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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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May 13 2012, 06:58
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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What are the important stats for SD Shade?
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May 13 2012, 07:02
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Kaosumx
Group: Gold Star Club
Posts: 3,362
Joined: 20-February 12

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Everything except magic mitigation, resist, interference, and attack accuracy (IMG:[ invalid] style_emoticons/default/biggrin.gif) The rest is up to the individual I guess. I tend to value crit chance a little less than other people, and value physical mitigation a bit more than other people. Well, just my opinion. This post has been edited by Kaosumx: May 13 2012, 07:02
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May 13 2012, 07:05
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Insania @ May 13 2012, 11:49)  Any tips for fighting FSM?  Would Absorb null it puff of logic attack? Yes, absorb will null 'logic attack' skill from FSM, but the spell version only has 75% success chance. The scroll version has 100% success chance, but both spell and scroll version won't activate if the skill attack crits. I don't know if you don't like depreciating spells or any other reasons, but getting silence, weaken and imperil will save you much trouble. Of course, you need to have enough depreciating prof to keep all those spells on. You can use spark (or the scroll version which casts half the amount of SP when activated), but that's a risky strategy. Also, getting some specific mitigation armors (dark for FSM, holy for IPU) will increase your success chance by lowering the amount of damage those gods dealt to you. QUOTE(skillchip @ May 13 2012, 12:33)  And they get a free attack when they awaken.
Tenb should reconsider sleep and confuse. Currently it's so useless as it has chance to automatically break upon hits. Or the chance shouldn't be THAT high.
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May 13 2012, 07:13
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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QUOTE(Panuru @ May 13 2012, 05:28)  I have a question about the relative value of a grab-bag of abilities. I'm asking because most of them I haven't touched, but my ability reset at level 200 is going to leave me 35 AP remaining after covering all the essentials. I know what I am thinking would be a good setup, but getting a few other opinions is a good idea. So then, if you were a pure mage type who had 35 AP to spend toward these, how would you prioritize?
Nerf, X-Nerf, Silence, Blind, Slow, Sleep, Confuse, Absorb, Heartseeker, Resistances, Overcharge Tanks
I will assume you already took HP tank, Regen, Aura, Item Slot and other important abilities Heartseeker (only if you melee, otherwise skip), X-Nerf, Silence, Overcharge Tank in that order, though Overcharge Tank can prioritize over X-Nerf if you use Spirit Stance often or spam skills Do not take Sleep and Confuse. Slow becomes less effective at higher level, and curse weaving make that nearly obsolete, so stick with Haste instead Resistance are minimal if you already got Regen II + Protection/Shadow Veil + Spirit Shield combo QUOTE(Insania @ May 13 2012, 05:49)  Any tips for fighting FSM?  Would Absorb null it puff of logic attack? Silence and Imperil, dont forget Regen, too. Plus Weaken if you feel being overwhelmed by damage Yes, Absorb can pull it off, but I wont recommend taking the chance, as the success rate is only 75% when maxed. You are better off sticking a Spark anyway Judging from your abilities, I guess your prof aint up to date, so your mortality rate will be quite high. I recommend you to stock up on Godly Mana, take a Scroll of Life/Avatar/God, get Infusion of Divinity. I also need to know what is your weapon choice and armor type, different strategy applies for each build. QUOTE(Tiap @ May 13 2012, 06:58)  What are the important stats for SD Shade?
Critical Bonus -> most important Damage Bonus Evade Physical Mitigation -> least important, but shouldnt be too low This post has been edited by Coma: May 13 2012, 07:16
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May 13 2012, 07:13
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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What about Blind? It's interesting that you're endorsing Overcharge tanks. I would have thought that something like 10% soul resist would be more useful.
This post has been edited by Panuru: May 13 2012, 07:15
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May 13 2012, 07:14
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Panuru @ May 13 2012, 11:28)  I have a question about the relative value of a grab-bag of abilities. I'm asking because most of them I haven't touched, but my ability reset at level 200 is going to leave me 35 AP remaining after covering all the essentials. I know what I am thinking would be a good setup, but getting a few other opinions is a good idea. So then, if you were a pure mage type who had 35 AP to spend toward these, how would you prioritize?
Nerf, X-Nerf, Silence, Blind, Slow, Sleep, Confuse, Absorb, Heartseeker, Resistances, Overcharge Tanks
Get silence, blind, X-nerf. Silence has the highest priority since it works so well with weaken, while you can replace poison with it. Be sure to keep it on during battles though. Blind works like a better SV on one monster, as it lowers the monster's accuracy instead of raising yours. It should give a better marginal effect at higher levels. Note it doesn't replace anything, so you need to consider if you have sufficient depre. prof. X-nerf is good since you can cast one at the start of IWBTH rounds and start spamming spells if you don't want to weaken every monster. It's also useful against trio. Sleep and confuse aren't what you want to get. Too easy to break. Heartseeker gives better benefits for melees and repels arcane focus. OC tanks are good only if you start trying melee. Nerf, slow and absorb looks marginal to me. Nerf isn't that useful now with its higher cost and lower effect than weaken. Slow....I just prefer magnet at lv. 250. It's a good spell against any monsters to lower their damage output, but other than that there's no additional benefits. Absorb....I call it 'channeling recycler'. I use it to recycle spare channeling chances and turn them into MP, but most of the time it won't work except during EOD. This post has been edited by varst: May 13 2012, 07:15
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May 13 2012, 07:20
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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Ha, thanks for reminding me that I left poison off the list.
Silence, Blind, and X-Nerf sound like good advice, but take up 15 points out of 35. Where would you toss the other 20?
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May 13 2012, 07:21
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Tiap @ May 13 2012, 04:58)  What are the important stats for SD Shade?
To me Evade > pMit > PAB > Damage The on it is laughable
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May 13 2012, 07:24
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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QUOTE(Panuru @ May 13 2012, 07:13)  What about Blind? It's interesting that you're endorsing Overcharge tanks. I would have thought that something like 10% soul resist would be more useful.
10% Soul isnt really useful considering how many monster classes dont have that attack (even among bosses, only few comes as magical/spiritual attack, which can be easily shut down with Silence) I think you are a mage right? In that case, take Overcharge Tank after Blind, and skip Heartseeker unless you plan to melee. The priority dont change. Overcharge Tank is actually useful: if you are going to fight in long rounds (Schoolgirl marathon, for example), and you ran out of mana and pots, then you need to Ether Thief your way through. Each time you whack those monsters with staff, you gain a bit of Overcharge, which you can unleash Stun skill to buy a bit of time (Overcharge also has skill extra damage bonus)
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May 13 2012, 07:27
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(Coma @ May 13 2012, 00:24)  Overcharge Tank is actually useful: if you are going to fight in long rounds (Schoolgirl marathon, for example), and you ran out of mana and pots, then you need to Ether Thief your way through. Each time you whack those monsters with staff, you gain a bit of Overcharge, which you can unleash Stun skill to buy a bit of time (Overcharge also has skill extra damage bonus)
That's a really excellent point, particularly since I'll have to grind through End of Days before too long.
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May 13 2012, 07:34
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Jonavrek
Group: Members
Posts: 12,895
Joined: 29-September 08

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QUOTE(Coma @ May 13 2012, 01:53)  Have you found out whether Imperil also reduce Holy/Dark mitigation too?
Yes, it reduce Holy mitigation.
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May 13 2012, 07:54
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Panuru @ May 13 2012, 13:27)  That's a really excellent point, particularly since I'll have to grind through End of Days before too long.
Have you maxed those EXP tanks/MP tanks though? MP tank will be useful in EOD, as it gives you a larger mana pool to start with. (IMO it's useful in almost every situations as long as you can secure your MP potion supply) As for OC tanks....they're good, but I prefer using them in SP stance to consume less mana per spell. Regen 2 can absorb almost 80% of the damage dealt to me. This post has been edited by varst: May 13 2012, 07:59
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May 13 2012, 08:07
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(varst @ May 13 2012, 00:54)  Have you maxed those EXP tanks/MP tanks though? Regen 2 can absorb almost 80% of the damage dealt to me.
I'm getting two to three levels a day without touching the EXP tanks, so that's not a priority. HP and MP and SP tanks maxed out are included in the calculation. You, sir, take far less damage than I do, then. It's not that unusual to get hit for more damage than I have HP, even with my tanks maxed out. This post has been edited by Panuru: May 13 2012, 08:09
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May 13 2012, 08:15
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Panuru @ May 13 2012, 14:07)  I'm getting two to three levels a day without touching the EXP tanks, so that's not a priority. HP and MP and SP tanks maxed out are included in the calculation. You, sir, take far less damage than I do, then. It's not that unusual to get hit for more damage than I have HP, even with my tanks maxed out.
Um...I mean in x1 situations. I will also get tons of damage in x10 situations, of course. If I have to say, EXP tank is a bit better than OC tank, though that's probably a personal choice rather than strategical consideration.
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May 13 2012, 08:17
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(varst @ May 13 2012, 01:15)  Um...I mean in x1 situations. I will also get tons of damage in x10 situations, of course.
Well then that makes more sense. I'm just going on IWBTH for a while now, so it's kind of a letdown if SoL doesn't trigger at least once.
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May 13 2012, 09:18
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rookie84
Group: Gold Star Club
Posts: 828
Joined: 23-June 08

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QUOTE(Tiap @ May 13 2012, 05:58)  What are the important stats for SD Shade?
I look for evade and PAB, especially with the huge boost in the latter from the latest patch. Crit is nice too, but I don't really care about anything else.
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May 13 2012, 11:44
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Hoheneim
Group: Members
Posts: 1,245
Joined: 4-January 09

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QUOTE(Tiap @ May 13 2012, 06:58)  What are the important stats for SD Shade?
ADB > E > PM > I > ACB IMO
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May 13 2012, 12:24
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4EverLost
Group: Gold Star Club
Posts: 36,632
Joined: 2-April 10

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QUOTE(Tiap @ May 13 2012, 04:58)  What are the important stats for SD Shade?
In the Shade I use I look for ADM: PAB: DEX/AGI Burden & Interference (don't want to use shards) Evade & Phy Mitigation
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May 13 2012, 12:28
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terence323
Newcomer
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Posts: 50
Joined: 18-July 10

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is FSM on IWBTH worth going through? I mean I'd like to take on the challenge but if the drops aren't any thing special then going for normal for the easy trophy is probably better?
atm I'm heavy armor w/ 1h+shield melee with ok gear, and I did beat the heroic one using about 4 godly mana at around lvl 170
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