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post Sep 27 2011, 13:27
Post #8901
Drawde



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As a melee character which is better: magic tanks or OC boost? Three ability points gives you more mana which gives you more heals, but OC increases damage dealt, but takes eight AP per level to max out, three of which are nearly worthless at my level.
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post Sep 27 2011, 14:23
Post #8902
roadgray



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QUOTE(Drawde @ Sep 27 2011, 13:27) *

As a melee character which is better: magic tanks or OC boost? Three ability points gives you more mana which gives you more heals, but OC increases damage dealt, but takes eight AP per level to max out, three of which are nearly worthless at my level.

HP > MP > OC
Even more important now since mobs are dealing way more damage.

If you don't get spells you don't need and get some ability boosts then you should have some AP to spare for OC (after HP and MP are maxed).
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post Sep 27 2011, 14:55
Post #8903
MidNightPass



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QUOTE(roadgray @ Sep 27 2011, 20:23) *

HP > MP > OC
Even more important now since mobs are dealing way more damage.

If you don't get spells you don't need and get some ability boosts then you should have some AP to spare for OC (after HP and MP are maxed).


Spell-wise, I only need spirit shield, heartseeker, haste and regen most of the time.
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post Sep 27 2011, 14:56
Post #8904
MidNightPass



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QUOTE(Drawde @ Sep 27 2011, 19:27) *

As a melee character which is better: magic tanks or OC boost? Three ability points gives you more mana which gives you more heals, but OC increases damage dealt, but takes eight AP per level to max out, three of which are nearly worthless at my level.


Training AP will help.
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post Sep 27 2011, 17:03
Post #8905
jimmy123



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hi there, i'm curious on how i should go about with my stat/ability builds...

I'm going for a fast damage attacker build with some mana to cast self-buff/debuff spells...

Currently using a 2h scythe with full light armor...

at the moment, my ability points are into "magic tank", "exp bonus", "weaken", "cure", "protection", "haste", "shadow veil" spells, while my stats are all balanced at 50 str/dex/agi/endurance/intel/wisdom...

I'm comfortable with Heroic difficulty at the moment, though sometimes mobs cast random spells and I get one-shoted (IMG:[invalid] style_emoticons/default/sad.gif)

Nightmare is quite a challenge for me...

Any tips/advice on how I can improve? I feel that I might have wasted stats on endurance/intel/wisdom... should I concentrate more on str/dex/agi ?

This post has been edited by jimmy123: Sep 27 2011, 17:04
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post Sep 27 2011, 17:18
Post #8906
Mi-Ala Starbreeze



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QUOTE(jimmy123 @ Sep 27 2011, 18:03) *

hi there, i'm curious on how i should go about with my stat/ability builds...

I'm going for a fast damage attacker build with some mana to cast self-buff/debuff spells...

Currently using a 2h scythe with full light armor...

at the moment, my ability points are into "magic tank", "exp bonus", "weaken", "cure", "protection", "haste", "shadow veil" spells, while my stats are all balanced at 50 str/dex/agi/endurance/intel/wisdom...

I'm comfortable with Heroic difficulty at the moment, though sometimes mobs cast random spells and I get one-shoted (IMG:[invalid] style_emoticons/default/sad.gif)

Nightmare is quite a challenge for me...

Any tips/advice on how I can improve? I feel that I might have wasted stats on endurance/intel/wisdom... should I concentrate more on str/dex/agi ?

I'd suggest you to pick a mace. Same, if you dont like it - throw it away to the Bazaar. Maces fix almost 90% of "oneshot" cases.
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post Sep 27 2011, 17:35
Post #8907
DragonRanger



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Also, to paraphrase some advice given to me, if you're focusing on melee combat then you should probably focus on raising your strength, endurance and wisdom. Intelligence probably won't do much good with the spells you're focusing on, so don't bother raising that too much. Dexterity helps a little with accuracy which you will need since maces tend to have low accuracy bonuses, and Agility makes you act more quickly.
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post Sep 27 2011, 18:06
Post #8908
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Quick question, how much more powerful is Cure II compared to Cure? For example, I heal about 600-700~ with Cure. With Cure II's base cost a bit more than double Cure's, should I expect 1200-1500~ from Cure II?

Edit: Words.

This post has been edited by handabanana: Sep 27 2011, 18:07
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post Sep 27 2011, 18:34
Post #8909
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QUOTE(handabanana @ Sep 27 2011, 18:06) *

Quick question, how much more powerful is Cure II compared to Cure? For example, I heal about 600-700~ with Cure. With Cure II's base cost a bit more than double Cure's, should I expect 1200-1500~ from Cure II?

Edit: Words.

11 2 You are healed for 2071 Health Points.
11 1 You cast Cure.

30 2 You are healed for 4142 Health Points.
30 1 You cast Cure II.

So yeah. Cure II heals twice as much as Cure.

This post has been edited by roadgray: Sep 27 2011, 18:35
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post Sep 27 2011, 18:38
Post #8910
hzqr



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QUOTE(roadgray @ Sep 27 2011, 18:34) *
So yeah. Cure II heals twice as much as Cure.

And costs almost three times as much.
Not really convenient, all things considered.
Personally, I never use it.
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post Sep 27 2011, 18:43
Post #8911
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QUOTE((Cheater) Tiap @ Sep 28 2011, 00:38) *

Personally, I never use it.


Likewise. Regen II and Cure I will do the job.
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post Sep 27 2011, 18:50
Post #8912
handabanana



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Thanks everybody. I'll put the point towards Spark of Life then. Gonna try to max it and Silence when I get to 110 to take on the three gods.
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post Sep 27 2011, 19:18
Post #8913
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QUOTE(MiAla @ Sep 27 2011, 23:18) *

I'd suggest you to pick a mace. Same, if you dont like it - throw it away to the Bazaar. Maces fix almost 90% of "oneshot" cases.


thanks alot for the mace, i'm still confused on what stat/ability builds i should go...

especially since i've got balanced stats, all 50 in each stat at the moment

also, light armor, should i go for kevlar or shade ?

This post has been edited by jimmy123: Sep 27 2011, 19:39
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post Sep 27 2011, 20:19
Post #8914
handabanana



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QUOTE(jimmy123 @ Sep 27 2011, 10:18) *

thanks alot for the mace, i'm still confused on what stat/ability builds i should go...

especially since i've got balanced stats, all 50 in each stat at the moment

also, light armor, should i go for kevlar or shade ?

Balanced stats is a viable strategy. At least it was for me. I'm now taking some good advice and lowering my Intelligence as putting points in Wisdom (and other stats) is more effective for melee characters who only use curative and support spells.

Kevlar is for more protection and shade is for more damage. http://ehwiki.org/wiki/Armor The choice is really dependant on your playstyle.
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post Sep 27 2011, 22:31
Post #8915
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After doing the Cure test, I forgot to finish the battle I was in.
It seems like I haven't gotten any stamina.
Isn't it supposed to add stamina you would've normally gained after you leave the battle? I think I read that somewhere.
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post Sep 27 2011, 22:35
Post #8916
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QUOTE(roadgray @ Sep 27 2011, 16:31) *

After doing the Cure test, I forgot to finish the battle I was in.
It seems like I haven't gotten any stamina.
Isn't it supposed to add stamina you would've normally gained after you leave the battle? I think I read that somewhere.

Yes, stamina gain is based on real time. However, you will not see the change if you still engage in some kind of battles.


This post has been edited by foolboy: Sep 27 2011, 22:36
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post Sep 27 2011, 22:37
Post #8917
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QUOTE(MidNightPass @ Sep 27 2011, 12:43) *

Likewise. Regen II and Cure I will do the job.

Shake hand. We do the same.
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post Sep 27 2011, 22:57
Post #8918
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if it's arena. you heal the stamina upon completing the arena. if you flee you won't heal any stamina. grindfest has no ending so you won't recover stamina if you flee it
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post Sep 28 2011, 09:15
Post #8919
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Not sure if it's maces, but the ultimate monsters (real life, FSM, IPU) weren't really that bad. Once I switched to Normal difficulty on IPU, I only had to use one Average mana pot to beat it (although I had some Scrolls of the Avatar.)

FSM took one Godly mana pot on normal, but I also didn't have Avatars (they really don't show up much in the Bazaar), and used a lot of mana on Protections.
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post Sep 28 2011, 18:51
Post #8920
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QUOTE(Spartan0021 @ Sep 28 2011, 03:15) *

Not sure if it's maces, but the ultimate monsters (real life, FSM, IPU) weren't really that bad. Once I switched to Normal difficulty on IPU, I only had to use one Average mana pot to beat it (although I had some Scrolls of the Avatar.)

FSM took one Godly mana pot on normal, but I also didn't have Avatars (they really don't show up much in the Bazaar), and used a lot of mana on Protections.

I think they are much easier in this patch. I heard they were much harder before.
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