#Volt card is weird..
23 messages · Page 1 of 1 (latest)
mp/fp reduction is a extremly useful stat, it removes the need of refresher holds or vita X
not for me.. 10th ref potions enough to sustain even Psy Spirit bombs and Jester Blast
given the abundance of ref holds an vitaldrink X the game gives you for free + items like socecle or evne just using 8th refreshers from d3 shop... reduced mp/fp consumption is a very useless stat
as a 200% cast time heal rain spam ringmaster I cannot agree
Having NOT to use mp pot and ref holds while grinding/pve is a win for me.
The removal of Decreased MP % Consumption for Psy 135 set is huge nerf for pve experience. Post-patch, you'll need at least Socecle+3 and 10x Volt A cards to sustain without using MP Pots.
Pre-patch, 135 Set + Socecle+2 and 5x Volt B cards is enough to sustain MP.
I don't understand what's so good about adding more pve damage at the cost of gameplay QOL.
This is from Psy POV.
i agree. i liked only needing to pot every 8 or so bombs. also ref low meant a bomb cost 8 mp.
some reduced mp consumption absolutely doesnt make you not use refreshers. you need to regain the lost through kills. that only works with mp necklace or socecle. and often socecle+1 in lower levels and socecle+2 in higher levels is enough to always be topped up on mp, without any further mp reduction, if you have good dmg and dont need a million spells to kill ur targets.
@cobalt sentinel it is very possible to just use refresher when spamming healrain as RM, sure it isnt as convinient. but.. since you like mp reduciton so much, im sure you use 10 volt B instead of water B on ur stick, right?
edit: you realize that we were talking about healrain. Volt cards do not increase the amount that healrain heals, whereas Water cards drmatically increase that...
the dmg was worse with 10 Volt A, in comparison to 10 Water A, but that was tested without the fwc gear, so now with the fwc gear Volt A should be better, so im going with 10 Volt A, also why I should I use B cards?
i have struggle to sustain MP on my ringmaster using heal rain. im using AOE blade and my ringmaster use merkaba + heal to help dealing damage on monster. before using +15 mental neck and still unable to sustain the mp recovery because of the huge cost of heal rain. i tried to use circle heal that has lower mp cost but my blade keep on dying if um just using circle heal. i put 7/7 VOLT B on my ringmaster stick and now i dont need MP potion to sustain MP
Lv3 HR is more than enough...
Level 3 Heal Rain 
who dafuq use level 3 heal rain

cheapskate people like me, why??
Bloody life steal effect enough to sustain anywa
Not everyone sustain hp from bloody life steal. Some class are not good when using bloody weapons when aoe.
+1
Magic damagers lacks damage multipliers, they even get so few dmg from demols
Max int then % dmg is better else you int. in some cases they are better for example moonbeam you can get the same dmg as the int cards but downside is you have no extra buff timers or Merk does less dmg. They actually need to scale the cards up if you ask me as they are way under performing for so
actually yes. they need to buff effect of volt card. i dont know why flyff team giving small amount on skill type while ICD get tons of value like 135 set of elementor and psykeeper getting 10% attack armors while auto attack class can get up to 55% ICD on armors and getting 30% ICD in pierce while skiller get 10% skill damage.
This is why Demols gives very minimal dmg towards magic users
Max demos does like 1k dmg
i recently bought 2pcs +20 demols
tested on full buff and prems
the difference between not wearing any demols and wearing 2pcs +20 demols gave me less than 5k dmg 
Depends on class and skill does 1k less dmg on some for me
Because you only priotize demols on crit builds and not skill based builds