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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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May 25 2015, 14:25
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

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QUOTE(Mi-Ala Starbreeze @ May 25 2015, 19:22)  2h builds are not even being considered these days?
nope , unless you have light armor that get heavy upgrade + leg grade shade like stony or jenga (IMG:[ invalid] style_emoticons/default/heh.gif) ~ only for PFU , in IWBTH below I think 2H still good ~ (IMG:[ invalid] style_emoticons/default/laugh.gif)
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May 25 2015, 14:32
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tbarim
Group: Members
Posts: 119
Joined: 15-March 15

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For a high level mage, how does the mp recovery from a mana draught compare to the per turn usage of your normal spell?
For reference, I'm a lvl 125 mage and use shockblast as my primary spell (1-3 times per round). It's costing me 6 mp per cast, but the draught is only restoring 4mp per turn. Does it get better or worse at higher tiers?
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May 25 2015, 14:38
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Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

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QUOTE(tbarim @ May 25 2015, 12:32)  For a high level mage, how does the mp recovery from a mana draught compare to the per turn usage of your normal spell?
For reference, I'm a lvl 125 mage and use shockblast as my primary spell (1-3 times per round). It's costing me 6 mp per cast, but the draught is only restoring 4mp per turn. Does it get better or worse at higher tiers?
With great gear, heavy forging, RR, and star, draughts + passive regen can provide most of the mana you need, though you'll still need to use potions here and there. (Edit: If you're not holy/dark. If you're holy/dark, you're screwed regardless due to too much mana cost.) And for anyone other than those with top-tier gear and reasonably high level, it'll be incredibly difficult unless you're happy spending tens of thousands of credits each day on restoratives. Note that Shockblast is T1. T2 costs more, and T3 costs even more - but for mage to kill fast, those other spells should be used whenever they're off cooldown - so mana usage is higher for higher levels (before considering proficiency effects). This post has been edited by Superlatanium: May 25 2015, 14:39
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May 25 2015, 14:39
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karyl123
Group: Gold Star Club
Posts: 1,659
Joined: 9-January 11

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QUOTE(tbarim @ May 25 2015, 19:32)  For a high level mage, how does the mp recovery from a mana draught compare to the per turn usage of your normal spell?
For reference, I'm a lvl 125 mage and use shockblast as my primary spell (1-3 times per round). It's costing me 6 mp per cast, but the draught is only restoring 4mp per turn. Does it get better or worse at higher tiers?
higher your level. higher your MP consumption. thats why all mages complain about MP usage esp. holy mage. time to search for decent shield now....
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May 25 2015, 14:45
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jasonp20
Group: Gold Star Club
Posts: 214
Joined: 17-December 09

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How do the new elixirs compare to the old potions? I've only got a handful and don't want to waste them while I still have a massive supply of potions.
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May 25 2015, 14:50
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Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

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QUOTE(jasonp20 @ May 25 2015, 12:45)  How do the new elixirs compare to the old potions? I've only got a handful and don't want to waste them while I still have a massive supply of potions.
Elixers are quite valuable. Old potions are a dime a dozen. Sell all but the potions you need for the next 30 days or so so you can profit some before they get deleted.
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May 25 2015, 14:52
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everbetray
Newcomer
 Group: Recruits
Posts: 18
Joined: 23-September 14

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How about DW now?since no more battle slot issue its possible to use rapiers for both maiin and off hand?
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May 25 2015, 14:55
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Its base mp bound. I ll count.
So. First shockblack cost 6% of player`s lvl. With 200 prof it has 25% reduction and probably with eco 5 its another 25%.
100 - 4 200 - 7 300 - 11 400 - 14 500 - 17
Draught restore from 50% to 75% (380lvl+) of base mp. Its clearly better, so i ll count for same conditions (1% each turn). Set has bound Emax wis.
100 - 3,48mp 200 - 6,55mp 300 - 9,62mp 400 - 12,7mp 500 - 15,75mp
So, its... slightly better. But a bit more important is mp ability up to 75% on 380lvl. 400 lvl in reality has 12,7-->19 increase because that. And also higher level means ability to get better gear/forge. Lmax wis phase with forge d be another 19--> 23,35 upgrade.
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May 25 2015, 14:56
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Superlatanium
Group: Gold Star Club
Posts: 7,639
Joined: 27-November 13

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QUOTE(everbetray @ May 25 2015, 12:52)  How about DW now?since no more battle slot issue its possible to use rapiers for both maiin and off hand? Better to use club + rapier so you can stun. Dual rapier means losing out on a potential weapon proc (and means less mainhand damage). But 1h is still much easier than DW.
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May 25 2015, 15:19
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(Superlatanium @ May 25 2015, 22:38)  With great gear, heavy forging, RR, and star, draughts + passive regen can provide most of the mana you need, though you'll still need to use potions here and there.
And for anyone other than those with top-tier gear and reasonably high level, it'll be incredibly difficult unless you're happy spending tens of thousands of credits each day on restoratives.
Note that Shockblast is T1. T2 costs more, and T3 costs even more - but for mage to kill fast, those other spells should be used whenever they're off cooldown - so mana usage is higher for higher levels (before considering proficiency effects).
For me, this new patch actually allows me to spam T3 even more often. In fact, I'd use less potions if I do. If you kill fast enough, the combination of draught and gem can keep you going for a long time. The only exception is SG arena, but I have Drain + silence to keep my potion use low. There's also some tips to save your mana potion, such as using health potion over cure - it heals more anyway, or not healing immediately when your spirit is full and healing with full-cure when hp is really low (<10%
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May 25 2015, 16:01
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believego
Group: Members
Posts: 1,230
Joined: 7-March 11

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I dont know.
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May 25 2015, 16:03
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(nec1986 @ May 25 2015, 20:55)  So, its... slightly better. But a bit more important is mp ability up to 75% on 380lvl. 400 lvl in reality has 12,7-->19 increase because that. And also higher level means ability to get better gear/forge. Lmax wis phase with forge d be another 19--> 23,35 upgrade.
Aren't restoratives using base hp/mp/sp stats instead of the tanked stats?
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May 25 2015, 16:05
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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Using, but i meant not mp tank. Better mana pots increases power of draughts from 50% to max 75%. So our wis and level increase our base and better mana pots increase % of restoration per turn.
This post has been edited by nec1986: May 25 2015, 16:07
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May 25 2015, 16:40
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(jasonp20 @ May 25 2015, 14:03)  I just earned the Dovakiin title. Does it do more than just give me a new skill? I've been noticing that battles are suddenly easier since I got it, even without using that skill. It does not seem to affect stats, or at least it doesn't show it.
yes. it removes 3% evade and 10% damage (IMG:[ invalid] style_emoticons/default/smile.gif) btw, which difficulty? IWTBH? QUOTE(Mi-Ala Starbreeze @ May 25 2015, 14:22)  2h builds are not even being considered these days?
i'd say ethereal mace of slaughter + shade of fleet/shadowdancer is still worth considering at low difficulties. afterall domino-striking 7 mobs at once is still quite nice of a bonus... QUOTE(everbetray @ May 25 2015, 14:52)  How about DW now?since no more battle slot issue its possible to use rapiers for both maiin and off hand?
yes, sure. but as latanium said, you’d waste either a useful proc like stun or useful stats as block or bonus parry. just FYI, best DW builds which involve rapiers are (rapier of slaughter + waki of nimble) and (club of slaughter + rapier of balance) and personally i'd say DW is quite viable at PF even without godlike-grade shades, at least for REs. didn't try it so much recently in arenas so not sure about it
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May 25 2015, 16:53
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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I'm not really clear about this, but I think the "better mana pots" ability lengthens the duration of draughts to (up to) 75 turns, and increases the restoration percentage for potions up to 75%. But the % restored per turn for mana draughts is not affected by the ability.
Also, the replenishment works per real-time turn without being affected by action speed. So with Haste + proficiency + spellweaver benefits, you can easily cast two (maybe even three) T1 spells in the time it takes for Replenishment to recover mp.
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May 25 2015, 17:54
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pcsbx
Newcomer
  Group: Members
Posts: 88
Joined: 14-September 13

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On the plus side, I got my first Mag drop and it's my currently favoured mainhand... On the minus side, it's a no-prefix of the Illithid Magnificent Club of the Illithidand although its main damage is +48 and has better chance of longer stun as well as way better PAB, it lacks secondary damage from strike. On the plus side, it still beats my previous equip in everything but being non-Ethereal and lacking a Strike: Superior Ethereal Club of SlaughterComplete and total Bazaar fodder? (IMG:[ invalid] style_emoticons/default/mellow.gif)
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May 25 2015, 18:16
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(holy_demon @ May 25 2015, 08:19)  For me, this new patch actually allows me to spam T3 even more often. In fact, I'd use less potions if I do. If you kill fast enough, the combination of draught and gem can keep you going for a long time. The only exception is SG arena, but I have Drain + silence to keep my potion use low.
There's also some tips to save your mana potion, such as using health potion over cure - it heals more anyway, or not healing immediately when your spirit is full and healing with full-cure when hp is really low (<10%
Are you using Aether for everything? I use 1 for the SG arenas, and it pretty much makes it play the same way as before the patch. I can pass them mostly with Gems, Riddlemaster, and a few Heroic Mana here or there. And sometimes a Heroic Spirit or two on DwD when they're being bitchy.
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May 25 2015, 18:18
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(hitokiri84 @ May 26 2015, 02:16)  Are you using Aether for everything? I use 1 for the SG arenas, and it pretty much makes it play the same way as before the patch. I can pass them mostly with Gems, Riddlemaster, and a few Heroic Mana here or there. And sometimes a Heroic Spirit or two on DwD when they're being bitchy.
Nah, but I don't use Heroic.
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May 25 2015, 18:23
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nec1986
Group: Gold Star Club
Posts: 2,569
Joined: 12-October 14

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QUOTE(mozilla browser @ May 25 2015, 17:53)  I'm not really clear about this, but I think the "better mana pots" ability lengthens the duration of draughts to (up to) 75 turns, and increases the restoration percentage for potions up to 75%. But the % restored per turn for mana draughts is not affected by the ability.
Also, the replenishment works per real-time turn without being affected by action speed. So with Haste + proficiency + spellweaver benefits, you can easily cast two (maybe even three) T1 spells in the time it takes for Replenishment to recover mp.
Delete it completely and you ll see drop in restoration. It works same for draughts as for pots. But yes, in description it says duration. Yep. 3 is probably impossibly, but 2 sometimes yes. Same for our mana regeneration. But gems, drops and cd still our turn based.
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May 25 2015, 19:11
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hentai_fusion
Group: Gold Star Club
Posts: 33,644
Joined: 14-August 09

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new to 1H...
is there a limit to the number of block and counter-attack per turn?
edit: and does PA stack with imperil?
This post has been edited by hentai_fusion: May 25 2015, 19:12
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