Question to/about level 200
I have a question. When you're 200 would it be best to leave Elquines/Ifrit at like 23, then MW at 29, and Hero's Will at 1 and max everything else. Because before Jump existed it seem best to not max relflection, but because reflection will be replaced with AA (A MUCH more useful skill) what would be best to not max?
May 17, 2011
10 Comments • Newest first
I would assume mana reflect becomes arcane aim
And skill mastery lvl will carry over
Why?
-points at drks achilles turning into dark impale and heros brandish turning into IS
[quote=Arcana27961]Are you certain that Mana Reflection will become Arcane Aim after Jump? I thought the two skills had different IDs (or whatever the explanation was) that meant that maxing Mana Reflection would do nothing for AA, and the books would just disappear when Jump hit GMS.[/quote]
Im not sure about the IDs but what I meant was that Reflection would be replaced with AA.
Are you certain that Mana Reflection will become Arcane Aim after Jump? I thought the two skills had different IDs (or whatever the explanation was) that meant that maxing Mana Reflection would do nothing for AA, and the books would just disappear when Jump hit GMS.
@Gridmonkey: My Aran has a top with +1 invinc and it's amazing. I breeze through JQs (I'm a ZJQ pro without it, but [i]dizzamn[/i]) and use half the pots during Zakum runs/etc. I love it.
Yeah, the bodyguards drive me nuts. The top really helps. I'm not going to cube it/premium it for a [i]long[/i] time, if at all.
It seems that Hero's Will cures more than just Seduce after the Jump update. Not that it matters since only a fool would use it in any case besides Seduce.
Removes seduce only. Alot more things in this game seduce these days and this skill can save your ass later on without the need to clumsily alt-tab in full-screen which in some cases can crash your client. Also only has a 4 minute cooldown if you cast it with CO. It's also only 5 SP to max so why the hell not, the 4 SP in this would be better than 4 SP in Big Bang post-Jump.
+2 to all skills works too if you're not too fussed about getting tons of %INT. While on the subject of useful potential stats that aren't %INT, the +1 and +2 seconds of invincibility available on tops and overalls really helps my I/L out almost everywhere (it has +1 second). It's the main reason I can go do bodyguards since it helps avoid the dreaded stunlock.
[quote=DemoDango]Personally, I prefer to get a helm with +1 or +2 skills and then use that to fill in the SP gaps. My Aran's CZak has +2 skills and 6% STR; it does the job quite nicely.[/quote]
I never thought of that, that way I would be able to max everything,
@Gridmonkey What exactly does that skill do, does it act as an all cure, or does it get rid of things like seduce too?
Personally, I prefer to get a helm with +1 or +2 skills and then use that to fill in the SP gaps. My Aran's CZak has +2 skills and 6% STR; it does the job quite nicely.
Also, Hero's will should never be left at 1.
Yea I read your thread on that, I guess big bang wouldn't have much use for an I/L as it would for a F/P. Thanks.
Elq/Ifrit would contribute to your DPM significantly. I/Ls would probably avoid maxing Big Bang, whereas F/Ps would...well, I'm not sure about F/Ps. Maxed Meteor contributes to DPM too, believe it or not.