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> The Official Hentaiverse Chat, Post your random thoughts or theorycrafts about HV

 
post Jun 11 2021, 20:24
Post #49897
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post Jun 12 2021, 16:57
Post #49898
Skynerd



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Just starting to play and got to level 130ish using light armor with dual wield. What should I be keeping an eye out for in terms of gear? Right now I'm just kinda using whatever decent-looking one-handed weapon pops up, which ended up being two clubs.

Also, I'm just grinding arenas and doing new ring of blood challenges whenever I get the tokens for one. Is that an efficient way to grind for higher levels, credits and equipment or should I be looking at item world and grindfest?

For battles, I'm generally stacking haste, shadow veil, protection, regen and spark on myself and never letting it go off cooldown, and pretty much never using any other spells except maybe weaken and imperil when fighting bosses. What I'm more curious about is the best way to manage overcharge. I tend to save all my overcharge for frenzied blows so that I can clean up the field, but that also means I rarely use iris strike and backstab or even spirit mode. How should I be using overcharge?
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post Jun 12 2021, 17:09
Post #49899
Nezu



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QUOTE(Skynerd @ Jun 12 2021, 15:57) *

Just starting to play and got to level 130ish using light armor with dual wield. What should I be keeping an eye out for in terms of gear? Right now I'm just kinda using whatever decent-looking one-handed weapon pops up, which ended up being two clubs.

Also, I'm just grinding arenas and doing new ring of blood challenges whenever I get the tokens for one. Is that an efficient way to grind for higher levels, credits and equipment or should I be looking at item world and grindfest?

For battles, I'm generally stacking haste, shadow veil, protection, regen and spark on myself and never letting it go off cooldown, and pretty much never using any other spells except maybe weaken and imperil when fighting bosses. What I'm more curious about is the best way to manage overcharge. I tend to save all my overcharge for frenzied blows so that I can clean up the field, but that also means I rarely use iris strike and backstab or even spirit mode. How should I be using overcharge?


Ideally, you'll want savage shade of the shadowdancer in every armor slot. Weapons depend on what you're fighting against.

Most of the time you'll use an ethereal club of slaughter in your main hand, and any rapier of balance in your off-hand. Demonic or hallowed is preferable if you don't mind using featherweight shards on it. Ethereal is optimal, but you have to leave it at IW level 9 so you can use both infusions to control its elements (according to what content you're playing against).

If you need a more defensive setup, you can use a rapier of slaughter in the main hand with a wakizashi of the nimble in the off-hand. This grants very high parry, making it useful for surviving hard content earlier than you'd be able to with the more offensive club/rapier combination, although it does deal less damage and without the stun proc, it gets parried much more often.

You can mix and match these combinations according to your needs. In particular, using a wakizashi of the nimble in your off-hand slot can always make up a huge amount of parry.

Yes, it's preferable to do daily arenas and Ring of Blood fights as a priority. IW and Grindfest don't really have any particular modifiers that make them better for grinding - besides a crystal modifier on grindfest, which still doesn't outweigh arena profits.

The way overcharge is used for dual wield is a little complicated and depends on what you're facing. There are a few ways it can be used:

- Orbital Friendship Cannon (200 OC) - will generally fully clear a round of normal monsters, best used at the start of a round
- Spirit stance & OFC (210 OC) - can be used against bosses, particularly schoolgirls in the 110, 125 and 150 arenas - make sure you imperil them first
- Frenzied blows (75) - after using imperil to cover 5 monsters, will generally kill or at least get them close
- Spirit stance & frenzied blows (85) - if your damage is weak you may need to double it with spirit stance to get sure kills. Also should be used against bosses (make sure you imperil).

These 4 combinations, as well as the way you use imperil, can vary your turn count a lot depending on how well you get a feel for using them and in what situations, but it depends strongly on how much damage you're capable of doing with them, so nobody can give you an exact guide on when to use them.

Iris Strike is generally not used at all and Backstab is rarely used - only in niche situations (like, you're trying to hold onto around 200 overcharge to go into the next round, you have one enemy left, overcharge will be capped if you keep hitting normally but if you use frenzied blows, it'll take you down too much).
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post Jun 12 2021, 18:17
Post #49900
Skynerd



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QUOTE(Nezu @ Jun 13 2021, 00:09) *

Ideally, you'll want savage shade of the shadowdancer in every armor slot. Weapons depend on what you're fighting against.

Most of the time you'll use an ethereal club of slaughter in your main hand, and any rapier of balance in your off-hand. Demonic or hallowed is preferable if you don't mind using featherweight shards on it. Ethereal is optimal, but you have to leave it at IW level 9 so you can use both infusions to control its elements (according to what content you're playing against).

If you need a more defensive setup, you can use a rapier of slaughter in the main hand with a wakizashi of the nimble in the off-hand. This grants very high parry, making it useful for surviving hard content earlier than you'd be able to with the more offensive club/rapier combination, although it does deal less damage and without the stun proc, it gets parried much more often.

You can mix and match these combinations according to your needs. In particular, using a wakizashi of the nimble in your off-hand slot can always make up a huge amount of parry.

Yes, it's preferable to do daily arenas and Ring of Blood fights as a priority. IW and Grindfest don't really have any particular modifiers that make them better for grinding - besides a crystal modifier on grindfest, which still doesn't outweigh arena profits.

The way overcharge is used for dual wield is a little complicated and depends on what you're facing. There are a few ways it can be used:

- Orbital Friendship Cannon (200 OC) - will generally fully clear a round of normal monsters, best used at the start of a round
- Spirit stance & OFC (210 OC) - can be used against bosses, particularly schoolgirls in the 110, 125 and 150 arenas - make sure you imperil them first
- Frenzied blows (75) - after using imperil to cover 5 monsters, will generally kill or at least get them close
- Spirit stance & frenzied blows (85) - if your damage is weak you may need to double it with spirit stance to get sure kills. Also should be used against bosses (make sure you imperil).

These 4 combinations, as well as the way you use imperil, can vary your turn count a lot depending on how well you get a feel for using them and in what situations, but it depends strongly on how much damage you're capable of doing with them, so nobody can give you an exact guide on when to use them.

Iris Strike is generally not used at all and Backstab is rarely used - only in niche situations (like, you're trying to hold onto around 200 overcharge to go into the next round, you have one enemy left, overcharge will be capped if you keep hitting normally but if you use frenzied blows, it'll take you down too much).


Got it, guess I'll stop trying to fit iris strike and backstab into my moves and stick with frenzied blows. How do I unlock OFC, though?

I haven't seen any shade armor so far, but I assume any old leather armor should do okay until I reach higher levels, right?

I used a rapier in the main hand with a wakizashi in the offhand before, and switching over to the dual clubs felt like I was killing things a *lot* faster, but was also losing a lot more health. Personally think I prefer the higher damage, so I'll keep an eye out for a rapier of balance.

Using imperil more definitely makes fights a lot easier, I really was gimping myself by using it only on bosses. I haven't unlocked MagNet yet, but would I want to use that on every enemy too? From what I can tell, it makes enemies unable to evade and also makes them slower, right?
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post Jun 12 2021, 18:29
Post #49901
sharmy



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QUOTE(Skynerd @ Jun 12 2021, 18:17) *

Got it, guess I'll stop trying to fit iris strike and backstab into my moves and stick with frenzied blows. How do I unlock OFC, though?

I haven't seen any shade armor so far, but I assume any old leather armor should do okay until I reach higher levels, right?

I used a rapier in the main hand with a wakizashi in the offhand before, and switching over to the dual clubs felt like I was killing things a *lot* faster, but was also losing a lot more health. Personally think I prefer the higher damage, so I'll keep an eye out for a rapier of balance.

Using imperil more definitely makes fights a lot easier, I really was gimping myself by using it only on bosses. I haven't unlocked MagNet yet, but would I want to use that on every enemy too? From what I can tell, it makes enemies unable to evade and also makes them slower, right?

To unlock OFC, buy 21 different Figurines

Leather is slower, if you don't care, that's ok.

MagNet should be unless for melee (also useless for mage except when facing the three Dragons), because you can make your PAcc > 200% easily (if you feel hard, use Voidseeker Shard, the price is only ~50c), which also make sure all the mobs cannot evade.
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post Jun 12 2021, 18:38
Post #49902
Nezu



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QUOTE(Skynerd @ Jun 12 2021, 17:17) *
I haven't seen any shade armor so far, but I assume any old leather armor should do okay until I reach higher levels, right?

Yeah, that's normal, at low levels you have to just mix-and-match the best stuff you've got available.

QUOTE(Skynerd @ Jun 12 2021, 17:17) *
Using imperil more definitely makes fights a lot easier, I really was gimping myself by using it only on bosses. I haven't unlocked MagNet yet, but would I want to use that on every enemy too? From what I can tell, it makes enemies unable to evade and also makes them slower, right?

Nah, MagNet is generally only used against certain enemies with abnormal resist rates (the dragons on the last round of the last arena, the flying spaghetti monster). Otherwise, it's not really worth the extra turns, not to mention it can't have the cooldown reduced to 0 - unlike imperil, which unlocks that ability at level 315.

This post has been edited by Nezu: Jun 12 2021, 18:38
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post Jun 12 2021, 18:45
Post #49903
Skynerd



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QUOTE(Nezu @ Jun 13 2021, 01:38) *

Yeah, that's normal, at low levels you have to just mix-and-match the best stuff you've got available.
Nah, MagNet is generally only used against certain enemies with abnormal resist rates (the dragons on the last round of the last arena, the flying spaghetti monster). Otherwise, it's not really worth the extra turns, not to mention it can't have the cooldown reduced to 0 - unlike imperil, which unlocks that ability at level 315.

Would you say weaken is the most useful debuff to take against hard-hitting boss enemies, then? Or should I invest into silence? Is it even really worth using survivability-related debuffs like slow, weaken and silence?

Thanks for the fast and helpful responses, by the way!
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post Jun 12 2021, 19:11
Post #49904
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QUOTE(Skynerd @ Jun 12 2021, 18:45) *

Would you say weaken is the most useful debuff to take against hard-hitting boss enemies, then? Or should I invest into silence? Is it even really worth using survivability-related debuffs like slow, weaken and silence?

Thanks for the fast and helpful responses, by the way!

In persistent HV, if you need Weaken/Silence for survive, I'll suggest lower difficulty or using Scrolls, that should be more economic.
But if you want to have something challenge, Weaken is the most useful, followed by Silence, then Absorb (or Scroll of Absorption), anything else is not very effective.

In isekai Tower, players cannot change difficulty, so casting Weaken is a must when they reach a high-enough floor.

This post has been edited by sharmy: Jun 12 2021, 19:14
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post Jun 12 2021, 19:14
Post #49905
Nezu



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QUOTE(Skynerd @ Jun 12 2021, 17:45) *

Would you say weaken is the most useful debuff to take against hard-hitting boss enemies, then? Or should I invest into silence? Is it even really worth using survivability-related debuffs like slow, weaken and silence?

Thanks for the fast and helpful responses, by the way!


Like sharmy says, both weaken and silence are pretty good, with weaken being the most useful defensive debuff (the important part being that it stops enemies from critting). For what it's worth, you'll only really need them to survive bosses at early levels - boss monster damage doesn't scale up very well in the current version of the game, and they end up being trivial compared to regular monsters.

This post has been edited by Nezu: Jun 12 2021, 19:14
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post Jun 12 2021, 22:38
Post #49906
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Wow, I didn't know that Weaken stops enemies from being able to get critical hits!?
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post Jun 13 2021, 06:52
Post #49907
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QUOTE(BlueWaterSplash @ Jun 12 2021, 21:38) *

Wow, I didn't know that Weaken stops enemies from being able to get critical hits!?


Right there in the spell text:

QUOTE
The target is weakened, making it deal less damage, and preventing it from scoring critical hits.


I didn't realise before isekai either, to be fair, since I'd never used it (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 14 2021, 03:55
Post #49908
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Should I use cure at all? regen seems much stronger overall. I'am playing a light armor one hand
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post Jun 14 2021, 06:15
Post #49909
sharmy



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QUOTE(lksls @ Jun 14 2021, 03:55) *

Should I use cure at all? regen seems much stronger overall. I'am playing a light armor one hand

(IMG:[invalid] style_emoticons/default/tongue.gif) Use them both (and full-cure, and Health Potion, and Health Elixir)
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post Jun 18 2021, 13:43
Post #49910
chjj30



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Attached Image

Never gonna give HV up,
Never gonna let HV down,
Never gonna run around and desert HV;
Never gonna make HV cry,
Never gonna say goodbye,
Never gonna tell a lie and hurt HV.

If I don't play much, maybe I'm not very busy, but if I can't talk a lot, then I am.
Play HV is really pleasant, because HV doesn't have a lot of Affairs itself and I can just leave HV behind when I want to or have to.
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post Jun 18 2021, 19:45
Post #49911
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At a very low level, like around level 100 which you appear to be at now, Cure to me is more mana efficient healing than Regen.

At a slightly higher level you will be able to upgrade the Regen ability, also there is a large natural phenomena for all buffs where level progression (proficiency specifically) reduces the mana upkeep cost of the spell to 1/4 of the initial rate.

So for most of us, Regen is far superior to Cure, but we just Cure (or Full-Cure) when we have to because something has damaged us. If you don't need to Cure ever, you should consider increasing the difficulty setting of the game.
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post Jun 20 2021, 13:02
Post #49912
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QUOTE(chjj30 @ Jun 18 2021, 06:43) *

Attached Image

Never gonna give HV up,
Never gonna let HV down,
Never gonna run around and desert HV;
Never gonna make HV cry,
Never gonna say goodbye,
Never gonna tell a lie and hurt HV.

If I don't play much, maybe I'm not very busy, but if I can't talk a lot, then I am.
Play HV is really pleasant, because HV doesn't have a lot of Affairs itself and I can just leave HV behind when I want to or have to.


Just finished this tower floor after 148 hrs so can confirm, I wouldn't bother if I was forced to finish anything in one sitting
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post Jun 20 2021, 16:06
Post #49913
Grandmasters



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QUOTE(Grandmasters @ Jun 20 2021, 22:01) *

Is it all over? Then stop here. Pain or happiness goes with the wind.

Attached ImageAttached Image

Attached ImageAttached ImageAttached ImageAttached ImageAttached ImageAttached ImageAttached Image

Feel sad about what is about to be missing (IMG:[invalid] style_emoticons/default/anime_cry.gif)
I won’t be playing so desperately, or that I don’t have a chance.
Life and study are really important
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post Jun 20 2021, 16:21
Post #49914
chjj30



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QUOTE(Pretty anon @ Jun 20 2021, 19:02) *

Just finished this tower floor after 148 hrs so can confirm, I wouldn't bother if I was forced to finish anything in one sitting


"In Isekai, Players can camp in the Tower to have a Rest."
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post Jun 21 2021, 19:50
Post #49915
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I'm pretty new to this, so please excuse the newbie post. The Isekai season just ended yeah? I had a bunch of soulfused equipment on there, but now I can't find them in my Persistent mode? Does it take a full 24hrs for everything to update or is this an erorr?
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post Jun 21 2021, 19:53
Post #49916
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QUOTE(kenagev812 @ Jun 21 2021, 17:50) *

I'm pretty new to this, so please excuse the newbie post. The Isekai season just ended yeah? I had a bunch of soulfused equipment on there, but now I can't find them in my Persistent mode? Does it take a full 24hrs for everything to update or is this an erorr?


It will take until Persistent is updated:

QUOTE(Tenboro @ Jun 21 2021, 09:25) *

The following things will carry over to Persistent when this update has been deployed there:

- Peerless equipment and all soulfused equipment, as well as any unspent peerless vouchers

- Credit balance + value of item + equipment inventory exceeding 1 million

- Primary stat bonuses and a global damage bonus depending on the number of tower floors cleared

- A peerless voucher for the Top 10 tower floor clears:

(tba)

...

(Again, note that stuff hasn't been added to Persistent yet.)
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