My friend wants some advice for his set:
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Hi, I had trained my pet with codestones for a while, but was tempted by the lab ray, and started using it as my only form of training. (aside from K-Quests) My question is, i enjoy playing 2p more than 1p, will having a low defence still keep me decently competitive in 2p?
Stats:
Tuskaninny
Level:20
HP: 86
Str: 102
Def: 43
Form of Training: Lab
Now I need help with my battle set, i dont have much cash, i have around 1mil. What would be the best set for both 1p and 2p. (I like playing in 2p better though) I currently just have a Downsize! (only defence i can think of with my low stats) I've also heard that i should try Jittery Jipple Potion, as it is a cheaper RSB with better icons. (but can anyone tell me some drawbacks??) Should I also go for a Greater Healing Scroll as my healer?
Alright, thanks in advance for any help
Tell him to train. After you do that, tell him again to train.
That said... he's going to need to avoid using icons that shields and dual-duties block, and he's also going to need to avoid opponents with Defense Boosts that are above his Strength Boost. Jittery Jipple Potion only does six icons against Opponents whose Intelligence is 9 or less (I don't recall off-hand what the two terms are that show up on those Pets' lookups). In general, while the Air will only get hit by Burrow, the Dark will be hit by Golden Compass. A Golden Compass hitting one will be dealing 9 icons, while the Jittery Jipple Potion will be dealing around 7.4.
In the mid-level range your friend is at, Air is the only "unblockable" icon (with only Burrow hitting it), but there's no sufficient weapon in that range. That said, I would recommend the Jittery Jipple Potion over Ramtors Spellbook, as there are several weapons that hit Light.
Essence of Esophagor is probably something he should consider. I don't know how many Leaf Shields are running around (which will obliterate it), but there aren't any other prominent Earth or Water blockers (short of Burrow, and Sink will deal with Water).
Yes, he should use Greater Healing Scroll. Yes, use Downsize!. That only fills six slots, though, and I'm really not sure what to recommend for the last two. The problem with my current recommendation is the sheer predictability of what he'll be using, but I can't think of any other good weapons given his situation. Risking a Purple Sticky Hand's chance steal might be a consideration (though risky), and either a muffin/grenade (Honey Potion) or a freezer are the other two options.
For One Player use, dual-Scuzzys Comb for Opponents that the Jittery Jipple Potion doesn't land ten against is the cheapest choice. They'd be hit left and right in Two Player, though.
Wow. His stats aren't really unbalanced. It can still be fixed quite easily.
Purple Sticky Hand is a trustworthy stealer in both 1-player and 2-player. I just simply can't do without it. His
Downsize! should definitely be used to cut down half his opponent's attack since his defence is so low right now.
Greater Healing Scroll, yes. 50/86 health is pretty good. That leaves four slots left. If he listens and trains defence (which he should), he should probably get
Patched Magic Hat as a shield. As for the remaining slots, I would suggest
Golden Compass,
Scuzzys Comb and then he should get a 50% reflector or single-use bomb in the last slot.
Nothing wrong with him not training defence. He should still be abale to play competitively even then. It's just that... well, his defensive options is limited.
What he REALLY need to work on right now is his level. He needs to keep that in balance with the rest of his stats. Otherwise, he will be stuck without certain faerie abilities, like Sink and Drain Life.
Also, not much can be reaped from his 1 million dollar budget. I would have immediately suggested a freezer, healer and bomb usually.
Greater Healing Scroll would do well for him. As for a freezer,
Snowglobe Staff,
Black Frost Cannon and
Rainbow Frost Cannon are three options that fall within his budget, but those can be god-awful in 2-player battles. Single use
muffin bombs would serve their purpose, but it would have been great if he could afford the
Honey Potion.
So for now, I would suggest that he gets and all out attack set:
Jittery Jipple Potion
Scuzzys Comb
Steaming Skeem Potion
Pike Pike
... with 2 defences....
Downsize!
Winged Scarab
... a healer...
Greater Healing Scroll
... and a single use bomb.
Set aside a
Snowglobe Staff for 1-player.
Wow thanks guy. Looks like all 3 of you think he should train to get his level and defence up first. (I wasn't aware certain abilities wouldn't work if your level goes down. He already has sink etc but do they disappear if his level goes down??) That's what i told him, but he's worried about the cost to do it. Can someone do the math on how long and how much $ it would take him to get his stats up to about even. (and what would be the most efficient way of doing so) -and should he still be zapping while training? Also, i heard that once you reach level 50, the ray can no longer lower your level?? is this true?)
Shattered Rift Wrote:Jittery Jipple Potion only does six icons against Opponents whose Intelligence is 9 or less
Essence of Esophagor is probably something he should consider. I don't know how many Leaf Shields are running around (which will obliterate it), but there aren't any other prominent Earth or Water blockers (short of Burrow, and Sink will deal with Water).
For One Player use, dual-Scuzzys Comb for Opponents that the Jittery Jipple Potion doesn't land ten against is the cheapest choice. They'd be hit left and right in Two Player, though.
Not nitpicking, but it's kinda important. JJP only does 10 icons to opponents with MORE than 9 intel. SSP is MORE than 19 intel.
I wouldn't worry about running an EoE, Leaf Shield is extremely uncommon anymore it seems. (I miss the days back when it was... 6 icons running rampant.... sigh)
I wouldn't worry too much about running a Scuzzys because all the usual light blocking weapons (except thief dagger which isn't too common) only win out against it by less than 1 icon.
CadaverGrey Wrote:So for now, I would suggest that he gets and all out attack set:
Jittery Jipple Potion
Scuzzys Comb
Steaming Skeem Potion
Pike Pike
... with 2 defences....
Downsize!
Winged Scarab
... a healer...
Greater Healing Scroll
... and a single use bomb.
Set aside a Snowglobe Staff for 1-player.
I agree. Though I'm gunna say I think an EoE would be just as useful as the Pike Pike. His choice
d-fence Wrote:Wow thanks guy. Looks like all 3 of you think he should train to get his level and defence up first. (I wasn't aware certain abilities wouldn't work if your level goes down. He already has sink etc but do they disappear if his level goes down??) That's what i told him, but he's worried about the cost to do it. Can someone do the math on how long and how much $ it would take him to get his stats up to about even. -and should he still be zapping while training?
I don't belive faerie abilities will disappear if his lvl goes down, but I'm not 100% positive. I do know he won't be able to beserk if his level is below 50.
As for the Zapping while training, usually that works fine. But being how his stats are way messed up, he might wanna stop zapping for awhile.
Oh, and I bet Shattered runs you a price analysis

He's been doing it alot lately it seems... (like 3 in the last 2 days right?)
I mixed up more and less on the JPP,

.
Dead_water Wrote:Oh, and I bet Shattered runs you a price analysis
He's been doing it alot lately it seems... (like 3 in the last 2 days right?)
And here I was feeling like being lazy,

. Fortunately this one was easier to run than the others.
Levels
To 21: 1 Level, 1 Codestone, 2 hours
To 41: 20 Levels, 40 Codestones, 60 hours
To 51 (Level can extend to 80): 10 Levels, 30 Codestones, 40 hours
Defense
To 102: 59 Defense, 177 Codestones, 236 hours
Total: 248 Codestones, 338 hours (just over 14 days, double to 28 days for practicality, round to a month for sensibility). Who knows what the Codestone price average is, but assuming 5K, it'll be 1.24 mil. The price difference is minimal so long as I'm within 10% one way or the other, I think. So assume between 1.2 and 1.3 mil.
There are two things to remember: one, this will deplete his money. Two, Labbing during this time is fine, since his HP is lower than his Strength (the Lab gives about twice as much HP as Strength, in my experience), and he doesn't have to worry until a stat starts to approach 160 (risking the next range).
Shattered Rift Wrote:I mixed up more and less on the JPP,
.
Dead_water Wrote:Oh, and I bet Shattered runs you a price analysis
He's been doing it alot lately it seems... (like 3 in the last 2 days right?)
And here I was feeling like being lazy,
. Fortunately this one was easier to run than the others.
Levels
To 21: 1 Level, 1 Codestone, 2 hours
To 41: 20 Levels, 40 Codestones, 60 hours
To 51 (Level can extend to 80): 10 Levels, 30 Codestones, 40 hours
Defense
To 102: 59 Defense, 177 Codestones, 236 hours
Total: 248 Codestones, 338 hours (just over 14 days, double to 28 days for practicality, round to a month for sensibility). Who knows what the Codestone price average is, but assuming 5K, it'll be 1.24 mil. The price difference is minimal so long as I'm within 10% one way or the other, I think. So assume between 1.2 and 1.3 mil.
There are two things to remember: one, this will deplete his money. Two, Labbing during this time is fine, since his HP is lower than his Strength (the Lab gives about twice as much HP as Strength, in my experience), and he doesn't have to worry until a stat starts to approach 160 (risking the next range).
Wow! Okay thanks Rift, that sounds good. Yeah, he knows it will deplete his money. That's why he's asking which option is better. Training hard and then using a weak set. Or Keep at how he is and just lab and use his cash to get better weapons?
Also, is it true that if you reach level 50 that the ray can no longer lower your level?
Above Level 20 or so, it ceases to return you to zero, or at least that's the rumor. The Lab will still drop Levels about as quickly as it raises Strength, give or take.
He needs to at least have a set. Whether or not it's good is up to how much he wants to put into it. Ignoring Honey Potion entirely, there'll still be a lot of money left to train with. Depending on how rapidly he makes money, he might still be able to break the difference and keep up with training costs.
Shattered Rift Wrote:Above Level 20 or so, it ceases to return you to zero, or at least that's the rumor. The Lab will still drop Levels about as quickly as it raises Strength, give or take.
He needs to at least have a set. Whether or not it's good is up to how much he wants to put into it. Ignoring Honey Potion entirely, there'll still be a lot of money left to train with. Depending on how rapidly he makes money, he might still be able to break the difference and keep up with training costs.
Okay, good to know. So it might be better to stop zapping? He's been losing defence and levels a lot lately. 53 - 43 def, 27 - 20 lv Yeah, that's what i was thinking, it takes a while to train, so he could probably save up money for the set at the same time. about 30k a day, but only plays a few times a week.
Eh, stop Labbing for a day or two while he cranks Level to 25ish, but otherwise no reason to. It's just a matter of whether the rumor is true that it's Level 20 onward that can't be reset. The Lab's still beneficial, even if it'll slow him down, it'll still be giving more HP and Strength than it takes Level and Defense.