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post May 23 2011, 11:24
Post #6281
n125



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I have a question for the mages: In practice, how do you utilize Ether Theft?

When I'm trying to do an IW as a mage, I can only go as far as my mana potions will take me, as well as how lucky I get with finding Mana Gems; maybe 100 rounds on Normal in an Average item. So I want to use Ether Theft to replenish my MP so that I can conserve my potions and increase the number of rounds I can do.

The problem is that when I cast an AoE, I agitate pretty much everything that is left alive. If I try procing Ether Theft from targets with Coalesced Mana, I'll end up taking huge amounts of damage, and any MP I gain from Ether Theft will be immediately used up with Cure and/or Regen. Alternatively, if I try procing Coalesced Mana by casting Weaken at the beginning of a round, more often than not, I'll waste more MP doing that than I will subsequently recover with Ether Theft.

So am is my level too low to utilize Ether Theft properly, or is there some technique or strategy I can use to safely replenish my MP with Ether Theft? My Staff proficiency is 55.64, which is probably a bit low. The staff I currently use has a 36% chance of procing two turns of Ether Theft, which typically nets me between 8-12 MP per turn.



Also, does Scavenger affect the chance of finding a powerup gem?
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post May 23 2011, 15:43
Post #6282
Vasistas



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https://forums.e-hentai.org/index.php?showt...l=Innate+Arcana

In the linked Thread I read that Divine Proficiency improves the ammount of healed HP from cure.
Did I got this right?
Just want to know before placing an AP on Condemn and wasting masses of potions and my daily IWs on cake.

Thx
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post May 23 2011, 17:53
Post #6283
foolboy



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QUOTE(Vasistas @ May 23 2011, 09:43) *

https://forums.e-hentai.org/index.php?showt...l=Innate+Arcana

In the linked Thread I read that Divine Proficiency improves the ammount of healed HP from cure.
Did I got this right?
Just want to know before placing an AP on Condemn and wasting masses of potions and my daily IWs on cake.

Thx

I would love to know too. My healing power is still weak compared to how hard the monsters are hitting right now. The new patch helps me survive a little longer, but the healing power does not seem to catch up with the hitting power of the monsters.
If Divine Proficiency does play a role in the healing power, it seems kind of unfair for melee.
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post May 23 2011, 18:17
Post #6284
varst



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QUOTE(Vasistas @ May 23 2011, 21:43) *

https://forums.e-hentai.org/index.php?showt...l=Innate+Arcana

In the linked Thread I read that Divine Proficiency improves the ammount of healed HP from cure.
Did I got this right?
Just want to know before placing an AP on Condemn and wasting masses of potions and my daily IWs on cake.

Thx


Should be wrong, at least i cannot find the word 'divine' in that thread.

If what you mean is curative prof., then yes.

And holy EDB should also raise cure's power. But not divine prof.
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post May 23 2011, 18:18
Post #6285
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QUOTE(animeai @ May 22 2011, 19:01) *

Where to go from here...

Currently I've tried out mage, 1h and shield, 2h and dual wield. Currently, 2h is working out best for me damage and survival wise. I fine that with mage I run out of mana far too quickly and don't do enough damage without the domino effects of 2h to kill mobs quickly.
Many thanks in advance for your help and advice!


While I might not be an expert perse but I used to 2-h as well. Plus, no one's answering so I figured I'd help
Yeah, there's nothing wrong with your equipment right now. 2-h is the best you could do right now in terms of killing speed, until you get mage specific gear it's not that viable...you should switch at around lvl 100, or 130 when you get Arcane Focus. I switched at level 50 and bought myself a focus staff and elementalist gear.

Though, if you can afford it; get that new light armour that's for melee if you can afford it. It's much better than power armour. Heavy armour isn't that good for later levels, you'll get hit twice by the custom monsters.
What do you mean by protect? Do you mean protection armour?

QUOTE(n125 @ May 23 2011, 11:24) *

I have a question for the mages: In practice, how do you utilize Ether Theft?

When I'm trying to do an IW as a mage, I can only go as far as my mana potions will take me, as well as how lucky I get with finding Mana Gems; maybe 100 rounds on Normal in an Average item. So I want to use Ether Theft to replenish my MP so that I can conserve my potions and increase the number of rounds I can do.

The problem is that when I cast an AoE, I agitate pretty much everything that is left alive. If I try procing Ether Theft from targets with Coalesced Mana, I'll end up taking huge amounts of damage, and any MP I gain from Ether Theft will be immediately used up with Cure and/or Regen. Alternatively, if I try procing Coalesced Mana by casting Weaken at the beginning of a round, more often than not, I'll waste more MP doing that than I will subsequently recover with Ether Theft.

So am is my level too low to utilize Ether Theft properly, or is there some technique or strategy I can use to safely replenish my MP with Ether Theft? My Staff proficiency is 55.64, which is probably a bit low. The staff I currently use has a 36% chance of procing two turns of Ether Theft, which typically nets me between 8-12 MP per turn.
Also, does Scavenger affect the chance of finding a powerup gem?



No, Divine Proficiency does not play a role in neither cure nor regen. Gem rates are fixed at 5%
For your ET issue, you probably don't do enough damage to leave 1-2 alive. Cause that's how I usually do my ET proc, 40% for 2 turns; CM rate is "29.3%"; leave it for two rounds for mana and then magic missile the monster for a 29.3% chance to proc channeling. Consider upgrading your gear, staff or play at a lower difficulty where there are less monsters alive. Alternatively you can simply play conservative for the lower rounds (>50) and simply use Tier 1 spells and ether theft, that way you can just spam T-2 at higher rounds and just see how far you go.
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post May 24 2011, 00:10
Post #6286
Sayo Aisaka



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QUOTE(c7n88 @ May 22 2011, 13:58) *

Hello, my question is in a battle, when the battle log says a monster has "resisted your spell", is that "resistance" due to my magic accuracy being too low or is that due to the intrinsic attribute of the monster? so if i was to increase my magic accuracy, would that make my spells less likely to be "resisted"?

The monster "resisting" means you missed, so yes, increasing your accuracy will reduce the chances of it happening.

This post has been edited by Sayo Aisaka: May 24 2011, 01:44
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post May 24 2011, 00:46
Post #6287
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My mage build is still going strong, but where should I be putting my AP now?
Exp? Resistances? Another [de]buff? Save em?
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post May 24 2011, 01:28
Post #6288
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Um, shadow veil for sure, blind doesnt hurt, cure II is only 1 point, silence is the next tier so that
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post May 24 2011, 02:05
Post #6289
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QUOTE(Maximum_Joe @ May 23 2011, 15:46) *

My mage build is still going strong, but where should I be putting my AP now?
Exp? Resistances? Another [de]buff? Save em?

I'd suggest dropping Absorb, then getting Blind, then the Scroll and Infusion slots, then Shadow Veil, then all EXP.
But I'm wondering: when do you use Soul spells? Do you just use them for building forbid prof?


QUOTE(coykili @ May 23 2011, 16:28) *
silence is the next tier so that

Silence is really only useful against gods (and to a lesser extent, legendaries), and even then, only until you get Spirit Shield (since it trivializes their spirit attacks). I prefer using Weaken+Blind instead of Silence.
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post May 24 2011, 02:22
Post #6290
Maximum_Joe



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QUOTE(coredumperror @ May 23 2011, 16:05) *

I'd suggest dropping Absorb, then getting Blind, then the Scroll and Infusion slots, then Shadow Veil, then all EXP.
But I'm wondering: when do you use Soul spells? Do you just use them for building forbid prof?


Building prof yeah. Going for blind followed by SV then. Should I forget Absorb for sure? Was handy for eating spells from bosses.

I have yet to use a single scroll or infusion...

This post has been edited by Maximum_Joe: May 24 2011, 02:29
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post May 24 2011, 03:02
Post #6291
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After 0.5.3, what would be considered high end evade numbers for the various pieces of armor (helmet, body, hands, etc.) after the proficiency changes? Having trouble judging the numbers at a glance post patch.
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post May 24 2011, 04:11
Post #6292
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QUOTE(Maximum_Joe @ May 23 2011, 17:22) *

Building prof yeah. Going for blind followed by SV then. Should I forget Absorb for sure? Was handy for eating spells from bosses.

I have yet to use a single scroll or infusion...

I've found that Absorb simply isn't a big deal, and that's mostly because Blind and SV make so many magic attacks fail to hit me. And the fact that it doesn't have a 100% absorb change, even when the spell doesn't crit, is just annoying.

I find scrolls and infusions very useful against the gods. Scroll of Shadows + SV + Blind almost guarantees that you won't be hit. And I use several Infusion of Divinity in my daily FSM kills, to speed it up. The fact that Scroll and Infusion slots automatically re-stock in battle is what makes them awesome.
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post May 24 2011, 09:53
Post #6293
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abilities end on lv 120 ?

[img.olocorp.org] (IMG:[img.olocorp.org] http://img.olocorp.org/ty/yc120.png)

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post May 24 2011, 10:06
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QUOTE(muaika @ May 24 2011, 14:53) *

abilities end on lv 120 ?

[img.olocorp.org] (IMG:[img.olocorp.org] http://img.olocorp.org/ty/yc120.png)


You will obtain new ability set at lv130.

This post has been edited by shizukuxii: May 24 2011, 10:07
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post May 24 2011, 16:14
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White aura can't improve LV?
it mean Black and Rainbow have only 1 lv too?

[img.olocorp.org] (IMG:[img.olocorp.org] http://img.olocorp.org/tw/1white.png)
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post May 24 2011, 16:24
Post #6296
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Correct, they are special auras. They are always on but they only have 1 rank.
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post May 25 2011, 01:02
Post #6297
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QUOTE(Arkard @ May 24 2011, 02:02) *

After 0.5.3, what would be considered high end evade numbers for the various pieces of armor (helmet, body, hands, etc.) after the proficiency changes? Having trouble judging the numbers at a glance post patch.

This thread has some information (not necessarily complete) on maximum base evade values for each armour type. Those haven't changed, but the level scaling factor has, so everything has effectively had its evade reduced. The new factor is 1/2000 - in other words, the evade increases by 1/2000 of the base value per level. Unfortunately, cmal's calculator hasn't been updated, so you'll have to do the sums yourself.
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post May 25 2011, 02:20
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QUOTE(Sayo Aisaka @ May 24 2011, 19:02) *

This thread has some information (not necessarily complete) on maximum base evade values for each armour type. Those haven't changed, but the level scaling factor has, so everything has effectively had its evade reduced. The new factor is 1/2000 - in other words, the evade increases by 1/2000 of the base value per level. Unfortunately, cmal's calculator hasn't been updated, so you'll have to do the sums yourself.


Exactly what I was looking for. Knew was it here around here somewhere. Thanks!
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post May 25 2011, 07:38
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Okay, I've been moving from DW melee to a mage build. Attributes are still mostly balanced since I can't mage longer arenas yet. The high investment in deprecating spells is from the melee build.

Stats are posted below. Difficulty in the shot was on Cake for prof grinding, I am used to playing on Hard or up.
I'm using the following equipment:
Fine Ebony Staff of the Elementalist
Average Gossmer Cap of the Fox
Average Gossamer Robe of the Elementalist
Fine Gossamer Gloves of the Elementalist
Average Gossamer Pants of the Elementalist
Fine Gossamer Shoes of the Fox

My big question is, how the hell do you deal with all the incoming damage? I throw Meteor or Thunderstorm at a group of 5+, it leaves most of them alive and ticked off, and Gossamer doesn't exactly blunt the impact much. If the follow-up doesn't work (they resist or I just don't have the right damage type), I usually die. Would a good Focus staff help enough with resists to make up for the loss of damage from Elementalist prof? Do mages usually still have to spend a preliminary round on Weakens before nuking, or keep up Haste/Shield/SV to beef up defenses?

On the one hand, I've never killed stuff this fast. On the other, I've never gotten killed this fast.
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post May 25 2011, 07:39
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QUOTE(PK678353 @ May 25 2011, 07:38) *

Okay, I've been moving from DW melee to a mage build. Attributes are still mostly balanced since I can't mage longer arenas yet. The high investment in deprecating spells is from the melee build.

Stats are posted below. Difficulty in the shot was on Cake for prof grinding, I am used to playing on Hard or up.
I'm using the following equipment:
Fine Ebony Staff of the Elementalist
Average Gossmer Cap of the Fox
Average Gossamer Robe of the Elementalist
Fine Gossamer Gloves of the Elementalist
Average Gossamer Pants of the Elementalist
Fine Gossamer Shoes of the Fox

My big question is, how the hell do you deal with all the incoming damage? I throw Meteor or Thunderstorm at a group of 5+, it leaves most of them alive and ticked off, and Gossamer doesn't exactly blunt the impact much. If the follow-up doesn't work (they resist or I just don't have the right damage type), I usually die. Would a good Focus staff help enough with resists to make up for the loss of damage from Elementalist prof? Do mages usually still have to spend a preliminary round on Weakens before nuking, or keep up Haste/Shield/SV to beef up defenses?

On the one hand, I've never killed stuff this fast. On the other, I've never gotten killed this fast.

Using shadow veil with IA.
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