HentaiVerse Advice

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This page is for general HentaiVerse advice.

Contents

Pre-Level 50

Mage weapon should be "of Focus". Melee weapon should be "of Balance".

Keep stats balanced, do not invest in a build unless you are certain. Determine which play style you think best suits you.

Picking Your Role

(See Fighting Styles)

Mage

  • Use cloth armor and staffs only.
  • Can use every damage type except Void.
  • Can fully AoE.
  • Can take advantage of elemental explosions.
  • Are most vulnerable to attacks.
  • Do not have to deal with interference, as well as very little burden.

Melee

1H

  • Can use shields for extra defense but have to deal with more burden and interference.
  • Can further boost block chance via Shield armor.

2H

  • Can partially AoE.

DW

  • Great vs. single targets.
  • Can take advantage of 2 procs (e.g. bleed and stun).

Niten

  • For advanced players only.

Best Use of Stamina

Great: Arena, Ring of Blood

Good: Grindfest, Item World

Regardless of Build

The following are universal regardless of whether you choose a melee or a mage build.

Abilities

  • Top priority towards all HP tanks followed by Item and Aura Slots.
  • Invest in EXP or MP tanks after a fair amount of Adept Learner training.
  • Invest into SP tanks and overcharge boosts only if you're melee or level 200+.
  • Elemental resistances should have the lowest priority.

Spells

  • Cure, Weaken, Haste, Shadow Veil, Regen, Spark of Life, Spirit Shield

Mage Builds

  • EDB or Destruction staff. High MDB or EDB for the elements you use.
    • MDB > EDB > Prof = INT. Proc chance and duration should be at least 30-40%, 2-3 turns.
  • Phase gear "of Fox" or element you use.

Mage Stats

Stat Equal to Priority
STR Level * ~0.8 2nd lowest
DEX Level * ~0.8 Lowest
AGI Level Mid
END Level Mid
INT Level + all available Highest
WIS Level + a bit 2nd highest

Mage Spells

  • Poison, at least 2 kinds of elemental AoEs, Arcane Focus
  • Past level 100 start getting Holy/Dark spells, Soul is not a priority

Mage Auras

Violet -> Indigo -> Blue -> Green -> Yellow -> Red / Orange

Melee Builds

  • 2-Handed mace "of Slaughter" or "of Balance". High ADB and stun chance.
  • Shade or Kevlar gear.

Melee Stats

Stat Equal to Priority
STR Level + all available Highest
DEX Level + a bit 3rd Highest
AGI Level Mid
END Level + a bit 2nd Highest
INT Level * ~0.7 Lowest
WIS Level * ~0.9 2nd lowest

Melee Spells

  • Poison (x1), Protection, Silence, Heartseeker

Melee Auras

Red -> Orange -> Green / Yellow -> Blue -> Violet -> Indigo

Equipment

Principles for worthy equipments, in order of importance:

  1. Suitability to the playing style. (Refer to Equipment Ranges for max/min base values)
    • High weapon damage (of slaughter) for main-hand one-handed weapons (club, axe) and two-handed weapons
    • High parry chance for off-hand weapons (rapier, dagger, wakizashi)
    • High chance/duration/damage for procs (bleeding, stun, penetrated armor, ether theft)
    • High MDB/EDB for staffs (ebony, katalox)
    • High EDB for phases
    • High evade/ADB for shade, high crit rate for of shadowdancer suffix
    • High mitigation (of protection) for kevlar, plate, shield, and power armor
    • High block rate for shields and shield armor
    • High ADB for power armor of slaughter
  2. Ethereal weapons
    • Rare and worth more than normal equips because of void damage
  3. Rarity
    • Rare equips: scythe, wakizashi, katana, ebony staff, katalox staff, phase, shade, power
    • Common equips: axe, club, rapier, mace, estoc, oak, willow, gossamer, kevlar, shield
    • Very common equips: dagger, shortsword, longsword, redwood, cotton, leather, plate
  4. Prefix
    • Better prefix produces better equips

Items

Monster Lab

  • Make 1-2 monsters and get them to a fair PL (100+) before making any others.
  • Do not increase the INT of any non-Elemental monsters unless it is to inflate their PL.
    • Likewise with the DEX of Elemental monsters.

Hath Perks

When picking auras: Black -> Rainbow -> White

Innate Arcana

  • 1st: Haste
  • 2nd: SV

Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will not be recast if you are below 25% and it is triggered.

God Strategies

  • Universal: Poison, Slow, Imperil. Keep Spark (or SS with over 50% health) and Haste up at all times. Use infusions when all [de]buffs are up and spam away.
  • Mages: Silence / Weaken. Strongest Holy for FSM, Dark for IPU, Soul for RL.
  • Melee: Silence. Void weapon. For Dual Wield a club for Main Hand and a dagger as Off-hand.

Grinding Proficiencies

Only really needed if they are below 50-75% of your level.

  • Weapons - Go into a high difficulty crude equipment's Item World and go for as long as you can.
    • Flee if you are about to complete it so that it can be re-entered freely.
  • Armors, Elemental - Same as above but on Easy difficulty.
    • Remember that you still gain armor proficiency when you evade so there's no harm in using Shadow Veil, etc.
  • Curative - Spam Cure I.
  • Supportive - Spam Spike spells.
  • Deprecating - Spam Weaken / Imperil.
    • Remember that you still gain deprecating proficiency when you fail to curse weave.
  • Divine, Forbidden, Spiritual - Spam Purge and Pestilence (alternating each turn).

Trophies

  • You can choose to hand in low-tier ones immediately, since they rarely result in anything worthwhile.
  • Save any God-tier trophies until level 200-250+. You may also save Platinum Tickets and one-time trophies (such as from holidays) should you get any.

Training

  • Train Adept Leaner to ~100-150.
  • Train Ability Boost to ~50.
  • Fully train Refined Aura by level 90.
  • Fully train Rat Pack as your item consumption dictates.
  • Do not train Assimilator until level 150+.
  • Keep Scavenger higher than Archaeologist, LotD, and Quartermaster.
  • Misc Posting, Karma Amplifier, and Power Tank do (almost) nothing for you in HV.
  • Spelunker and Set Collector aren't useful until much later on.

See also

Personal tools