HentaiVerse Advice: Difference between revisions
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====Light Armor==== | ====Light Armor==== | ||
*Medium mitigation, [[burden]] and [[interference]]. | *Medium mitigation, [[burden]] and [[interference]]. | ||
* | *Has variants which increase mitigation (kevlar armor) and evade/attack damage/remove burden (shade armor). | ||
====Heavy Armor==== | ====Heavy Armor==== | ||
*Highest mitigation, but also more [[burden]] and [[interference]]. | *Highest mitigation, but also more [[burden]] and [[interference]]. | ||
* | *Has a variant which increases attack damage (power armor). | ||
====1H==== | ====1H==== | ||
Revision as of 16:27, 5 March 2013
This page is for general HentaiVerse advice.
Very Important Hotkey!
If you want to get an equipment's link, mouse over it and press 'c'.
- Don't leave your Caps Lock on 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 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.
- Has variants which increase mitigation (kevlar armor) 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.
Best Use of Stamina
Leveling: Random Encounter, Grindfest, post-Lv220 Arenas
Credits: Arena, Grindfest (With crystal Hath 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 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
| Name | Type | Access Level | Description |
|---|---|---|---|
| Recommended Spells | |||
| Cure | Curative | 10 | Who doesn't like a spell to replenish health? |
| Weaken | Deprecating | 20 | Lowers monsters' damage and stops crits. Still useful at high level. |
| Protection | Supportive | 30 | Solid increase to mitigation. Works best for heavy melee. |
| Haste | Supportive | 40 | Essential for every type of build except bleeding. |
| Shadow Veil | Supportive | 50 | Essential for styles with high evade. i.e. mages and light melees |
| Regen | Curative | 70 | Evens out the HP recovery. It can replenish more health (in total) than Cure when you have more curative proficiency. |
| Imperil | Deprecating | 70 | Useful for both mages and melees to deal more damage. Won't stack with PA though. |
| Spark of Life | Supportive | 100 | Essential as to prevent defeats in any difficulty. |
| Silence | Deprecating | 110 | Effectively shut down monsters' MP/SP attacks. Especially useful against Ring of Blood monsters. |
| Arcane Focus | Supportive | 130 | High-cost spell to boost magical damage. Usually cast with channeling due to its cost. |
| Regen II | Curative | 150 | More powerful version of Regen. Longer duration and recovers more. Avoid casting it at the start of rounds as it has a longer cast time. |
| Heartseeker | Supportive | 170 | High-cost spell to boost physical damage. Usually cast with channeling due to its cost. |
| Spirit Shield | Supportive | 190 | SP-saving compared to spark, and stays when it's activated. It won't prevent death though. |
| Optional Spells | |||
| Slow | Deprecating | 10 | A good spell to slow down monsters, which means lower damage. Unfortunately it has the lowest base duration. |
| Sleep | Deprecating | 30 | Monsters have 50% chance to wake up when they're hit. Can be useful for fighting styles which focus on one enemy at a time, for example One-Handed and Dual Wield |
| Absorb | Supportive | 90 | Most of the time it won't activate. Fairly useful for level 220+ arenas and gods, as there are more monsters which can use magical attacks. Also useful for melees as they have more turns per round, which increase their chance to be targeted by custom monsters with magical attacks. |
| Cure II | Curative | 100 | When Cure I is not enough. |
| X-nerf | Deprecating | 200 | Useful for IWBTH Random Encounters. Only need 1 AP invested. |
| Magnet | Deprecating | 250 | Against monsters with high resist/evade. |
| Substandard Spells | |||
| Poison | Deprecating | 1 | Lowers monsters' MP/SP regen rate, deals damage, and lowers their evade. Unfortunately the effect isn't powerful compared to specific spells like Silence, Weaken and Imperil. |
| Confuse | Deprecating | 60 | Worse than Sleep. |
| Blind | Deprecating | 80 | Lowers monsters' hit chance. Unfortunately not that useful compared to Silence, Weaken, and Imperil. |
| Spike spells | Supportive | 110+ | Can proc elemental status effects but otherwise deals very low damage. Only useful for grinding Supportive proficiency; only 1 is needed. |
| Nerf | Supportive | 150 | Cost more than Weaken and does not stop crits. |
| Cure III | Curatice | 200 | There's no chance you need that much HP. |
| Lifestream | Deprecating | 250 | HP recovered is simply insufficient. |
Auras
- To best utilize the Aura points that you'll be receiving at level 1, at every level that is a multiple of 10, you should consider what you want more: the bonus to EXP gain, or to properly support your primary build (Melee/Mage). Around level 30 or 40 you should decide which you want sooner, because if you don't allocate your next two or three aura points, you'll be ready to max rank three of your primary build's auras immediately after unlocking Focus Aura I at level 60.
- It's recommended to put your first aura points towards Green and Yellow, and only around level 30 go for more build-dependent auras.
- Additionally, Red and Blue are good secondary choices if you still haven't chosen a build, simply because both are useful in any build.
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. "Charged" or "Furgal" 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.
Mage Stats
(Does not include stats from equipment)
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level * ~0.9 | Low |
| DEX | Level * ~0.9 | Low |
| AGI | Level * ~0.9 | Low |
| 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 until level 250+ (unless you need to fight Real Life with Soul Harvest)
- Soul Fire/Burst at level 250 to replace elemental spells (for non-elemental spell users against bosses)
- Storms of Njord (T3 Wind elemental spell) should be kept though (good against Konata)
Mage Auras
- Major: Violet, Indigo, Blue
- Minor: Green, Yellow
- Unimportant: Red , Orange
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
- Kevlar "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 | Low |
| WIS | Level | Mid |
Melee Auras
- Major: Red, Orange
- Minor: Green, Yellow
- Unimportant: Blue, Violet, Indigo
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 deprecating spells and scrolls such as Weaken, Silence, and X-Nerf.
- 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 (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
- 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.
- Save all Tokens of Blood after clearing each round of Ring of Blood once. After that use them exclusively to fight FSM.
- For potions, save weaker ones for recovering out of combat and use stronger ones (preferably Godly) for recovering in combat.
- If trophies are your target, clear through higher-level (220+) 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.
- 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 levels.
- For Chaos Upgrades: Affection > Fortitude > Swiftness > Brutality > Defense > Warding > Interception > (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
Rainbow -> Black -> White
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 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
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 grinded 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 Easy 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 a Spike spell.
- 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 equipment stats are scaled to your level, you can turn these in for equipment or sell them any time you want. There is no real point in holding them.
Training
- Train Adept Learner to ~100-150.
- Train Ability Boost to ~50.(can stop when it's price higher than a artifact, and can balance with Adept Learner in ratio 3x:1x)
- Fully train Pack Rat as your item consumption dictates.
- Train 2-3 ranks of Assimilator if you are power-leveling.
- Keep Scavenger higher than Archaeologist, LotD, and Quartermaster until level ~150-200. Then keep them balanced (cost-wise).
- Misc Posting does nothing and Power Tank does almost nothing for you in HV.
- Set Collector isn't useful until(when player have enough equipments and want to try different play style) much later on.