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post Dec 3 2009, 02:32
Post #241
Eutopia



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Unless you have tons of credits luck of the draw isnt worth it, you should concentrate on scavenger for now. Quartermaster could be worth it if its true that the arena have a 10% base chance of dropping equipments and the training can increase that.

This post has been edited by Eutopia: Dec 3 2009, 02:34
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post Dec 3 2009, 02:39
Post #242
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QUOTE(uth @ Dec 2 2009, 04:36) *

Your gonna want to rethink that for Endgame boss + 6 others, the boss is just gonna kill you before you kill everything else if you don't atleast weaken him
And beating bosses without deprecating in grindfest and item world really doesn't count reduced dmg kinda makes them a joke in those.


Well it was in Ring of blood, at around level 80 or 70.

But yes, I have now speced in a bunch of dep magic, and reduced my interference etc.

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post Dec 3 2009, 03:01
Post #243
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QUOTE(coredumperror @ Dec 2 2009, 19:26) *

New question: How do you guys choose which of the item bonus trainings (Scavenger, Luck of the Draw, Quartermaster, Archaeologist) to do?
Do you try to even out the costs, or do you highly value one type of training over the others? Right now I'm at 5/50 Scav, with 0 points in the other three (Scav has been cheapest, until now). Should I start pumping credits into any of the other training yet?

QUOTE(Eutopia @ Dec 2 2009, 19:32) *

Unless you have tons of credits luck of the draw isnt worth it, you should concentrate on scavenger for now.

I agree. Luck gets extremely expensive really fast and the returns aren't all that great. You're better off dumping as much into Scav for the time being -- go for quantity over quality. That is, assuming you're farming items for credits. QM isn't as useful now as it was in the past, at least for a lower level player like you, since there are many higher level players selling higher level gear that are better than what you could ever hope to pick up (discounting one of the special types like Kevlar, Phase, etc or a piece that rolled ridiculously good stats). At the same time, statistically speaking, you'll also have more opportunities to get good loot the higher your drop rate is. Once Scav starts getting prohibitively expensive, you can start training up LotD, maybe Archeo after that if you want to invest in it. The amount of Artifacts you're likely to find won't have much credit value compared to what you spent training Archeo, but the chance of getting Hath, AP, and permanent stats will pay off in the long run, I think.
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post Dec 3 2009, 03:04
Post #244
uth



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QUOTE(coredumperror @ Dec 2 2009, 19:26) *

Thanks for the info about Arena difficulties. I think I'm gonna work on figuring out which difficulty to do each one at that will cost me the least number of items, while providing the best rewards. Here's hoping that I actually get a damn Token of Blood some time this year.

New question: How do you guys choose which of the item bonus trainings (Scavenger, Luck of the Draw, Quartermaster, Archaeologist) to do?
Do you try to even out the costs, or do you highly value one type of training over the others? Right now I'm at 5/50 Scav, with 0 points in the other three (Scav has been cheapest, until now). Should I start pumping credits into any of the other training yet?


For the most part I got whatever was cheapest at the time, I personally think putting points into archeologist is pretty good now that the base drop rate for those was raised. I kinda stopped putting more points into quartermaster since more gear isn't all that helpful when its not an upgrade. Since 4.0 it seems like lotd has had less of an impact on the quality I get so you can probably hold off on putting points in there. Overall I'd scavenger has the best returns since more drops includes more equipment.
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post Dec 3 2009, 06:07
Post #245
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QUOTE(uth @ Dec 2 2009, 22:04) *

Overall I'd scavenger has the best returns since more drops includes more equipment.

It means more everything, which is good. Get the first point or two of archaeologist and quartermaster and then focus on scavenger.
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post Dec 3 2009, 06:44
Post #246
coredumperror



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Thanks for the advice, guys!
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post Dec 4 2009, 19:11
Post #247
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[img710.imageshack.us] Image that i took of what i want to know about

what in the world is the thing that i have circled in orange in the picture.. i believe that i need to know what that is to continue playing the game. and even if i don't i'd like to know what it is thanks
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post Dec 4 2009, 19:23
Post #248
grumpymal



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QUOTE(LD0ne @ Dec 4 2009, 12:11) *

[img710.imageshack.us] Image that i took of what i want to know about

what in the world is the thing that i have circled in orange in the picture.. i believe that i need to know what that is to continue playing the game. and even if i don't i'd like to know what it is thanks
LD

Its supposed to be the turn order, where the little arrows show where your action takes place. I believe Tenboro mentioned before that it isn't quite working as planned and I don't think anyone actually knows how to read the damn thing....
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post Dec 4 2009, 19:30
Post #249
uth



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The big problem with it is that it when your next turn occurs will change depending on what action you take, how much action speed you have, and what abilities you have.

Like if you cast weaken have good action speed and moderate to low burden your probably getting another turn before you get attacked, but if you cast an aoe without 5 points in it, your probably gonna get double attacked by a few monsters.

Really you can kind of ignore the thing
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post Dec 4 2009, 19:51
Post #250
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ok cool i just thought maybe it was telling you the order you should attack the bad guys in to make it easier to kill them or something. or which ones are closest to you making your hits on the closer ones stronger then the ones who are far away.. thanx for the help
LD
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post Dec 4 2009, 21:57
Post #251
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Hello , I have something to ask because I try to find the answer but cannot find any >.< my question is, I want to know about a skill "cure" . how to make it more powerful ? now I have int 24 and wit 22 and can cast cure for 130 hp . So I decided to up my int and wit to 25 and 24 but it still cure my hp around 130 as the same - -'' so ??? is int and wit are useful for cure = ='?? or it's good ideas to put point to end to heal more from potion ??

thanks for the answer >.<

PS this is my stat
[img.ihere.org] (IMG:[img.ihere.org] http://img.ihere.org/uploads/77cd902310.jpg)

Curative 30.14

This post has been edited by mayuri9: Dec 4 2009, 23:05
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post Dec 4 2009, 22:22
Post #252
Sayo Aisaka



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You make Cure more powerful by casting Cure, because it raises your proficiency.
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post Dec 4 2009, 23:53
Post #253
coredumperror



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This Cure deal is something I've been wondering about as well.
Does your Magic Rating affect the power of your curative/supportive spells, or only your offensive spells?

On the same note, I've heard that Holy Rating improves Curative spells. If so, how much?
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post Dec 5 2009, 00:04
Post #254
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proficiency actually has very little effect on cure, it affects regen much more (you don't really notice a difference in cure at higher interference but it is the drop in regen is pretty noticable), magic rating does have an effect on cure, but to what extent I'm not entirely sure (I really don't think its enough to pump more points into int/wis for more healing, I'll probably do some comparison between normal gear cures and full gossamer gear cures later), holy rating does increase cure but again its fairly marginal, I think its less then a 10% increase with both the tier 1 and 2 rating abilities, if you have the AP to get it you can, but its not really necessary, I personally do have the points in holy rating.

Oh and magic rating doesn't affect supportive spells they are only proficiency based. Depreciating magic is also prof based, although I'm not sure if higher dmg multi, and magic rating affect poison.

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post Dec 5 2009, 00:28
Post #255
Alpha 7



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QUOTE(mayuri9 @ Dec 4 2009, 14:57) *

Hello , I have something to ask because I try to find the answer but cannot find any >.< my question is, I want to know about a skill "cure" . how to make it more powerful ? now I have int 24 and wit 22 and can cast cure for 130 hp . So I decided to up my int and wit to 25 and 24 but it still cure my hp around 130 as the same - -'' so ??? is int and wit are useful for cure = ='?? or it's good ideas to put point to end to heal more from potion ??

thanks for the answer >.<

PS this is my stat
(IMG:[img.ihere.org] http://img.ihere.org/uploads/77cd902310.jpg)

Curative 30.14


When you reach Level 40, you will gain access to the Holy Spells. While they themselves are rather limited, if you put (waste?) the full 6 Ability Points to max them out, you gain access to the Holy Rating slots. Adding to your Holy Rating will give you more HP per Cure casting. Armor or Staff "Of the Priestess" will boost your Curative Rating and help, too, as will just leveling up. Any armor or staff that boosts your Holy or Curative ratings will help increase Cure.

The Priestess way may be your best bet at the moment, unless you are going all Heavy Armor, then save up 14 Ability Points as you near Level 40 and throw 11 of then into the Holy magic set.

If you can get together 200 HatH, you can buy the White Aura which gives +5 Holy Rating, among other things.

Proficiency is important. When I switch from my Priestess Staff wit +19 Curative prof to my Elementalist Staff with no Curative prof, I lose one-sixth of my Regen and Cure.

This post has been edited by Alpha 7: Dec 5 2009, 00:34
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post Dec 5 2009, 05:55
Post #256
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Thanks a lot for the answer ^^ , so it's mean if I not use any atk magic , it's better to not put ap on int right ??
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post Dec 5 2009, 13:41
Post #257
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@mayuri - Yeah, if you play a melee, INT (and WIS) is not a very important stat. However, don't completely ignore it, since you will need MP and magic accuracy eventually. I try to keep my INT at about 60-70% of my level, my WIS at about 90%, and my other stats at 100% of my level.

On another note, I've been thinking about switching to mage to see what it's like. But, I have no idea what I'd need to do to go from successful DWer to successful mage. I have an all cloth + plate chest gear setup (since I hate having deprecating magic fail due to interference), Though since I'm in all silk, I don't have any bonus offensive magic stats.

What would I have to do with my abiliy points, and what kind of gear would I need to get, to be a good mage?
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post Dec 5 2009, 21:52
Post #258
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QUOTE(coredumperror @ Dec 5 2009, 05:41) *
On another note, I've been thinking about switching to mage to see what it's like. But, I have no idea what I'd need to do to go from successful DWer to successful mage. I have an all cloth + plate chest gear setup (since I hate having deprecating magic fail due to interference), Though since I'm in all silk, I don't have any bonus offensive magic stats.

What would I have to do with my abiliy points, and what kind of gear would I need to get, to be a good mage?

I'm assuming you mean going for a pure mage, as in almost exclusively using magic to attack. Your parry is going away (except whatever you get from DEX), so your main concern will be to clear a room as quickly as you can while not getting spanked. Focusing too much on defense will just leave you with no MP, but you have to be able to recognize a toughie and use weaken + shield to take the bite away. Shadow veil can be useful, but it depends a lot on proficiency. For offensive power, you're gonna need a staff. Good hit % is very important, since you lose a turn and MP and (presumably) HP if you miss. It's usually more productive to look for an overall magic damage bonus than a lot of individual elemental bonuses.

If you have enough AP, I would suggest pumping up all three of your tier-two elemental spells. If you can get the elemental rating bonus, it's awfully nice, too. Dropping a +10% damage meteor can clear a room in a hurry. A few things are weak against wind, so a point in windblast will be helpful. Put what's left into HP and MP tanks. I would suggest MP first, since you can use cure to get HP from MP but not the other way around. Also, the health second wind is more powerful and more common.
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post Dec 5 2009, 23:27
Post #259
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QUOTE(coredumperror @ Dec 5 2009, 03:41) *

What would I have to do with my abiliy points, and what kind of gear would I need to get, to be a good mage?


You could stay in all Silk, from what I've seen the evade on those can be pretty nice, and there shouldn't be too much interference.

Personally, though, I'm more concerned with my magic hitting at all, so I'm all Gossamer almost all the time, just for the magic accuracy bonus. The evade on those is better than average, but not the absolute best. You could also try pretty much anything with "Elementalist" in the name for a good boost, your main attack spells will almost always be those. But be careful, some of that same armor has low evade (for cloth, anyway).

And this is a long shot, but you may want some Battlecaster stuff. Most of the weapons only give slight bonuses in magic accuracy/damage, but even that would probably be more than you could ever get without a staff. On the plus side, they're bound to have better attack accuracy and damage than almost any staff. You just have to do without Ether Theft, Coalesced Mana, and Channeling...

Focus weapons also give a decent magic accuracy boost, but no damage boost. A pure mage wouldn't use either type, but if you don't mind mixing a bit, it can be nice to have more than a staff to fall back on if you're low on MP. Also, you can get plenty of parry, and still use magic at the same time.

My current build includes all of the above except Silk, so I rarely ever miss completely with magic.

Dagger of Focus
Battlecaster Dagger
Dragon Hide Battlecaster Breastplate
Gossamer Gloves, Pants, Shoes

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post Dec 7 2009, 19:19
Post #260
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QUOTE(dap00 @ Dec 5 2009, 16:27) *

You could stay in all Silk, from what I've seen the evade on those can be pretty nice, and there shouldn't be too much interference.

Personally, though, I'm more concerned with my magic hitting at all, so I'm all Gossamer almost all the time, just for the magic accuracy bonus. The evade on those is better than average, but not the absolute best. You could also try pretty much anything with "Elementalist" in the name for a good boost, your main attack spells will almost always be those. But be careful, some of that same armor has low evade (for cloth, anyway).

And this is a long shot, but you may want some Battlecaster stuff. Most of the weapons only give slight bonuses in magic accuracy/damage, but even that would probably be more than you could ever get without a staff. On the plus side, they're bound to have better attack accuracy and damage than almost any staff. You just have to do without Ether Theft, Coalesced Mana, and Channeling...

Focus weapons also give a decent magic accuracy boost, but no damage boost. A pure mage wouldn't use either type, but if you don't mind mixing a bit, it can be nice to have more than a staff to fall back on if you're low on MP. Also, you can get plenty of parry, and still use magic at the same time.

My current build includes all of the above except Silk, so I rarely ever miss completely with magic.

Dagger of Focus
Battlecaster Dagger
Dragon Hide Battlecaster Breastplate
Gossamer Gloves, Pants, Shoes


I found dual-wielding and a bleeding Longsword combined with magic to be ineffective.I am the prototypical Power Mage with full points in all Tier One and Tier Two Magic, high Elemental, Cloth, and Staff proficiencies. Before the Dark Days at the end of 0.3, I had switched to Tank with full plate, and got high profs in DW and 2-handed so, even ditching the plate and using Power Mage cloth/abilities with Rapier/Dagger or the Longsword, I find myself getting overwhelmed once I get to 5+ mobs per round and forced to use magic (w/o the staff) to survive. It's better to just use a high quality Ebony Staff to blast everything after a few rounds of whack-a-mole with the Staff, building Staff prof and conserving MP.

With what you have, you'll need a good Ebony Staff with a high Elemental bonus, and a cheap staff with high curative. With Abilities, your priorities are max points in Purge, Meteor, Blizzard, Chain Lightning, and Cyclone plus Cure, and Regen. If you have bought a lot of AP in the past, fill out the Tier One spells, as they'll get you through a lot of rounds for half the MP price.

(The full Holy set lets you boost your Holy rating, which you need for Cure/Regen. Condemn/Purge are pretty useless as attack spells as they are only good on Ghost and Whale, and Meteor hurts both of those more anyways.)

If you haven't already reset your abilities, take the cheap curative bonus Staff with full plate and whack-a-mole your way through Cakefest to build up your Staff prof for a few days. It's as boring as hell but, you need to hit as hard as possible with your Staff to save MP as much as possible. Once your staff prof is up, then reset and start out with Cakefest, and Crude Bronze Item Worlds to build up your Elemental prof.

The Shield and Barrier spells are overrated for mages. The idea is to get in and get out quickly, not standing around and getting whacked out for 20-30 turns while you kill them one at time.

You will need to memorize each mob's and mid-bosses' magical strengths and weaknesses. Chaining magic attacks and exploiting Coalesced Magic for the half-price magic is usually better than going for Ether Theft. The chain is Fire, then Cold, then Wind, then Electric. Each one will usually leave effects on some mobs that the next one will exploit for extra damage.

Contrary to what dap said, Cyclone is frequently my clean-up spell and is very useful, and needed for Manthra and the annoying Peacock.
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