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Getting defensive magix

Posted: Wed Dec 07, 2005 11:40 am
by dlice
I find that pretty hard to do, seems healing your group seems the only good way to do, and even that isnt too easy at the beginning mobs die faster as you can heal.

So wondered is there actually alternatives getting xp? In means of speed i get offensive xp 10 times faster, did I miss something?

Im just starting yea im just like lvl23 or something.

Also a total different thing, whats the use to find multiple sources in prospecting if, after extracting one, the other vanishes ?

Im pretty sure both might have been answered already but couldnt find any clue yet.

Re: Getting defensive magix

Posted: Wed Dec 07, 2005 12:15 pm
by aylwyne
Heal XP is tough at first because 1) you have to have a group and 2) the fight has to last long enough for you to land a heal on someone that's already in the XP pool for the MOB. There's not much way around this other than to make sure and get a heal off on someone that you know is getting XP for the fight.

Making sure you don't use time credits in your heal spell will help this. Also, getting some good heal cast speed magic amps will help. Choice Hash Amber will make 100% heal cast speed amps.

Other than heal, you can use defensive afflictions but they'll only give XP if you land the spell. If the fights are so quick that you can't get a heal in, you'll have a real tough time getting an affliction to stick.

As for the prospecting question, as you get higher and your prospecting skills increase, a prospected node will stay around longer. Eventually, you'll be able to get to 2 spots then later on you'll be able to get to 3. However, multi spot prospecting is still useful to you as you can scan an area for different mat types and also preview the source content of the node and decide which one you really want to extract.

Re: Getting defensive magix

Posted: Wed Dec 07, 2005 12:36 pm
by thlau
dlice wrote:So wondered is there actually alternatives getting xp? In means of speed i get offensive xp 10 times faster, did I miss something?
No there are no alternatives to get defensive xp, than healing in combat or fearing or stunning the mobs that attack your team. If your team is to fast killing your opponents there are two option to ensure that the healer gets his share of xp.
  1. Attack more than one opponent at once, maybe two or three. You get xp for every opponent your team killed, if you are enganged in combat at all.
  2. If option one doesn't work for you, heal any attribute loss, which happens during the combat. eg. Start with healing stamina once the tank got involved in combat, of heal sap after the elemental mage hits the mob.

Keep in mind, that you only get xp if the person(s) you are healing got xp too.
dlice wrote: Also a total different thing, whats the use to find multiple sources in prospecting if, after extracting one, the other vanishes ?
The time the sources stay extractable depends on your level and on the number or sources you were prospecting. If you use a source extraction time bonus on your prospecting action, it will be neary impossible to extract more than one source at lower levels. Without source extraction time bonus and with the stanza to find 2 sources you should be able to extract both sources. (It checked it with an second characte, that is a level 23 harvester, and it worked pretty fine)

Re: Getting defensive magix

Posted: Wed Dec 07, 2005 12:40 pm
by dc77066
dlice wrote:I find that pretty hard to do, seems healing your group seems the only good way to do, and even that isnt too easy at the beginning mobs die faster as you can heal.
...
Im pretty sure both might have been answered already but couldnt find any clue yet.
The trick is hunting with the right team. If you're grouped with a bunch of mages hunting soft targets then getting xp is going to be hard.

Tip 1: Always have a designated target - you only get xp if the person you are healing gets xp. If he misses you miss. If you have more than one healer in the group this is even more important because if you heal people that don't need healing you don't get xp either.

Tip 2: Use a tank (aka meat shield or meleer). A tank goes out and grabs the mob's attention and takes a beating. He doesn't have the damage output mages have. Mages can be tanks but they can't take the beating someone in heavy armor can. Remember if your peeps go down, any xp they earned is lost.

Tip 3: Heal the Healer. If you have another healer in the group, toss a heal his way when his health isn't full. If he's been healing he has xp. You'll get some too. Also, some mobs know that healers are their worst enemies and will seek them out.

Tip 4: Hunt the hard stuff. Some mobs go down slower than others. Slower the mob goes down more chances of scoring a hit. The max xp you can get is 3000 points. The xp you get is determined by the highest action in the group, the size of the group, and the difficulty of the mob. Sidusar's XP Calculator is a great tool to determine this. Finding the balance between effort and experience takes time. Make it tough enough that its a challenge. There is nothing wrong with getting 1000 xp either if you're not in the mood for a fight. One thing peeps forget is you don't have to blast the mob in two seconds. You don't have to use your highest action every time or repeatedly. You get the same xp if you chip away with the default melee action as you do with Increase Damage 9 (as long as you hit). Just don't make the fights too long or the mob might call in for help or "clone" itself and then its twice the fun!

As a mage I like longer fights so I can land multiple types of spells (offensive, defensive, affliction). As long as my team is hunting above my highest action to prevent nerfing, "it's all good".

-Raku

Re: Getting defensive magix

Posted: Wed Dec 07, 2005 2:28 pm
by marct
dlice wrote:Also a total different thing, whats the use to find multiple sources in prospecting if, after extracting one, the other vanishes ?
Ok, time to show my dig geekiness!!!

The resource bubbles you prospect stay up for a specific amount of time. That is 20 seconds per 'SPOT' in your prospecting action. So prospect 1 spot is up for 20 seconds, 6 spots and the sources are up for 2 mins. BTW, it does not matter how many pop, it is the number of spots that were in your stanza that matters.

As others have said, you will be able to get to a second spot per prospect eventually. And after a while a third. It all depends on how you choose to operate. You may choose to add time bonus, or you may choose not to. The funny thing about digging is that everyone end up with nearly the same results, we all act a bit differently though and use our stanzas differently. So it is always good to discuss digging with many other diggers.


Noin.

Re: Getting defensive magix

Posted: Wed Dec 07, 2005 7:09 pm
by sidusar
I've never seen a group that could kill things faster than I could get a healing spell off. Either your group is killing things that are far too easy for it (if they die in two hits that's the case), or you're just not fast enough. To get experience as a healer it's critical to toss a healing spell at whoever is doing damage as soon as they start doing that. Don't wait until they actually need healing, just heal that little bit of health/sap/stamina that their action costs them. After that you can start worrying about healing people only when they need it ;)

It's actually very easy to get experience in healing because healing spells always hit. With other magics your spells may be resisted and with melee your attacks may be dodged or parried, in which case you get no experience. Healing doesn't have that problem as long as you make sure to immediatly heal someone who's hitting the creature. Now defensive affliction is another story, it's often very hard to hit a creature with an affliction before your party kills it.

And that's still Oshido's Calculator. Would've taken me weeks to piece something like that together. Just the equations behind it are mine ;)

Re: Getting defensive magix

Posted: Wed Dec 07, 2005 7:21 pm
by marct
sidusar wrote:Now defensive affliction is another story, it's often very hard to hit a creature with an affliction before your party kills it.
If Defensive is your goal good luck. Hitting 1 in 3 is often good results. The best way to achieve decent results is to be the highest skilled member of your party.

Good luck with that too,


Noin.

Re: Getting defensive magix

Posted: Thu Dec 08, 2005 7:19 pm
by dlice
thanks for the advices

will try to get def magic and harvesting up :)

Re: Getting defensive magix

Posted: Mon Dec 12, 2005 3:06 am
by iwojimmy
If you REALLY want to try getting defensive magic solo, use Fear to get your targets attention, then if you are using offensive magic as your damage delivery, cast another fear when your target gets close to drive it away again. This is counterproductive if you are using melee of course :)

There are numerous drawbacks to this method, Teaming is by far the best way to advance in Defensive Magic.
Solo, you will be splitting your xp between the skills used, and if your offensive skill is higher than your DM skill, you will get less xp for your kill.
you will be restricted to Mobs that you can kill solo, and will have to 'waste' time while your hp and sap regenerate... and there are several mobs - usually aggro ones - which are immune to fear.
/edit.. nearly forgot.. Fearing a social mob can still aggravate its friends, although this seems to happen less often than if you used an offensive spell.

Re: Getting defensive magix

Posted: Tue Dec 13, 2005 2:10 pm
by xeraphim
dlice wrote: Also a total different thing, whats the use to find multiple sources in prospecting if, after extracting one, the other vanishes ?
I found that when you get the prospect for 3 spots stanza i had enough time to dig 2 of them. and when i got 5 spots there is enough time to dig three of em. Not an exact science but a fairly good indicator. ;)

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Xeraphim - Riders on the storm.
Half arsed healer and world Kizoar boxing non-champion.