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post Nov 5 2011, 15:14
Post #9541
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QUOTE(FiniteA @ Nov 5 2011, 04:01) *

Hmm, I checked that MP tank does not affect MP regen. So if I move 12 points in exp tanks to 12 points in mp tanks, I gain around 36 more mp but 36% exp less. Assume that I can do 30 rounds in grindfest each time, if I want to make up for the 36% exp, then I have to do like 10 more rounds, which is clearly not possible with only 36 additional mana (IMG:[invalid] style_emoticons/default/blink.gif) (At best I need 2 AOE spells to clear a round, around 6mp cost). Can you elaborate more?

Time for you to spend some credits on ability boost training.
As I can see it, you only have 3 levels in it, it's pretty cheap that early, the time to train it is the biggets cost.

And AP is really nice, don't let the old highbies fool you about saying that AP isn't a problem and you'll have more than enough to fill out anything and everything you want.
Because that is a long way off, and relies on not only having high levels and high ability boost training, but also on having received a very large amount of artifacts, which have turned into bonus AP.


Anyways, mana tank gives you 36% more mana, which for you isn't that much, but it will increase steadily, as you increase your stats.
Unlike exp tanks.

But exp tanks really do work, and early on, arenas are not very long and mages can replenish mana with ether theft if the need should arise.
I'd say stick with exp tanks if you want, they do make you level up faster, and means you get more out of each round you play, even if you can play fewer rounds.

Problem is that mages are a bit more intensive on AP than melees, needing more spells.
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post Nov 5 2011, 15:26
Post #9542
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@FiniteA: It won't be until you hit level 100 that you'll really get a chance at stockpiling AP, since until that point you gain new ability tiers every 10 levels.

Investing in Ability Boost at that stage will be your main method of gaining AP to spend on other abilities since if you care about getting all the EXP, HP, and MP tanks, that 9 points right there. Don't bothering investing in Spirit Tank/Overcharge Boost at your level, as those AP can be saved for buffs/debuffs/inventory slots.
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post Nov 5 2011, 15:32
Post #9543
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QUOTE(CrazyFlame @ Nov 4 2011, 19:37) *

Are you casting debuffs? I hope you're casting debuffs, because they'll make your life a hell of a lot easier against bosses.

... or really long battles in any game. Poor depreciating spells are never recognized.

Poor deprecating spells indeed.

As a melee (just been trying out mageing a little, didn't like it), supportive, curative and deprecating are still spells you need to be working with.
And neither of them needs intelligence, other than for a larger mana pool and a tiny bit of magic accuracy for deprecating spells.

Supportive spells are a given, they simply make you better.
Curative are needed for life, and for newbies out there, keep in mind that regen (both I and II) is far superior to cure (which you only need cure I), once you start getting some proficiency in curative spells. They give far more health per mana point than cure, and so casting it before you are in desperate need of health will help keep you alive at a much lower mana cost than casting cure.
Deprecating spells are also awesome. Weaken is really good, it halves their melee damage and prevents them from doing critical hits. This radically cuts down their damage output.
Silence prevents them from casting spells and special attacks, meaning no one hit kills (except for a really hard melee crit).
You can't use both silence and weaken on the same target, they cancel each other out.
But once you get spirit shield (yeah, a long way off, I know) you can cast spirit shield on yourself to reduce the damage of their special attacks and weaken on them to make their normal attacks really weak. And poison to do a bit of extra damage and make their regen for special attacks be slower.
With that combination, bosses turns into long boring mana-gauntlets, since they can't take you down, at least not as long as you have regen running.

Also, toying a bit, higher level, with using forbidden soul spells as a melee. For regening spirit points, which could make spirit attacks a bit more viable, and for the damage over time with soulfire.
I'm just wondering how much damage will be dealt by a poison + soulfire + Lifestream combo.
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post Nov 5 2011, 15:33
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QUOTE(DragonRanger @ Nov 5 2011, 14:26) *

@FiniteA: It won't be until you hit level 100 that you'll really get a chance at stockpiling AP, since until that point you gain new ability tiers every 10 levels.

Investing in Ability Boost at that stage will be your main method of gaining AP to spend on other abilities since if you care about getting all the EXP, HP, and MP tanks, that 9 points right there. Don't bothering investing in Spirit Tank/Overcharge Boost at your level, as those AP can be saved for buffs/debuffs/inventory slots.

The problem with that is that mages will need extra AP just for their offensive spells.
Which is kinda the reason that melees are better, or at least easier, early on.
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post Nov 5 2011, 15:46
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I don't think high-level players are fooling anyone on AP intentionally. That shouldn't be the word to be used.

If I have to say, about 40 levels of ability boost should be enough.
That should be around 10k credits, and if you want more AP, you can go and buy some artifacts, which also have chance to give you primary attributes.

As for that 'too many AP' problem experienced by older players, I would say nowadays it's more difficult to obtain AP through artifacts once you obtained most of those additional primary attributes.
My experience now is that about 20-30 artifacts are required to obtain 1 AP from artifacts, which is a much slimmer chance than before.
That's why the older players' advice might not work now.

However, putting too much credits into ability boost is also a waste when you attain high level.
At lv.279 I can fill my exp/hp/mp tank, having enough offensive spells to use, and having all the useful buff/debuff spells.
And some 50 AP are put into SP tank, which isn't even needed for lower-level mages.
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post Nov 5 2011, 16:12
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QUOTE(Randommember @ Nov 5 2011, 21:32) *

Also, toying a bit, higher level, with using forbidden soul spells as a melee. For regening spirit points, which could make spirit attacks a bit more viable, and for the damage over time with soulfire.
I'm just wondering how much damage will be dealt by a poison + soulfire + Lifestream combo.


Not much, as a mage strategy it's a waste of mana. Melee might have the mana to burn though, I dunno. My profs are capped, Poison does ~1.4K per tick for 205 ticks, Soul Fire ~5K per tick for 5 ticks (bosses+), Lifestream 170 damage for 59 ticks. Also the T2 soul spells don't proc the Ripened Soul effect (if that was what you were implying).
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post Nov 5 2011, 16:24
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QUOTE(Ballistic9 @ Nov 5 2011, 06:12) *

Poison does ~1.4K per tick for 205 ticks
Soul Fire ~5K per tick for 5 ticks (bosses+)
Lifestream 170 damage for 59 ticks.

One of these things is not like the others... (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Nov 5 2011, 16:52
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QUOTE(Maximum_Joe @ Nov 5 2011, 16:24) *

One of these things is not like the others... (IMG:[invalid] style_emoticons/default/laugh.gif)


So Poison is way better than the others?
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post Nov 5 2011, 16:57
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Hm....the odd one out.....poison, because it's DOT can actually be useful? (IMG:[invalid] style_emoticons/default/tongue.gif)

Soul fire's DOT is rubbish; I don't remember any strategy that relies on that.
Lifestream is even worse because it's DOT diminishes with monster's current hp.

Poison is useful for players around lv.70-150 to fight against legends/gods. It not only gives DOT (which can accumulate for tons of damage), but also can halves monster's mp/sp regen rate.
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post Nov 5 2011, 17:00
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and It also reduces the enemy's dodge rate right?
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post Nov 5 2011, 17:03
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come on ,study hard here.
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post Nov 5 2011, 17:07
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QUOTE(Randommember @ Nov 5 2011, 14:33) *
The problem with that is that mages will need extra AP just for their offensive spells.

Mages only need more AP if you don't plan on maxing Overcharge Boost.
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post Nov 5 2011, 17:09
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QUOTE(zeh_lp @ Nov 5 2011, 23:00) *

and It also reduces the enemy's dodge rate right?


Theoretically yes, but I don't think it matters that much. (since monsters don't have high resist right now)
At least that's not the main reason why poison's casted.
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post Nov 5 2011, 17:12
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Quick question, just to clarify: Will I need to max out Nerf in order to get X-Nerf later? I don't want to have to invest all the AP if I don't have to.
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post Nov 5 2011, 17:15
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I don't think you need nerf as prerequisites of x-nerf.
However, nerf's quite useful when facing bosses/legends. You're sure you don't want a useful spell?
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post Nov 5 2011, 17:19
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Just get Nerf, X-Nerf is kind of useless.
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post Nov 5 2011, 17:20
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Ah, I just assumed Nerf/X-Nerf worked on the same principle as the Cure and Regen spells. I'm considering getting Nerf anyway, but I'm also planning on getting X-Nerf later on, and I just figured I should wait since X-Nerf casts the same debuff on every monster at once rather than casting Nerf on one monster at a time.
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post Nov 5 2011, 17:24
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QUOTE(DragonRanger @ Nov 5 2011, 19:20) *

Ah, I just assumed Nerf/X-Nerf worked on the same principle as the Cure and Regen spells. I'm considering getting Nerf anyway, but I'm also planning on getting X-Nerf later on, and I just figured I should wait since X-Nerf casts the same debuff on every monster at once rather than casting Nerf on one monster at a time.

On 1-3 monsters waves Nerfs will be cheaper to cast than X-Nerf. So its better to have both.
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post Nov 5 2011, 17:41
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Right, thanks for that.
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post Nov 5 2011, 18:19
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QUOTE(varst @ Nov 5 2011, 14:46) *

I don't think high-level players are fooling anyone on AP intentionally. That shouldn't be the word to be used.

If I have to say, about 40 levels of ability boost should be enough.
That should be around 10k credits, and if you want more AP, you can go and buy some artifacts, which also have chance to give you primary attributes.

As for that 'too many AP' problem experienced by older players, I would say nowadays it's more difficult to obtain AP through artifacts once you obtained most of those additional primary attributes.
My experience now is that about 20-30 artifacts are required to obtain 1 AP from artifacts, which is a much slimmer chance than before.
That's why the older players' advice might not work now.

However, putting too much credits into ability boost is also a waste when you attain high level.
At lv.279 I can fill my exp/hp/mp tank, having enough offensive spells to use, and having all the useful buff/debuff spells.
And some 50 AP are put into SP tank, which isn't even needed for lower-level mages.

There are some of the old ones that says that they have so much AP they have maxed everything.
Not just the stuff they need, but literally everything.
And still has AP left over.

https://forums.e-hentai.org/index.php?s=&am...t&p=1325158


QUOTE((Cheater) Tiap @ Nov 5 2011, 16:07) *

Mages only need more AP if you don't plan on maxing Overcharge Boost.

I meant for a lowbie, that gets a new tier to spend APs on every 10 levels.

QUOTE(DragonRanger @ Nov 5 2011, 16:12) *

Quick question, just to clarify: Will I need to max out Nerf in order to get X-Nerf later? I don't want to have to invest all the AP if I don't have to.

No, I don't think so.
But Nerf is much better than X-nerf.
They both do the same thing, just that one hits mutiple monsters for a much higher mana cost.

And since you don't really use that debuff at all on trash mobs, and it has to be 3 or more enemies for it to be worth it, that kinda limits the use of it to the dragons and the trio and tree....
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