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post Jun 25 2015, 15:56
Post #68341
tetron



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Oh btw, I'd like some advise on getting some Hath Perks. What would be approximately the most beneficial hath perk combo among these?

1. Innate Arcana V. (Currently have IA-2)
2. Crystarium III (I have none of them at the moment)
3. Eminent Elementalist + Force of Nature
4. Resplendent Regeneration + Suffusive Spirit
5. Dæmon Duality

Or do you suggest something else?
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post Jun 25 2015, 16:12
Post #68342
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QUOTE(nec1986 @ Jun 25 2015, 16:13) *

I ve checked my quite average elemental mage set:

After 1hour of playing:
Without tapping +13mp pots
With small tapping +55mp pots

4 eco, 0 frugal. Near 8turns/round.


Arena or gf? And at which difficulty?

In my experience, I can gain mp pots at low difficulty and have nett consumption of mp pots at high difficulty.

QUOTE(tetron @ Jun 25 2015, 21:56) *

Oh btw, I'd like some advise on getting some Hath Perks. What would be approximately the most beneficial hath perk combo among these?

1. Innate Arcana V. (Currently have IA-2)
2. Crystarium III (I have none of them at the moment)
3. Eminent Elementalist + Force of Nature
4. Resplendent Regeneration + Suffusive Spirit
5. Dæmon Duality

Or do you suggest something else?


Depends on your play style? I would think 3 or 5. More ia has not been all that useful in my opinion. Crystarium is not so profitable now as monsters are not so profitable, so monster trainers are paying less for crystals.
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post Jun 25 2015, 16:18
Post #68343
tetron



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QUOTE(mozilla browser @ Jun 25 2015, 19:42) *

Depends on your play style? I would think 3 or 5. More ia has not been all that useful in my opinion. Crystarium is not so profitable now as monsters are not so profitable, so monster trainers are paying less for crystals.

Thanks. How good is RR?
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post Jun 25 2015, 16:23
Post #68344
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QUOTE(tetron @ Jun 25 2015, 15:56) *

Oh btw, I'd like some advise on getting some Hath Perks. What would be approximately the most beneficial hath perk combo among these?

1. Innate Arcana V. (Currently have IA-2)
2. Crystarium III (I have none of them at the moment)
3. Eminent Elementalist + Force of Nature
4. Resplendent Regeneration + Suffusive Spirit
5. Dæmon Duality

Or do you suggest something else?

1. IA-4 for 1H lets you put up all buffs, save regen and heartseeker, on auto, and it saves a lot of mana in long runs. Other specs would need IA-5 respectively because of SV.
2. See mozilla_browser's answer (IMG:[invalid] style_emoticons/default/smile.gif)
3.1 EE is advantageous for mages, since it gives them a bigger buffer to stockpile mana. For melee, since we now can use potions/draughts all the time, i no longer see a reason.
3.2 FoN gives +5% cure for melee (assuming level cap) and probably +10% buff-times (respectively -9% IA cost)
4.1 RR has about the same reasoning as EE (although it may let you get mana neutral or positive on IA)
4.2 SS is pretty much useless now imho. It did allow you to get some more spirit-stance hits in as melee, but everything else goes off max-sp, so in the end it will probably increase your SP-pot/draught usage, as they go off base-spirit
5. DD ... well 10% damage is 10% damage, but i didn't really notice a difference (5hits or 4.5 hits against normal mobs does not really make a difference)

// Edit: 5% cure instead of 10%

This post has been edited by simrock87: Jun 25 2015, 16:26
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post Jun 25 2015, 16:28
Post #68345
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QUOTE(simrock87 @ Jun 25 2015, 19:53) *

1. IA-4 for 1H lets you put up all buffs, save regen and heartseeker, on auto, and it saves a lot of mana in long runs. Other specs would need IA-5 respectively because of SV.
2. See mozilla_browser's answer (IMG:[invalid] style_emoticons/default/smile.gif)
3.1 EE is advantageous for mages, since it gives them a bigger buffer to stockpile mana. For melee, since we now can use potions/draughts all the time, i no longer see a reason.
3.2 FoN gives +5% cure for melee (assuming level cap) and probably +10% buff-times (respectively -9% IA cost)
4.1 RR has about the same reasoning as EE (although it may let you get mana neutral or positive on IA)
4.2 SS is pretty much useless now imho. It did allow you to get some more spirit-stance hits in as melee, but everything else goes off max-sp, so in the end it will probably increase your SP-pot/draught usage, as they go off base-spirit
5. DD ... well 10% damage is 10% damage, but i didn't really notice a difference (5hits or 4.5 hits against normal mobs does not really make a difference)

// Edit: 5% cure instead of 10%

Thanks.

But now I'm more confused than ever! (IMG:[invalid] style_emoticons/default/wacko.gif)
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post Jun 25 2015, 16:47
Post #68346
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QUOTE(tetron @ Jun 25 2015, 20:56) *

Oh btw, I'd like some advise on getting some Hath Perks. What would be approximately the most beneficial hath perk combo among these?

1. Innate Arcana V. (Currently have IA-2)
2. Crystarium III (I have none of them at the moment)
3. Eminent Elementalist + Force of Nature
4. Resplendent Regeneration + Suffusive Spirit
5. Dæmon Duality

Or do you suggest something else?

IA4/5 is good perk for somebody that lazy to cast them like me (IMG:[invalid] style_emoticons/default/laugh.gif)

cryst 3 is good but cryst pack price keep going down compare to past when you can get around 100k per pack (IMG:[invalid] style_emoticons/default/heh.gif)

RR is good for GF (IMG:[invalid] style_emoticons/default/wub.gif)

for damage perk , not bad (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 25 2015, 17:25
Post #68347
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RR was good. Now its just possibility for mages to get slightly more pots. I mean if difference is 3-4mp/turn, than its 1 pots each ~250 non haste turns. Its solid.

QUOTE

Arena or gf? And at which difficulty?

Hellfest. On pf arena i has slightly negative, but pffest should be ok specially with some tapping.
Probably it wont change significant, because its very hard to get less than 7turns/round with elemental on new hell.

This post has been edited by nec1986: Jun 25 2015, 17:27
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post Jun 25 2015, 17:31
Post #68348
tetron



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QUOTE(nobody_xxx @ Jun 25 2015, 20:17) *

cryst 3 is good but cryst pack price keep going down compare to past when you can get around 100k per pack (IMG:[invalid] style_emoticons/default/heh.gif)

I'm interested in Crytal Perks not for profit, but for self use. For self use, how good are they?

QUOTE(nobody_xxx @ Jun 25 2015, 20:17) *

RR is good for GF (IMG:[invalid] style_emoticons/default/wub.gif)

What about Arena? (IMG:[invalid] style_emoticons/default/huh.gif)

QUOTE(nec1986 @ Jun 25 2015, 20:55) *

RR was good. Now its just possibility for mages to get slightly more pots. I mean if difference is 3-4mp/turn, than its 1 pots each ~250 non haste turns. Its solid.

Sounds good.
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post Jun 25 2015, 17:38
Post #68349
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QUOTE(tetron @ Jun 25 2015, 22:31) *

I'm interested in Crytal Perks not for profit, but for self use. For self use, how good are they?
What about Arena? (IMG:[invalid] style_emoticons/default/huh.gif)
Sounds good.

very good if you want it for self use (IMG:[invalid] style_emoticons/default/laugh.gif)

nice for arena since it's good for GF (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jun 25 2015, 18:02
Post #68350
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The random encounters are great. I always do them on Nintendo difficulty and I level up every time.
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post Jun 25 2015, 18:28
Post #68351
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QUOTE(nobody_xxx @ Jun 25 2015, 21:08) *

very good if you want it for self use (IMG:[invalid] style_emoticons/default/laugh.gif)

nice for arena since it's good for GF (IMG:[invalid] style_emoticons/default/heh.gif)

Hmm. After much thought, RR is my first choice.

Now to decide the next perk.
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post Jun 25 2015, 18:38
Post #68352
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QUOTE(tetron @ Jun 25 2015, 23:28) *

Hmm. After much thought, RR is my first choice.

Now to decide the next perk.

tokenizer 1 (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 25 2015, 18:41
Post #68353
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QUOTE(nobody_xxx @ Jun 25 2015, 22:08) *

tokenizer 1 (IMG:[invalid] style_emoticons/default/laugh.gif)

(IMG:[invalid] style_emoticons/default/huh.gif) Is it any good? Doesn't seem that interesting to me.

This post has been edited by tetron: Jun 25 2015, 18:42
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post Jun 25 2015, 18:44
Post #68354
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QUOTE(tetron @ Jun 25 2015, 23:41) *

(IMG:[invalid] style_emoticons/default/huh.gif) Is it any good? Doesn't seem that interesting to me.

well , with cryst 3 it will more interesting plus alot of GF runs (IMG:[invalid] style_emoticons/default/heh.gif)

if not , just unlock IA4 or IA5 (IMG:[invalid] style_emoticons/default/laugh.gif)

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post Jun 25 2015, 19:07
Post #68355
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QUOTE(nobody_xxx @ Jun 25 2015, 22:14) *

well , with cryst 3 it will more interesting plus alot of GF runs (IMG:[invalid] style_emoticons/default/heh.gif)

if not , just unlock IA4 or IA5 (IMG:[invalid] style_emoticons/default/laugh.gif)

I don't have THAT much moola to unlock all of them, dude. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jun 25 2015, 19:24
Post #68356
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Cry3 is must for gf playing. It wont be better than arena, but if all cleared in 1-2hours than mostly only fest is possibly to play after that. Its small bonus for arena also, but its very-very insignificant. Hovewer its huge in fest. As i remember full fest gives 33k crystals. Without perks it d be only 6,6k.

After that damage perk, because it works with any style. Prof good for mages and without it impossibly to do 1.0 factor with only boots and gloves. Only with body+pants and heavy forge (and its quite big disadvantage). But problem with prof its only 1 style. It doesnt even cover all mages, because elemental/holy/dark is different types. Mage without prof perk has ~0,4 higher t/round with prof build. And with damage perk its additional 0,3 t/round. Its not very significant, but its still better than many other investment.

Actually i missread rr and ia profit. RR gives us regeneration each turn (no matter haste, cast speed and so on). But its our magic regeneration/15. So with 800 wis and no perk its 2,46p each turn and probably 3,7 with perk. With gold star+rr its 4,92. But its each turn. Actually not so good, because pots is quite cheap. With 1t/s its 3600 turn in hour and maybe 7-8 pots or 700-800 credits.

I was thinking about IA also. Its not so good as before, but i have many buffs with mage. It looks small on first look, but actually it easier to play with ia and saves some turns. Maybe even 3-5% of overall time, because its constant sv/ss/prot rebuff. And this way its almost equal to damage/prof perk. Its also some difference in mp cost.

This post has been edited by nec1986: Jun 25 2015, 19:32
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post Jun 25 2015, 19:50
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IA over RR of course. Lazy cast best cast.
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post Jun 25 2015, 19:57
Post #68358
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QUOTE(nec1986 @ Jun 25 2015, 22:54) *

Cry3 is must for gf playing. It wont be better than arena, but if all cleared in 1-2hours than mostly only fest is possibly to play after that. Its small bonus for arena also, but its very-very insignificant. Hovewer its huge in fest. As i remember full fest gives 33k crystals. Without perks it d be only 6,6k.

Nice analysis. My drops that I've been tracking for the last few days shows me that a full arena clear in PFUDOR gives me an average of 0.1 crystal packs. With Crys-3, it'd be 0.5 crystal packs. Insignificant indeed. However, in IWBTH-GF, the crystal gain is pretty good even without the Crystal perks. So I guess that the difference will be huge with the perks.

And about the 33k crystals part, what was the difficulty? And do you mean 33k crystal of "each type"? or just total amount of crystals?

QUOTE(nec1986 @ Jun 25 2015, 22:54) *

After that damage perk, because it works with any style. Prof good for mages and without it impossibly to do 1.0 factor with only boots and gloves. Only with body+pants and heavy forge (and its quite big disadvantage). But problem with prof its only 1 style. It doesnt even cover all mages, because elemental/holy/dark is different types. Mage without prof perk has ~0,4 higher t/round with prof build. And with damage perk its additional 0,3 t/round. Its not very significant, but its still better than many other investment.

After much thinking and calculations, DD does not seem that interesting. I can forge that much damage increase with a lot less moola. And I don't care the "for all styles" issue, since I'm primarily a elemental mage. Also, I'm not done completely forging my Proficiency, so I'm not sure if I want to get the prof perks before doing that.

QUOTE(nec1986 @ Jun 25 2015, 22:54) *

Actually i missread rr and ia profit. RR gives us regeneration each turn (no matter haste, cast speed and so on). But its our magic regeneration/15. So with 800 wis and no perk its 2,46p each turn and probably 3,7 with perk. With gold star+rr its 4,92. But its each turn. Actually not so good, because pots is quite cheap. With 1t/s its 3600 turn in hour and maybe 7-8 pots or 700-800 credits.

You know, without proper strategy, saving Pots in this patch is difficult. Besides, even that minimal amount of MP regen increase can be good for IA. So after much thinking, I got it, and not regretting the decision.

QUOTE(nec1986 @ Jun 25 2015, 22:54) *

I was thinking about IA also. Its not so good as before, but i have many buffs with mage. It looks small on first look, but actually it easier to play with ia and saves some turns. Maybe even 3-5% of overall time, because its constant sv/ss/prot rebuff. And this way its almost equal to damage/prof perk. Its also some difference in mp cost.

Yeah, that's the more charming part about IA. Also, with IA-5, you can finish the REs very easily even from a mobile/ipod etc. (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by tetron: Jun 25 2015, 20:01
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post Jun 25 2015, 19:58
Post #68359
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Price check again: Legendary Frugal Phase Cap of Freyr (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 25 2015, 20:21
Post #68360
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Oh, I wanted to write hellfest. Maybe its a bit lower, because i havent done full fest some time and maybe it was some lucky shots. But after patch it was changed (hp/incoming damage/crystals) a bit. As i remember before it was 27-28k.

But it has downgrade direction, so maybe after some time it wont be very profitable.

That frugal has decent edb and wind is popular. Probably 10m is possibly, but not sure about 15 and more.
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