#!/Master/Author:
@tox01#!/Rookie/Editor:
@dingdinThis (sample) guide is aimming for helping
newbies, not experts.
The formal version will be officially posted by
@tox01 later (maybe) (IMG:[
invalid]
style_emoticons/default/tongue.gif)
Click the hyperlink below to learn about the latest information.
#/***********************************************************
#*
A Peek To Formal Guide :『Melee's guide to maging 101 and winning』*
#/***********************************************************
We share knowledge about mage but
we are not experts so making mistakes is inevitable.
Please correct us so that we can keep on improving.
The content will be lengthy overtime. I highly recommend you to use search function. (such as keyword "hath")
People learn, people grow.
We hope it will help HentaiVerse
more friendly and enjoyable!
If you would like to write a formal guide for mage/melee, feel free to use any content in this topic.
([
pastebin.com]
Raw Data)
I'd like to request starting/poor/expert mage players to share their experience, confirm/deny information, provide other tips, tricks and shenanigans.Your criticism is welcome but please talk in a relative polite way.
I will add your useful comments in the main guide below.
===========================================================
Main Part 1:
At first your problem will be to survive.
Don't put everything into Int or Wis (your level or a little higher is fine, increase your Agi, End and Dex more (Dex a little lower than Agi and End).
If you have low number of bonus attributes shrine Artifacts and exchange Energy Drinks for Artifacts until you get at least 20-25 bonus attributes.
You can select any Elemental (Fire, Cold, Wind, Elec).
Charged Cloth armour allows you to make more actions before monsters make theirs.
Charged Fire and Cold are cheaper.
1-2 Charged is fine to start. More is better for more comfortable play and harder challenges (Item World, GrindFest).
If you're lucky to get Spellweaver on your staff you may play without any Charged (will need Weaken for harder challenges).
Cold makes monsters slower. So, it may be easier to start (Fire/Cold choice).
Wind makes monsters miss. But it's popular and Charged costs much.
StaffTry to find items around your level. But if it's decent +100 level is fine (requires 1500 Soul Fragments to Soulfuse).
Low stats is fine. But if it's +100 levels, try for better stats, but don't sink everything into it.
You choices:
- <Element> Redwood of Destruction.
- <Element> Willow of Destruction. Less resisted Imperil or other debuffs compared to Redwood.
Lower Fire and Cold damage than Redwood.
- <Element> Redwood of <Element>.
- <Element> Redwood of the Elementalist. Allows to play with 5 Phase. Has enough proficiency to reach needed proficiency and then some more (less resisted spells, increased damage).
- <Element> Oak of Focus. For Fire/Cold.
- <Element> Willow of Focus. For Wind/Elec.
You will see first 1-2 mentioned a lot.
Others will work, but may be hard to find. You can't be picky for now.
ClothTry to find items around your level, that you can use to get a taste/feeling.
With Staff of Elementalist you can play with 5 Phases. Otherwise you need 4 Phase and 1 Cotton of Elementalist.
Phase increases your damage, but Cotton lowers monster's resistance and mitigation (you need it).
Don't bother with the Cotton slot for now, you will change it later. Try to find Legendary with average or high proficiency, it should be cheap.
Try to find average-high EDB Phase (more damage and for the future). Or some Charged Magnificent with Agi, Int, Wis attributes (lower damage, less damage taken, more comfortable).
But don't really bother with or overpaying for high EDB/proficiency for now. Or trying to reach ideal proficiency factor.
You just need to get started.
Don't really need Charged (less comfortable, more actions, healing), but it'll help (more comfortable play).
Item worldUse IW services in WTS.
- Staff. If item is decent and matching (that you will use a long time) try to get Penetrator 5 (monster's resistance) and Spellweaver 4 (cast speed). Go for at least Pen5 or Pen5 and some Spw.
Spellweaver will get your play more comfortable but Pen5 and Spw4 may cost a lot.
If staff is around your level and you got only Pen5 or Pen5 + some Spw, try it in battles. If it's fine you may Soulfuse it and Forge.
But if you have resources try for the ideal. After Soulfuse it will be very hard to re-IW.
Staff gets nothing useful at level 10, don't order level 10 IW so some save credits.
- Cloth. If item is good (long-term usage) try to get some Juggernaut 4-5 on it (use IW services in WTS). Don't IW every cloth. 2-3 items with Jug is fine.
Don't need it, but it's nice to have a bigger pool (less interruptions).
To save some credits you may stop IW service at Jug4-5, don't IW it to level 10.
ForgingStaff and Cotton - at least 5.
With long-term items or available resources - more.
Abilities- Get Faster and Better Imperil.
- Get Faster Weaken. Better if you have points. For harder challenges.
- Protection shield. Select Wind (monsters miss more often) or Cold (monsters are slower), 1 level is enough. But combine it with your element (don't use the same shield as your damage).
If you have problem with ability points you may reset your Better Spirit Pots ability to free some.
(Only do this when you really need ability points in relative low levels!)
Please do not reset Spirit Tank ability. The skill "Focus" needs it.
Also, as a mage your main (ideally) loss of spirit is Shield Shield. But the loss is calculated based on the base Spirit value not the maximum one ("tank").
So, Spirit tank ability is good. It provides more buffer for taken damage to the spirit.
TrainingTrain some Pack Rat and slot all Elixirs.
Hath Perks- +10% Health is nice.
- At some point you'd want +10% Damage, +10% Elemental proficiency and +10% Deprecating proficiency, and others.
GameplayYou want to reach 200% hit chance to remove monster's evasion.
With time it'll be possible, but for now you can use Aether Shard (Forge - Enchant; 60 min, costs ~2.5k) or Staff of Focus.
- Use all buffs (Spark of Life, Spirit Shield, Regen, Protection, Haste, Shadow Veil, Arcane Focus). Absorb may helpful at first to negate some attacks.
- Ideal. Cast Imperil on everything (don't recast), kill it.
Re-cast Imperil if someone is alive (without Imperil) and has a lot of health left. Or can "brute-force" it without Imperil.
If you're very strong, you may re-cast to kill everything at once.
- With 6-7+ monsters you may opt to cast 1-3 Weaken first, then 1-3 Imperil, then kill everything.
Depends on your strength.
Other variant if you can manage: 1-2 Imperil, kill, Imperil what's left, kill.
- If you Sparked/stopped at Health threshold and there is a lot of monsters left, use Health Potion or Full-Cure first instead of Cure.
- Keep an eye on your spirit. It may drop very fast.
You may drink a Draught at 80% or earlier.
At 50% it's better to drink a potion just in case.
Find your thresholds depending on a situation.
It may be hard at first, but with time it will get better (higher proficiencies, better items, more forging).
-----------------------------------------------------------------------------------------------------------
Main Part 2:
Yes, I'm mostly a melee player (1H Heavy). But currently I'm doing all arenas as unforged mage. I'm using my melee for the GrindFest and Item World.
Even as melee I'm using "weird"/"wrong" items and getting bashed/laughed at for it, but I'm just showing results with my runs.
Yes, I did not start mage at 310 level. I started it at level 395.
I had average (damage, proficiency) Legendary and 1 Magnificent Cloth Armour and Legendary Willow Staff of Focus (all self-drops). Items were level 342-364. No Item World on armour. Staff had Pen5, Spw2 (self IWed). 15k Health, 16% cast speed, 48.7% evade, 20.4% parry.
Timewise it was the same as my forged melee with high proficiencies, but more resource intensive (draughts, potions) and not so comfortable.
I also had +10% Health and +10% Damage Hath perks. Still don't have +10% Elemental. Out of curiosity I did bought +10% Deprecating some time ago, kind of regretting it.
Yes, I don't know everything about maging (as I lack resources to do so), but I know how to try to start it as poor player and can provide some perspective.
There's a general mindset, that mage should do X in N turns/minutes, and for that you need tens of millions.
But it doesn't mean that you
can't play it otherwise. Yes, it'll be slower, but you
can play. I believe that and try to prove it.
Different players have different definition of "playing mage".
In my PM there's no formulas, math, much explanation, some things are omitted, etc..
Because I believe that low-level players just don't have resources for the end-game gear and end-game math. And that they shouldn't care about +0.1% gain if they use X instead of Y. You'll gradually come to it, as you understand the game and playstyle better.
Yes, it's hard to start at low-level. No money, low selection of equipment, low proficiency, no money, low number of ability points, locked abilities. Without
@decondelite's auction and shop it may be even impossible.
You'll need to use Weaken in the beginning, you'll constantly get hit. It takes the same time as 1H Heavy. Can't complete GrindFest or Item World at PFUDOR.
But if you're content with arenas, why should you care about it? And if you're content with your pace, why should listen to others saying that you playing it "wrong"?
I know, that it's very hard to start, but it'll get easier and more rewarding earlier.
I know what it to be low-level and poor, follow "advices" and then regret it. Because they lack perspective and comparison, they don't tell you
how much you will benefit and why. And what is the alternative.
"Just throw money at the problem". There's just not enough information from poor/"non-standard" players.
Yes, something things are fundamental and some things depend on your choices/style/resources.
And playstyle changes as you progress. At first you prioritize one thing. As you grow stronger you'll start to shift in different direction.
Don't be discouraged and don't feel bad.
And if you're still willing to start mage early, try to take notes. And monitor auctions and shops for the items.
Compare with my advices. Note what is wrong.
Sadly, it's too late for me. I was a victim of advice to dump 10+m into mage and didn't even tried. It's just hard not to blindly follow, when you don't have a clue... But I have some clue now after getting beaten badly smile.gif
At some point you may write a more in-depth real guide, because it's just not possible for me anymore.
I play as poor mage, but I have trainings, Hath perks and high Elemental and Deprecating proficiency due to my time as 1H melee. It doesn't have a very big impact but still.
Hint. If you're playing as melee now and have some time, you may start using Imperil (or cast 1 per round) and cast 1 low-cost spell every round to start improving your proficiency (bind keys in Monsterbation).
-----------------------------------------------------------------------------------------------------------
Main Part 3:
I forgot to mention Innate Arcana 1-3 Hath perks to cast some buffs automatically at the start of a battle.
Because first round when you're casting buffs may provide some challenge for every playstyle - mage or melee.
Another alternative (in tough situation - many monsters in the first round) is to use Scrolls for some buffs. Using items doesn't progress battle. Using scrolls every battle is costly, try not to use it constantly - just when needed.
Another alternative is to cast Weaken as first actions to reduce received damage while you get your buffs up.
Good options to slot at low level (Innate Arcana Hath perks; Character - Settings) is Spark of Life and Spirit Shield (to decrease received damage and be able to survive bad case of randomness).
So, when you've entered battle:
- First drink Health and Mana Draughts. It doesn't progress battle (make monsters take action). If battle is easy/low number of rounds you may not need it.
- Caste Haste buff to increase your action speed (make more actions compared to monsters).
- Then cast Regen, Shadow Veil, Protection, Arcane Focus.
- If at some point you've received Channeling buff and you're fine on health use it on Arcane Focus. Focus has the longest duration. It may last till the end of battle.
- If you're getting low on Health, heal up, some buffs take long time to cast (Acrace Focus, for example) and your health may drop quickly.
- Without casting every buff first you may opt to cast Imperil and try to reduce number of monsters. But it may kill everything and progress you to the next round.
- Another alternative is to use Weaken after Draughts to decrease received damage further. And then get all your buffs up.
With time and better understanding you'll find you own approach that suits your playstyle.
There is a lot of possibilities. Remember your tools and try to use what's best for you or your situation.
Note. Perks take some time to activate. Sometimes it helps to change set to speed up perk activation.
Go to the Character - Equipment, click on another set number, click on you previous set. Check if perk was activated. If not - just wait.
Good luck!☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
Complement Part 1:
(Important: It was written in 2017 by other kindly person in the "Ask Experts" thread)
For mages:
There are 6 fire cold electric wind holy and dark.
0. Be at least lv310
1. If you are not catgirl level rich skip holy.
2. If you do not expect yourself to sink 300m+ into a set, dark is outclassed by the others
3. Fire cold electric wind are all viable for starters. The pros and cons are as follow:
Fire & Cold -
Pro: Phase and staff are cheaper (both entry and end-game)
Con: Both perform less well in grindfest (similar strength elsewhere)
Electric & Wind -
Pro: Has willow as a staff option, granting it better clear speeds than fire & cold
Con: End-game parts are highly sought after and thus very expensive.
Conclusion:
For general cases, it is best to go for Electric/Wind. However, if you happen upon a good staff in any element but holy and dark you should go for that element due to the rarity of good staves. If you get a good holy/dark staff you can sell it for fortunes and be set for a very good elemental set (fire cold electric or wind).
Cost analysis of mage
Bang for buck mage - can clear iwbth grindfest
Fire/Cold/Wind/Electric:
One staff @8-15m - do not skimp out the staff (1. You don't want to have to upgrade staves 2. It makes up a large part of your strength as a mage) [at least 48mdb+18edb/49mdb +17edb for willow - consider CR,dep prof if you intend to clear GF]
Four phase @500k-2m (head chest legs + hands/shoe) - prioritize edb (70%+) as it helps your clears the most (exception: charged prefix is essential for long-term pfudor/iwbth grindfest)
One 300k-2m elementalist cloth (hands or shoe, adapt your phase accordingly) - required to have a sufficiently high elemental prof factor to optimize damage (90%+ elemental prof)
Upgrades:
Penetrator 5 on staff - expect 400k-1m for iw cost (or you can iw yourself)
Juggernaut 5 on all equipment - @300k-1m
Forge 50*mdb+30*edb on staff - 7.5m (depending on cost of mats and your stock of mats)
Forge 10*edb on phase - 11-13m (see above)
Forge 30*prof on cloth - 3m (see above)
Hath perk - Vigorous Vitality - 1m
Hath perk - Eminent Elementalist - 4m
Hath perk - Enigma Energizer - 800k
Hath perk - Innate Arcana I+II - 600k
Total: around 50m
Note: upgrade cost are above actual costs as I assumed each upgrade requires 6 high-grade mats
Budget mage (clear pfudor arena relatively quickly):
See above and pay 3-8m for staff, jug3 or above for equipment, forge phase 5 times only and don't buy Eminent Elementalist + Enigma Energizer.
Total: around 24m (not recommended due to the importance of a good staff)
How to make back your money:
1. Full clear ALL arenas @highest difficulty possible - 1.5m/day
2. Kill Flying Spaghetti Monster - 40k/day
3. Take loan to buy Crystarium perks and grind gf + sell crystals. [you're going down a dark path] (*not recommended*)
-----------------------------------------------------------------------------------------------------------
Complement Part 2:
『Getting started. Getting restarted』Author:
@f4tal(Important: It was written in 2016. Last updated on 24 April 2017)
("Encyclopedia")
Quick guide for both brand-new and returning players.
-----------------------------------------------------------------------------------------------------------
More Tips:
- Use Featherweight Shard (Forge - Enchant; 60 min; costs ~100 credits) on your staff to decrease or completely remove Burden. It'll increase your Evade chance.
Same if you're rocking 1H Mage style with Weapon and Shield (use on both).
- At some point when you're not so poor it'll be nice to buy Enigma Energizer Hath perk (costs 200 Hath). It doubles damage bonus from Riddlemaster and increases duration to 50 turns.
With mage's high action speed actual bonus will stretch to 100 and more actions. It'll provide nice damage boost from time to time.
****************************************************************************
(Tip or Trick)
- You don't need Heartseeker as a mage.
- Spike shield: Shock - (opponent's) Evade and Resist reduction: 10%.
- Using Full-Cure for healing when you get channeling in X20 random encounter battle (Normally, Channeling is best used on T3 spells).
- Healing rotation : Health Potions, Cure, Full-Cure, Health Elixirs.
- Most of people don't use Absorb (don't learn Better Absorb), using Scroll of Absorption instead.
- Posters who are "active" (1 post per day) very gradually receive power after a lengthy period of time. Users receive a 100% EXP bonus in the HentaiVerse if they have made at least one post in the last 30 days. The credits rewarded at the dawn event are also tied to a user's forum activity.
- Stamina: 80-99 Great (IMG:[
invalid]
style_emoticons/default/laugh.gif) +100% EXP
A possible PABs scheme
STR = 0
DEX = Level - 100
AGI = Level
END = Level
INT = Max
WIS = Max
(By the way, I prefer to balance all primary attributes)
-----------------------------------------------------------------------------------------------------------
Scripts or Extensions:
(Basic add-on. You can get more from EHWiki down below.)
HV Hightlight Equipment[
greasyfork.org]
Countdown Timer for the Random Encounter Event on E-Hentai[
chrome.google.com]
HV Statistics, Tracking, and Analysis Tool-----------------------------------------------------------------------------------------------------------
EHWiki:
[Scripts & Tools][RiddleMaster][Play_Styles][Mage_Builds][Advanced_Mage_Builds]-----------------------------------------------------------------------------------------------------------
Criticism or Useful Comments:
#You are not a mage player, so you don't have the ability to tell whether this guide is good or not.
#I'd like to mention that the wiki is neither meant to be "human-like", nor there to tell you what to do, but to provide one with accurate information in the most neutral way possible. As a consequence, it can at best give some hints, some tips, but in no way it should influence a player in his decisions.
-----------------------------------------------------------------------------------------------------------
Mumble:
Many people (including me) want to play mage once they reach Lv310 or higher.
But it's rather complicate to give it a try.
Especially there are so many things to learn as well as the fact that most mage equipments are quite expansive or hard to get.
I was luck enough that I received a guide letter from kindly
@tox01.
I post it in there hoping it will help others too.
All for One, One for All〜
(IMG:[
invalid]
style_emoticons/default/smile.gif)
According to comments,
You possibly get wrong informations in this guide.
So be careful, all I say is
reference.
(IMG:[
invalid]
style_emoticons/default/mellow.gif)
This post has been edited by dingdin: Aug 2 2019, 14:19