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post Oct 17 2011, 18:04
Post #9231
Bonebuster



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wtf sry for the doublepost

This post has been edited by Bonebuster: Oct 17 2011, 18:05
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post Oct 17 2011, 18:09
Post #9232
DragonRanger



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It may seem like a waste now, but at higher levels the amount of experience to level up and increase attributes becomes quite high. Each EXP Bonus increases EXP gain by 3%, for a total of 9% after maxing it out. Once all tiers have been unlocked, that's a total of 162% EXP increase. That's also not factoring in difficulty level, Auras, and Adept Learner.
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post Oct 18 2011, 03:45
Post #9233
JethroXL



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QUOTE(Maximum_Joe @ Oct 17 2011, 10:42) *


Yeah I specifically mentioned before that I wanted to know what physical damage they were weak to and that's not on the wiki. Thanks for the effort though.
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post Oct 18 2011, 04:36
Post #9234
545454



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I was thinking of this for some time.
Are mages faster in clearing stages than physical tankers?
What about the mana, do they run through more compared to physical?
And of course which elements do most mages train in as it would seem poor to spend abilities points on all spells as wands and such have different attributes for different spells.

Also curious how much does luck of the draw actually improve weapon drop qualities? How much would it take for say a grade improvement (such as fair to average, or average to fine, or fine to superior, etc).
If compared with improving scavenger which is better?

There is one other thing that i have wondered. Basically good karma makes you get more spirit or spirit damage correct? Is there any real use of having a huge spirit meter other than stronger specials(which i don't think would still require a few full bars to kill legendaries)? At the moment i'm just at 84 sp and i find its fine as i never unleash spirit as its better for spark of life and such. Having a large spirit meter is just longer to recover the minimum spark of life requirement in my opinion. Am i thinking of this all wrong? I also have barely any karma so i guess it makes sense the way i'm thinking?


Also with comments above i just wanted to say i find maces are much more better 2h weapon than scythes. Its not that i don't have good scythes its just in large rounds of arena mace use less mana to recover from damages. They also were improved with the stunned bonus strikes making them much better for damaging and defending against large waves of strikes imo.

Here are my scythe if curious:
http://hentaiverse.org/pages/showequip.php...;key=9d42da7198
http://hentaiverse.org/pages/showequip.php...;key=0a58735bb1
http://hentaiverse.org/pages/showequip.php...;key=8ca1d58952
http://hentaiverse.org/pages/showequip.php...;key=9c92ed0bfd

This would be my mace
http://hentaiverse.org/pages/showequip.php...;key=780cea1b95

This post has been edited by 545454: Oct 18 2011, 04:56
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post Oct 18 2011, 05:04
Post #9235
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QUOTE(JethroXL @ Oct 17 2011, 21:45) *

Yeah I specifically mentioned before that I wanted to know what physical damage they were weak to and that's not on the wiki. Thanks for the effort though.


If they don't list a physical weakness, they have none. If you bothered to scroll down a page or two to find that 3 of 4 legendaries have physical weaknesses while the Dragons and Gods have resistances to them, I'm sure you'd be able to figure that out yourself, but I guess it wasn't worth the effort.
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post Oct 18 2011, 05:18
Post #9236
mkonji



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QUOTE(545454 @ Oct 18 2011, 04:36) *

I was thinking of this for some time.

What about the mana, do they run through more compared to physical?
And of course which elements do most mages train in as it would seem poor to spend abilities points on all spells as wands and such have different attributes for different spells.


Mages are faster than melee, but they definitely do run through mana quicker. They can get some back with ether theft but that takes some time and is hard to manage, so it's a bit of a balancing act when it comes to fighting efficiently. Most mages focus on one element (enhanced by EDB gear) for their big damage. I don't think there's any favorite element (or if there is it varies from level to level), but you want a couple lower level for the other element spells for when you run into monsters strong against your chosen element.

QUOTE
Also curious how much does luck of the draw actually improve weapon drop qualities? How much would it take for say a grade improvement (such as fair to average, or average to fine, or fine to superior, etc).
If compared with improving scavenger which is better?

The increased quality fora few levels of LotD is only noticeable over a large sample set, but it increases your potion qualities in addition to your equipment. It's probably not your biggest concern at first since 99.9% of the equipment you get is crap regardless of quality, but a rule of thumb: if the training is cheap it's probably worth it.


QUOTE
There is one other thing that i have wondered. Basically good karma makes you get more spirit or spirit damage correct? Is there any real use of having a huge spirit meter other than stronger specials(which i don't think would still require a few full bars to kill legendaries)? At the moment i'm just at 84 sp and i find its fine as i never unleash spirit as its better for spark of life and such. Having a large spirit meter is just longer to recover the minimum spark of life requirement in my opinion. Am i thinking of this all wrong? I also have barely any karma so i guess it makes sense the way i'm thinking?

As for spirit, spark of life is based on your base spirit (which I think is equal to your level), thus bonus spirit from stats, spirit tank, and karma increase the amount of times you can come back from spark of life. But once you get spirit shield it won't be hard to maintain spirit, so I wouldn't worry too much about increasing spirit through karma.

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post Oct 18 2011, 06:03
Post #9237
JethroXL



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QUOTE(HaliZorat @ Oct 17 2011, 23:04) *

If they don't list a physical weakness, they have none. If you bothered to scroll down a page or two to find that 3 of 4 legendaries have physical weaknesses while the Dragons and Gods have resistances to them, I'm sure you'd be able to figure that out yourself, but I guess it wasn't worth the effort.


Right I could have ASSumed that they had none, or I could have asked to be sure. If I'd known in advance that a simple question would wad your panties that deeply in to your vagina I never would have had the audacity to ask.
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post Oct 18 2011, 07:31
Post #9238
Randommember



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QUOTE(Bonebuster @ Oct 17 2011, 18:04) *

iI got more than enough of the ability points because of the training thing. I dont know but isnt it kind of waste to use the abilities to updgrade the exp tank just to get a little bit more exp?

Kind of a waste compared to what?
At your level, you get a new tier every 10 levels, once you get higher, that begins to thin out and you'll get more ability points to spend on other things.
Early on, the hp and mp tanks should be highest priority, and that eats up 6 of the 10 points you'd get every tier. Add in xp tanks to that and that will be 9/10 points, not leaving much extra for spells, item slots etc.
But xp tanks pays off, they allow you to get more experience, and level quicker, and are, imo, definetly worth it once you have filled out hp/mp tanks and all the other needed stuff and you have to decide if you are going to invest into sprit tanks and OC or experience tanks.
If leveling quick is the goal, one might even argue that they are worth as much as hp/mp tanks. One will allow you to live longer or cast more spells, and the other will allow you more effective use of your time and stamina.

Think of it like this, if you are playing on hard (x2 experience), and you got 30 AP points to invest, which would give you +100% to either hp or mana or xp, that would be a lot of hp or mp.
But it would also mean roughly about the same xp increase as if you would jump up to play on heroic (x3) if you put it into xp tanks.

QUOTE(545454 @ Oct 18 2011, 04:36) *

I was thinking of this for some time.
Are mages faster in clearing stages than physical tankers?
What about the mana, do they run through more compared to physical?
And of course which elements do most mages train in as it would seem poor to spend abilities points on all spells as wands and such have different attributes for different spells.

1. Yes, spells clears monsters quick.
2. Yes, but they clear rounds quicker and so spend less mana on buffs and heals, and they got a way to replenish their mana.
3. Holy/dark seems rather popular, since you can use the whole explode a status effect, and not many monsters got resist to those. Holy damage also has the advantage that heals are holy and are affected by increases to holy damage.
The holy/dark status effects seems more beneficial too.
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post Oct 18 2011, 09:45
Post #9239
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Not sure how I feel about putting any more points into Endurance.

Since everything's hitting so hard, each point adds merely 10HP for me and only reduces physical damage by like 0.07%(?), I'm wondering if I should just stop at the ~225 END range, since the exp cost for it is reaching pretty high in relative comparison to my other stats.

This post has been edited by CrazyFlame: Oct 18 2011, 09:49
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post Oct 18 2011, 10:46
Post #9240
altereggo



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So I've finally hit level 100 (woo!), and need to start grinding my soul prof so I can take on RL.
Are there any tips for doing this efficiently, or should I use spam soul AoE for every round?
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post Oct 18 2011, 11:16
Post #9241
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QUOTE(altereggo @ Oct 18 2011, 01:46) *

So I've finally hit level 100 (woo!), and need to start grinding my soul prof so I can take on RL.
Are there any tips for doing this efficiently, or should I use spam soul AoE for every round?


There are three strategies that I can think of:

1) Clear your early arenas by just spamming Soul Harvest. If you feel durable, spam with Soul Reaper instead--it will take more turns to clear each round this way, but this is ideally what you want when raising any proficiency. You can even increase the difficulty so that it takes more turns to defeat enemies, but this can be risky.

2) Kill the Rare at the end of Endgame with Soul Harvest. Do this against all of the Rares and Legendaries at the end of each subsequent arena. Rares and Legendaries (except Konata) aren't resistant to Soul, but they aren't weak to it either, unless the wiki is outdated. I prefer using Dark for this because Rares are actually resistant to it and there are more of them, but whatever works. And with the above strategy, Soul Reaper will prolong the number of turns it takes to finish the round, but you have to be prepared to deal with taking more damage.

3) Wait until 150 and clear arenas with Holy and Dark.

Honestly though, I first cleared Real Life when my Forbidden proficiency was only 60-something, and while wearing a crappy Demon-fiend suit scrapped from the bottom of the Bazaar. So it doesn't really require a very high Forbidden proficiency. I was above 150 though, so I had access to spells like Silence, Arcane Meditation, and Nerf.
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post Oct 18 2011, 13:44
Post #9242
buktore



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QUOTE(CrazyFlame @ Oct 18 2011, 14:45) *
Not sure how I feel about putting any more points into Endurance.


I'm not really sure myself, too... (IMG:[invalid] style_emoticons/default/wacko.gif)

My END are actually below my lv. right now... By quite a lot, in fact. And if not for the fact that its cost was so cheap relatively to other stats, I hardly ever felt like I need to put points into it.

After the rewrite, the whole character's primary attributes thing feels so fucked up somehow... (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Oct 18 2011, 16:34
Post #9243
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I have a good number of questions this time....

1. For some reason, I've been pretty focused on just creating a Niflheim set. Is this reasonable or do people use a bunch of different type of spells? I understand that its normal to use fire spells to complement...

2. For mages, exactly how important is it to raise intelligence or wisdom? Do you keep them the same? How does that compare to things like dexterity or agility?

3. I've obtained a Niflheim staff but noticed that it had pretty low mdm compared to staffs of destruction. Should I be going for a high mdm staff of destruction instead?

4. Do people use arcane focus or is it generally deemed too costly?

5. I've been obtaining specific element gear....should I be going for something more like elementalist gear?

6. Is spirit at all useful for a mage? Does the overcharge benefit magic damage?

7. Does the rainbow aura help with quicker magic/health/spirit generation outside of battle?

8. How does gossamer compare to phase? Are there any salient differences?

9. How do different elements compare in terms of damage? Are they the same at the first level?

10. How many different elements do people normally use?

11. Any other reccomendations you can make for melee turning mage at 1vl.150?

-Vakuen
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post Oct 18 2011, 17:32
Post #9244
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QUOTE(Vakuen @ Oct 18 2011, 22:34) *

I have a good number of questions this time....

-Vakuen


1. One main spell and one complement spell. If you're using Niflheim, then wind would be your complement spell. Pick lv.1/lv.2 wind AOE.
Mages also keep the max tier of different spells, just for killing legends/bosses.

2. I would say it should be okay to keep it about 10% higher than your level. May not have great effect, but it looks stupid to to keep STR/DEX at your level. I would say 90% is enough.
Any left EXP should then be used to raise AGI/END. Mildly important.

3. Destruction staff is generally better for its power output and its balancing effect among those damage factors. Niflheim staff is still good for IW/CF though.
It all depends on how strong your staff is.

4. We all use arcane focus. Mages cast so many spells that it's almost impossible to play through 20 rounds and doesn't get any channelling chance.

5. Better for EDB gear when you advance in level. It is generally more powerful, and gives a better balancing of damage factors.

6. Spirit's useful for everyone after lv.190, when there's spirit shield. Overcharge gives no benefit to magic damage, however.

7. Yes.

8. Refer answer 5.

9. They should have the same damage output, assuming your equipments don't give any preferential EDB.

10. Depends on your level. Normally it's 2-3 for element users, 2 for holy/dark. Before 250 you need different spells for different bosses, but after 250 you just harvest their soul (IMG:[invalid] style_emoticons/default/tongue.gif)

11. Proficiency.
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post Oct 18 2011, 18:42
Post #9245
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varst has pretty much nailed it, I'll just chip in a bit:

QUOTE(Vakuen @ Oct 18 2011, 22:34) *

2. For mages, exactly how important is it to raise intelligence or wisdom? Do you keep them the same? How does that compare to things like dexterity or agility?


STR & DEX have zero priority, AGI & END I used to keep equal to my level (below level 200). Dump everything else into INT/WIS. 1 INT = 1.25 base magic damage & 1 WIS = 0.75 base magic damage, so I keep INT at 1.66x WIS's EXP cost.

QUOTE(Vakuen @ Oct 18 2011, 22:34) *

11. Any other reccomendations you can make for melee turning mage at 1vl.150?


A few levels in Assimilator couldn't hurt, IIRC I had about 5 levels at level 200. Make sure you have a lotta mana potions for prof grinding.
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post Oct 18 2011, 23:04
Post #9246
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QUOTE(varst @ Oct 18 2011, 11:32) *

Before 250 you need different spells for different bosses, but after 250 you just harvest their soul (IMG:[invalid] style_emoticons/default/tongue.gif)


I've been thinking about doing holy/dark maging. Should I just wait for 250 and use those two spells since they are the same prof and explode on each other? Or is that massively inefficient ?

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post Oct 18 2011, 23:18
Post #9247
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Soul Burst is nice, but nothing to write home about.
And it costs a lot of mana (almost twice the cost of Ragnarok).

I do (a lot) more damage with Pestilence and a Fenrir set than with Soul Burst and a Demon-fiend set.

If you have enough mana to complete a longer Arena using only Soul Fire/Burst and without Ether Thefting every single round, then my hat goes off to you. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Edit: Actually, scratch the part about Pestilence. I need to do a few more tests. (IMG:[invalid] style_emoticons/default/tongue.gif)

Edit²: Scratch the part about the scratching, Pestilence does ~2 times the damage for me.

This post has been edited by (Cheater) Tiap: Oct 19 2011, 00:19
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post Oct 19 2011, 04:28
Post #9248
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How could I beat "End of Days' arena (lv 220)? I play it as a mage and always run out of mana before made it to final stage because I keep spamming Holy2 to those legendary monsters
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post Oct 19 2011, 04:31
Post #9249
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QUOTE(shizukuxii @ Oct 18 2011, 19:28) *

How could I beat "End of Days' arena (lv 220)? I play it as a mage and always run out of mana before made it to final stage because I keep spamming Holy2 to those legendary monsters


Ether Theft would be my guess, but I'm not sure. I'm interested in the answer too since I was planning on asking this question in about 30 levels. (IMG:[invalid] style_emoticons/default/tongue.gif)

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post Oct 19 2011, 04:42
Post #9250
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n125 has the right idea: use the legendaries as mana batteries. Debuff them until they aren't a threat and MM/ET at your leisure.
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