HentaiVerse Advice: Difference between revisions
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**Domino strike limited to 5 monsters. | **Domino strike limited to 5 monsters. | ||
**Offhand damage but no parry bonus. | **Offhand damage but no parry bonus. | ||
*For advanced players only. | *For advanced(above Lv300) players only. | ||
==Best Use of [[Stamina]]== | ==Best Use of [[Stamina]]== | ||
Revision as of 07:47, 14 October 2012
This page is for general HentaiVerse advice.
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 every monster 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.
- Have variance which increase mitigation (kevlar armor) and evade/attack damage/remove burden (shade armor).
Heavy Armor
- Highest mitigation, but also more burden and interference.
- Have variance which increase block chance (shield armor) and 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 Shield armor.
- Overwhelming Strike to increase damage, accuracy and parry chance.
DW
- Highest damage vs. single targets.
- 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 have chance to hit multiple targets.
- Thus, easiest to apply procs on multiple monsters.
Niten
- Usable only by equiping katana in mainhand and wakizashi in offhand.
- Have partial benefits from 2H and DW.
- Domino strike limited to 5 monsters.
- Offhand damage but no parry bonus.
- For advanced(above Lv300) players only.
Best Use of Stamina
Leveling: Random Encounter, CrysFest, Arena, Ring of Blood
Credits: Grindfest, Arena,CrysFest (With crystal perks and ability to play tons of rounds)
Items/Equips: Grindfest, Item World, Arena, Ring of Blood
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 Item and Aura Slots, then MP tanks.
- Invest in EXP tanks after a fair amount of Adept Learner training.
- Invest in a few scroll slots and one infusion slot if you need them in regular strategy.
- Invest into SP tanks and overcharge boosts only if you're melee or level 200+.
- Elemental resistances should have the lowest priority.
Spells
Recommended Spells
- Supportive: Haste, Shadow Veil, Spark of Life, Spirit Shield
- Curative: Cure, Regen, Regen II
- Deprecating: Weaken, Imperil, Silence
- Mage: Arcane Focus
- Melee: Heartseeker
Optional Spells
- Poison: Useful in place of Silence before level 110
- Slow: Level 100+ with sufficient deprecating proficiency
- Protection: The more mitigation your armor has, the better this is
- Blind: Useful against gods
- Cure II: When Cure doesn't heal enough
- X-nerf: For high difficulty arenas or random encounters
- Magnet: Against monsters with high resist/evade
Substandard Spells
- Sleep: Rarely useful
- Confuse: Not worth investing
- Absorb: Only useful for level 220+ arenas and gods
- Spike spells: Useful mostly for grinding Supportive proficiency, only 1 is needed
- Nerf: Not as good as Weaken
- Cure III: Rarely useful
- Lifestream: Rarely useful
Auras
- To utilize the Auras you're about to get through level 1-60 it's advisable to not release any auras that breaks from your primary build (Melee/Mage). By level 60 you'll end up with 3 Aura Slots and maximum Rank Aura equal to 2 when Focus Aura I is unlocked; you can then spend 6 Aura points on your primary build's auras.
Mage Builds
- EDB-suffix or Destruction staff. High MDB or EDB for the elements you use.
- MDB > EDB > Prof = INT. Proc chance and duration preferably be 30-40%, 2-3 effective turns.
- Phase gear of the element you use.
- EDB > evade > PAB
Mage Stats
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level * ~0.8-0.9 | low |
| DEX | Level * ~0.8-0.9 | Low |
| AGI | Level | Mid |
| END | Level | Mid |
| INT | Level + a bit | High |
| WIS | Level + a bit | High |
Mage Spells
- Get at least 2 kinds of elemental AoEs before level 100
- Start getting Holy/Dark spells past level 150
- Soul harvest is not a priority till you're level 250+ (unless you need to fight RL with soul harvest)
- Soul fire/burst at level 250 to replace elemental spells (for non-elemental spell users against bosses)
Mage Auras
- Major: Violet, Indigo, Blue
- Minor: Green, Yellow
- Unimportant: Red , Orange
Melee Builds
- 2-Handed mace/estoc "of Slaughter". High ADB and proc chance/duration.
- Ethereal mace/estoc at high level.
- For DW, club 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.
- Kevlar "of protection" or Shade "Of fleet/shadowdancer" gear for light melee.
- Plate, shield and power armor for heavy melee. Preferably with "of protection", "of barrier", "of balance" or "of slaughter" suffix.
Melee Stats
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level + a bit | High |
| DEX | Level | Mid |
| AGI | Level + a bit | Mid-high |
| END | Level + a bit | High |
| INT | Level * ~0.7 | Low |
| WIS | Level * ~0.9 | Mid |
Melee Auras
- Major: Red, Orange
- Minor: Green, Yellow
- Unimportant: Blue, Violet, Indigo
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)
- 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
- Ethereal weapons
- Rare and worth more than normal equips because of void damage
- 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
- Prefix
- Better prefix produces better equips
Items
- Save all Tokens of Blood after clearing each round of Ring of Blood once. After that use them exclusively to fight FSM.
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.
- Don't spend too many credits on crystals at lower level.
- For Chaos Upgrades: Affection > Fortitude > Brutality > Defense > Warding > (Everything Else)
- Check monsters every few hours for gifts. If they get very few wins check less often.
- Remember to name your monsters' special attacks or they won't be used in combat.
Hath Perks
Aura Perks
Black -> Rainbow -> White
Crystal Perks
Plausible if you play tons of rounds.
Credits Perks
Not recommended now because of inefficiency.
Innate Arcana
Common selection:
- 1st: Haste
- 2nd: Shadow Veil/Protection
Shadow Veil/Protection can be substituted with SoL or SS 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.
God 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.
- Check if you have sufficient deprecating proficiency to keep all the debuffs on.
- Mages:
- Armor: Use those which boosts your damage in specific element. Heaven-sent/heimdall for FSM, demon-fiend/fenrir for IPU. Fox (soul spells) or elementalist (magic missile) for RL.
- 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 AOE spell. Banish for FSM, pestilence or Ragnarok for IPU, soul harvest/magic missile for RL. 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 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
Only 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 when damage from monsters are too difficult to handle.
- 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.
- Remove Haste from IA if you are training Armor as you want monsters to attack you as often as possible.
- 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
- Since the equip stat are scaled to your level, you can shrine the equips anytime you want.
Training
- Train Adept Learner to ~100-150.
- Train Ability Boost to ~50.
- Fully train Refined Aura by level 200 if you need the extra EXP bonus.
- Otherwise, the bonus from the third/fourth refined aura may be insufficient to cover the cost.
- Fully train Pack Rat as your item consumption dictates.
- Train 2-3 ranks of Assimilator when you are power-leveling.
- Keep Scavenger higher than Archaeologist, LotD, and Quartermaster until ~150-200. Then keep them balanced.
- Misc Posting, Karma Amplifier, and Power Tank do (almost) nothing for you in HV.
- Set Collector isn't useful until much later on.