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foreignreign
04-22-2011, 03:53 PM
This guide discuss all of Staff Evie's skills, equipment, enchant scroll options, maneuvers, and everything in between.

This guide is currently up-to-date with episode 10 information.

Feel free to post any comments, criticisms or suggestions about the guide.

Table of contents:
Stats and How They Effect Evie
Summary of Active Spells
Skill Level Priority
Transformations and You
Equipment Tips
Enchant Scroll Suggestions
Scroll Drop Locations
Battle Tips
Demo Videos
Credits


Guide History:

2012
May 26 - Version 8.6; Added episode 10 info
February 2 - Version 8.5; Minor fixes
January 23 - Version 8.4; Minor fixes
January 6 - Version 8.3; Minor fixes

2011
December 24 - Version 8.2; Minor fixes
December 17 - Version 8.1; Updated with episode 9.5 Dragon info
November 18 - Version 8.0; Edited and reformatted Battle Tips section
November 12 - Version 7.0; Changed formatting in Enchant Scroll Suggestions
October 19 - Version 6.1; Minor fixes
October 18 - Version 6; Updated with episode 9 info, major corrections to various sections
October 15 - Version 5.7; Minor fixes
September 21 - Version 5.6; Minor fixes
August 24 - Version 5.5; Minor fixes
August 14 - Version 5.4; Removed min/max subsection, updated scroll section
August 3 - Version 5.3; Minor fixes
July 25 - Version 5.2; Minor fixes
July 17 - Version 5.1; Corrections to the trans section.
July 8 - Version 5.0; Added a min/max subsection to the Equipment Tips section
June 27 - Version 4.3; Added Paladin Conviction video
June 25 - Version 4.2; Minor fixes, corrected Grace: DEF & Revelation: ATT descriptions.
June 24 - Version 4.1; Minor fixes
June 22 - Version 4.0; Added Transformations and You section
June 21 - Version 3.7; Minor fixes
June 8 - Version 3.6; Added Clipped Wings, minor fixes
June 6 - Version 3.5; Added Strength Mastery/Weight Endurance to the Skill Level Priority section, minor fixes
May 29 - Version 3.4; Minor fixes, added another demo vid
May 27 - Version 3.3; Added another subsection to Battle Tips, minor fixes
May 24 - Version 3.2; Reformatted the Battle Tips and Equipment Tips sections, moved the Battle Tips section, minor fixes
May 23 - Version 3.1; Adjusted skill rankings
May 20 - Version 3.0; Added a Demo Videos section
May 18 - Version 2.4; Added Flying Sparrow to the guide, adjusted the rankings of various skills
May 14 - Version 2.3; Summary of Active Spells format change, minor fixes
May 6 -Version 2.2; Changed the Enchant Scroll Suggestions section a bit, minor fixes
May 5 - Version 2.1; Minor fixes
April 29 - Version 2.0; Added a Scroll Drop Locations subsection
April 26 - Version 1.3; Added Force scroll as a scroll suggestion, minor fixes
April 24 - Version 1.2; Added more tips to the Battle Tips section, minor fixes
April 23 - Version 1.1; Added stamina consumption numbers for spells, minor fixes
April 22 - Version 1.0



Stats and How They Effect Evie

Going down the list in the Character Window:

STR: Increases ATT, which is useless for a staff Evie
AGI: Increases DEF, the chance of getting a Magical Critical Hit and stamina regeneration. The stamina regeneration is negligible unless you go from a miniscule amount to a huge amount. 2 AGI adds 1 DEF.
INT: Increases MATT, Evie's ability to lift objects as well as the strength of Mana Amber and Mana Shield. 1 INT adds 2 MATT.
WIL: Increases the chance of Life Flare and Standing Endurance procing, and your HP. 1 WIL adds approximately .6 HP.
LUK: Gives you the chance of obtaining a white core. White cores randomly drop off of monsters whenever they drop regular evil cores (including some, if not all, breakoff points). At 100 LUK, you don't have a chance to gain white cores.
BAL: The range of how much damage your attacks will deal. For simplicity's sake, a balance of 80 means you will do anywhere from 80% to 100% of your maximum damage with each hit.
ATT SPD: Attack speed. For Evie, increases the rate at which you can fire Magic Arrow and decreases the amount of time it takes from one level of Focus to another. Verified by placeboing (http://mabination.com/threads/25388-A-Quick-Guide-to-the-Revamped-Staff-Evie?p=419786&viewfull=1#post419786).

HP: Your hit point amount. When this reaches 0, your character dies.
Stamina: Your stamina. As a staff Evie, all attacks consume stamina (aside from hitting something with Focus, or kicking).
ATT: Physical attack. Since Staff Evie's attacks all use MATT, this stat is useless.
MATT: Magical attack. This is the stat that Staff Evie's attacks will use the most for damage. Effects the amount of HP healed by Healing Corona.

DEF: Your defense. Reduces damage taken when hit.
Critical: Your chance to land a critical hit.
Crit resist: Decreases the chance of enemies critical hitting you.


To see more in-depth calculations on how these stats are calculated, as well as damage charts, check here. (http://boswerlk.webs.com/vind.html?nxid=15)



Summary of Active Spells
(for a full listing of skills and their descriptions and AP costs, check VindictusDB (http://vindictusdb.com/skills?skill_char=Evie))

http://img.photobucket.com/albums/v36/qwertyman/Vindictus/Focus.gif Focus - This skill is what allows Evie to cast a majority of her spells. While using Focus, Evie does not regenerate stamina.

Activated by hitting the smash key. Holding down the smash key will allow Evie to reach a higher level of Focus. The time it takes to go from one charge level to another while in Focus can be reduced if you quickly release and press the smash button right when you hit a charge level.


Non-Focus spells:
http://img.photobucket.com/albums/v36/qwertyman/Vindictus/EagleTalon.gif Eagle Talon - An attack spell that is performed after running for a certain period of time. You will know when you can activate it since Evie will shout and her hand will start glowing. At r9, you will be able to cast a Magic Fire Mine by holding down the smash key while in her charged running state. Magic Fire Mines are spheres of mana that will detonate after 15 seconds, or when an enemy or object (any object, including secondary weapons and even Mana Amber) hits them. Ranking this skill also decreases the amount of time it takes to go into the charged state.

Stamina cost: 15 (Eagle Talon), 30 (Magic Fire Mine)

Only usable when in the charged running state. To cast, press smash. To cast a Magic Fire Mine, press and hold the smash key until the bar at the bottom of the screen fills up.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/FlyingSparrow.png Flying Sparrow - A spell that increases Evie's dodging abilities by giving her a second jump to her regular hop by releasing a burst of energy mid-hop, or after using Mana Mine. Flying Sparrow also works as an attack against enemies. When used after Mana Mine, the distance covered by Flying Sparrow is the same distance covered by a hop + Flying Sparrow.

Stamina cost: 20 (when used during a hop), 8 (when used after Mana Mine)

Press the smash key during a hop, or after placing a Mana Mine. Pressing a direction will control where you go.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/MagicArrow-1.png Magic Arrow - Launches a green bolt of mana at a target to deal damage. After ranking it to r9, will have an added effect of two additional, smaller arrows being launched alongside the main arrow.

Stamina cost: 9 (first arrow), 5 (consecutive arrows)

Activated by pressing the normal attack button. Holding down the button will rapid-fire arrows.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/ManaAmber.gif Mana Amber - Evie encases herself in a magical amber that shields her from damage, however, she is unable to perform any action until she releases herself from the amber, or enough damage is dealt to the amber to break it. After a certain amount of time passes, Mana Amber will automatically cancel.

Stamina cost: 50 (rF), 40 (rA)

Activated by pressing dodge/spacebar twice. Holding down the button will keep you in Mana Amber longer.


Level 1 Focus spells:
http://img.photobucket.com/albums/v36/qwertyman/Vindictus/HealingCorona.gif Healing Corona - Evie summons "Healing Motes" that are stationary. Any ally that passes by the motes will have HP restored and recieve a debuff that does not allow them to be healed by Healing Corona for 2 minutes. This spell will not heal anyone with full HP. The healing motes themselves only last 2 minutes before disappearing.

Stamina cost: 20
Cooldown: 180 seconds

Press A or the left key while in Focus 1.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/ManaMine.png Mana Mine - a simpler version of Magic Fire Mine that only lasts for 5 seconds.

Stamina cost: 12
Cooldown: 1 second

Press S or the down key while in Focus 1.


Level 2 Focus spells:
http://img.photobucket.com/albums/v36/qwertyman/Vindictus/Firebolt.png Firebolt - This spell launches a "fire mine," so-to-speak, at a selected target (the lock-on happens when you start casting). After casting, the fire mine moves toward a target (or forward into empty space) until it comes into contact with either any obstacle or enemy, and then explodes. If the fire mine does not come into contact with a target after it travels a certain distance, it will disappear.

Stamina cost: 14
Cooldown: 7 seconds

Press S or the down key while in Focus 2.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/IceBlast.gif Ice Blast - Evie smashes her staff into the ground (the old LLLLR animation) and potentially freezes non-boss enemies who are relatively close by.

Stamina cost: 14
Cooldown: 4 seconds

Press A or the left key while in Focus 2


Level 3 Focus spells:
http://img.photobucket.com/albums/v36/qwertyman/Vindictus/IceSpear.gif Ice Spear - Evie launches ray of ice that has long range and can freeze any target. Any enemies that are within the path of Ice Spear will be hit. Bosses eventually build a resistance to Ice Spear's freezing status. Specifically, if a boss is hit by an Ice Spear and is frozen, the next time it is frozen by Ice Spear, the freezing status will not last as long as the first freeze. The third time the boss is hit by Ice Spear, the boss will be frozen for a fraction of a second (if at all), and at this point the boss' "freeze timer" will begin. Once that timer is up (around 5 minutes*), the boss will be able to be frozen again for the full duration, and the cycle will repeat.

Stamina cost: 19
Cooldown: 15 seconds

Press S or the down key while in Focus 3.

*needs verification


Level 4 Focus spells:
http://img.photobucket.com/albums/v36/qwertyman/Vindictus/BlindArrow.gif Blind Arrow - Launches a flurry of 9 magic arrows for devastating damage. The magic arrows from this spell will home into a target after a lock-on, even if the enemy runs towards you and ends up behind you, although the arrows launched from this spell follow a sporadic path so not all of them are guaranteed to hit small targets.

Stamina cost: 30
Cooldown: 30 seconds

Press S or the down key while in Focus 4.


Alchemy box spells:
http://img.photobucket.com/albums/v36/qwertyman/Vindictus/CreateGolem.gif Create Golem - Evie summons a mass of energy that will draw in any objects that can be lifted into itself. Once enough objects are absorbed, the Golem will take form and walk on two legs, and will attack enemies and receive damage. The summoner Evie will receive a small amount of damage whenever the golem takes damage.

Press 2 while your alchemy box is open.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/ManaPistol.gif Mana Pistol - Evie summons an autonomous gun, which will take damage from enemies and shoot them in retaliation. Monsters that are hit by a Mana Pistol will also receive a debuff that slows them down (similar to the Slow status effect for player characters). Mana Pistols will occasionally retreat from their current position if an enemy sticks close to them for too long. Only one Mana Pistol can be summoned at a time (summoning a second Mana Pistol will kill the first one).

Press 3 while your alchemy box is open.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/MercuryTrap.gif Mercury Trap - Evie creates a puddle of mercury below her, that traps many enemies and bosses and does not allow them to move out of the mercury puddle. Not all bosses are effected by Mercury Trap.

Press 1 while your alchemy box is open.


SP Spells:
http://img.photobucket.com/albums/v36/qwertyman/Vindictus/ClippedWings.png Clipped Wings - Evie raises her staff and creates a blast wave that slows down all non-boss enemies within range. Consumes 1 SP Bar.

Switch to the SP: Clipped Wings icon by pressing X in battle, then Z to activate.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/Regeneration.gif Regeneration - Evie casts a buff that affects the entire party and restores HP over time. Consumes 2 SP Bars.

Switch to the SP: Regeneration icon by pressing X in battle, then Z to activate.


http://img.photobucket.com/albums/v36/qwertyman/Vindictus/ReverseGravity.gif Reverse Gravity - Evie lifts up any nearby enemies and liftable objects into the air, suspending them for a second, and then suddenly slams them back down to the ground. Consumes 4 SP Bars

Switch to the SP: Reverse Gravity icon by pressing X in battle, then Z to activate.



Skill Level Priority

This section is broken up into several different levels of priority. High priority overrides medium, which overrides low. However, the other three levels of priority are up to your preference, since once you level the important skills (those in high priority and maybe some in medium), leveling skills becomes a matter of preference, and what exactly you feel you need. With that said, if you find yourself soloing a lot, you might want to get skills under the solo or survival priority before healer priority, or vice versa if you party a lot. I will, however, highly recommend that you max everything in high priority ASAP, since the skills in there are all extremely important. From there, you can choose to move onto a medium priority skill, or one of the preference priorities, depending on what you feel you need. Low priority skills should be ranked last, unless you really really want one of them ranked.

If a skill is not listed, that means it's essentially useless for a Staff Evie (Combat Mastery, Scythe Mastery, etc). Staff Mastery is not listed since you should only rank that skill as you need it to equip higher level staves.



Skills are listed in order of descending priority (with respect to their own tier).

Skills marked with an asterisk (*) are skills that are required as a prerequisite for learning other skills.

Click on skill names to see their in-game description.


High priority:
Focus* (http://vindictusdb.com/skill?i=Focus)
Magic Mastery (http://vindictusdb.com/skill?i=Magic+Mastery)
Intelligence Mastery (http://vindictusdb.com/skill?i=Intelligence+Mastery)
Standing Endurance (http://vindictusdb.com/skill?i=Standing+Endurance)

Focus is at the highest here, for obvious reasons. Magic and Intelligence Mastery are great skills, since they both increase your MATT, which means all of your offense skills will deal more damage, and some of your defensive skills (namely Mana Amber, Mana Shield and Healing Corona) will become more efficient. Level them in whichever order you prefer. However, once you get Intelligence Mastery to rA, hold off on it for a long time since the AP requirement jump from A to 9 is a huge amount without nearly as much benefit (15 INT for every rank past 9 as opposed to 34 for rE to rA).

Standing Endurance is tacked onto the end here since it greatly improves survivability, however, this skill only becomes a priority when you hit level 30 and can rank it to r9, since that is when SE will allow you to instantly roll away after getting knocked on the ground (press spacebar/the dodge button to do so).


Medium priority:
Firebolt (http://vindictusdb.com/skill?i=Firebolt)
Ice Spear (http://vindictusdb.com/skill?i=Ice+Spear)
Blind Arrow (http://vindictusdb.com/skill?i=Blind+Arrow)
Magic Arrow* (http://vindictusdb.com/skill?i=Magic+Arrow)
Ice Blast (http://vindictusdb.com/skill?i=Ice+Blast)
Magic Critical Hits (http://vindictusdb.com/skill?i=Magic+Critical+Hits)
SP: Reverse Gravity (http://vindictusdb.com/skill?i=SP%3A+Reverse+Gravity)

Firebolt, Ice Blast, Ice Spear and Blind Arrow are your main options for ranged damage when it comes to Focus spells. Firebolt and Ice Blast have the lowest cooldowns with the largest splash range, making them suited for both boss and trash mob slaying. Ice Spear and Blind Arrow both are great skills due to their damage output and range, although they come with the highest cooldowns for offensive spells, so you won't be able to cast them at a high rate.

I would recommend Firebolt and Ice Spear first, because both are powerful spells that you should be able to fit in regularly against a boss, although under different circumstances. Even though both of these spells have greater cooldowns than Iceblast, Firebolt keeps you in less danger since it does not move you forward and can be cancelled at any time, while Ice Spear comes out relatively quick despite being a level 3 Focus spell (if you're doing it the quick charge way), and has great range to it. Also, Firebolt goes all the way up to rank 6, at which point it has a whopping 73% damage increase. Definitely worth the AP, and puts it far beyond the other spells in terms of damage capability.

Ice Blast can reach almost as far as Firebolt can, with the only exception being when you've Transformed, so it's still good for damage against a boss, although you may find yourself using Magic Arrow more since you may find it hard to judge the range of an Iceblast.

Magic Arrow has been moved here from the Solo Priority due to its high rank cap, since it also has a max of rank 6 now. Similarly to Firebolt, at r6, Magic Arrow has a 73% damage increase, and as such it will deal massive amounts of damage quickly, possibly higher than any other spell can because of its lack of cooldown and cast time, although the stamina cost from spamming this will start hurting quickly. However, Magic Arrow will only start shining once it hits r8 or above, so if you're not yet level 40 or higher, don't feel coerced to max this out ASAP, since your Focus spells will offer just as much DPS while costing you less stamina, which is why it's in the middle of this tier.

Magic Critical Hits is a good skill in the sense that it boosts your damage output with any spell, however, the damage is inconsistent and bosses who have higher critical resistance won't be affected as much. You can rank up SP: Reverse Gravity before or after critical hits, the option is yours. Just keep in mind that Reverse Gravity won't see nearly as much use as any of the other offensive spells in this tier, nor will it affect them all like Magic Critical Hits will. And depending on your play style, you might opt to use your SP for Regeneration instead.


Low priority:
SP: Clipped Wings (http://vindictusdb.com/skill?i=SP%3A+Clipped+Wings)
Mana Mine (http://vindictusdb.com/skill?i=Mana+Mine)
Flying Sparrow (http://vindictusdb.com/skill?i=Flying+Sparrow)
Eagle Talon (http://vindictusdb.com/skill?i=Eagle+Talon)
Defense Mastery (http://vindictusdb.com/skill?i=Defense+Mastery)
Secondary Weapon Proficiency (http://vindictusdb.com/skill?i=Secondary+Weapon+Prof.)
Strength Mastery* (http://vindictusdb.com/skill?i=Strength+Mastery)
Weight Endurance (http://vindictusdb.com/skill?i=Weight+Endurance)
Agility Mastery (http://vindictusdb.com/skill?i=Agility+Mastery)
Stone Skin (http://vindictusdb.com/skill?i=Stone+Skin)

Aside from Mana Mine and Flying Sparrow, these are all pretty much luxury skills. Eagle Talon rarely sees any use anymore since Evie now has actual offensive spells. The only uses it has are for low breakoff points (Irukul is sort of an important one, but you don't really need it even then), or for lowering stamina cost while running. Secondary Weapon Proficiency only becomes really useful when you reach Titan, since the breakoff for Titan requires a large amount of damage to his breakoff point (left ankle), and so using Fine Spears over regular spears is a huge advantage. Secondary Weapon Proficiency also lets you use Sticky Bombs at rC, however, there are few worthwhile breakoffs that Sticky Bombs are better than Fine Spears at, so getting the skill that high is more of a luxury than anything. You also don't need to rC to use the in-battle Sticky Bombs from Depths of Ainle and Ahglan.

SP: Clipped Wings is an interesting skill. It consumes 1 SP bar and slows down all enemies within a fairly small radius around the caster for a short duration (4 seconds at rF, 9 at rA). Since it doesn't work on bosses at all, most people think it's trash, but it's far from that. It can has its uses in Hero mode, mostly against the more annoying mobs when they've got a fancy prefix. More importantly though, since the skill still works on mini-bosses, it makes killing the mini-bosses in fights like The Contract much easier when you're on Hero mode. More importantly, Clipped Wings works on the 4 mini-golems in Colru, which makes the fight painfully easy.

Strength Mastery is listed here only as a prerequisite to Weight Endurance. You need rank rD of Strength Mastery for Weight Endurance, and you only really need Weight Endurance when you're 61 and Evie's gear starts to become Light Armor. Even then, unless you're wearing more than 2 Light Armor pieces, you may not need more than rE or rD of Weight Endurance.

Mana Mine and Flying Sparrow are at the top of this list because they provide decent damage output while also providing you with a viable means of escaping an attack. However, using these two in conjunction is tricky, and you may sometimes find yourself either using it too early, resulting in the boss keeping its lock on you and landing its hit, or if you try to dodge left, you may accidentally lay down a Healing Corona since you might press the left or A key entirely too early. If you're not too fond of trying to squeeze in that extra bit of damage with a Mana Sparrow, I wouldn't blame you for looking over them in favor of other low priority skills. If you only use Flying Sparrow through hopping, then don't worry about ranking it, although the boost in damage is nice to have since you may regularly find yourself hitting with Flying Sparrow while evading an attack.


Solo priority:
Alchemy: Mana Pistol (http://vindictusdb.com/skill?i=Alchemy%3A+Mana+Pistol)
Alchemy: Mercury Trap (http://vindictusdb.com/skill?i=Alchemy%3A+Mercury+Trap)
Alchemy: Create Golem (http://vindictusdb.com/skill?i=Alchemy%3A+Create+Golem)
Alchemy: Golem Mastery (http://vindictusdb.com/skill?i=Alchemy%3A+Golem+Mastery)

These skills are at their best when you're soloing, except for maybe Mercury Trap. As far as summons go, Mana Pistol is much better than a Golem is, since it can take just about as much damage, is smaller so it doesn't hinder your vision, doesn't require any objects for a proper summoning, has a much shorter summoning time, and you can carry up to 9 with you in battle. Mercury Trap is great since it allows you to keep monsters at bay, allowing you to shoot at them from afar without restriction. It also helps to keep bosses in a single spot or clumped together, which can make killing bosses like the Werewolves in Trampled Plains, or the sentinels in Red Archer a simple task.

Both Mana Pistol and Mercury Trap have their uses in parties, but are not nearly as much of as a necessity in those as they are in solo runs. Golems especially are geared toward soloing, unless you keep Create Golem at Rank F, since increasing ranks in this skill will make the golem larger, making it hard for both you and everyone in your party to see a boss. Melee characters will also find it annoying having to work their attacks around the Golem, since characters with short range (Fionas in particular) can barely, if at all, hit through an rA Golem. However, larger golems are much more useful in other scenarios, so I would rank that first before mastery. In most parties you won't be using your golem for straight-up damage.

It would be a good idea to level up Mana Pistol before Mercury Trap, since by the time you actually have Mana Pistol, you'll be fighting bosses that can dish out damage quickly, so putting some life into your Mana Pistol will actually make it last longer than 2 seconds.


Survival priority:
Mana Shield (http://vindictusdb.com/skill?i=Mana+Shield)
Mana Amber (http://vindictusdb.com/skill?i=Mana+Amber)
HP Potion Proficiency (http://vindictusdb.com/skill?i=HP+Potion+Proficiency)
Willpower Mastery* (http://vindictusdb.com/skill?i=Willpower+Mastery)
Life Flare (http://vindictusdb.com/skill?i=Life+Flare)
Campfire (http://vindictusdb.com/skill?i=Campfire)
Health Mastery (http://vindictusdb.com/skill?i=Health+Mastery)
Cloth (http://vindictusdb.com/skill?i=Cloth+Armor+Proficiency)/Light Armor (http://vindictusdb.com/skill?i=Light+Armor+Proficiency) Mastery

These skills help prolong your life, and should be ranked when you feel you're too flimsy. Mana Shield is a no-brainer, as is Mana Amber, however, HP Potion Proficiency is one of the best survival skills out there, since a Fine HP Potion will heal 840 HP instead of the 600. Since most characters sit around 3000 HP, that effectively reduces the amount of Fine HP Potions it takes to fully heal you from 5 to just 3~4. However, if you have a high rank Healing Corona, you can pass on HP Potion Proficiency for awhile. Life Flare is fairly low, since its benefits are inconsistent and are not something you should rely on, and Health Mastery is the second lowest since it requires too much AP for the amount of HP you get from ranking it.

You'll need to rank Willpower Mastery to rD as a prerequisite for Life Flare, however, once you reach that rank, you don't need to bother with it for awhile since leveling Life Flare will give you more of a bonus than Willpower will. If you've maxed Life Flare and want some more lasting power, then by all means, go ahead and get some more of it. Willpower will also increase the chance of Standing Endurance going off as well.

Campfire is nice to have maxed, but if there's a Fiona in the party, that person should have campfire maxed. Evie won't get much utility out of campfire early on, since the DEF lost from your gear breaking isn't a huge hit, but later on you can lose close to 1000 DEF if you're in the ~3500 DEF mark. I would suggest getting this skill if you solo a lot, or find yourself partying with other Evies/Lanns frequently.

As for Cloth/Light Armor mastery, I only suggest leveling these when you need them. The DEF boost you get from ranking this skill is negligible, and the increased in-battle durability from this skill does not seem to work.


Healer priority:
Healing Corona (http://vindictusdb.com/skill?i=Healing+Corona)
Revive (http://vindictusdb.com/skill?i=Revive)
SP: Regeneration (http://vindictusdb.com/skill?i=SP%3A+Regeneration)
Alchemy: Transform Erg (http://vindictusdb.com/skill?i=Alchemy%3A+Transform+Erg)

If you want to heal yourself and your allies, you should rank these skills. Healing Corona is the go-to healing spell. It may not be spammable like the old Heal was, but it makes up for that in potency. In terms of healing power, 1 INT adds .046 more HP recovered by Corona. SP: Regeneration is your secondary heal amidst a battle, although you may decide to not use it that often since it consumes 2 SP bars. Revive is also a good skill for healing in a sense, because an r6 Revive will heal 10% more HP than a Phoenix Feather revive will, and there's also the obvious benefit of being able to revive someone without an item. Alchemy: Transform Erg is more of a luxury heal if anything, since it not only requires a one-handed object to use (which can be scarce depending on the battle), but also for whoever needs a heal to run around and collect the ergs. This is really only useful in Hero mode or harder boats where trash mob fights can get out of hand, so making some ergs can help put off any pot usage until the boss. Or if you just feel like being nice and saving your party members on some money.



Transformations and You

As of June 15, Vindictus now has two stages for transformation and the differences between Paladin and Dark Knight have widened. If you're having trouble deciding which transformation is right for you, then take a look at these key differences between the two.

Click on the skill names to see their in-game description.

Stage 1 differences:

Grace: DEF (http://vindictusdb.com/skill?i=Grace%3A+DEF) vs Revelation: ATT (http://vindictusdb.com/skill?i=Revelation%3A+ATT)


Grace: DEF Revelation: ATT
Level 1: +250 DEF +500 ATT/MATT
Level 2: +500 DEF +1000 ATT/MATT, +2 BAL
Level 3: +750 DEF +1500 ATT/MATT, +4 BAL

Revelation: ATT has a hidden BAL bonus that is not listed in-game. I'm not sure if level 1 Revelation: ATT adds BAL or not, however, the numbers for level 2 and 3 are correct.

Revelation: ATT is the winner here, since you won't really be using that 750 DEF all that much as a staff Evie. Staff Evie can nullify most attacks easily, so you should be concentrating on offensive abilities for Evie.


Grasp (http://vindictusdb.com/skill?i=Grasp) vs. Steal (http://vindictusdb.com/skill?i=Steal)


Grasp Steal
Level 1: +5% projectile damage Absorbs 5% HP
Level 2: +10% projectile damage Absorbs 10% HP
Level 3: +15% projectile damage Absorbs 15% HP
Level 4: +20% projectile damage Absorbs 20% HP
Level 5: +25% projectile damage Absorbs 25% HP


Between these two, Steal is the better choice since it can add to your MATT on top of what you normally get, and the damage from both skills isn't significant enough to care about. You won't want to put too many points into this though since even just level 1 can get the job done.


Grace: Aura (http://vindictusdb.com/skill?i=Grace%3A+Aura) vs. Revelation: Aura (http://vindictusdb.com/skill?i=Revelation%3A+Aura)


Grace Revelation
Level 1: Generates 1 SP every 3 seconds +30 maximum Stamina
Level 2: Generates 2 SP every 3 seconds +60 maximum Stamina
Level 3: Generates 3 SP every 3 seconds +90 maximum Stamina
Level 4: Generates 4 SP every 3 seconds +120 maximum Stamina
Level 5: Generates 5 SP every 3 seconds +150 maximum Stamina

For the Paladin's Aura, 5 SP every 3 seconds amounts to 200 SP, or just a under 1 bar of SP without taking into account Fatigue and Vigor. For reference, the entire SP gauge is 1,000 SP. With Fatigue and Vigor, you get roughly 190 (first stage) + 280 (second stage), so a total of 470 SP, or almost 1/2 of your bar, which is a pretty decent deal.

As for the Dark Knight Aura, players who recieve the buff from a Dark Knight will have Revelation's stamina boost applied to both their current and maximum stamina. So if a character has 30/173 stamina and recieves a level 5 Revelation buff, they will then be at 180/323 stamina.

So if you want to help out your allies more, it's best to go for Dark Knight here. If you want to be greedy and have a wealth of stamina at your disposal during times when everyone transes, Paladin is actually the better choice.


Petrification (http://vindictusdb.com/skill?i=Petrification) vs. Slowdown (http://vindictusdb.com/skill?i=Slowdown)

Petrification will completely immobilize an enemy, while Slowdown will only slow down an enemy. Both skills only work against regular mobs (ie: no bosses or mini-bosses). While the Paladin skill is better than Slowdown, since you're a staff Evie, you don't have much need for Petrification since Ice Blast and Ice Spear can both do the same thing. There's also Clipped Wings which slows enemies down as well if you really feel like it. I wouldn't recommend getting either skill as a staff Evie.


Stage 2 differences:

Grace: Perseverance (http://vindictusdb.com/skill?i=Grace%3A+Perseverance) vs. Revelation: Fury (http://vindictusdb.com/skill?i=Revelation%3A+Fury)


Grace Revelation
Level 1: +250 DEF +500 ATT/MATT, +2 BAL
Level 2: +500 DEF +1000 ATT/MATT, +4 BAL
Level 3: +750 DEF +1500 ATT/MATT, +6 BAL

Dark Knights get a slightly buffed up version of their Revelation: ATT skill, while Paladin's get a carbon copy of their Grace: DEF skill. I'd opt for Revelation: Fury here, since the +6 BAL compacted on to a level 3 Revelation: ATT will add a total of 10 BAL, or essentially +5% total damage.


Conviction (http://vindictusdb.com/skill?i=Conviction) vs. Fissure (http://vindictusdb.com/skill?i=Fissure)

This video (http://www.youtube.com/watch?v=RjbxaVjljus) offers some insight into Fissure's damage. It deals almost one bar of Blood Fist's HP, which is just shy of 6,986 damage (69,863 total HP for him according to VindictusDB). For a comparison, a hammer Fiona with 13,000 ATT will Shield Charge him for just about that much damage (approximately 5200~8700 damage). So basically, just think of Fissure as being a Shield Charge in terms of damage. The drawback to these two skills is that you can only use it once per transformation (aside from when you fight Shakarr since the cooldown is 80 seconds), but keep in mind that it is ranged, and that you can double its damage by maxing out Encroach if you so choose to.

For a staff Evie, Fissure is definitely the better choice. It adds another skill to Evie's arsenal that allows her to stun bosses (Ice Spear and Reverse Gravity being her others), allowing her to offer even better team support, as well as giving her another ranged attack with high damage output. And while a second layer of Mana Shields (ie: Conviction) is nice, since Evie has pathetically low DEF, Conviction won't last more than 2 hits from any boss, even with maxed Discipline (not that you'd want to max Discipline).


Overall, I would recommend Dark Knight for a staff Evie over Paladin. Whether or not Evie dies is usually an issue of mistimed Mana Ambers or not enough stamina to Mana Amber, the latter of which can be partially solved by DK's stamina boost, and the former of which won't be solved by either choice.



Equipment Tips

Do not feel obligated to always keep your gear up to date. Sometimes the bonus from going to one set to another is not significant enough to warrant the cost. I would suggest that you update your gear (both your weapon and armor sets) once every 10 or so levels, unless you have money to spare and/or a better set is fairly cheap.

These suggested progressions all take into consideration the cost of going from one item/set to another. Feel free to upgrade to a new item/set whenever you please if you want to.


Armors
The following is an example armor progression that tries to minimize cost:
Scarlet Witch -> Broken Ash -> Rose Drop -> Southern Winter -> Temptress -> *Vehemence/Temptress -> Wonderland

*In the case of Vehemence, for cost-cutting and higher stat measures, I don't recommend getting the entire set. Getting Temptress Booties + Earrings of Temptation and the rest Vehemence is better. See this post for details. (http://mabination.com/showthread.php?p=402764#post402764)

Midnight Wedding, Broken Feather and Ingkara sets are not strictly significant upgrades to Vehemence/Temptress mix so I did not list them in the progression. The Fallen Angel (episode 9) set is an upgrade from the Vehemence/Temptress mix, however, Wonderland packs more INT. The upside to Fallen Angel is the 25 stamina the full set grants, but at the cost of 88 INT (compared to Wonderland). If you really feel that the extra 25 stamina is worth it, then go for Fallen Angel. Otherwise, Wonderland is the best option, at least for level 61 armors. Check here for an armor comparison (http://vindictusdb.com/item-comparer?i=legend_evy_head:legend_evy_upper:legend _evy_lower:legend_evy_hand:legend_evy_foot:earring _feather;wonderland_head:wonderland_upper:wonderla nd_lower:wonderland_hand:wonderland_foot:earring_f eather;fallenangel_head:fallenangel_upper:fallenan gel_lower:fallenangel_hand:fallenangel_foot:earrin g_feather;rage_evy_head:rage_evy_upper:rage_evy_lo wer:rage_evy_hand:earring_temp:temp_foot). It is also important to note that the gloves of the Fallen Angel set are actually Heavy Armor, so that's one less potential Force enchant.

The Mhara set is strictly better than the Wonderland, but only by 49 INT. In reality I would say Wonderland is better since it will ultimately cost far less to get the full set, and since the gloves, hat and boots of Wonderland are extremely cheap to make, they make for great Force scroll fodder. A single Force scroll gives 132 MATT, which is essentially 66 INT. If you can pass just one Force scroll on a Wonderland piece, your full Wonderland is better than a full Mhara, and is much cheaper to boot. While Mhara obviously does have more INT, I don't think it would be worth it to bother switching over.

Likewise, I would not recommend the Everlasting set over the Wonderland (or Mhara) set. Everlasting boasts the highest DEF of all INT-based armors with a whopping 3052 DEF, however, Evie's DEF would still too low to get any real use out of the DEF increase. Everlasting actually has less INT than even Wonderland, by 16. I would not say it's worth the price tag.

I would not recommend wearing Light, Heavy or Plate armor sets specifically for defense, since Evie has Mana Shields which counteract her low DEF. The amount of INT you lose from not wearing INT-gear is substantial and should not be traded for higher DEF. Midnight Wedding is an exception to this, of course.


Weapons
As for weapons, you should typically seek out the ones with the most MATT. ATT is nigh useless. A good progression could be:
Short Staff -> New Friendship Staff -> Aodhan's Staff -> *Staff of Life -> Blooming Staff/Watchtower: The Witch -> Ivory Staff -> Firework Launcher -> Rakum Rakish/Dreamwalker -> Raider's Staff -> Joyous Crook/Seal Maker

*Watchtower adds ~150 MATT more than Staff of Life, and is also a required item in making Watchtower: The Witch, however, Staff of Life adds 100 HP which no other staff does. So you can switch to Watchtower when you hit 32 if you want the extra MATT since you may need it as a crafting ingredient later anyway.

Dreamwalker is a slight upgrade to Rakum Rakish mostly due to its 6 more Crit and attack speed, so what you have to consider here is really just a personal issue: do you want to spend time farming Rakum pieces (I don't suggest buying one off the Marketplace or buying its ingredients), or do you want to just buy a Thor/Dreamwalker Staff since farming that is unrealistic? The choice is yours and neither are a bad choice between each other.

As for Raider's staff, the MATT and crit increase from Rakum/Dreamwalker to Raider's is a straight DPS upgrade, but only worth it if you absolutely want top damage in your parties. As your MATT gets higher and higher, the bonus from that extra crit becomes much more noticeable, which ends up eclipsing the Raider's low BAL.

The episode 9 staff, Teten Staff, is pretty much a strict downgrade from all the 61 staves with its subpar stats. The Joyous Crook, however, is a complete upgrade to all of the 61 staves. Check here (http://vindictusdb.com/item-comparer?i=staff_soar_sorrow;staff_ep10;staff_feat her;staff_rakum;staff_thor;eightteten) if you want to compare the stats for yourself.

Between Joyous Crook or Seal Maker, the choice is yours, really. Joyous Crook boasts 254 more MATT (Seal Maker has 3 more INT), while the Seal Maker has 4 more Crit and ATT SPD. Either choice is fine.

Accessories and books
For rings, once you get 2 Dawn Rings, you can mostly neglect rings until you can make Thorn Rings, unless you feel that you need more HP, in which case you can get 2 Savage Rings for +105 HP a piece. The reason being that the difference in MATT isn't entirely worth it until you hit Thorn Rings which add 72 INT (144 MATT). The choice of course, is always yours.

For other equipment slots, you'll be fine if you just get whatever adds the most INT/MATT. The other stats aren't nearly as important, and items for these slots are scarce. If you're interested in the Ghost Witch Set, wearing a Thorn Ring instead of the Ghost Witch Ring will net you 7 more INT at the cost of 3 AGI if you have the other 2 Ghost Witch pieces equipped, and a Thorn Ring is probably cheaper to make than a Ghost Witch Ring. It's also important to note that a 3* Thorn Ring will typically run you a smaller bill than even just a 2* Ghost Witch Ring, yet the Thorn Ring will add more INT (including a possible Ghost Witch set bonus).

As for the Ivory Set, even if you're past using the Ivory Staff, the Tough Irukul Leather Belt and Rocheste Magician Guild Seal are still great accessories to keep equipped. These two items are even almost on par with the Ghostly Ring and Solid Thor Leather Belt in terms of stats (including set bonuses). So once you get both of these items you will be set for a long time to come.

If you want absolutely maximum INT though, you'll either have to use 2 4* Thorn Rings and a Rainbow Belt, or 2 5* Ghostly Rings and a 5* Thor Belt. For various accessory mixes, check here (http://vindictusdb.com/item-comparer?i=ring_ghost_thank.0.5:belt_thor.0.5:ring _ghost_thank.0.5;spike_ring.0.4:spike_ring.0.4:bel t_rainbow;spike_ring.0.3:spike_ring.0.3:belt_rainb ow;ring_ghost_thank:belt_thor:spike_ring.0.3;ring_ rochest_mage_guild:belt_urkul:spike_ring.0.3). Remember to highlight the various icons to check the Quality (*) level.



Enchant Scroll Suggestions


For a complete listing of scrolls, check here (http://vindictusdb.com/enchants).

Listed in this section are good enchants that you should consider putting on your gear. You don't need to have absolutely all of your enchant slots filled up, but if you're looking to add more power to your character without spending millions of gold on obtaining a staff with a high enhance level, enchantments are the way to go.

Scrolls with names in navy blue font are r9 scrolls. When enchanting with an r9 scroll, if you fail, there is a chance that the item you are enchanting will break and you will lose it forever (without getting any of its ingredients back). Exceptions to this are Dominance and Berserker, no idea why but they have a 60% success chance and do not break gear (they still bind your equipment though). Otherwise, I would suggest using these scrolls on non-enhanced/enchanted gears to reduce the financial blow in case you fail and the item breaks. Also, upon success, the enchanted item will be bound to you with a level 5 bind, and 3 unbind counts.

Scrolls with names in dark red font are r8 scrolls that have a chance of breaking your items. There are some r8 scrolls that do not break your items at all, and these are Strong, Healthy, Significant and Passion. These 4 scrolls can have up to a 100% success rate (1 BR = 1% success rate when enchanting) and will appear in a dark green font. Other r8 scrolls work more like r9 scrolls, and have an even smaller chance of success.

Weapon:
Prefix:

Gallant (+180 ATT, +150 MATT, +1 BAL with Kobold Beater title)
Nimble (+2 BAL, +1 Attack Speed)
Decisive (+1 BAL, +3% critical rate, -40 ATT)
Hateful (+2 Attack speed, additional +3 Attack Speed with Staff Mastery r7, +4% critical rate)


Suffix:

Valor (+5 BAL, +4 Attack Speed, +130 ATT, +119 MATT)
Bloodlust (+3 BAL, +5 Attack Speed, +150 ATT, +138 MATT)
Oblivion* (when attacking, has a chance of increasing ATT and MATT by 2500 with Hakam's Apprentice/Successor title)
Divine Punishment (+677 MATT, +1 ATT SPD, -2 BAL, +2% CRIT)
Dominance (+150 ATT, +150 MATT, when attacking, has a chance of increasing BAL by 30 and regens 2 stamina per second, for 60 seconds)


*only applicable for Ivory weapons

Head:
Prefix: Scholar's (+18 INT, -5 AGI)

Body:
Prefix: Enduring (+8 Stamina, an additional +7 Stamina with Cloth Armor Proficiency rA)

Suffix:

Stone (when hit, has a chance of increasing defense by 3000 for 30 seconds, and the hit that activates the buff gets affected by the boost)
Master (-1 BAL, +5% Critical Rate, +5% Critical Resistance)


Shoes:
Suffix: Zeal (regenerates stamina at a rate of 1 per second and is always active, including times when you wouldn't normally be able to regenerate stamina)

Book:
Prefix: Sage's (+21 INT, -6 AGI)
Suffix: Chaos (has a chance of increasing MATT by 150 for 30 seconds when attacking)

Any armor piece:
Prefix: Disciple (+6 INT, -5 AGI, additional +5 INT with Magic Mastery rD)

Any non-accessory/spell-book equipment:
Suffix: Illusion (+40 MATT)

Any Cloth Armor or Light Armor equipment:
Prefix: Well-Balanced (+2 ATT SPD, +1 BAL, +1% CRIT, -1% CRIT resistance)
Suffix: Force (+2 BAL, +140 ATT, +132 M. ATT, -28 DEF)

Any Heavy or Plate Armor equipment:
Prefix: Tutelary (+112 DEF, +50 HP)
Suffix: Sentinel (-15 ATT, +118 DEF, +2% CRIT resistance and an additional +106 DEF with Willpower Mastery rA)

Any Heavy equipment:
Suffix: Armadillo (+336 DEF, +5 STA, -100 HP)

Accessories:
Prefix:

Warlord (+6 STR, +6 INT, and +130 DEF when level 65 or above)
Strong (+9 STR, +9 INT, +2 STA when level 66 or above
Significant (+15 ATT, +15 MATT, +1 ATT SPD when level 68 or above)

Suffix:

Berserker (+30 ATT, +30 MATT and 2 stamina regained every second when level 70)
Passion (+200 DEF, +2 STA)




Scroll Drop Locations

Here are the locations of some of the various scrolls I mentioned in the previous section. Some scrolls drop from a specific boss that will appear in multiple quests, which is why some locations have two quest names and a boss name in parentheses.

Only quests with at least somewhat common drops are listed. Battles like The Fleeing Gnoll King (drops Force) are not listed, due to how rare of a drop the scroll is, and thus is not an advised farming mission.

You can assume that you must do the battle quest on Hero mode, unless otherwise noted. Battle quests marked with a * are those that can be completed on Hard for the scroll.

Armadillo - Strong Drink
Berserker - Weeping Queen
Bloodlust - Regrets... Too Late
Chaos - Fomorian Order
Decisive - Proof of Courage
Disciple - Hoarfrost Hollow
Divine Punishment - Colru the Golem*
Enduring - Ruins of Sanctity
Force - Windgun, The Contract, Avatar of Destruction*
Gallant - Ruins of Sanctity
Hateful - Hoarfrost Hollow in Flames, Yeti King
Healthy - Level 67 Quest reward
Illusion - Kobold Chief, Prepare for Counterattack (Sturdy Emuloch)
Master - Rocktune's Cabin
Nimble - Source of the Rumor, Pursuit
Oblivion - Regrets... Too Late
Passion - Level 69 Quest reward
Sage - Madness, Hoarfrost Hollow in Flames
Scholar - Gnoll King, Ruler of the Ruins
Sentinel -The Contract
Significant - Level 68 Quest reward
Stone - Blood Prince
Strong - Level 66 Quest reward
Tutelary - The Evil One*
Valor - Fruitful, Trampled Plains
Warlord - Irukul
Well-Balanced - The Evil One*
Zeal - Decisive Battle

Credit to many of the drop locations listed here belong to heroes.inven.co.kr (http://heroes.inven.co.kr/dataninfo/enchant/list.php)


Battle Tips

Controlling Evie


The time it takes to go from one charge level to another while in Focus can be reduced if you quickly release and press the smash button right when you hit a charge level.

Hitting the ALT key will show all your spell cooldowns.

Hitting ESC while your alchemy box is open will close the box and bring you back to your regular quickslot bar, however, this will put you into mouse mode so you'll have to hit ESC a second time to properly move.

If your character is ever bugged and won't actually turn, and you see a really light Focus wheel, try using Focus quickly and dropping it. The bug should be fixed after this.


Manipulating spells


Focus can actually hit enemies if they're close enough, making them flinch. You can use this to buy you some more time to cast.

Launching Ice Spear or Ice Blast at a frozen boss will cancel the freeze status on the boss.

If you cancel out any of the casting animations for a Focus spell, you will still have to wait for the spell's cooldown to wear off to use it again.

For bosses that have their "central" hitbox way above your character's head (ie: Titan and Ahglan), it would be best to not use Firebolt unless at close (and safe) ranges, because Firebolt will drift upwards to try and hit the boss in its chest. This can lead to many Firebolts missing, so using a faster or more direct spell like Ice Blast may be a better choice.

You can perform Magic Fire Mine "combos" that allow you to do some action while charging a Magic Fire Mine, and then lay a Magic Fire Mine down. "In order to do this, you must begin by sprinting. As soon as you hear Evy begin her audible shout, use your smash button, release it, and press and hold it. If done correctly, she will release an Eagle Talon, and then charge to full for a Magic Fire Mine, and release that as well. Note: This can ONLY be used if you've just begun your sprint. If you wait too long, you'll only be able to use a normal Eagle Talon, Magic Fire Mine, or the next trick listed below. (http://mabination.com/threads/12482-The-Magician-s-Guide-to-Shaping-Ether-with-a-Staff?p=205416)"

Eagle Talon/Magic Fire Mine is a great tool for getting break-offs against certain bosses, most notably Irukul and Titan, although the way you use them is different each fight. Against Irukul is simple; when he is not around the center, you can lay Magic Fire Mines in the center and Irukul will more than likely charge into them. Since Irukul's breakpoint is close to the ground and he runs head first, mines have a good chance of hitting the break.

As for Titan, the same tactic will not work. Magic Fire Mine is easily one of the best moves for breaking Titan's ankle guard off among all of the characters since it's easy to control where it hits and is surprisingly strong. The goal here is to simply chase Titan from behind when he's attacking someone else, and charge up your Magic Fire Mine so that when it finishes you're at least within hopping distance of the ankle. Remember, you can hop while charging a Magic Fire Mine and still be able to cast the mine afterwards, so you don't have to time this perfectly since you can use the hop to buffer any distance that you need to gain at the last second. An easy time to spot when you can get a good Magic Fire Mine in is when he's doing his 3-punch combo against someone else. After the third hit, his ankle stays relatively still, enough to hop in and take a swing at.

You can use Flying Sparrow to shoot off a ledge by standing as close to the edge as possible, casting Mana Mine, and then directing yourself towards your destination. Check this video for a demonstration. (http://www.youtube.com/watch?v=J6bf8X4qgO8)


Golem tricks

Raised golem = golem that is visible but has not taken form (ie: not enough objects absorbed yet)
Summoned golem = a golem that is able to fight

During the first segment of Irukul (the chase scene), you can use a raised golem to block Irukul from progressing forward. This is useful for holding off Irukul until your party can break the ice walls. However, if your Alchemy: Create Golem skill is a low level, or if you take too long to exit the tunnel, Irukul may actually manage to kill your golem, so beware.

For bosses like Klaus and Ingkara, who launch projectiles, you can use a raised golem as a shield of sorts to take the projectile hits for you. This also works against Colru's ball storm, although a max ranked Golem will only survive 2 storms. Maybe 3 if you're lucky.

If you're soloing a hard boss, you can use the Irukul tactic to make it easier for you. If you find a choke point and raise your golem, then lure the boss to the point, you can effectively wall the boss off and freely shoot it. This works great against bosses like Rockjaw, where there is a fairly small hall that can be blocked off fairly well by an rA golem, and can help you to solo Rockjaw even on Hero mode.

Although golems in parties are generally frowned upon, if the majority of your party is full of Evies, then an army of summoned golems can make fights much easier (at least in non-raids) since a group of golems will eventually corner a boss and make it unable to escape.

Summoned golems (and Mana Pistols) receive debuffs, like Klaus' Dark Sacrifice, just like player characters can. As such, using summons against bosses like Klaus is typically only a hindrance, although Dark Sacrifice is an ability completely unique to Klaus.

In the raids "The Giant" and "Avatar of Destruction," golems are useful for gathering up the spears at one area and bringing them to the ballista. Simply raise the golem at the spear dump and bring it over to the ballista, then make it disappear.


Teamwork

Calling out something, or signaling to your allies that you put up a Healing Corona is a good idea and lets them know that they don't need to wait for a safe time to use a potion. Remember that if you're at full HP, the corona won't heal you, so feel free to use it when you're full.

Corona Placement is vital to actually having a useful Corona. Placing them far off into corners isn't ideal since people may not see them, or they may be too hard to find. Putting them somewhere where the boss is constantly being drawn to is not really a good idea either as people may accidentally get a Corona and end up wasting it because it only healed 100 HP.

Ice Spear's freezing ability against bosses is best used when the boss is stunned (Palalas, knockdown, tired animation, etc). When you freeze it when it's stunned, that makes it infinitely safer for people to attack the boss, since a boss that's frozen in an attacking animation will be continue its attack once its unfrozen. A boss will resume its stun animation after unfreezing.




Demo Videos
This section will list a few videos which you may find useful for learning some tricks that Evie has up her sleeve.

Videos in this section won't be embedded into the forum post, just so that the post doesn't become exceedingly long.

Dark Knight Fissure (http://www.youtube.com/watch?v=RjbxaVjljus)
Flying Sparrow vs. Mana Sparrow (http://www.youtube.com/watch?v=FXtWf-vHqYU)
Fun with Mana Amber (http://www.youtube.com/watch?v=QH4Of2n4BJw)
How to use Flying Sparrow for actual flight (http://www.youtube.com/watch?v=J6bf8X4qgO8)



Credits

vindictusDB (http://vindictusdb.com/) for skill information and icons
RebeccaBlack for commentary (http://mabination.com/threads/25388-A-Quick-Guide-to-the-Revamped-Staff-Evie?p=419595&viewfull=1#post419595)
heretic304 for Eagle Talon combo explanation (http://mabination.com/threads/12482-The-Magician-s-Guide-to-Shaping-Ether-with-a-Staff?p=205416)
placeboing for verifying ATT SPD and Focus (http://mabination.com/threads/25388-A-Quick-Guide-to-the-Revamped-Staff-Evie?p=419786&viewfull=1#post419786)
Flodea from the official Nexon Vindictus forums for the Dark Knight Fissure video (http://www.youtube.com/watch?v=RjbxaVjljus)
boswerLK of the official Nexon Vindictus forums for his site with in-depth Vindictus formulae. (http://boswerlk.webs.com/vind.html?nxid=15)

RebeccaBlack
04-22-2011, 05:12 PM
Haven't yet read through everything, but...

Firebolt should probably be clarified in that it doesn't lock on to targets after the initial "aiming" period and moves very slowly, so it'll whiff on a lot if it isn't planned out properly.

The freezing period works for two freezes, and then I believe the reset is two minutes. I could be wrong though, I just remember reading that somewhere and it seems about right.

Thanks for the guide by the way. I'm still levelling up my Evie so this'll help me out a lot.

EDIT: Oh, and by the way, you should add in next to the focus skill that letting go of right click and holding it down again after a bar fills up significantly lowers charge time. Most of the Evies I played with have only known how to charge the long way.

EDIT2: I find Magic Arrow vastly overrated in this revamp. Meh, maybe some people disagree, I just find myself almost never using it on bosses and very rarely on trash mobs. Compared to other spells, it either does around the same damage or just slightly more, at an overall much higher stamina cost.

Ice Spear priorirty>>>Magic Arrow priority imo.

Hiccup
04-22-2011, 05:45 PM
I approve of this update ^^ Makes Evies even more fun to play with
dohohohoho thats dirty

xJac
04-22-2011, 06:16 PM
Nice guide.



Edit: Both magic arrow and charge up time is speed up by attack speed bonus.

Micho
04-22-2011, 06:17 PM
I was planning to make one myself, but then I got lazy. Anyways, great job on the guide. :thumb:

RebeccaBlack
04-22-2011, 06:21 PM
Nice guide.

Btw, have you tested what is affected by the attack speed? Because I check the charging time, (without doing quick charging) it's the same. The only thing that becomes faster are the magic arrow spam.

Not sure about the time it takes to shoot fire bolt/ice spear etc though.
Oh, attack speed affects magic arrow but nothing else? Well they'd be on cooldown anyway, so it doesn't matter a whole lot.

In that case, magic arrow might actually deserve all of the praise it gets.

foreignreign
04-22-2011, 06:39 PM
EDIT2: I find Magic Arrow vastly overrated in this revamp. Meh, maybe some people disagree, I just find myself almost never using it on bosses and very rarely on trash mobs. Compared to other spells, it either does around the same damage or just slightly more, at an overall much higher stamina cost.

Ice Spear priorirty>>>Magic Arrow priority imo.

Honestly, while I do think the other spells are much better in a sense in comparison to Magic Arrow, even though I have all the offense spells maxed, I still like having a fall back to Magic Arrow for consistent, almost guaranteed damage. For some bosses (mostly Hero mode), even the Firebolt casting time is too long if the boss is anywhere near you. Maybe I'm a bit biased since I also solo a lot, and I find myself spamming Magic Arrows a lot when I don't Mercury Traps down, or if the boss is just too resistant to them.

And I have a bad habit of not using Ice Spear unless I want to freeze something. =p

Added the rest of your commentary into the guide.

EDIT: I'll move Magic Arrow to the solo priority.



Nice guide.

Btw, have you tested what is affected by the attack speed? Because I check the charging time, (without doing quick charging) it's the same. The only thing that becomes faster are the magic arrow spam.

Not sure about the time it takes to shoot fire bolt/ice spear etc though.

I haven't actually gotten the chance to do that. Empowered stones are expensive on East so I haven't gotten my Rakum to +6~7 yet (yeah I'm a cheapskate) and I don't have a Fury enchant for my Evie so I can't really stack much attack speed on my Evie.

I've heard attack speed affects the rate at which your concentration bar fills up. I'd like to check that out but I need to get some attack speed buffs before I can really find out (namely a Nimble).

Most people say attack speed does decrease charging time, so that's what I've been going with that assumption. I guess not though?

Micho
04-22-2011, 07:49 PM
I just tested if Attack Speed affected Focus, it doesn't.

placeboing
04-22-2011, 08:17 PM
Yes, attack speed does affect focus. This is a simple thing to test, just record a video and see the difference.

Here is what I recorded. The top 2 videos are using my +28 speed staff. The bottom 2 videos are using my +0 staff. This is only the time to get from Focus 3 to Focus 4.

http://i.imgur.com/ltekv.png


I can clearly feel the difference in-game too. However, it mainly just comes into play for Focus 3 and 4... Focus 2 is super-fast no matter what att speed you have.
But having really fast magic arrow spam is nice, and being able to pull off Ice Spear / Blind Arrow in tighter situations is nice.

Micho
04-22-2011, 08:22 PM
Not much of a difference though, I just a test with +10 and +5. ._____. OH WELL.

placeboing
04-22-2011, 08:42 PM
It is a clearly noticeable difference with higher attack speeds. Same increase as its always been it seems... 14% for me. I used my +0 staff, and the rhythm that I'm used to tapping to quickly get to Ice Spear was completely thrown off.
It just lets you do more in tight places. I've already cast quite a few Ice Spears a split second before the boss was about to hit me, freezing him. Without +att spd, I would have been hit.
Add that Focus 3 time on top of the Focus 4 time, and you've got a nice decrease in time taken to cast your Blind Arrows.

As a side note, the suffix scroll Valor is super cheap now (always under 400k), and it gives +4 speed, +5 balance, +119 magic attack. So your main decision is just what the prefix will be. I personally chose Prideful for the 1.5% speed increase, as I love doing the most that I can in tight situations... I just find it fun. But it would make just as much sense to choose Gallant, or Nimble, or whatever. Its up to you, your playstyle.

Skye
04-22-2011, 08:50 PM
Fantastic guide. I feel relieved reading it. I just started ranking staff skills since this update (scythe Evie right now) and I can see that the decisions I've made so far on what to rank are pretty much perfectly on track with your suggestions.
So thank you very much!!

xJac
04-22-2011, 08:52 PM
hmm, i used insane reaper for testing, but I used a stop watch from beginning to end, maybe that's the problem.

I will try recording it and watch frame by frame.

But yea, magic arrow is definitely useful. It's something to fall back on and still do reliable damage when you don't have time to charge. It's a soloist's best friend.

placeboing
04-22-2011, 09:15 PM
hmm, i used insane reaper for testing, but I used a stop watch from beginning to end, maybe that's the problem.

I will try recording it and watch frame by frame.

But yea, magic arrow is definitely useful. It's something to fall back on and still do reliable damage when you don't have time to charge. It's a soloist's best friend.
I don't understand. How did you test using Reaper with staff? Did you cast it and then switch to staff while on the boat? Are you sure that that works?

foreignreign
04-22-2011, 09:29 PM
Thanks for all the positive comments, guys.

Added in a stat section since the guide should probably have one anyway.

xJac
04-22-2011, 10:10 PM
Okay, I checked the charge up time, using r6 insane reaper, just holding right click. The time is shorten by 5% (6.10 sec -> 5.80 sec) for all the trials. I have no idea why it doesn't get shorten by 10%.

@placeboing I think it does, even if the character stat menu doesn't show it.

Edit: Magic arrow yields 10% shorter time while in IR.

So both are affected.

placeboing
04-22-2011, 10:47 PM
Oh yes, nice guide. I'll just mention the few things I disagree with.

I personally find Eagle Talon to be of medium priority, since it cuts down the stamina cost of running by a nice amount every time you run enough to reach the charged state, and I reach that state even in boss fights. But this is a personal preference, and pretty much any guide should have a few things that individual players feel differently about. I just always love anything involving stamina, especially considering how much of this game is clearing trash mobs - running far - clearing trash - running far, and also with the larger bosses that move so far around that you actually are running quite a lot (Weeping Queen, Titan, Black Hammer, Blood Lord, etc).


The DEF boost you get from ranking this skill is negligible, although if you like having increased durability, then by all means, rank it.
I thought it was agreed that the durability portion of this is broken at the moment? Did they fix this with the latest patch? I don't know, and I've been wondering this myself.


*In the case of Vehemence, for cost-cutting and higher stat measures, I don't recommend getting the entire set. See this post for details. Also note that the Broken Feather set also lacks a helmet, and instead has an Earring, so you can similarly wear the Broken Feather earring + shoes with Vehemence for higher stats.
Keep in mind that my suggested progressions also take into consideration the cost of going from one item/set to another.
Since you are taking cost into account, I'm not sure that I agree with BF Earring + Shoes, rest Vehemence.

Here are the stats going from full Vehemence + BF earring to Vehemence, BF earring + shoes:
-18 Str
-13 Agi
+2 Int
+32 Def

I don't even think I would use that if it were a cheap enchant scroll, let alone a piece of equipment worth hundreds of thousands.

Just an idea, here is going from full Vehemence + BF earring to Vehemence, BF earring + dress:
-13 Str
+8 Agi
+1 Int
+212 Def

That looks a bunch nicer to me. Personally I think I'm just going to stick with my Vehemence + BF Earring anyway, because I'm cheap, and don't currently feel the need for more DEF... and love how the Vehemence skirt looks.


Switch to the SP: Reverse Gravity icon by pressing Z in battle, then X to activate.
other way around, right?

placeboing
04-22-2011, 11:00 PM
Okay, I checked the charge up time, using r6 insane reaper, just holding right click. The time is shorten by 5% (6.10 sec -> 5.80 sec) for all the trials. I have no idea why it doesn't get shorten by 10%.

First of all, you are including the full charge time. It is possible that the pause at each fully-charged level doesn't get shorter, because the whole purpose of that pause is to give you time to press the button you want. Because (I assume) the pauses stay the same, you aren't seeing a 10% overall increase. That is why I only tested only the time taken from 1 section to the next.

Second, 5.8 to 6.1 is just a very short time to base a percentage off. My recordings' FPS was too low for me to say the percentage matters, but it goes from 44 to 39 frames, a ~13% speed increase. Again, the FPS was too low (30 FPS, I think I accidentally locked FRAPS to that, I could re-test at 60 FPS if you want) for this to mean much, but it is more in line with the increase I should be getting on +28 attack speed.

foreignreign
04-22-2011, 11:22 PM
I thought it was agreed that the durability portion of this is broken at the moment? Did they fix this with the latest patch? I don't know, and I've been wondering this myself.

I've never heard talk of this before. Shield proficiency durability works perfectly fine, so I don't see why armor durability wouldn't. Although on the other hand, it wouldn't surprise me that the armor proficiency durability doesn't work since it always breaks so easily...



Since you are taking cost into account, I'm not sure that I agree with BF Earring + Shoes, rest Vehemence.

Here are the stats going from full Vehemence + BF earring to Vehemence, BF earring + shoes:
-18 Str
-13 Agi
+2 Int
+32 Def

I don't even think I would use that if it were a cheap enchant scroll, let alone a piece of equipment worth hundreds of thousands.

Just an idea, here is going from full Vehemence + BF earring to Vehemence, BF earring + dress:
-13 Str
+8 Agi
+1 Int
+212 Def

That looks a bunch nicer to me. Personally I think I'm just going to stick with my Vehemence + BF Earring anyway, because I'm cheap, and don't currently feel the need for more DEF... and love how the Vehemence skirt looks.

Good point. I didn't actually check the numbers for Broken Feather + Vehemence out of laziness.

EDIT: I will say that although Broken Feather Skirt is a drop from Titan, the drops seem to be fairly common; Dark Crest pieces are selling for 1.5m~2m on East right now, and this is only the third day of Titan, really. Holy Wing Half Plate Helmet is already selling for as low as 690k. So in a few weeks I expect that the equipment drops from Titan to be around the 1m mark, at most.

Although I guess that 1m is a bit much for a 100~200 DEF boost (depending on whether you have a full Vehemence or if you're wearing Temptress/Vehemence).


other way around, right?

Correct.

Fix fix fix.

placeboing
04-22-2011, 11:27 PM
I've never heard talk of this before. Shield proficiency durability works perfectly fine, so I don't see why armor durability wouldn't. Although on the other hand, it wouldn't surprise me that the armor proficiency durability doesn't work since it always breaks so easily...
I don't have a good source for it, but I've seen it mentioned a bunch of times. Its also written on the Vindictus Wiki in the Durability section, but I certainly wouldn't automatically trust anything on that Wiki.
http://www.vindictuswiki.com/wiki/Durability_and_Equipment_Health

Many Equipment Skills claim to increase the durability of their respective items however this feature does no currently work.

If you find an answer, please post it here, cause I'd like to know if/when its fixed too.

xJac
04-22-2011, 11:40 PM
First of all, you are including the full charge time. It is possible that the pause at each fully-charged level doesn't get shorter, because the whole purpose of that pause is to give you time to press the button you want. Because (I assume) the pauses stay the same, you aren't seeing a 10% overall increase. That is why I only tested only the time taken from 1 section to the next.

Second, 5.8 to 6.1 is just a very short time to base a percentage off. My recordings' FPS was too low for me to say the percentage matters, but it goes from 44 to 39 frames, a ~13% speed increase. Again, the FPS was too low (30 FPS, I think I accidentally locked FRAPS to that, I could re-test at 60 FPS if you want) for this to mean much, but it is more in line with the increase I should be getting on +28 attack speed.

5.80 to 6.10 is very short indeed (notice the hundredth). But having 4 test results all yielding to the same number is something else.

I didn't do quick smashing because that is very subject to human error. Unfortunately I also deleted the recordings, so there is no where for me the check back on the time from one sections to another. It is possible like you have mentioned, the pause are the same.



Edit:
Magic arrow, fire bolt, and ice blast can hit monsters at different height level than you. (There's a angle limit for magic arrow/fire bolt, and you need to position yourself well for ice blast, to hit monster at different level.)

For example, in Hoarfrost Depth those windgun kobold likes to stand on top of the wooden structure, you can hit them with magic arrows/fire bolt from a distance.
In Hoarfrost Depth, the switch room, you can use ice blast to hit the switch from below; in the same room, you can kill the kobolds at ground floor when you're on the bridge (as long as you make the bridge go slightly slanted).

These are just examples, there's a lot more times you can take advantage of it.

placeboing
04-23-2011, 12:04 AM
However, going from Vehemence/Temptress mix to Vehemence/Broken Feather mix is only an increase of 100 or so DEF and actually a loss of two INT. So you need not worry about bothering with Broken Feather.

last thing i'll mention, this is wrong since you changed it to skirt now. going from veh + temp boot/ear to veh + bf ear/skirt is:
+17 Str
+26 Agi
+5 Int
+106 Def

Since Agi affects magic crits, that might make this a bit more decent. (Also Str comes into play with hybrid Evies like myself, but that's not what this guide is about)

edit: also also going from veh + temp boot/ear to full veh + bf ear is:
+30 str
+18 agi
+4 int
-106 def

Timotei
04-24-2011, 01:43 PM
To activated Mana Amber on the mouse mode, you actually have to press space, then press it again a second time, I think you have to hold it down when you press it a second time too..

GregHouse
04-24-2011, 02:22 PM
I wonder why no one is mentioning the awesome focus stunn property on trash mobs o.O. Maybe no one has figured out?

Test this on boat 5 hero mode if you like: run to a trash mob and pres rigth click and let go. Its hilarious how they get stunned so easily by the power of your FOCUS! you can perma stunn them and mess with them :D Idk how much dmg it does but its GREAT for gameplay.

Lets say your surrounded and you just sent a fireball to the front, and you see 3 mobs are coming to hit you from behind... dont panic! just press right click and let go (you can spam it if you like) and it will stunn them giving you time to turn around and nuke them.

It has short range though.

foreignreign
04-24-2011, 03:16 PM
I wonder why no one is mentioning the awesome focus stunn property on trash mobs o.O. Maybe no one has figured out?

Test this on boat 5 hero mode if you like: run to a trash mob and pres rigth click and let go. Its hilarious how they get stunned so easily by the power of your FOCUS! you can perma stunn them and mess with them :D Idk how much dmg it does but its GREAT for gameplay.

Lets say your surrounded and you just sent a fireball to the front, and you see 3 mobs are coming to hit you from behind... dont panic! just press right click and let go (you can spam it if you like) and it will stunn them giving you time to turn around and nuke them.

It has short range though.

It's not really reliable since some monsters start attacking you from outside the range of Focus. If you're fighting a single monster Focus is kind of nice since you can whack them with the hits to give you more time to Firebolt, or maybe Ice Spear, but I would never rely on that in a group scenario. Especially since Ice Blast comes out quick and gives you enough time to Firebolt things.

GregHouse
04-24-2011, 03:32 PM
It's not really reliable since some monsters start attacking you from outside the range of Focus. If you're fighting a single monster Focus is kind of nice since you can whack them with the hits to give you more time to Firebolt, or maybe Ice Spear, but I would never rely on that in a group scenario. Especially since Ice Blast comes out quick and gives you enough time to Firebolt things.

but thats why you move closer to them, before they start the combo. Of course i agree that if they are mid combo, it wont work. Its always nice to ahve more resources, and besides, from boat 1 to 5, its really helpful, those mobs are not precisly fast and smart xD.

Skye
04-24-2011, 03:35 PM
To activated Mana Amber on the mouse mode, you actually have to press space, then press it again a second time, I think you have to hold it down when you press it a second time too..

No, just double tap the space bar. It's exactly the same as Blink for scythe Evies.

Arendel
04-24-2011, 05:27 PM
No, just double tap the space bar. It's exactly the same as Blink for scythe Evies.
The amber only stays up for as long as you hold space the second time. Otherwise, it cancels right away. So no, he was right. I don't know why you're trying to correct him anyway, since he said essentially the same thing as both you and the guide.

foreignreign
04-24-2011, 07:18 PM
Hmm, so when I did Forest Ruins, I tested out Focus times with and without the Heavy status (made my 10 ATT SPD go down to -43).

I took some videos doing it the quick charge way, and the difference was only .2 seconds. Assuming that each point of ATT SPD affects your casting time equally, then +3 ATT SPD from a Prideful is... crap.

RebeccaBlack
04-24-2011, 07:33 PM
I wonder why no one is mentioning the awesome focus stunn property on trash mobs o.O. Maybe no one has figured out?
Oh, I'm sure people figured it out <__< It's one of the first things I learned. I always run up to the closest enemy and knock them back into the crowd a bit so I can ice blast them all. Should probably be added to the guide though.

It does so little damage that it isn't worth considering. If they do any, then all I can say is that kicks hit dozens of times harder.

Skye
04-24-2011, 09:31 PM
The amber only stays up for as long as you hold space the second time. Otherwise, it cancels right away. So no, he was right. I don't know why you're trying to correct him anyway, since he said essentially the same thing as both you and the guide.

Well my my. o.o
When I tried it, a simple double tap made it work fine. Holding it down didn't do anything for me. However, I apologize.

xJac
04-24-2011, 10:36 PM
Hmm, so when I did Forest Ruins, I tested out Focus times with and without the Heavy status (made my 10 ATT SPD go down to -43).

I took some videos doing it the quick charge way, and the difference was only .2 seconds. Assuming that each point of ATT SPD affects your casting time equally, then +3 ATT SPD from a Prideful is... crap.

Interesting.
what's the full duration of the quick charge though, the one you tested? If it's like 2 seconds, it's 10% difference.

GregHouse
04-24-2011, 10:41 PM
It does so little damage that it isn't worth considering. If they do any, then all I can say is that kicks hit dozens of times harder.

Its not about dmg lol XD, i wont expect to kill anything with it, its just a tool, a really fun and useful tool. (For me anyways)

foreignreign
04-24-2011, 10:47 PM
Interesting.
what's the full duration of the quick charge though, the one you tested? If it's like 2 seconds, it's 10% difference.

The full thing was ~4.1 seconds for -43 ATT SPD, and ~3.9 with 10.

Should probably test it without quick charging though for real numbers, but eh.

placeboing
04-25-2011, 03:56 AM
I just have to say, it doesn't mean much unless you are testing the amount of time taken between 2 focus sections, like Focus 3 to Focus 4. You start at the exact frame that the spell button disappears, and you stop at the exact frame that the spell button of the next section appears. Make sure your framerate is locked at a constant speed, otherwise it is meaningless. The test I did comes much closer to 1% increase every 2 speed points.

I'm pretty drunk right now, but I'll finally test this out tomorrow at 60 FPS and find the exact difference.

whocares8128
04-25-2011, 03:58 PM
I don't believe Focus does any damage at all...which is sad, because I wanted to kill a boss with it for the lols. I roughed up a trash mob and spent several minutes spamming focus, "attacking" it repeatedly trying to finish it off. Finally, a simple kick did the job.

As for attack speed affecting focus, perhaps it doesn't work in the negative direction. I got hit with that debuff the giant hemdrils in the Ruins of Sanctity (not sure which mission it was) have which pretty much halves your attack speed. I remember instantly feeling like a sloth on my Fiona when hit with it. However, with my Staff Evie I didn't feel any difference at all in focus charging times.

Exi
04-26-2011, 01:43 PM
Does Smash Mastery help staff in any way?

xJac
04-26-2011, 02:03 PM
Not at all.

Basically every skill that are refunded ap and set back to rF are the ones that will affect staff gameplay.

blahblahblahx
04-26-2011, 02:30 PM
Placeboing if you could write up your conclusions on attack speed effect on staff I'll include it in my guide and give you credit, if you're willing.

foreignreign
04-26-2011, 08:31 PM
I don't believe Focus does any damage at all...which is sad, because I wanted to kill a boss with it for the lols. I roughed up a trash mob and spent several minutes spamming focus, "attacking" it repeatedly trying to finish it off. Finally, a simple kick did the job.

It does something like 1 damage.

I say this because after so many Focus hits I was able to break one of the squashes on the boat.

RebeccaBlack
05-05-2011, 12:43 PM
Just bumping to say that whoever said it was 2 minutes for ice spear to reset was wrong (and thus I was wrong thinking it was, too). I meant to say this earlier, but it does seem closer to 5. I'll have to time it sometime or something.

shatteredromance
05-06-2011, 05:04 AM
hey nice guide i've been following it on my staff evie, but I have one suggestion,

The staff equip progression, I don't think you should be blooming staff, because although it's a level 38 staff, the recipe only shows up after level 41, unless you buy it from the market or get someone to make it for you. If not, then I would just go for the level 42 "Watchtower: The Witch" instead. Just seems like a moot point to make a level 38 staff when you're level 41 already.

And I have a question, for evie's r9 magic arrow, I know it does 40% increased dmg, but it shoots out 3 bolts instead, are those counted in the 40% already? I've noticed that if I only hit mobs with the side bolts it does less dmg. Is the main bolt having the 40% more dmg and side bolts add on top of that? or is the whole 3 bolts the 40%?

Thanks a lot in advance, awesome guide!

foreignreign
05-06-2011, 12:49 PM
hey nice guide i've been following it on my staff evie, but I have one suggestion,

The staff equip progression, I don't think you should be blooming staff, because although it's a level 38 staff, the recipe only shows up after level 41, unless you buy it from the market or get someone to make it for you. If not, then I would just go for the level 42 "Watchtower: The Witch" instead. Just seems like a moot point to make a level 38 staff when you're level 41 already.

That's a good point. I didn't mention Watchtower since my Evie was already 44 before Flickr came around.



And I have a question, for evie's r9 magic arrow, I know it does 40% increased dmg, but it shoots out 3 bolts instead, are those counted in the 40% already? I've noticed that if I only hit mobs with the side bolts it does less dmg. Is the main bolt having the 40% more dmg and side bolts add on top of that? or is the whole 3 bolts the 40%?

Thanks a lot in advance, awesome guide!

The 40% more than likely applies to each arrow individually, without the 2 side arrows counting as the 40% for the bonus to the main. But since the side arrows do so little damage in comparison to the main, the 40% boost on them wouldn't be so noticeable.

Arendel
05-06-2011, 02:44 PM
The staff equip progression, I don't think you should be blooming staff, because although it's a level 38 staff, the recipe only shows up after level 41, unless you buy it from the market or get someone to make it for you. If not, then I would just go for the level 42 "Watchtower: The Witch" instead. Just seems like a moot point to make a level 38 staff when you're level 41 already.
Blooming Staves are pretty cheap to buy anyway, and they're a pretty big step up from other staves available to you at or below the level you can use Blooming. It's also a part of the Recluse set, which gives you a nice +20 HP/INT title when you complete the quest. Watchtower: The Witch is only a very marginal cut above the Blooming Staff and doesn't help you earn a title.

pyroblage
05-07-2011, 07:13 PM
So I heard Smash Mastery affects Firebolt, Ice Blast, and Ice Spear (actually do they??) how important is it to get Smash Mastery, where you place Smash Mastery on your Priority's list?

RebeccaBlack
05-07-2011, 07:27 PM
I've asked about half a dozen people and they all said that it either doesn't or they think it doesn't.

shatteredromance
05-08-2011, 04:52 AM
I don't think smash mastery would affect them much if at all, but I'm not sure and need someone to confirm.

Also, for he Dark Knight staff evies, which spells/skills count as smashes? And so that Steal skill from the DK tree won't work on Magic Arrow because I heard it is not a smash?

Thanks!

xJac
05-08-2011, 09:24 AM
Smash mastery does not affect staff's skills at all.

foreignreign
05-08-2011, 12:05 PM
Also, for he Dark Knight staff evies, which spells/skills count as smashes? And so that Steal skill from the DK tree won't work on Magic Arrow because I heard it is not a smash?

Thanks!

All of the attacking Focus spells will proc Steal. Magic Arrow doesn't work with Steal.

"Smash kill" objectives are a different story when considering what spells are smashes.

pyroblage
05-08-2011, 08:35 PM
What do Staff Evies tend to go Paladin or Dark Knight, what are the ups and down to either choices

foreignreign
05-08-2011, 10:00 PM
What do Staff Evies tend to go Paladin or Dark Knight, what are the ups and down to either choices

Right now, mostly preference.

Main reason to go Paladin over Dark Knight though, is that there's an ATT cap, so the DK's added ATT/MATT skills won't really help you all that much, not nearly as much as Paladin's DEF skill.

Other than that, you can't really go wrong with either, especially later on when we get the stage 2 transformations since the stage 1 transformations get nerfed a bit.

xJac
05-09-2011, 11:59 PM
http://www.youtube.com/watch?v=QE90QIgIJcU&feature=player_embedded

Pally SP aura resulted in a boss that barely land the ground. (Does it strike odd to anyone that, he has wings, why can't he just fly out of there?)

Don't go rushing to pally though, because that aura effect doesn't stack, and having two pally trans'd at the same time would make the aura go waste. Best party choice is to have mixed. In the above video, they have only two pally.

Jirennz
05-12-2011, 12:42 AM
So question, which ES should i be putting on glove and skirt ? Rounded or Disciple.

foreignreign
05-12-2011, 03:17 PM
Disciple is just about the better choice since it's cheaper and adds more MATT. It does reduce AGI by a bit, but I don't think that 8 AGI (-5 from Disciple, +3 from Rounded) would make a big difference.

It's just that you can't go wrong with either, and if you have one, there's not much of a difference of overwriting it with the other.

Jirennz
05-13-2011, 02:22 AM
Disciple is just about the better choice since it's cheaper and adds more MATT. It does reduce AGI by a bit, but I don't think that 8 AGI (-5 from Disciple, +3 from Rounded) would make a big difference.

It's just that you can't go wrong with either, and if you have one, there's not much of a difference of overwriting it with the other.

Thanks for the prompt reply. Another question. Would you be adding more mix set guidelines once Ingkara comes in? i've been comparing it with vehemence and i can't really tell much if ingkara is worth replacing certain parts that is vehemence.

foreignreign
05-13-2011, 05:27 PM
I haven't actually looked into Ingkara too much since I don't like how it looks (shame on me, I know), but unless you absolutely have to have max stats, then Ingkara is just another side grade. If you're wearing Temptress/Vehemence still, you can switch up your mix to Broken Feather/Vehemence and get a very slight upgrade in INT (maybe DEF too, don't remember), but it's not really worth it unless you have nothing else to spend gold on.

If you want max DEF though, generally you'll want some kind of 2/2/2 mix of Broken Feather (use the earrings for one of the pieces), Vehemence and either Ingkara or Midnight Wedding (I think it's MW). For INT, absolute max right now is a mix of Temptress/Queen's Light Glory all with 3 or 4 stars.

If you want an actual set listing though, or a max INT set without crafting, I'd have to crunch some numbers.

shatteredromance
05-17-2011, 07:46 PM
Hey I'm back again, i'm now 61 and looking back I would say take out the Southern Winter set from your equipment list, the time spent on farming klaus and other bosses to get that in between southern set is NOT worth it at all.

You level pretty quickly and just wear your rose drop all the way to temptress, the stats between rose drop and southern winter is negligible and tbh southern winter is also ugly as hell.

It's just personal experience and I think you should take that part out so newbies don't spend so much gold or time trying to get something they're going to switch out so fast.

Thanks again!

RebeccaBlack
05-18-2011, 01:03 AM
You aren't really supposed to farm things in the first place (you can, but you know what I mean). Just buy it. And if you're against that because it's inefficient in cost, buy the materials and craft it. It's relatively cheap (in the 50K per piece range I think) whereas Temptress is always hundreds of thousands, with three stars occasionally hitting a million for a single piece. Any random person with a several hundred thousand can pick up a full Southern Winter set.

The only time I consider it worth farming things is when they first come out.

foreignreign
05-18-2011, 02:45 PM
I updated my guide to have Flying Sparrow, but right now I'm unsure of where to actually place it in terms of the separate tiers I have. Right now I have it at the top of Low Tier, but I could easily see it being towards the bottom of Medium Tier, or maybe in Solo Tier. It's hard to judge since it requires a lot of skill/timing to make it as good as it could be, as well as being able to read bosses better than you normally have to as a staff Evie.

Any input would be welcome.


Hey I'm back again, i'm now 61 and looking back I would say take out the Southern Winter set from your equipment list, the time spent on farming klaus and other bosses to get that in between southern set is NOT worth it at all.

You level pretty quickly and just wear your rose drop all the way to temptress, the stats between rose drop and southern winter is negligible and tbh southern winter is also ugly as hell.

It's just personal experience and I think you should take that part out so newbies don't spend so much gold or time trying to get something they're going to switch out so fast.

Thanks again!

You get Southern Winter when bosses finally start to get really hard though, so that 400 DEF can help you quite a bit.

What I'm more curious about though is whether or not 250~300k is a lot of money for someone who just hit that level, since I've been hitting the level caps each time they've updated since like, January, so I've been keeping up with content and so I had a steady flow of income when we got boat 5. If people starting out have a problem raising that much money (although they'll be able to get most of it back, really), I would consider taking it out.

RebeccaBlack
05-18-2011, 11:50 PM
It might eat up a good bit of money at that level, but it's definitely buyable so long as people haven't wasted a lot of money dyeing things. Maybe not three star, but two star at least.

Karas
05-19-2011, 01:03 PM
@foreignreign

Flying Sparrow is just for escaping and can also be used when you jump to a side an press the smash key, wich makes it more comfortable in usage.
you dont have to rank it high, but you have to skill it because it can save you live an makes you more flexible in battles. its also possible to hold the smash key and beginn to load focus after you landed.
i realy love that skill <3

while you are transformed its a good way to kill bosses with flying sparrow from distance, because it activate the life drain/projectiles.

Jirennz
05-30-2011, 02:16 PM
So i'm guessing a 5 star full ingkara set is the best of everything currently?

foreignreign
05-30-2011, 02:54 PM
It's either the best, or tied with a 4* mix of Temptress/Queen's Glory, at least in terms of INT. Not sure since I don't know the numbers for 4 and 5* items.

shatteredromance
06-07-2011, 01:23 AM
Alright I have 2 questions.
1. I am getting around to enchantments on my ingkara pieces, and I'm looking at your suggestions and there are a lot of -agi with +int, just wondering if the couple of extra int is worth the decrease in magic crit chance?
2. About that stone enchant on the tunic, is it really useful on staff evies? Since mana shield isn't affect by DEF but instead INT, stone enchant proc when you still have mana shield is kinda useless. If you do happen to have no mana shield, isn't it better to NOT to get hit because we really should be getting out of the way when we have no mana shield since we will be hit out of focusing.

Yeah so just want your opinion and logic behind these suggestions, thanks!

foreignreign
06-07-2011, 02:53 AM
Alright I have 2 questions.
1. I am getting around to enchantments on my ingkara pieces, and I'm looking at your suggestions and there are a lot of -agi with +int, just wondering if the couple of extra int is worth the decrease in magic crit chance?
2. About that stone enchant on the tunic, is it really useful on staff evies? Since mana shield isn't affect by DEF but instead INT, stone enchant proc when you still have mana shield is kinda useless. If you do happen to have no mana shield, isn't it better to NOT to get hit because we really should be getting out of the way when we have no mana shield since we will be hit out of focusing.

Yeah so just want your opinion and logic behind these suggestions, thanks!

If Evie's magical criticals are anything like physical magical critical, than one AGI would only give around .016% critical chance. So the answer is yes, the increase in Int is worth the loss of AGI.

As for Stone, since you're typically fighting most bosses on hard, at that point any boss that's actually a decent challenge will probably be able to break through just about all of your mana shields in one, maybe two hits. Having a 3000 DEF buff proc there is much more beneficial than any of the other suffix enchant buffs. 200 HP from Restoration doesn't do much for Evie since if you're actually taking damage to your HP, then 200 HP isn't going to help since most bosses are going to be doing at least three times that much damage. Energy's buff could be useful, but 2 stamina per second is rarely going to save you, and is only going to let you use one more Magic Arrow every three or so seconds (if you're rapid firing them). The only time I could see Energy really helping is if you're at 30 or so stamina and just need that little extra boost in stamina regen in order to Mana Amber to safety.

And that's assuming DEF isn't taken into account when enemies are dealing damage to your mana shields, although I'm leaning towards that it does.

There are also times when a boss will be combo you with something, or knock you into Standing Endurance and start another attack on you, at which point you couldn't dodge even if you wanted to. 3000 DEF can definitely save you there.

Force enchant over Stone would be preferable though, considering that Stone doesn't proc all that often.

Jirennz
08-12-2011, 09:06 AM
I'm wondering is Master scroll good for evies. Considering i believe it does affect magic crit.

foreignreign
08-14-2011, 08:21 PM
Master isn't a bad scroll if you don't like Stone and can't afford Force for the extra damage.

Updated the scroll section.

tai
09-07-2011, 06:13 PM
Could you add speed-casting to the battle tips/manipulating spells section? too many staff evies don't know/use this.

--edit--

i blind. i swear it wasn't there last time i looked through this guide.

Dukhan
09-07-2011, 06:21 PM
Flying Sparrow is just for escaping...
I've found it quite useful for busting things up to get that little extra bit of loot. It's faster than spamming Magic Arrow at stuff.

gunblazer
09-22-2011, 05:17 AM
Master isn't a bad scroll if you don't like Stone and can't afford Force for the extra damage.

Updated the scroll section.

This will be completely up to the player, IMO. If you're more prone to mistakes then Stone may be a godsend, while others (especially pure Stevies) prefer Master or Force. My best gear has enduring/master tunic on wonderland because I don't have the guts to risk Force on it and master goes well w/my hateful/bloodlust staff. You may even have different armors w/different enchants depending on if you're soloing/partying.

xJac
09-22-2011, 02:43 PM
To me, Stone is a godsend IF it procs. If it doesn't proc, then it does absolutely nothing. Master, on the other hand, the effect is always there, and finishing the boss faster = less chance of making mistake.

voltar
09-22-2011, 08:19 PM
...Flying Sparrow is just for escaping...

i'll buy that it's primarily the staff version of the spear/fiona sprint smash. i came late to the staff revamp because of income/internet issues so i'm finding myself using it more and rarely using amber. i've also been playing around with mana mine and sparrow combos...maxed sparrow (don't remember the rank) does about the same damage as ma r6 and i use it for light yard trash to keep forward momentum.

but yeah, it's more evade/less attack than spear sprintsmash.

sakraycore
09-24-2011, 07:40 AM
Hey this is a really good guide honestly.

How do you suggest I rank my pally skills for staff evie OP?

Thanks for the guide though!

Edit: here's some builds I found online:

http://img269.imageshack.us/img269/655/pallybuildq.jpg
http://img41.imageshack.us/img41/3197/paladinbuild.jpg

Is that good?

foreignreign
09-24-2011, 12:50 PM
Between those two builds, I would go for the first one. Maxing out Divine Punishment is worthless since Evie already has enough crowd control naturally and Petrification really isn't all that great for a Staff Evie. The only situations where Petrification is good nowadays are against maybe hero Larken and Ingkells (but Ingkells isn't even hard so it shouldn't be necessary to have it there). For Hero Larken you'll probably be in a party for that, so Petrifiy will barely make the fight any easier. And since they nerfed the mobs that spawn with boat 5 bosses (at least, I believe they did), you can clear the trash mobs there fairly easy by just throwing some Mercury Traps or Mana Pistols down if you're doing hero boat 5.

That and you might as well get Conviction, even if it doesn't absorb that much for an Evie. It essentially acts like a second layer of Mana Shields, so it ends up giving you yet another buffer zone to safely cast with.

The only problem I have with the first skill build is that Grace: Regeneration is completely worthless. If you think about it, at level 5, it heals a potential maximum of 150 * 9 = 1350 HP, although it's less than even that if you have Conviction. That's because for the first 10 or seconds of stage 2, you're invincible so you won't be HP regenning anything then. For the next 5 or so seconds, you have to get hit pretty much immediately for any health to regen. And then if you factor in casting Conviction, which I would imagine you'd do close to the beginning of stage 2, and you'll end up only healing like, 150 * 8 = 1200 HP at best, assuming your mana shields were broken before going into stage 2. And, worst off is that if the boss doesn't end up dealing 3000+ damage to you before your stage 2 wears off, they'd essentially have done 0 damage. So there'd have been no point in your HP even regenerating in the first place.

I would spend those 4 points from Regeneration into Grace: Resistance or even maybe Grace: Stamina (up to level 3 anyway). Or maybe one point into Divine Punishment if you want extra pew pew, but when I trans as a staff Evie (although mine is a DK), I honestly just spam Magic Arrow since it gives so much SP.

xJac
09-25-2011, 10:54 AM
Magic arrow doesn't trigger grasp. So if you are the type that spams MA after trans, go for first build, leave SP aura and HP regen at level 1 for unlock, and max resistance and stamina.

Resistance so you can spam as much as possible, tanking isn't a problem since you maxed HP, DEF, and also have mana shield.
SP aura is not needed because you have insane SP gain from MA and Fatigue alone. Although it's good for team, I would say having those extra stamina will let you spam MA longer and actually gain more SP. (More SP = more RG = Much better for your team)

Conviction is nice, but the fact you can only use it once for the whole trans is not as good.

sakraycore
09-25-2011, 01:25 PM
is resistance a blessing or a curse?
i put 1 point into it already, should i keep it there?

xJac
09-25-2011, 03:23 PM
resistance reduces the animation of knockdown, knockback (the one you put one hand on the floor) into just a flinch. (I am sure you have seen that already)

Obviously only flinching lets you go back to spam MA much faster. (HP will be the only problem, which is why you need Max HP/DEF and mana shield)

Some people said with SE (standing endurance), 3 points into resistance is enough. But since I am not sure whether procing SE while in trans, with at least one point into resistance, will use the flinch animation or the knockback animation (the one SE has), I won't force you to max it.

Stamina is not necessary max either, just keep adding into it until you find yourself not running out of stamina while in MA spam.


More on resistance, I have only 1 points into resistance, but ever since I rank it, I rarely found myself being knockdown. So I am suspecting that when SE trigger in trans, it also only uses the flinch animation. Not entirely sure on this, as I usually DC spam after trans, and it's possible that I got lucky most of boss' attack land while I was invincible.

sakraycore
09-26-2011, 02:12 PM
I hope this isn't intentional...

It seems i can't focus properly anymore even when I have mana shields up when I'm transformed, what gives?

foreignreign
09-26-2011, 02:22 PM
Was the game laggy at all or your computer choking up?

xJac
09-27-2011, 04:32 AM
trans reduces your attack speed (becoming bigger size). So it might be what's taking you off your quick focus.

That or the lag, but seeming you as paladin I don't think it matters.

fieonavyv
09-27-2011, 06:58 AM
trans reduces your attack speed (becoming bigger size). So it might be what's taking you off your quick focus.

That or the lag, but seeming you as paladin I don't think it matters.

lol who said trans reduces as. never heard of that

btw for the build
max out the hp def and sp recovery buff
max out the str int agi wil
put one on regen to unlock destiny and max that out
one on convictoin
one on disciple whether you like it or not, it gives a free mana shield at max.
atk resistance is useless . se at r6 is alrdy good
imo grace is useless to 3 seconds for 5 sp?
thats pretty dumb. with sp recovery you can alrdy get the sp far full with like 20 magic arrows.
grace is worthless but its still some dmg so i took it. rest can be spent on anything else but i took divine punish and stone for more mob control

Royale
09-27-2011, 08:14 AM
berserker +stam effect does not stack with zeal or another berserker, so i believe the most you can get is +2 stam per second with enchants.

sakraycore
09-27-2011, 08:21 AM
So does trans reduce attack speed or not...I think I do focus slower in trans, someone verify please. It seems that it's probably a better idea to take that stamina buff isntead of the SP aura since at least it will stack. (Or both of them, and take it out of resistance or discipline)

IMO that zeal enchant is pretty godly already, I can't imagine something that's better than that. So yea if you're pally I really think you should take that stamina buff.

Royale
09-27-2011, 08:27 AM
IMO that zeal enchant is pretty godly already, I can't imagine something that's better than that. So yea if you're pally I really think you should take that stamina buff.

berserker is +2 stam per second if you are level 70, zeal is +1 so you are better off using illusion for shoes if you can get berserker

sakraycore
09-27-2011, 08:29 AM
berserker is +2 stam per second if you are level 70, zeal is +1 so you are better off using illusion for shoes if you can get berserker

keyword on if you can get berserker lol and no i'm not lv70 yet

xJac
09-27-2011, 07:19 PM
lol who said trans reduces as. never heard of that

Already done testing long time ago, you do get reduced attack speed.

http://www.youtube.com/watch?v=FW4YKNuo9qQ&feature=channel_video_title

[edit]
simply because not many people mentioned it, doesn't mean it doesn't exist.


SE is good, but it's not as good in getting you back into "dealing damage" as resistance. The knockback takes one or two second longer to deal damage again.

fieonavyv
09-27-2011, 08:19 PM
i cant tell if there is a reduced atk speed.
unless the atk speed from the stat window is reduced, i wont believe that the as in trans form will be reduced

xJac
09-28-2011, 10:41 AM
character height affects attack speed as well, but doesn't show up on the stat screen, you're not going to believe that either?

If you watch it frame by frame, you will clearly see that when I am not in trans, I finished up the whole combo a lot faster. I forgot how much exactly, but significant enough to say you do get slower attack speed. If you want to do the test yourself, video yourself hitting a combo with and without trans, repeat it for 10 times, and the compare the frames it takes to finish the whole combo, you will see the difference.


[edit]
never mind, I tested +10 DWTS doing full combo, there's only a 0.5 difference out of the full combo, so it can't really be seemed by naked eye.

sakraycore
09-28-2011, 11:56 AM
^Indeed, that might be throwing off my aim. I keep thinking the attack speed should be _increased_ in trans, not the other way around. srsly, Nexon???

fieonavyv
09-28-2011, 12:38 PM
i know the height affects the atk speed, that is proven, but trans, i dont see the difference. im so sorry if you can tell the difference but i wont spend my time going back and forth between vids to cehck that.

sakraycore
09-28-2011, 12:41 PM
is transformation height fixed or dependent on char size?

xJac
09-29-2011, 08:23 AM
not sure about that.

For me, I am shortest model, and trans really gives me a lot height. Thinking about it, I never seen anyone go much higher than me, so it's probably fixed.

tai
09-29-2011, 12:29 PM
is your reduced attack speed because transing sets you at maximum height, negating the bonus you get for being the shortest model?

more relevant to this thread, does transing reduce evie focus time?

foreignreign
09-29-2011, 03:12 PM
I don't notice a decreased attack speed in my Trans, at least not for Scythe (which is easier to tell with anyway).

And I don't think it effects Focus time, at least not to a noticeable degree. I still follow the same rhythm for quick-Focusing as I do when I'm out of trans.

sakraycore
09-29-2011, 10:01 PM
I think it makes focus slower for me too, and my Evie is also the shortest model.

xJac
09-29-2011, 10:44 PM
Sorry, it's not the trans.
Ran four tests, the difference between trans is about 0~2% difference, which shouldn't be noticeable in any way, or influencing you in any way (human error should be much greater than 2%). I don't know why I thought trans affected my speed back then, but right now the test result is pretty solid, since I am getting very consistent result (~0.03 difference for the supposedly same ones).

I was very certain of my result back then though, ran 10 tests to get the result. One guess on the different result may be computer being the factor, since the old one broke down, and I am using a new one (although not that great either). The stress of all the trans, theoretically, can mess up your cpu as well as your timing, and likely also the video you're recording.

Wait, now I think about it. it should be cpu/gpu stressing (not sure which). I don't know for you guys, but I always hate how other people trans and fighting near me makes me miss my critical or even mess up my combos (the computer doesn't register a right click and gave me a different combo that I don't want).

So trans do play a factor, but it's not on the attack speed, more likely the extra particles (for dk, pally would be the shinning lights) that's messing up your computer. Sorry about that.

It also gets worse when you're in a party (not the host), I can literally see my whole combo only show two or three frames, miss a lot of things in those situation.

sakraycore
09-30-2011, 12:01 AM
Sorry, it's not the trans.
Ran four tests, the difference between trans is about 0~2% difference, which shouldn't be noticeable in any way, or influencing you in any way (human error should be much greater than 2%). I don't know why I thought trans affected my speed back then, but right now the test result is pretty solid, since I am getting very consistent result (~0.03 difference for the supposedly same ones).

I was very certain of my result back then though, ran 10 tests to get the result. One guess on the different result may be computer being the factor, since the old one broke down, and I am using a new one (although not that great either). The stress of all the trans, theoretically, can mess up your cpu as well as your timing, and likely also the video you're recording.

Wait, now I think about it. it should be cpu/gpu stressing (not sure which). I don't know for you guys, but I always hate how other people trans and fighting near me makes me miss my critical or even mess up my combos (the computer doesn't register a right click and gave me a different combo that I don't want).

So trans do play a factor, but it's not on the attack speed, more likely the extra particles (for dk, pally would be the shinning lights) that's messing up your computer. Sorry about that.

It also gets worse when you're in a party (not the host), I can literally see my whole combo only show two or three frames, miss a lot of things in those situation.

It seems like I attack much faster in 2nd trans tho? Have you run any tests on that?


It also gets worse when you're in a party (not the host), I can literally see my whole combo only show two or three frames, miss a lot of things in those situation.

Oh wow...that must be pretty bad x.x

xJac
09-30-2011, 08:34 AM
2nd trans? I didn't think it will increase the attack speed, but yea, I will give it a test. (Don't really use 2nd trans as I am level 18 pally right now, get next to no bonus from it)

sakraycore
09-30-2011, 11:24 AM
You get +2300 att/matk from it, that's a beastly boost right there even without ranking any skills.

xJac
09-30-2011, 11:43 AM
oh really, no wonder why transing doesn't do much dps increase for me, I am missing out the best part.

[edit] Just ran a test on 2nd trans, I get the same time frames. Will run another test again, but I doubt the result is going to change.

[edit 2] second test also confirmed it, 2nd trans do give increase attack speed, although i do think my computer is less lag in second trans.

sakraycore
09-30-2011, 07:52 PM
So we lose a tiny bit of attack speed in 1st form but gain some in 2nd form?

Yea it's possible we don't lose much in 1st form, maybe just a tiny bit though since our chars are shortest.

xJac
10-01-2011, 04:28 PM
no, don't lose any in 1st.

it's probably the lag that's making you messing up your focus, but definitely no attack speed lose or gain (in 2nd)

tai
10-15-2011, 01:46 PM
Hmm, i have a question:
between the two, which is better, dreamwalker or rakum?
I'm wondering if i should switch from dreamwalker to rakum: my reasoning for this is:

evie's DPS is cooldown-based, and while having a faster attack speed gets spells faster it does not affect this cooldown
bosses have extremely high DEF, so that extra damage boost could make a big difference
slower casting means less stamina consumption

I think this would be especially true for higher + levels, but I'm settling for a +7.

Comments/input? Is this a valid point or am i missing something?

foreignreign
10-15-2011, 03:10 PM
I would say Rakum Rakish is better overall just because of the increase in MATT. 6 attack speed isn't really going to do that much, and if you play staff Evie like most people do, the majority of your damage will likely come from Magic Arrow anyway, so critical is eh as well.

And slower casting speed is more of a bad thing since that means you're standing there for longer. At least when you're running around to regen stamina, you'll mobile.

Either way, they're mostly sidegrades of each other and I wouldn't bother changing if you're not going to get a higher +.

THRaKeD
10-17-2011, 11:43 AM
I've got a question.
I'm not sure if I understand INT and M.Att.
I've bought Howling Staff and now I've got New Friendship Staff from quest.
Howling:
Agility +11
Intelligence +18
Magic Attack +1,922
Critical Chance +11

New Friendship:
Intelligence +17
Magic Attack +1,865
Critical Chance +14

New Friendship Staff, even with set bonus with Friendship Ring gives less M.ATT than Howling Staff.
So I would like to know how those stats influence dmg?

Zyrus
10-17-2011, 12:38 PM
1 int = 2 MATT.

Micho
10-20-2011, 05:29 PM
Do I need to upgrade, I just started playing Vindictus, my level 64 Staff Evie:

Armor is all +3
Illusion Vehemence Hat
Enduring Stone Vehemence Jacket
Disciple's Vehemence Skirt
Rounded Zeal Vehemence Shoes
Vehemence Gloves

Tough Irukul Leather Belt, Ghost Witch Emblem, Ghost Witch Ring, Sage's Chaos Ghost Witch Spell Book, and a Rocheste Magician Guild Seal.

Along with a +10 Gallant Valor Rakum Rakish.

.____. So yeah, any upgrading needed?

foreignreign
10-20-2011, 05:35 PM
Do I need to upgrade, I just started playing Vindictus, my level 64 Staff Evie:

Armor is all +3
Illusion Vehemence Hat
Enduring Stone Vehemence Jacket
Disciple's Vehemence Skirt
Rounded Zeal Vehemence Shoes
Vehemence Gloves

Tough Irukul Leather Belt, Ghost Witch Emblem, Ghost Witch Ring, Sage's Chaos Ghost Witch Spell Book, and a Rocheste Magician Guild Seal.

Along with a +10 Gallant Valor Rakum Rakish.

.____. So yeah, any upgrading needed?

Your armor could use some upgrading. Wonderland Hat, Gloves and Boots are all cheap to make (like, 200k a piece) and will give you more a lot more INT. Glas Pants should also start to drop more so if you want a full Wonderland you can upgrade to that.

Weapon is fine though, unless you want always #1 in damage.

Accessories are also OK, except maybe that Witch Ring. 3* Thorn Ring offers more INT even with the Ghost Witch set bonus.

Royale
10-24-2011, 06:39 AM
think fast (Attack Speed +5) enchant is good for evies?
or are strong/Significant better

foreignreign
10-25-2011, 12:30 AM
I would say it depends on your setup. If you're super rich and have lots of Well-Balanced/Force enchants on your armors and a Valor, then you might be able to get away with using a Fast scroll since you'd be looking at around +15 BAL from enchants.

But otherwise, no. Staves have relatively low BAL as is so getting more attack speed wouldn't really offset the BAL loss.

Stick with Strong or Significant. I would go for Strong as a staff Evie just because of staff Evie's poor stamina pool.

Dukhan
12-03-2011, 03:00 PM
How can you get Evie to attack in a direction other than the camera direction? I've got 'attack in direction of camera' unchecked. When I try to get her to fire Magic Arrow off to the side, she just spins back around to the direction of the camera.

Look at this vid at 2:44. She turns back towards the gargoyle and fires at it without swinging the camera around.


http://www.youtube.com/watch?v=UgGjwl16hEo

foreignreign
12-03-2011, 06:39 PM
Keyboard mode will let you do that. Don't think you can with mouse mode.

Dukhan
12-03-2011, 07:03 PM
Keyboard mode will let you do that. Don't think you can with mouse mode.
Ah, keyboard mode. Unfortunately, I'm too addicted to my mouse.

Basdeth
12-06-2011, 10:34 PM
Oh neat, I was wondering that too :o (about attacking in a different direction than the camera)

Too bad about it being keyboard mode only; I'll have to give that a go sometime just for funsies to try it out :)

TLCBonaparte
12-09-2011, 12:26 PM
Oh neat, I was wondering that too :o (about attacking in a different direction than the camera)

Too bad about it being keyboard mode only; I'll have to give that a go sometime just for funsies to try it out :)

It's not keyboard only, I disabled that option and I use mouse and keyboard.

whocares8128
12-09-2011, 01:42 PM
It's not keyboard only, I disabled that option and I use mouse and keyboard.

...and you can fire your Magic Arrow toward the camera? :what:

TLCBonaparte
12-09-2011, 02:14 PM
...and you can fire your Magic Arrow toward the camera? :what:


Hmmm, I wouldn't know, I only play Scythe Evie , and the time when my Evie was staff, that was a bit back before the Evie Revamp and auto-attacks are melee animations.

RebeccaBlack
12-09-2011, 02:31 PM
Hmmm, I wouldn't know, I only play Scythe Evie , and the time when my Evie was staff, that was a bit back before the Evie Revamp and auto-attacks are melee animations.
This only affects staves. Melee attacks won't do it with the proper options ticked.

yellowgamer
01-29-2012, 11:57 PM
I play on East server, and I think the Dreamwalker Staff should replace (or at least supercede) the Rakum Rakish on the progression list. With the state of the economy right now, the time spent farming for Rakum mats could be used to farm other profitable dungeons to save up and buy/make the Dreamwalker Staff. Better DPS with Dreamwalker for not that much more gold, unless one likes how the Rakum looks.

Also, considering how cheap Gallant ES is to buy, Nimble ES and Prideful ES are not really useful prefixes. Clear ES has +3 bal at a cost of -5 crit res, it's a mixed bag but seems viable to me. The one that really stands out to me is Decisive ES (+1 bal, +3 crit, -40 atk, rank A) -- it lacks the 5 atk speed of Hateful ES, but at least it won't break your weapon or your budget.

foreignreign
02-02-2012, 09:52 AM
I play on East server, and I think the Dreamwalker Staff should replace (or at least supercede) the Rakum Rakish on the progression list. With the state of the economy right now, the time spent farming for Rakum mats could be used to farm other profitable dungeons to save up and buy/make the Dreamwalker Staff. Better DPS with Dreamwalker for not that much more gold, unless one likes how the Rakum looks.

Also, considering how cheap Gallant ES is to buy, Nimble ES and Prideful ES are not really useful prefixes. Clear ES has +3 bal at a cost of -5 crit res, it's a mixed bag but seems viable to me. The one that really stands out to me is Decisive ES (+1 bal, +3 crit, -40 atk, rank A) -- it lacks the 5 atk speed of Hateful ES, but at least it won't break your weapon or your budget.

All good suggestions. Honestly always forget to consider how certain things change as time goes on.

Although while Rakum Rakish ingredients are fairly high, that's not a real indication of it's price per se, since you can easily farm a Rakum, but you can't a Thor staff. So if you're broke you can't guarantee ever getting a Thor/Dreamwalker Staff, but most certainly can a Rakum. I'll change that section anyway though.

Episkey
06-29-2012, 08:16 PM
I just wanted to say - that this guide has been of tremendous benefit to me.
I always head to it whenever I need to know exact calculations/formulas and good enchant scrolls for Evies.

For a Staff Evie - would you recommend the Stone or Master enchant?

I'm leaning towards Master - seeing as the only negative is a -1 to Balance.
But, I partially like the concept of having Stone - also due to the fact my Raider's Staff makes my Balance lower than I would like.

RebeccaBlack
06-29-2012, 08:33 PM
Stone is a waste because you're not getting "hit" anyway with mana amber and the defense won't do much for you. Only works after your shields are down. The chances of your mana shields being down and stone being active at the same time are minimal and it just won't save you enough to be noteworthy.

Force and Master are both pretty good. Master looks like it's better for people with really high attack and Force could help out people without that (and Master is rank A rather than 9, which matters for those Evie tops that cost 20m+). Crit resist on Master is nice too considering it's just something extra on an otherwise offensive scroll.

Episkey
06-29-2012, 08:45 PM
Stone is a waste because you're not getting "hit" anyway with mana amber and the defense won't do much for you. Only works after your shields are down. The chances of your mana shields being down and stone being active at the same time are minimal and it just won't save you enough to be noteworthy.

Oh! Right. I had forgotten about that.


Force and Master are both pretty good. Master looks like it's better for people with really high attack and Force could help out people without that (and Master is rank A rather than 9, which matters for those Evie tops that cost 20m+). Crit resist on Master is nice too consider it's just something extra on an otherwise offensive scroll.

Yeah. I decided to go for Master rather than Force with my Wonderland Top - I don't want to make it explode T_T

I already have Enduring on it, so all I need is Master.