HentaiVerse Advice: Difference between revisions
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==[[Trophies]]== | ==[[Trophies]]== | ||
* | *You can turn these in for equipment or sell them any time you want, there is no real point in holding them. | ||
*No trophy should be sold to the [[bazaar]]; whatever it becomes from shrining will almost always be worth more than what the bazaar will give you. | |||
==[[Training]]== | ==[[Training]]== | ||
Revision as of 23:23, 9 June 2013
This page is for general HentaiVerse advice.
Some information is obsolete as of patch 0.76
Very Important Hotkey!
If you want to get an equipment's link, mouse over it and press 'c'.
- Make sure your Caps Lock is off and enable popups for your browser.
Pre-Level 50
Keep stats balanced, do not invest in a build unless you are certain. Determine which play style you think best suits you.
Mages: Weapon should be Ebony/Redwood staff of Focus. Armor choice should be "of the Elementalist".
Melees: Weapon should be "of Balance" if you have problem with accuracy. You can use "of Slaughter" on main-hand if you're using Dual-Wield/One-Handed.
Picking Your Role
(See Play Styles and Fighting Styles)
It's generally not recommended to pursue both paths before lv. 250 as you don't have sufficient ability points to cover both the necessary offensive spells (for maging) and overcharge (for meleeing).
Mage
- Use cloth armor and staffs only.
- Can cast spells of every damage type except Void.
- Can cast AoE spells which can hit multiple monsters on the field.
- Can take advantage of elemental explosions.
- Are most vulnerable to attacks.
- Do not need to deal with interference.
Melee
Light Armor
- Medium mitigation, burden and interference.
- Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).
Heavy Armor
- Highest mitigation, but also more burden and interference.
- Has a variant which increases attack damage (power armor).
1H
- Can use shields for extra block chance but have to deal with more burden and interference.
- Can further boost block chance via Shielding prefixed armor.
- Overwhelming Strike to increase damage, accuracy and parry chance.
DW
- Highest damage vs. single targets. Good for high difficulty Ring of Blood and legendary Arenas.
- Can take advantage of 2 procs (e.g. stun and penetrated armor) with offhand strikes.
- The final fighting skill can hit multiple targets.
2H
- Domino Strike has the chance to hit multiple targets.
- Thus easiest to apply procs on multiple monsters.
Niten
- Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.
- Have partial benefits from 2H and DW.
- Domino Strike limited to 5 monsters.
- Offhand damage but no parry bonus.
- For very new players (below lv. 100) or advanced (above Lv. 300) players only.
- Does NOT give any weapon proficiency and can hit at most 5 targets.
Regardless of Build
The following are universal regardless of whether you choose a melee or a mage build.
Abilities
- Top priority goes toward all HP tanks followed by MP tanks.
- Next highest should be armor and weapon abilities.
- Invest into SP tanks only if you're melee or once you start using Spark of Life.
- Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all equipment sets.
Mage Builds
Mage Weapon
- EDB-suffix or Destruction staff. High MDB or EDB for the elements you use.
- Preferably ebony/redwood if using elemental spells, Katalox if using holy/dark spells
- Oak if you primarily use holy spells.
- Redwood as a cheap alternative for new players.
- MDB > EDB = Prof. Proc chance and duration preferably be 30-40%, 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.
Mage Armor
- Phase gear of the element you use. With a prefix if you can get it.
- Proficiency Gossamers (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but less recommended as you get higher in proficiency.
- EDB > PAB = Evade, generally speaking; AGI is the preferred additional PAB after INT and WIS.
Mage Stats
(Does not include stats from equipment)
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level * ~0.8 | Lowest |
| DEX | Level * ~0.9 | Low |
| AGI | Level * ~0.9 | Low-Mid |
| END | Level + a bit | Mid |
| INT | Level + a bit | High |
| WIS | Level + a bit | High |
Mage Abilities
Depending on difficulty you want to play it can be 2 directions of distribution. In lower difficulties, maximize the offensive-related abilities such as Cloth Spellcrit and offensive spells. Starting from Lv.165 if you want to play on IWBTH, especially random encounters, invest in defensive-related abilities are very important; Weaken enhancements, Health Pot upgrades are very helpful for survival.
Melee Builds
Melee Weapon
- 2H: Mace/Estoc "of Slaughter". High ADB and proc chance/duration.
- Ethereal versions of above at higher levels.
- DW: Club/Axe on mainhand and Rapier on offhand. Preferably with "of Slaughter" suffix (high weapon damage) for mainhand weapon and "of Nimble/Balance" suffix (high parry chance/accuracy) for offhand weapon.
Melee Armor
- Leather "of Protection" or Shade "of Fleet/Shadowdancer" gear for light melee. "Agile" prefix if you can get it.
- Plate and Power armor for heavy melee. Preferably with "of Protection", "of Barrier", "of Balance" or "of Slaughter" suffix. "Mithril" prefix if you can get it.
Accuracy
- Should have around 100%+ accuracy before level 200 to ensure the attacks won't miss.
- Should aim for 150%+ accuracy after level 200 against high PL custom monsters that have high evasion.
Melee Stats
(Does not include stats from equipment)
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level + a bit | High |
| DEX | Level | Mid-high |
| AGI | Level + a bit | Mid |
| END | Level + a bit | High |
| INT | Level * ~0.8 | Lowest |
| WIS | Level | Mid |
Leveling Adjustments
When you progress in level, you'll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There's a few adjustments you can do:
- Lower your difficulty setting until you get accustomed to the new monsters.
- Get better equipment (especially a better weapon).
- Utilize your scrolls and deprecating spells such as Weaken, Silence, and Imperil.
- Understand which monsters are more difficult to deal with and their strengths/weaknesses.
- For melee players, use Focus as it replenishes mana and helps to land deprecating spells on monsters at the same time.
- It may be wise to invest in an Innate Arcana slot if you haven't already.
Equipment
Principles for worthy equipments, in order of importance:
- 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)
- Alternatively, high attack accuracy so proc will appear more often
- High chance/duration/damage for procs (bleeding, stun, penetrated armor, ether tap)
- High MDB/EDB for staffs (Katalox)
- High EDB for Phases
- High evade/ADB for Shade, high crit rate for of Shadowdancer suffix
- High mitigation (of protection) for Kevlar, Plate, and Power armor
- High block rate for shields and shielding prefixed armor
- High ADB for Power armor of Slaughter
- Ethereal weapons
- Rare and worth more than normal equips because of void damage
- Rarity
- Rare equips: scythe, Wakizashi, Katana, Katalox staff, Phase, Shade, Power
- Common equips: Axe, Club, Rapier, Mace, Estoc, Gossamer, Kevlar
- Very common equips: Dagger, Shortsword, Longsword, Oak, Willow, Redwood, Cotton, Leather, Plate
- Prefix
- Better quality produces better equips
- Primary Attribute Bonuses
- Make sure the equips have the best PAB for specific styles!
- INT/WIS for mage build.
- STR/END/DEX for melee build.
- Make sure the equips have the best PAB for specific styles!
Items
- Utilize your potions. They're meant to be used, not for collection.
- For potions, save weaker ones for recovering out of combat and use stronger ones (preferably Heroic) for recovering in combat.
- Save all Tokens of Blood after clearing each round of Ring of Blood challenge once. After that use them exclusively to fight TT&T.
- If trophies are your target, clear through higher-level (225+) arenas on Normal difficulty. Trophy drop rates do not change based on difficulty setting.
Monster Lab
- Make 1-2 monsters and get them to a fair PL (100+) before making any others. If you have enough crystals and food coming in then feel free to make more.
- Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.
- Don't try to get happy pills instead of crystals until you have really strong monsters.
- For Chaos Upgrades: Scavenging > Fortitude > Swiftness > Brutality > Dissipation > (Everything Else)
- Remember that all chaos upgrades slow a monster's morale drain rate.
- You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won't have them that frequently.
- Remember that monsters who haven't given you a gift in over 3 days will not lose morale until they give you one.
- Remember to name your monsters' special attacks or they won't be used in combat.
- Do not use food if it says it will restore less than 2,000 hunger; same with Pills restoring less than 6,000 morale. This is wasteful.
Hath Perks
Resplendent Regeneration -> Effluent Ether -> Vigorous Vitality -> Suffusive Spirit
Crystal Perks
Plausible if you play tons of rounds.
Innate Arcana
Common selection:
- 1st: Haste
- 2nd: Shadow Veil/Protection
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you're playing on high difficulty. However, 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.
Ring of Blood Strategies
- Universal: Weaken, Slow, Imperil, Silence. If you don't have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.
- Mages:
- Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.
- Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.
- Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell's power.
- Melee:
- Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you'll receive more damage.
- Weapon(s): Void weapon is recommended (either ethereal weapon or use a voidseeker shard). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.
- Strategy: Just beware of the health left. Always keep Silence on.
Grinding Proficiencies
Proficiency grinding is needed for deprecating, supportive and curative proficiency only if they are below 50-75% of your level. Most of the time offensive (weapon, spell) proficiency don't need to be ground as they should be close to your level. When grinding magic proficiencies it is recommended to use a weapon with as much mana conservation as possible.
- Weapons - Go into a high difficulty crude equipment's Item World and go for as long as you can.
- Armors, Elemental - Same as above but on Normal difficulty.
- Remember that you still gain armor proficiency when you evade so there's no harm in using Shadow Veil, etc.
- Do not use Haste when training Armor; you want monsters to attack you as often as possible.
- Supportive - Spam Cure.
- Deprecating - Spam Weaken.
- Divine - Spam Smite.
- Forbidden - Spam Corruption.
Trophies
- You can turn these in for equipment or sell them any time you want, there is no real point in holding them.
- No trophy should be sold to the bazaar; whatever it becomes from shrining will almost always be worth more than what the bazaar will give you.
Training
- Train Adept Learner to ~100-150.
- Train Ability Boost as much as possible unless you have no more active abilities to upgrade.
- Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.
- Train 2-4 ranks of Assimilator if you are power-leveling. If you've reached the proficiency cap in anything then don't train it further.
- Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.
- Misc Posting does nothing for you in HV.
- Set Collector isn't useful until much later on (when you have enough equipments and want to try different play styles).
The Forge
- Do NOT spend materials on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material.
- Salvage high quality tier 1 equipment only if its bazaar sale value is worse than the possible material would be.