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 Post subject: Alchemy: Final question after a heap of handouts
PostPosted: Wed Jan 27, 2010 10:06 pm 
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I've read a lot about elements, tablets, elixers, stones, and so on., think I understand a bit now. Nevertheless an important question is unanswered. Which tables will I process? Have some + piles of elements. Should I go for more HP (strength) or more MP (intelligence)? I can grind any mob of my lvl, even giants. It's is somewhat risky, yeah. Strength is vulnerable for me, so go for additional strength, or not. Think this is difficult, no help found till now.
Please some help, senior players!

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Build 1: Goldwynn (current lvl 12 european Wizard) - retired
Build 2: Silverwind (current lvl 50 european Wizard (gap 1) / lvl 40 bard) - active
Build 3: AuraBorealis (current lvl 8 chinese Bicheon Swordmanship) - retired
Build 4: Afer_Ventus (current lvl 4 chinese Heuksal Spearmanship) - retired


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 Post subject: Re: Alchemy: Final question after a heap of handouts
PostPosted: Wed Jan 27, 2010 11:04 pm 
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... think about it, for gear, you take whatever bonuses you can add.

The blues are:

Gear:
Int = add int, more mp, more int dmg.
Str = add str, more hp, more str dmg.
(head, chest, leg ONLY) Magic = add mp, yay more mp to use.
(head, chest, leg ONLY) Stamina = add hp, yay more hp to tank.
Master = more durability, yay i can grind longer.
Dodging = much higher parry, yay i take lower overall dmg.
Steady, Astral, Immortal, Lucky aren't necessary unless you plan on going past +5 with elixir pimping.

Wep: Int, Str, Master, Strikes = makes attk/hit ratio higher, yay hit overall higher dmg, Discipline = Blocking ratio = opponents block less
Shield: Int, Str, Master, Penetration = Critical = Opponents will crit less on you.

All blues are necessary, unless you're broke. If you can afford it, add all that you can. It helps a lot. With white npc gear, I have like 8k hp on my pure int. With fb 100% set, I have 15k hp. Much easier to pvp and grind.

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