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01-14-2008   #41 (permalink)
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Quote:
Originally Posted by riceburner4540
It's always 1 mana per level per second for Dainn's mana recovery. He also gets .5 per second naturally, so in a minute with lvl 4, he'd get 270 mana.
Yes, there is a 0.5 second of natural mana regeneration. In contrast, your opponent also has the 0.5 second of natural mana regeneration.
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01-14-2008   #42 (permalink)
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the only reason new pvpers take 2 mins to finish a game is cause they rarely infight.. they run more than melee thus allowing the other to recharge mana to wutever he wants
mana regeneration is more useless to a new player than a pro
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01-14-2008   #43 (permalink)
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Quote:
Originally Posted by ZephyrX
Yes, there is a 0.5 second of natural mana regeneration. In contrast, your opponent also has the 0.5 second of natural mana regeneration.
I didn't say they didn't. How is the mana your opponent gains in any way related to your own?
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01-15-2008   #44 (permalink)
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Quote:
Originally Posted by Lunar
the only reason new pvpers take 2 mins to finish a game is cause they rarely infight.. they run more than melee thus allowing the other to recharge mana to wutever he wants
mana regeneration is more useless to a new player than a pro
If they rarely fight for 2 mins, mana recovery gives more mana and is thus more useful than max mp increase. Both players can charge up mana and max mp increase gives more mana. However, the max mp increase person has to use S a lot more (even though it recharges more mana). So the mana recovery person can take the advantage and don't allow the max mp increase person to charge up mana. It does take about 2 seconds for your mana to actually go up when holding S, that's enough time for the mana recovery person to cast a few spells.

Yes, even if they rarely fight, they will at least take the advantage whenever they can. If you saw your opponent charging up mana, would you charge up mana next to him?

Anways, mana recovery is also a personal perference if a person gets lazy of always holding S to charge up mana, so that might be a reason to get it.

Finally, here's some math... Let Mana gained by Mana Recovery and MP Increase be a function of (time and level)

Mana of Mana Recovery(t, lvl) = (lvl + 0.5)(t)
Mana of MP Increase(t, lvl) = 80(lvl) + 0.5(t) + 20

1. Since level in a PvP match is always constant, we have two lines.
2. Graph it, or set them equal to each other.
3. Find time at which the two functions equal each other.

If it takes you less time to kill your opponent than the time it takes for Mana Recovery = MP Increase, get MP Increase. Otherwise, if you don't like holding S every 30 seconds, or can't kill fast enough than the time it takes for Mana Recovery = MP Increase, get MP Recovery.


Quote:
Originally Posted by riceburner4540
I didn't say they didn't. How is the mana your opponent gains in any way related to your own?
True, the mana gained by your opponent has no relation to the amount of the mana you get. But since it is insignifcant to the amount of mana that Mana Recovery gains and I was doing a comparison where two similar things have two things in common, I omitted that. If I was comparing level 1 Mana Recovery to level 1 MP Increase, I would not omit the natural mana recovery.
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01-15-2008   #45 (permalink)
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if you add comboes here is one starter: Fire orb ( close) dash as->hand->aa->pillar->icile WORKED FOR ME
 
01-15-2008   #46 (permalink)
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^ Using fire orb as a starter is about as risky as using AAA. You could just as easily do AAA, dash AS, Hand, AA, Pillar, Icicle Rain. That way, it doesn't burn your Fire Orb for something so ridiculous.
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01-15-2008   #47 (permalink)
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Btw..this guide is starting to NOT look like a bigginner guide anymore ;D Full of pro stuffxD
 
01-15-2008   #48 (permalink)
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I try to make this Beginner friendly >.>... with easily combos like
AA + Pillar of Abyss + Cold Blue Dragon

Instead of harder ones like AA auto AA + Dash AS + Pillar of Abyss AA + Auto AA + Dash AS Cold Blue Dragon + Fire Bomb (1cancel) +
Half Dash AA + Dash AS.. etc..

Lately, the comments seemed to be on pro PvPing a lot
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01-15-2008   #49 (permalink)
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Quote:
Originally Posted by ZephyrX
Lately, the comments seemed to be on pro PvPing a lot
That's cause we're all bored. PvP is the only thing still interesting in this game.
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01-15-2008   #50 (permalink)
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yep.. plus... i can't seem to think of any way a guide can be "beginner" besides suggesting beginning skills/combos

and since ur guide might be the only guide available.. i assume most beginners will have followed ur guide thus
i am suggesting other things so that they can read up
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01-15-2008   #51 (permalink)
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Quote:
Originally Posted by riceburner4540
That's cause we're all bored. PvP is the only thing still interesting in this game.
I guess so ... but staging for the perfect gear is also nice


Quote:
Originally Posted by Lunar
yep.. plus... i can't seem to think of any way a guide can be "beginner" besides suggesting beginning skills/combos

and since ur guide might be the only guide available.. i assume most beginners will have followed ur guide thus
I am suggesting other things so that they can read up
There is that Combo guide made by Gaiety, which is about closest to a pro guide.

P.S. Do you know how to quote multiple times? I keep having to use copy + paste to do this.
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01-15-2008   #52 (permalink)
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the '' button and gaiety's combo guide is everything from beginning to pro
i can't even do half the combos he posted
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01-15-2008   #53 (permalink)
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Quote:
Originally Posted by Lunar
the '' button and gaiety's combo guide is everything from beginning to pro
i can't even do half the combos he posted
I just use his guide and tweak it around sometimes in the Practice Field, maybe make some new combos o.O.

The " Button... arg.. it's so small I can't even see it!
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01-15-2008   #54 (permalink)
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Quote:
Originally Posted by Lunar
i can't even do half the combos he posted
Other than wall combos, I don't see why that'd be the case >_>;

Anyway, quick suggestion for Ocean of Fire level 1 for Pvp. Long range stiffen = Fire Orb hits = Lots of damage.
 
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I'm not much of a wizard player and I can do most of those (my wizard is lvl 22). I'm sure he's being sarcastic or something.

Fire Orb (target runs), aim Ocean of Fire where he's headed, flinches, gets smacked by orbs, Fury of Land > instant 900 damage.
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01-15-2008   #56 (permalink)
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Quote:
Originally Posted by Gaiety
Other than wall combos, I don't see why that'd be the case >_>;

Anyway, quick suggestion for Ocean of Fire level 1 for Pvp. Long range stiffen = Fire Orb hits = Lots of damage.
ocean is hella slow to cast i hate it.. so hard to hit even with my almost perfect aiming i'd rather waste 200mp for fire rain than waste 60mp for ocean
and i meant the longer combos... i can't do cause i can't remember them lol

Quote:
Originally Posted by riceburner4540
I'm not much of a wizard player and I can do most of those (my wizard is lvl 22). I'm sure he's being sarcastic or something.

Fire Orb (target runs), aim Ocean of Fire where he's headed, flinches, gets smacked by orbs, Fury of Land > instant 900 damage.
its not instant 900 dmg.. there's ways to escape
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01-15-2008   #57 (permalink)
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Quote:
Originally Posted by ZephyrX
AA + Pillar of Abyss + Cold Blue Dragon

You do notice if you were a beginner, that combo wouldn't even work?
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01-15-2008   #58 (permalink)
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Quote:
Originally Posted by Lunar
its not instant 900 dmg.. there's ways to escape
Yeah, there usually are ways to escape, but for the most part, it's pretty difficult if you have good aiming with Ocean of Fire.
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01-15-2008   #59 (permalink)
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Quote:
Originally Posted by HealMagic
You do notice if you were a beginner, that combo wouldn't even work?
It would, just not very well. Dragon will likely only get 2 hits due to distance, and an opponent in PvP would definitely run or whack back before the Pillar gets off.
 
01-15-2008   #60 (permalink)
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Quote:
Originally Posted by HealMagic
You do notice if you were a beginner, that combo wouldn't even work?
You want me to demostrate for you?
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