QUOTE(zeh_lp @ Nov 8 2011, 22:29)

I just got Focused Aura.
I can upgrade all my auras or just one?
Focused aura means your max aura level gets increased by one.
So, you can upgrade all auras to your max aura level, and you can put aura points into all auras.
But you can only have as many auras active at a time as you have aura slots.
3 of which you can get from abilities and 4 more from training.
Training these extra aura slot should be a high priority, they cost 25K for the first and the cost increases with 25K for each extra one, so the fourth costs 100K.
Note that the 7% experience bonus is bigger than it sems, since all your "normal" experience bonuses (exp tanks, adept learner, posting bonus etc) gets added together, while aura bonuses is added together separately and then multiplied with the other bonuses.
Arena bonuses and difficulty bonuses are multplied separately as well.
But that means that the aura bonuses gets pretty significant.
But you only get 7% for each aura, that bonus does not increase with the auras level.
So you should strive to unlock all aura slots and get 1 level i all auras, for max experience bonus.
As for which auras are best after that, to increase beying level 1, keep in mind that red aura doesn't really work the way it says. It says they increase physical damage with 2.0% per level, which is incorrect since the patch with the new system. Now it just adds a plain +2 your damage, which is seriously unimpressive. Not the least because the 2 points in strength it gives adds +2.5 to your damage.
Same goes for indigo aura and magic damage.
Which makes it a worse option than the others.
QUOTE(Drksrpnt @ Nov 9 2011, 02:23)

So, I have a fuck-ton of Ability Points and nothing to spend them on, as I'm exclusively Melee. So, I'm thinking about pumping them into Elemental Resistances. Which one is generally the best to get?
You've filled out spirit points and overcharge tanks?
Otherwise, going from no bonus OC to full bonus at your level, would increase your damage bonus from 33% to 90%.
QUOTE(smilejb @ Nov 9 2011, 01:26)

The staff seems really hard to get proficiency for though. Granted you aren't usually bashing anything unless you want to proc ether theft. Wish we still had the montage for this. Y'know? Just keep training with melee and when you do the montage just switch weapons.
Magic missile gives staff proficiency. And costs 0 mana to cast but still has a chance to proc coalesced mana.
Just spam it when you got a un-threatening enemy, and then whack it with your staff when coalesced mana shows up.
You waste 0 mana and can drain a lot.
And gain staff proficiency for it the entire time.
QUOTE(varst @ Nov 9 2011, 03:47)

I would say arcanist's pretty good when you obtain a void weapon and slash through a long IW?
Void weapon's zero burden means you can put more burden on your armor, while the reduced interference means every spell you cast lasts longer.
It's something like melee's earth-walker/priestess suit before shade's introduced: by sacrificing the proficiencies, you get higher ADM.
As for battlecaster....I still have no idea how it can work. (IMG:[
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But not all burden and interference means you become worse. Burden doesn't give a negative until you go above 20 and interference starts counting at 25.
So with arcanist set you should be below 25 interference, add in a battlecaster weapon or a staff, and interference should not be a problem.
And arcanist being shade, means it gives bonuses to melee hit chance and damage.
Making a arcanist battlemage decent in both.
And therefore weaker than a all-out mage or melee, since a jack of all trades is master of none.
Possibly if you go melee, and just use battlecaster weapons for no interference, so that you get full benefits from supportive, curative and deprecating spells.
That might not be so bad.
Being more mana-effective as a melee, trading a bit of damage and mitigation to instead have 1 or 2 extra buffs running to make up for it.