QUOTE(Scootaloot @ Apr 25 2015, 02:55)

Just beat IPU and have over 100K in credits. What would be the best use of the money:
If you more effective gear so you can clear faster/more safely/on higher difficulty, consider switching to 1h. Negating 40% or more of incoming damage via block and frequently having more than half of spawned monsters stunned is extremely useful. Eventually, 1h works best with Power Slaughter (and maybe a couple Plate of Protection), but leather armor is fine for a while, especially before Spirit Shield gets leveled up.
I'd leave drop training as is for now - it gets quite expensive and is only worthwhile for those who play quite a lot, which you don't (yet). Maybe think about more training after level ~300 when you have PF-capable gear, but not before. (Get equipment from other players, not the bazaar - the bazaar is where everyone trashes their gear that isn't even worth attempting to sell)
QUOTE(saltwatermelon @ Apr 25 2015, 02:56)

Are there distinct differences among types of mage (e.g. Cold, Holy) or just preference?
The elemental mages have different types of abilities compared to holy/dark. One of the most important factors in clearing speed, T3 cooldown, requires level 450 to be maxed for elemental (4 turns), but only level 400 to be maxed for holy/dark (4 turns). They're both pretty important thresholds. (as well as being very far apart)
Elemental also has lower cast time, lower mana cost, and slightly lower damage for each tier of spell. Monsters typically have pretty high elemental mitigation, but significantly less holy/dark mitigation. I'm pretty sure this makes full Phase + Imperil slightly more useful for elemental than holy/dark (compared to some proficiency cotton mixed in), since there is more elemental mitigation to be cut.
For long GF, I think elemental has the edge, due to much reduced mana costs (if you're intent on lasting as long as possible, compared to quick clear/die). Redwood staff (Elemental only) also has 50% max ether tap chance, compared to 40% max with holy/dark staves.
The status effects of each element are a factor also.
http://ehwiki.org/wiki/Spells#Status_EffectsThe 10% might not seem like a whole lot, but it's not completely insignificant. Wind might have the edge on the others in GF due to increased miss chance, while Elec might be slightly better for arenas due to decreased monster resist. Both wind and elec are strong against giants, which is a significant factor in clearing speed. Holy can Full-cure with Cure, obviously. Holy also goes with Ether Theft, and dark with Spirit Theft, though using them also requires not killing monsters for a few turns, which is both dangerous for mage and makes clearing take significantly longer.
I think most of this is right but I'm not 100% sure.