tyrtallow Arc User

Comments

  • I'm beginning to lose my patience with you. Is something wrong with your ability to analyze simple information? "Grinding" is a term we could possible define as the killing monsters solely for the purpose of getting xp/sp/drops. Now, my suggestion involved "soloing". I didn't say anything about killing monsters repeatedly…
  • True, the kills-per-hour improvement can help offset this if you land in a good squad. On top of that I think using XP scrolls and server +XP mods also help in improving gains when in a squad. But for quest-specific squads (like killing exactly 20 monsters) you'll lose spirit since you'll be stopping at some point. Btw, I…
  • XP, yes. Spirit/coin, no. Whoever said you needed to go around killing them as long as you can? Leveling fast is indeed the goal, there just comes a point when rushing things becomes counter-productive. Investing a *bit* more time on lower levels will help make your life easier later on. But since you'll be partying with…
  • I really wouldn't advise joining squads at low levels. You'll need every zen, drop and spirit point. All that lost zen/sp will come to haunt you at mid levels. (Then again if you're confident in "squad-ing" your way to high level, go ahead) Whether you plan to PvP or PvE at low levels doesn't matter, what matters is you…
  • Might not be so bad in theory, but dunno in practice. BTW it isn't always the case that armor will have less requirements than the boots/gloves you can wear at your level.
  • Now that's exaggeration. All you really need to do is to keep an eye out for monster resists/monster drops, keep your crafting up, pay attention to the market and solo as much as you can. Try taking a PvE skill build first before gradually shifting to PvP at higher levels (starting 40-50 or so). This takes time, but it…
  • If you have time, you can go arcane all the way. You should be spending more or less the same amount for both types in any case. Most agree Light Armor gameplay is more straightforward at lower levels (less time), but you learn to develop your character and game skills more if you start and end with arcane (depending on…
  • I noticed a few new things. Land-only skills can be cast as soon as you disable your flying mount (not sure if this was the case earlier). Water skills can now be used as soon as your feet touches water (even if you're not swimming yet). The water-land-air damage penalty is also now more strictly enforced. I haven't tested…
  • After reading through some really nasty QQ threads in the other forums, at least I finally found something to lighten me up for a change. OP, do go on.
  • I've seen Venos in full HA gear and using wands their level around Lost City. It probably won't be so hard for them to finance a pure PvE robe/light wizard, then restat and switch gear at higher levels.
  • Mdef is diminishing returns, so that wouldn't be right. Still, I've never been able to try it properly (except when I had a level 1 genie and I tried it on Magic Resistant-types. not much effect tho) Theoretically, given diminishing returns and mdef vs actual magic reduction values Eruption Fist would probably be better…
  • I was making around 300-400k a day by the time I reached lvl 40 a few patches back (dunno how much the things sell nowadays), steadily progressing to 700k-800k a day, with expenses. The cube method sounds a lot better though. I just grind and NPC DQ and misc items, going for mobs/spots with best drops and least…
  • Because there are lots of 3x's (which is why you hear more QQ), because killing them is easier (more QQ), because killing them has less implications (safer PK = more PK = more QQ), because their QQ's are more unique (entertaining QQ = PK wants more QQ = more QQ)... yadayadayada. Mostly statistics.
  • Same goes for Sage. Besides the masteries and the chi-regain/management skills the other skills are basically just another mesh of random effects, which is why I pointed out there will be exceptions. What I'm basically trying to say is that Sage favors+%damage effects that are only maximized if you had high Int and high…
  • Yes, the post makes better sense now. Confusing quaff with sutra, their names both have "sutra" in my old server.
  • You forgot to factor in -channel gear. Likely some of the people posting are wearing some.
  • Basically because Demon favors luck and Sage favors solid damage. Sage works by enhancing your Int (even the Fire/Earth/Water Mastery passives for Sage favor a high INT wizard more), while Demon works by improvising on what Int you have( a wizard with lower Mattack might favor going Demon, where the +damage and +control…
  • Really doesn't matter what resistance your barrier has if the mob is dead before it can do more than two attacks, unless it explodes on death or whatnot. For robe users anyway.
  • You know if you choose arcane and pay attention to your apothecary crafting you can use those +33% Pdamage reduction charms until LvL 60 (among other useful pills), at which point you'll have hopefully maxed out your Stone/Earth Barrier and saved enough coin to do at least a little decent sharding. You still won't be as…
  • Sage also seems to cater more to builds with very high Int.
  • It only last 4 seconds and doesn't help as much when there is little mdef to lower in the first place.
  • Reason is because you're only looking at the wizard class itself, which is an attack class. There are only so many ways to keep any character alive/well protected in PW, and the Wizard benefits from those the most. In contrast, any means of improving damage (particularly Pattack) is much more limited. Try checking out the…
  • Morning Dew is best coupled with a high level Glacial Embrace/Water Barrier for grinding. The two almost seem made for each other. Grinding is important for any wizard because of the high Spr requirement of some skills (and unlike most classes Wizards use almost all their skills). You can choose to skip grinding for some…
  • Perhaps this would make more sense against robe-users. I really don't think you need any more -mdef to tackle most other people unless you catch them off guard.
  • Wizard damage actually starts getting better as early as late level 30's. Depending on what skills you decide to invest in though you might not get results until late 40's or even 50's. Beyond that depends on how you have built your char so far. Light Armor is basically just about as effective as Robe at your level, it…
  • Scratch that, seems to be a display bug if you switch too often between max and minimum settings.
  • I don't have much experience with Frenzy but I can give some insight on Extreme Poison. The best thing about Extreme Poison is that it amplifies all damage the target receives, so your teammates benefit too. The worst thing about it is that it's considered a negative status effect, and a smart player will try to make…
  • Mag works in ways that are subtler than just the figures you will see at your character screen. Magic does not miss. Your base Matk is significantly affected by the Matk Cleric buff, and there is no equivalent Patk buff (the Wizard buff, if the description is correct, adds water damage). Magic also affects Mdef. There are…
  • Note how the OP focuses on initiative, taking as little damage as possible, or using tactics (staying away from WB/Barbarians) or effects to that end (using invulnerability pills or anti-stun pills. stun = free damage). As all Wizards should, apparently.
  • Don't forget the cleric buff. I'm not really sure how its bonuses actually compute, but the total is quite significant. And some wizards actually do run around without it. Something to do with dying and the buff going away.