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Old Dec 12, 2007, 07:54 PM // 19:54   #1
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Default Consumable God

"Consumable hore" (I know I misspelled it, guru filters out the correct spelling, lol) - that's the nickname my guildies use to describe my PVE play - but they use it endearinly, they love it when I jack up the party. Everyone knows these exist, but most people don't even think about using them to try to increase the effectiveness - and in some cases, "totally dominating" PVE gamplay. This is a tiny guide to how, combined, many can make a huge difference and advantage for you.

First of all, I would recommend consumables greatly if you can manage to get them, particularly the sweets. Consumables greatly increase your PVE gameplay ability and really help you to blow through tough elite zones/missions. You can use them for other things as well, I have enough Birthday cupcakes where I use them when "running" droks and the southern shiverpeaks tour anymore, which makes it almost able to do in your sleep and is super forgiving since you can add more helpful skills and don't have to carry any runing skills. In addition to your domineering gameplay in PVE, you will be contributing towards getting your confectionarries title. I would encourage you to not just be one of those people to click on your sugary treats over and over just to get the title sooner rather then later, use them to benefit your gameplay, you'll get the title eventually. Here are some examples of what I run with consumables usually that make very noticable differences:

MMing. I run my mm with the usual death magic sup rune on the helm and a ghials equivelant +1 20% Death magic staff to get lvl 18 minions and a lvl 29 golem. In addition though, I use either a birthday cupcake or a candy apple to get my hp and energy up just a bit. Next, I always run a candy corn and a golden egg to jack up my death att to 18 - with the possibility of it being 19 with the staff. This alone makes your minions lvl 20 and your golem lvl 31 with the possibility of it being lvl 32! In addition, lvl 18 death att makes you able to have 11 minions instead of just 10 - yup, 10 isn't really the cap. All this combined makes a big difference in your minions, they do much more collective dmg and don't die nearly as fast. If you even run a grail of might, it makes them lvl 21, run a lunar fortune lvl 22 - and you get 12 minions, then your golem is a fricken lvl 34, etc. add an essence of clarity, combined with your bloodstained insignia and a peice of pumpkin pie - you just reduced your casting time of raising minions by 75%! Not surprisingly, my guild calls this mm build the "god mm."

Spirit Spammer: This works the same as the MM basically, and has the same benefit - especially using pumpking pie and essences if you can afford them. Use that sup rune for communing and spawning as well, then get some of those lost hp back with a candy apple. Since most spirits have 3 and 5 second cast times, when you decrease that at all, it makes a HUGE difference and you can get up 5-6 spritis in a matter of about 10-12seconds, wow!

Ele's - unecessary overkill, but fun! Now take the golden eggs and candy corns, the kurz/luxon skill "Elemental Lord", the ele skill "glyph of elemental power" - add a grail again and you have yourself fricken 22 attribute in whatever magic you're using - wow~!. For incredible Energy storage, use a sup rune for whatever magic you're using - fire/water/air/earth, another for energy storage, then use a cupcake, candy appple (to get your hp's back you lost using the two sup runes), pumpkin cookie and your grail - you'll have upwards of 140-160 energy - ftw! Overkill, totally - but fun none the less.

War/Sin/Derv/Ranger/Para: For melee/physical dmg chars, I always run slices of pumpkin pie to increase my attack speed (makes a huge, noticable difference, especially on slower attacking classes like rangers, paras and hammer wars). Then in a tough area, add that essence of clarity, 50% faster attack speed now, omg....you're rolling over crap at this point, lol.

These are the main classes that really benefit from multiple consumables. I always use something on whatever I'm playing it seems, and of course there are other beneficial ones out there in addition to the ones I mentioned above. I'd recommend getting the following if you can manage it, especially for those elite zones that just piss you off to no end if you're trying to do them alone w/heros and/or hench:

Team consumables your guildies and/or elite zone pugs will LOVE you for using:
-Grails of Might (+1 to all atts, +100 hp, +10E for 30 mins)
-Armors of Salvation (immune to crit hits, 5 dmg reduction, +1 hp regen for 30 mins)
-Essences of Clarity (25% HCT and 25% increased attack speed for 30 mins)
-Rainbos cc's, Honeycombs or Elixers of Might (Moral boosters for the whole party)
-Scrolls of resurrection or Powerstone of Courage (I carry these instead of any kind of res anymore in the rare chance i need to do a rez)
-4 Leaf Clovers (Removes DP at 5-15% rate for the whole party) (NOTE: you can use honeycombs, Powerstones or Rainbow cc's for this too, they remove dp as they raise the moral boost back up in your party.)

Individual consumables:
-Pumpkin Pie (increase attack speed and reduce skill activation time by 25% for 10 mins)
-B-Day Cupcakes (Increase movement speed by 25%, +10E, +100hp for 10 mins)
-Golden Egss (Raise all atts by 1 for 5 mins)
-Candy Corns (Raise all atts by 1 for 10 mins)
-Candy Apples (+10E and +100 hp for 10 mins)
-Peppermint Candy Canes (removes all DP) (Note: you can use pumpkin cookies to remove 10% dp at a time too)
-Drake Kabob (+5 armor for 10 mins) (I save these for my casters who might need a tiny armor buff)


There are more consumables out there that help, but overall for me, these are the big ones that make a noticable difference in gameplay I would recommend. Have fun and although most everyone know these exist out there, most people just throw them away or get rid of them. Try them out though, I guarantee you won't be disappointed as you roll over crap in HM for example, lol.

Last edited by Stone Bloodlust; Dec 12, 2007 at 09:24 PM // 21:24.. Reason: language filter
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Old Dec 12, 2007, 08:09 PM // 20:09   #2
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excellent guide to consumables. I don't really use them myself...although i do when i find them...but i don't go out of my way to purchase them.
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Old Dec 14, 2007, 12:51 PM // 12:51   #3
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I still have some left over, although I never really use them since I am used to playing the game normally, however I really haven’t found a hard mission/quest but if I ever need them I'll definitely use them.
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Old Dec 14, 2007, 01:41 PM // 13:41   #4
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Quote:
Originally Posted by Theo Godscythe
I still have some left over, although I never really use them since I am used to playing the game normally, however I really haven’t found a hard mission/quest but if I ever need them I'll definitely use them.
I always use them for vainquishing. Not that it is that central, but it helps breezing without really taking care of what you're doing.
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Old Dec 14, 2007, 03:19 PM // 15:19   #5
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Essences also have 25% faster movement and recharge time on skills.

Armor of Salvation are the best, followed by Essence of Celerity.
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Old Dec 14, 2007, 03:31 PM // 15:31   #6
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I used 6 Powerstones on a Destruction's Depths group once, and not one of them gave a shit, almost like I was expected to do so. So make sure the group you run with is at the very least appreciative, or even better yet, willing to help incur some of the cost to make the consumables to begin with.
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Old Dec 14, 2007, 03:55 PM // 15:55   #7
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Quote:
Originally Posted by Sister Rosette
I used 6 Powerstones on a Destruction's Depths group once, and not one of them gave a shit, almost like I was expected to do so. So make sure the group you run with is at the very least appreciative, or even better yet, willing to help incur some of the cost to make the consumables to begin with.
6 powerstones on there? You're mad. No offence.
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Old Dec 14, 2007, 04:01 PM // 16:01   #8
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No, they just could not get their act together, and I really hate leaving groups. Each time one was used the group was at -60%, and at least 3 were at the Disc.

But yeah, I guess I'm mad.
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Old Dec 14, 2007, 04:36 PM // 16:36   #9
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I used consumables for the first time today, when i entered slaves exile for the first time. Taking on the Summit mobs was difficult, so Id chip away at the for a while, id think i got somewhere before i realise that if i die, they will kill my FS spirit and POOOOW theyre all back.

Frustrating to the max.

So, after working my way around and killing the white mantle dude without consuming anything i tried to work my way up to Rand. But the mobs got too much and my DP too high so i chomped down one of my powerstones, helped a bit, but some of the mobs were still getting to me, so I used an armour of salvation, from then on it was a walk in the park. Its odd, I imagine it was the damage reduction that really made it.


Ive vanquished several areas and completed most dungeons with H/H and no consumables, but when the going gets tough, ill consider the consumables again.
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Old Dec 14, 2007, 04:38 PM // 16:38   #10
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Quote:
Originally Posted by Sister Rosette
No, they just could not get their act together, and I really hate leaving groups. Each time one was used the group was at -60%, and at least 3 were at the Disc.

But yeah, I guess I'm mad.
Psst. little secret: Pugs fail. Gl with destruction depths if you haven't done it yet.
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Old Dec 14, 2007, 04:58 PM // 16:58   #11
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Nah, ironically, that was the group that beat it for me, and I went on to clear GWEN, and all the other campaigns too. But yeah, PUG's fail....>_>
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Old Dec 14, 2007, 06:02 PM // 18:02   #12
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I'm confused....there is a guide explaining how to buy something from the merchant, and then double clicking it?
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Old Dec 14, 2007, 07:50 PM // 19:50   #13
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I want some glory, that was my guide my guildie "stone bloodlust" submitted for me! Lol, ty Stone. In response to Terraban, yes you can buy a few consumables at the traders in EOTN, several though you can't. Secondly, of course most people know how to get them and what they do - but many people just don't think about the simple math of using them which can greatly help in PVE if you need it - or just for fun. That combined with the availability of them, especially around events, this submission was just a reminder of importance that spells out some of the bigger differences they can make. Just stop and think about it for a minute is all.
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Old Dec 15, 2007, 08:36 AM // 08:36   #14
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Quote:
Originally Posted by Stone Bloodlust
you have yourself fricken 22 attribute in whatever magic you're using - wow~!.
Doesn't it cap at 20?
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Old Dec 15, 2007, 09:07 AM // 09:07   #15
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I like toying with the consumables as well. Fun stuff. However, the ones we cannot craft (event drops) will eventually get used up from game play, therefore don't get too 'attached'
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Old Dec 15, 2007, 10:36 AM // 10:36   #16
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Quote:
Originally Posted by Snograt
Doesn't it cap at 20?
No sir, you can get up to 22 - and/or higher
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Old Dec 17, 2007, 10:55 PM // 22:55   #17
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shame IAS is capped at 33%

lolz u can blame it on the early IWAY days when they were striking 66% faster... not sure if they had a cap back then when TF and IWAY both had +33% attack speed

though i'm pretty sure they would've capped it at 33% even without IWAY anyway
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Old Jan 01, 2008, 02:23 AM // 02:23   #18
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Default attribute cap

I and other guildies have been trying to get any attribute above 20 to no avail.

Checked an article on wiki and it states:

Actual max
After some testing (mostly by Auron since I'm lazy), we (he) found 21 is a hard cap for attributes. All the stuff that boost attributes aside from a +1 20% cap out at 20. In other words, natural 12 + superior + headpiece + blessing + lunar blessing + egg + awaken the blood or glyph of elemental power ends up as 20, not 21. The +1 20% will get you to 21. I haven't edited the article since I'm lazy. --Fyren 04:10, 17 April 2007 (CDT)
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