say the damage is lower, especially in spirit stance

EDIT - but now that I think about it, why not just use both? Infusion no longer overrides a weapon's damage type, so you can use it on void weapons for more damage.


Yes, so my problem is whether it's better to use void + infusion or high ADB non-void + infusion.
Before the patch it's better to use high ADB non-void since infusion will also change the damage type, but now it won't.

This post has been edited by varst: May 11 2012, 16:19
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post May 11 2012, 17:41
Post #15347
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QUOTE(Coma @ May 9 2012, 17:31) *

At your level, it is more efficient going melee than magic when grinding, because you last much longer and mana isnt as huge issue as for mage. Also, offensive spells aint recommended if you are wearing non-cloth armors, as both damage and mana cost will be more handicap than advantage.

But if you want to try out as mage, then you will need a Focus staff (to conserve mana cost) and good Gossamer/Phase set (dont use cloth, they dont have good bonus over Gossamer). Also, train your magic prof up. Just be aware that both survival and mana cost are the primary problems with mage (you dont have to worry about survival after you get: Spirit Shield/Spark of Life)

Good AoE spells are Wind/Elec and Light/Dark (but you cant do Dark until 150). Another less popular but more utilized is full Elemental build: Wind/Elec/Fire/Ice (relies on explosion to clear monsters)


Thanks for the help.
I got another problem, I see in wiki many of the spell have different level, should I learn the higher level instead? Or learning low level spell help increase magic prof in the high level (Lv170~)
But I really don't get it, from the mana cost, higher level cost more in spells, so training them in earlier stage in game can save more mana? Then, why people always say train them when level~170? (The mama cost would be more heavy if the player's level is high (IMG:[invalid] style_emoticons/default/blink.gif) )
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post May 11 2012, 17:54
Post #15348
varst



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QUOTE(badmoonedition @ May 11 2012, 23:41) *

Thanks for the help.
I got another problem, I see in wiki many of the spell have different level, should I learn the higher level instead? Or learning low level spell help increase magic prof in the high level (Lv170~)
But I really don't get it, from the mana cost, higher level cost more in spells, so training them in earlier stage in game can save more mana? Then, why people always say train them when level~170? (The mama cost would be more heavy if the player's level is high (IMG:[invalid] style_emoticons/default/blink.gif) )


Higher level spells are used to clear some/most of the mobs in a round; that's basically how mages survive, since mobs can't attack you if they're dead. You're going to spend more cures/risk deaths if you use a lower level spells.
On the other hand, low level spells are much faster, so sometimes people will utilize it with haste/X-magic at higher level so they can get CM on monsters to save mana. This strategy's dangerous at your level though.

Mana cost do increase, but at the same time you get more mana from INT/WIS, and your spells become more powerful.

Finally, I don't think there's a real need to spend time on training offensive magic prof. That thing easily max when you're a mage.

This post has been edited by varst: May 11 2012, 17:55
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post May 11 2012, 18:04
Post #15349
Coma



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QUOTE(badmoonedition @ May 11 2012, 17:41) *

Thanks for the help.
I got another problem, I see in wiki many of the spell have different level, should I learn the higher level instead? Or learning low level spell help increase magic prof in the high level (Lv170~)
But I really don't get it, from the mana cost, higher level cost more in spells, so training them in earlier stage in game can save more mana? Then, why people always say train them when level~170? (The mama cost would be more heavy if the player's level is high (IMG:[invalid] style_emoticons/default/blink.gif) )

Yes, higher level does cost more mana casting, but only by a fraction and you also get much larger mana pool (due to MP Tank, WIS, INT, etc), so it kinda cancels out the negatives (since spell cost now only factors in your level, not your mana) at higher level. Early level mages, at your level, may have serious problem with mana usage.

Depend on mana usage, if you keep running out of mana with Tier 2 spells, then perhaps you should use Tier 1 + Tier 2 spells mix instead. If that mix still have mana problem, then go back to casting Tier 1 only. Even though I am a Heavy Armor, I dont have problem in keeping my prof around my level, and my lowest prof, Forbidden, is at 80 now.

I dont know why train them at level 170, perhaps you could link who had said train them at level 170?

This post has been edited by Coma: May 11 2012, 18:07
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post May 11 2012, 19:48
Post #15350
buktore



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QUOTE(varst @ May 11 2012, 21:18) *

Yes, so my problem is whether it's better to use void + infusion or high ADB non-void + infusion.


Void. Since skill is mandatory vs those foes (maybe with the exception of DwD).

Then again, nowadays we have all sorts of 'stimulants' to abuse there's very little reason to make such compromise.
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post May 11 2012, 20:26
Post #15351
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I just wonder - How to obtain second Quick Bar? Is it possible at all?

Too many spells, not enough slots.
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post May 11 2012, 20:32
Post #15352
varst



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If you try to search this thread with the keyword 'quick', you'll find your answer.
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post May 11 2012, 20:32
Post #15353
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QUOTE(aizenteppa @ May 12 2012, 02:26) *

I just wonder - How to obtain second Quick Bar? Is it possible at all?

Too many spells, not enough slots.


https://forums.e-hentai.org/index.php?showtopic=36383#
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post May 11 2012, 20:32
Post #15354
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Can IA spells give prof more than once? Just wondering if it's worth it to keep on SP shield while training my support profs. (IMG:[invalid] style_emoticons/default/unsure.gif)
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post May 11 2012, 20:35
Post #15355
varst



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QUOTE(mustardpie @ May 12 2012, 02:32) *

Can IA spells give prof more than once? Just wondering if it's worth it to keep on SP shield while training my support profs. (IMG:[invalid] style_emoticons/default/unsure.gif)


No, the chance you get prof from IA is calculated from the total upkeep of IA spells. So you can only get prof once per turn.
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post May 11 2012, 20:40
Post #15356
Asariborn



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QUOTE(MidNightPass @ May 11 2012, 20:32) *

Thx.

Sucks donkey ballz. Only Chrome [*censored*]! (IMG:[invalid] style_emoticons/default/sad.gif)

Running big red O only.
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post May 11 2012, 20:45
Post #15357
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QUOTE(varst @ May 11 2012, 21:35) *

No, the chance you get prof from IA is calculated from the total upkeep of IA spells. So you can only get prof once per turn.


I meant is it possible to get it more than once in one round? (IMG:[invalid] style_emoticons/default/tongue.gif)
Say I got some at the beginning of the round. Would I be able to get prof from it again later on in the round?
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post May 11 2012, 20:47
Post #15358
varst



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QUOTE(mustardpie @ May 12 2012, 02:45) *

I meant is it possible to get it more than once in one round? (IMG:[invalid] style_emoticons/default/tongue.gif)
Say I got some at the beginning of the round. Would I be able to get prof from it again later on in the round?


Yes. Chances are calculated separately per turn.

This post has been edited by varst: May 11 2012, 20:48
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post May 11 2012, 20:49
Post #15359
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Great, thanks. (IMG:[invalid] style_emoticons/default/happy.gif)
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post May 11 2012, 21:22
Post #15360
Insania



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Any tips on how to survive 55 rounds in the Arena?
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