Suggestions? 02/12/2005 08:40 PM CST
My WM was trained up to 23rd before the rework on magic, and I'm finding some difficulty training. 1st off my agility is low (15) compared to my strength (20) so I have a poor RT with my HE (gotta go forged I guess). Worse is my TM crawls, I'm hunting ogres and I can't kill them fast enough before I get overrun. Right now I just have GZ and cast that after I tingle out the weapon/shield from the ogre. Here's some #'s

Strength : 20 Reflex : 14
Agility : 15 Stamina : 18

Heavy Chain: 71 33% learning Heavy Edged: 80 16% clear
Parry Ability: 84 79% learning Multi Opponent: 57 78% learning
Primary Magic: 126 06% clear Harness Ability: 124 15% clear
Power Perceive: 103 84% learning Magical Devices: 92 08% clear
Targeted Magic: 93 73% clear Evasion: 72 15% learning

I need to raise agil/reflex for sure but can't do that without the next level's tdps. I'm gussing my evasion's low cause of using HC, and I know my multi is poor. Maybe 1 out of 3 casts I connect well with GZ on the ogre and get to thoughtful tm. There a different critter or better spell to use, or am I going to be stuck till I balance out?


Eileethan
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Re: Suggestions? 02/12/2005 09:04 PM CST
You should go hunt snowbeasts north of the Gondola. They are much easier than Ogres and will teach TM well until about 110 or so, at which point you can move to gargs.

You can stop by bones wolves south of leth to work on evasion and MO. Do you have SW? It can help keep you safe, but I would suggest spending more time on defenses in general.
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Re: Suggestions? 02/12/2005 09:22 PM CST
<<You should go hunt snowbeasts north of the Gondola. They are much easier than Ogres and will teach TM well until about 110 or so, at which point you can move to gargs.
You can stop by bones wolves south of leth to work on evasion and MO. Do you have SW? It can help keep you safe, but I would suggest spending more time on defenses in general.>>

I have SW and SuF, but find I run out of mana quick keeping both up while also tryin to learn TM. I'll give snowies a shot. I also just read back in a different folder that Charisma goes into SvA spells along with agility...my charisma is only 10 =) boy do I need to get some tdps.

Eileethan
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Re: Suggestions? 02/12/2005 09:47 PM CST
<<I have SW and SuF, but find I run out of mana quick keeping both up while also tryin to learn TM. I'll give snowies a shot. I also just read back in a different folder that Charisma goes into SvA spells along with agility...my charisma is only 10 =) boy do I need to get some tdps.

Eileethan>>

The really important spell of course is YS...especially in your armor. I forget is that a 20th or a 25th circle spell?

I know with the same defenses you have I was hunting gargoyles and/or rock trolls in Shard. Not the little rock trolls mind you, but the super ones. Both of those will teach you target well.

Also, if you want a little spice you can probably take the weaker denizens of Undershard...and you'd get to really work your perception while hunting.

Skazar
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Re: Suggestions? 02/13/2005 02:37 AM CST
>>The really important spell of course is YS...especially in your armor. I forget is that a 20th or a 25th circle spell?

20th. I just used the spell slot I got at 21st to get it.

Some other advice:
1) Work your Power Perception hard. While 100+ is a good place to get to, it isn't necessarily a stopping place. For each 10 ranks or so of more PP, you get 1% (give or take) more mana from the adjacent rooms, until at 300 ranks, you start to get the RT reduction, and at 600, IIRC, you start to get the second room out mana.
2) Work your harness by breaking your defensive spells out into smaller preps and harness it up for the better sized cast. I am getting almost the same effect out of a 10 mana SW plus two 5 mana harnesses as I would for casting SW at 20 mana, for less than half the mana cost. The same for SuF and YS, except that I straight cast YS in one of the really good mana rooms, like TGS in Crossing, or town center (where you see the burl) in Leth.
3) Consider working up your MD until you can use worn cambrinth, and stocking up on worn camb. Again, mana from camb is harder to deal with than straight prep or harnessed mana, but it uses less to charge a camb multiple times than a straight cast, and it doesn't have the risk of nerve damage if held mana slips.

Work your multi, really. I have MO in the 70s, and have died twice in bone wolves, so far.

I have been learning TM fine in bone wolves by snap casting FS at minimum mana, even managing to lock it up at times. Obviously, bone wolves won't teach you TM, as I suspect that I am already near their soft cap, if not into it at only 84 ranks, but the snmall, fast casts are my point. They may not do as much damage as a single, larger, fully targeted cast does, but, in most rooms, they can be sustained almost indefinitely.

And I have to admit that I like the short RT involved, so that I can react faster if the swarm gets too big, too fast. And I am learning HE via Parry. Not as much as I would by attacking, but it lets me learn TM faster, and I am at least a couple circles ahead on my primary weapon, so not a real issue to me. Yet.

Kynevon in DR

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Re: Suggestions? 02/13/2005 06:46 AM CST
Thanks everyone for your input...I think I'm headed in the right direction. Tried snowbeasts - definetly an improvement on physical combat (ie no dying), TM was a little better. I found putting alot into a cast taught very little...tried min prep plus 5 harn (2x), prep 10 plus 5 harn (2x), stayed Learning until the 4th cast or so and went thoughtful. Tried short quick min prep casts in succession and got to pondering (prep, target, path damage, cast, repeat). I've been trying to read up on the posts here...seems that's the better way to learn?


Eileethan
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A shard of elemental fire flies at a blue-belly crocodile!
The shard blasts into its chest and out the other side, leaving a wide smoking hole where vital organs once were.
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Re: Suggestions? 02/13/2005 07:49 AM CST
Doing better now...still using a quick routine not waiting for full prep/target but using a higher prep and some harness, was able to get very muddled. Just need more multi now, that's the big weak point in my defense.


Eileethan
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A shard of elemental fire flies at a blue-belly crocodile!
The shard blasts into its chest and out the other side, leaving a wide smoking hole where vital organs once were.
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Re: Suggestions? 02/13/2005 10:40 AM CST
>>Just need more multi now, that's the big weak point in my defense.

IIRC, you should be able to learn multi fairly well from grass eels, and your other defenses should be good enough to be able to survive the swarms.

Might also be a good area to work on a new weapon, especially since we do require, eventually, a third weapon for circling reqs. Or on all the weapons of a class, for eventual "forging factor" purposes. ;)

Kynevon in DR

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Re: Suggestions? 02/13/2005 12:25 PM CST
Glad to hear snowies are working out. There is great mana in there if I remember correctly. I would suggest even when you cap TM in there (probably 110-120?) stick around for MO. Personally I think its one of the most important skills, and since we are WM we learn it relatively easily (only a barb can learn it easier).

Skinning was always a pain for me in there, but I would just make regular stops to bone wolves for extra money and skinning experience.
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Re: Suggestions? 02/13/2005 03:09 PM CST
<<IIRC, you should be able to learn multi fairly well from grass eels, and your other defenses should be good enough to be able to survive the swarms.>>

I remember Eels, didn't think they taught that high...I'll give that a try.

<<Glad to hear snowies are working out. There is great mana in there if I remember correctly. I would suggest even when you cap TM in there (probably 110-120?) stick around for MO. Personally I think its one of the most important skills, and since we are WM we learn it relatively easily (only a barb can learn it easier).>>

I definetly need to drop back a little to learn MO, two snowies started to cut me up. Thanks again for all your advice!

Eileethan
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A shard of elemental fire flies at a blue-belly crocodile!
The shard blasts into its chest and out the other side, leaving a wide smoking hole where vital organs once were.
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Re: Suggestions? 02/13/2005 05:24 PM CST
>>I remember Eels, didn't think they taught that high...I'll give that a try.

Weapon skills they only teach to somewhere in the 50s, but I seem to recall moving my MO in there well into the 60s. May take a bunch of them, though, but three (which is more or less run of the mill in there) should still teach you at 57 ranks.

Actually, when a swarm was getting up to 9 or so, they actually started moving my LC, in the 70s. My jaw sort of dropped, since I was in there to backtrain some of my lower armors.

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Re: Suggestions? 02/14/2005 06:58 AM CST
I stopped training multi there in the early 70's. Have to really milk them though cause you need a lot on you. Good time to practice brawling.

Lomelinde

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Re: Suggestions? 02/14/2005 10:22 AM CST
I think I'll get some LC and train it up with shield and multi there, that way I can have both chain armors going.


Eileethan
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Re: Suggestions? 03/21/2005 01:20 PM CST
<< 1) Work your Power Perception hard. While 100+ is a good place to get to, it isn't necessarily a stopping place. For each 10 ranks or so of more PP, you get 1% (give or take) more mana from the adjacent rooms, until at 300 ranks, you start to get the RT reduction, and at 600, IIRC, you start to get the second room out mana.

What kind of roundtime reduction are we talking about here?
Sephos
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Re: Suggestions? 03/21/2005 01:32 PM CST
Every sixty ranks, until 540 PP, your min and max RT for percieving drops 1 second - down to a minimum of 3 seconds. After a certain number of ranks (300?) you will only be training down the max RT to percieve, as your min RT will already be 3 seconds. For non moon mages, at approximately 550-560 PP, that's it - there is no benefit (aside from TDPs) from training the skill any higher, period.

At 300 ranks, you have gotten the majority of the benefit you will ever recieve under the current system, which is 30% of the mana from adjacent rooms. You will not see any increase in mana for 250 more ranks, and the increase you recieve then is a flat increase of 1 level (i.e, dimly flickering becomes flickering) that only occurs once you percieve and recieve a message that you have drawn mana from areas further than one room away.



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Venture: "What? It's not like I used the whole thing."
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Re: Suggestions? 03/21/2005 01:58 PM CST
>>For non moon mages, at approximately 550-560 PP, that's it - there is no benefit (aside from TDPs) from training the skill any higher, period.<<

I think you're mistaken. At 600 ranks, you begin to percieve the power levels (and thus draw upon them) from upto 2 rooms away rather than just 1. I have no idea when that caps out, but I'd guess around 800 - 900 or so.




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A: Because Oct 31 equals Dec 25.
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Re: Suggestions? 03/21/2005 02:54 PM CST
>>What kind of roundtime reduction are we talking about here?

As mentioned, the max RT you can get for perceiving drops by 1 second for every 60 ranks you add, until your maximum RT equals your minimum, of 3 seconds.

Around 600 ranks, which is the next 60 rank segment after you get the minimum maximum RT, you start to be able to see and obtain mana from the second room out. It will still take some ranks before that becomes both constant and dependable.

The main problem, from what I have heard (my character is only in the 180s for PP right now), is that the mana drawn from the second room out is static and not actually based on the true mana available from that room.

At the time this ability became known, there was a discussion about why it was static, and the speculation was because of system resource issues, and trying to avoid some of the weird areas where you might be drawing mana from the same room more than just once (in one of the corners of the cougar area past the brook, for instance, you would connect to the same room via multiple two room paths).

I believe that Team Magic implied that there might be another ability gained from PP once you get around 1000 ranks, but they only gave us a teaser that there was something new past the level that anyone in the game had in the skill.

~Kyn (Kynevon)

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Re: Suggestions? 03/21/2005 04:18 PM CST
At approximately 550 ranks, you can start to see the two rooms away power boost regularily. Since you do NOT get this additional mana until you percieve, and it is a static boost regardless of the mana in the area you are in, once you can start getting it regularily, there's really no need to train it any higher. At around 600 ranks you will never fail to get it the first time. But since you have to percieve to see it in the first place, and odds are with 560 you're going to get it the first or second time you try, getting it every single time is unnecessary.

Once you start drawing mana from 2 rooms away, you will always get a consistant boost - it does not increase with skill, nor is it dependant on the mana in adjacent rooms.

As for another PP ability gained at higher ranks, I have heard no rumors. Considering how worthless the boost at 550-600 ranks is compared to the 250-300 ranks required to get it (above and beyond the 300 to cap out regular PP), I'm not holding my breath for anything at 1000 ranks. If the GMs wanted to give an incentive to train more PP, give us additional mana past 300 ranks, not additional mana at 1000 ranks. Make it 1% every 20 ranks - but do something that doesn't require massive training without benefit.




Orpheus: "You've been powering this machine with a forsaken child?"
Venture: "What? It's not like I used the whole thing."
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Re: Suggestions? 03/22/2005 12:00 AM CST
Have faith young warmies! There is a purpose in the world to train PP past 300....its called general magic reqs. =/

Needing incentive? Gimmie some incentive for MD? We finally just got one for harness, though it only takes effect like every 200 ranks.

It seems like our skills just become....useless. I have to hear rangers whine and complain about how they have such a huge survival skill req... but I would so take that over having to work a few skills that don't really have a purpose at all and really don't benefit anyone.




I was born once as a dying races last resort, I was strong.
I was born again as a weapon against friends, I was stronger.
I am now born from the dying wishes of my loved ones, and I'm pissed.


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Re: Suggestions? 03/22/2005 07:19 AM CST
Actually, you technically gain further benefit from the harness change every 10 ranks.
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Re: Suggestions? 03/22/2005 08:31 AM CST
<<Gimmie some incentive for MD? >>

Weapon Enchanting
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Re: Suggestions? 03/25/2005 07:12 PM CST
harness gets more effective every single rank you gain

like Tm or evasion, etc.
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