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Nov 17 2010 05:49pm
Acc. Slot is just 25% less damage or heals, but also a 25% less mana cost.

I think Grafite should stick to pure melee for monk as well, and leave the healing to the higher INT classes.

I'm seriously wanting to slash right now but I got so much lag at the university library
that LS crashed out on me with an ASE error :wallbash:

This post was edited by yellowgamer on Nov 17 2010 05:50pm
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Nov 17 2010 05:50pm
Quote (yellowgamer @ Nov 17 2010 06:49pm)
Acc. Slot is just 25% less damage or heals, but also a 25% less mana cost.

I think Grafite should stick to pure melee for monk as well, and leave the healing to the higher INT classes.

I'm seriously wanting to slash right now but I got so much lag at the university library
thatLS crashed out on me with an ASE erro:wallbash:


taht isn;t the place your at that is just ls lol :P

Quote (carnivalofcarnage @ Nov 17 2010 06:48pm)
good luck :) find a sexy item




:)

This post was edited by Tr3vor on Nov 17 2010 05:50pm
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Nov 17 2010 05:51pm
:hello:
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Nov 17 2010 05:54pm
Quote (Solokan @ Nov 17 2010 06:51pm)
:hello:


Rarw!
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Nov 17 2010 06:04pm
Quote (Tr3vor @ Nov 18 2010 12:35pm)
I know what main slot and acc do..
I only have one piece of hm gear and when i use it you aint gonna have same avg as me trust me.

HE does not have hm gear and is already set to melee monk why change now?
Pure healers are not really needed anymore and alot of the time they get kicked or replaced by someone else.
He is perfectly fine going melee why make things difficult for him?

Math =
Min dmg of charm * .75 = acc slot min dmg of charm
Max dmg of charm * .75 = acc slot max dmg of charm


:) @ 55+ I only use 1 HM item, and it is only 32%... your gear is good, no qualms, I do pretty well on my Monk

Personal opinion here... no pure healer should be kicked.
1. Saves space for drops instead of filling up on shrines
2. Reduces the amount of time people go to town to shrine
3. Increases killing speed as all damagers are there longer

Your maths are on target:
Did you know you need a minimum of 30% Heal Mastery on your Main Charm to compensate for the -25% Penalty?
This is based on using Enhanced Effect charms


This post was edited by izParagonzi on Nov 17 2010 06:05pm
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Nov 17 2010 06:07pm
Quote (izParagonzi @ Nov 17 2010 06:17pm)
If he places his Heal on Main slot... it is not affected by the -25% Penalty that is on Acc... thus removing the Heal Mastery Charm.
He only needs to concentrate with Heal Mastery with his weapon and his robe... not just that... if his weapon is a dagger, he can use this
when he passes to Ninja...

My gear is mediocre compared to some people... but... I used basic common sense with the new update, and I can heal pretty dang nicely before
I even get to level 55... where my heal average is on Par with you Trevor... and your heals and HM gear is superior than mine.

Also note that the Stats of the Monk and the ratios implemented in this new update, means that he can still adequate melee damage if his weapon is
in par with his level

Anyway, we will only see the outcome of this decision...
____________

EDIT: going to try and figure the maths out for healing Acc / Main


hes also a newer player and when ur healer u have to pay attention 100% of the time cant take those small afk breaks really or doze off
also being a healer is the most boring thing u can do on this game imo which is why i will never player caster cuz dont want to get stuck healing
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Nov 17 2010 06:31pm
Quote (tyler225 @ Nov 17 2010 06:07pm)
hes also a newer player and when ur healer u have to pay attention 100% of the time cant take those small afk breaks really or doze off
also being a healer is the most boring thing u can do on this game imo  which is why i will never player caster cuz dont want to get stuck healing

Very true, too much attention is divided across several tasks when healing.

1) Keeping everyone at a decent HP
2) Having to use most of your space for shrines (extra inventory slots helps a lot)
3) May or may not be easy to keep an eye on drops depending on if the party is getting heavily damaged
4) Having to hop back to town to shrine and potentially miss a good drop while you weren't there
5) Almost always there's one idiot melee guy in the party who will nab a +6 Arcane junk shrine while you're sitting there at 23 mana and he has full HP.
I suppose once in a while is okay, but if that same person keeps doing that again, I just start healing them less or not at all since they obviously want to shrine instead of me healing them.

Healing can be either fun or boring, but someone's gotta do it.

Quote (izParagonzi @ Nov 17 2010 06:04pm)
Did you know you need a minimum of 30% Heal Mastery on your Main Charm to compensate for the -25% Penalty?
This is based on using Enhanced Effect charms

100/75 reduces to 4/3 or about 1.333, so about 33% :lol:

This post was edited by yellowgamer on Nov 17 2010 06:41pm
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Nov 17 2010 06:33pm
Howdy Comrads. The Duke is back home.

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Nov 17 2010 06:46pm
@ Yellowgamer... I stand corrected... :)
@ BigDuke6... welcome back
_______________

Hi All... after reading some of the comments... what should I do with these items then?
Trash them and let Grafite go Pure Melee? or can some people help filling in the missing areas?

Angelic wild heal IV
Level Req: 5
Heals: 6 to 63
Mana Cost: 29
+59% Enhanced Effect
+6 Vitality
+1% Armor Pierce
+1% Physical Damage Reduction

Magical wild heal V
Level Req: 10
Heals: 9 to 90
Mana Cost: 37
+80% Enhanced Effect

Magical focused heal VI
Level Req: 15
Heals: 54 to 65
Mana Cost: 45
+80% Enhanced Effect

Magical focused heal VIII
Level Req: 25
Heals: 71 to 85
Mana Cost: 61
+79% Enhanced Effect

Mystical focused heal X
Level Req: 35
Heals: 139 to 167
Mana Cost: 77
+72% Enhanced Effect
+1 to 9 Mana per Kill
+7% Heal Mastery

Mystical heal XIV ... ... ... NOTE: This is a GUILD only charm, do NOT SELL this item, always give to a new guildy
Level Req: 55
Heals: 95 to 255
Mana Cost: 109
+102% Enhanced Effect
+1 to 14 Mana per Kill
+2% Glancing Blow

Mystical focused heal XIV
Level Req: 55
Heals: 147 to 177
Mana Cost: 109
+87% Enhanced Effect
+1% Critical Flux
+11% Physical Damage Reduction

Mythical silk padded robe
Level Req: 15
Physical Defense: 0 to 18
Magical Defense: 14 to 35
+490 Max Mana
+2% Life Steal
+1% Magical Damage Reduction
-3% Mana Consumption
+5 Jubilance

Mythical drywood staff
Level Req: 35
Damage: 48 to 128
+97 Max Mana
+2 Life Regen
+1 to 17 Life per Kill
+1% Armor Pierce
+29% Heal Mastery
_______________

And these for low level casting in a group:

Mythical fire III
Spell Damage: 13 to 36
Mana Cost: 21
+54% Enhanced Effect
+1 to 2 Mana per Attack
+1 to 20 Mana per Kill

+1% Life Steal
+1% Glancing Blow

Angelic fire IV
Level Req: 5
Spell Damage: 20 to 54
Mana Cost: 29
+70% Enhanced Effect
+1 Extra Equipment Slots
+1 to 2 Mana per Attack
+1% Armor Pierce

Rare fire V
Level Req: 10
Spell Damage: 23 to 63
Mana Cost: 37
+58% Enhanced Effect
+1% Experience Gained

Rare fire VI
Level Req: 15
Spell Damage: 30 to 82
Mana Cost: 45
+71% Enhanced Effect
+2% Damage Return

Angelic fire VII
Level Req: 20
Spell Damage: 37 to 99
Mana Cost: 53
+78% Enhanced Effect
+1 Magic Luck
+5 Extra Equipment Slots
+1 to 14 Mana per Kill

This post was edited by izParagonzi on Nov 17 2010 06:53pm
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Nov 17 2010 07:06pm
BWAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA































































































Nov 17 2010 08:06pm Tr3vor Earned 25 Guild Point(s)

This post was edited by Tr3vor on Nov 17 2010 07:09pm
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