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Might of the Underworld skill.

Discuss the Strider, Dark Magician, Sorcerer and their advanced classes here.
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9 posts • Page 1 of 1

Might of the Underworld skill.

Postby evilsorc » Thu Mar 06, 2008 10:32 pm

I've been wondering one thing about this skill in pvp and in the field.
I shall start with pvp. Is it really worth to lower ur pets vit and str to gain more for ur char (or effects it only to ur main pet?). Cause if i get 25% more both, but my orc loses same amount, i think DPS will be worse than without the skill, cause dagger isnt so great weapon to deal dmg. Tough power support and blood aura add both directly p.att, so lowering str, doesnt effect on those buffs effect. Waiting ur opinions guys.

Then using same skill on the field. I c no reason to use, unless im using rp and skelly out same time. Rp doesn't need vit and str so much, because it uses int and skelly will dodge like crazy so it doesnt matter if it has lower vit and str, still nice dmg with support and aura, well aura, when i get it. (still wondering effect might of the underworld just on main pet or both, cause that would change the situation).

Waiting for answers.
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Re: Might of the Underworld skill.

Postby tehdoctor » Fri Mar 07, 2008 7:39 am

it depends on the base stats of you and your pet, if u assume that both you and your pet have the same DPS before the skill and if the pet is using a two hand weapon, after using the skill, removing some ptk from axe and giving it to dagger will increase overall DPS because even a small boost in patk on dagger is magnified by its atk speed. in other words +25 str is worth a lot more on a dagger than an axe. Might be different for your pets ... just calculate it out.

It nerfs both your pets btw. But i still feel it is worth it. when farming i get hit atleast once pet mob becasue i get aggro everytime i chip and pull. so if I kill 200 mobs i get hit atleast 200times. extra vitality helps I found farming really hard becuase i either had to take out bp which reduced my kill speed or i had to carry a ton of potions which limited the time i could stay out and farm and some times even using potions is not enough. This is against yellow/orange/red mobs. Farming white is very easy even without pass damge at this level lol

Long story short, I got the skill, i tired it, i can kill at about the same speed as before if not better, only this time i dont need potions or BP to keep my HP up. Now i need Teas thx to 4 toggles XD
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Re: Might of the Underworld skill.

Postby ichat3 » Fri Mar 07, 2008 8:35 am

Might of the underworld only increases str and vit. How sad that it does not boost int considering some of us use magic.
From my testing the total damage output for melee is increased using MoTU. The reason is that the stat increase to you patk is greater than the patk decrease from even both pets.
Now as far as def goes this is where MoTU is important:
IF you have pets with good defense then MoTU is great. If your pets have poor defense then it is not so great. Also with evasion based pets MoTU might not be as bad.
In general however I don't use it because as a magic sorc it only makes life harder in terms of the huge MP drain having 4 toggles on can have!
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Re: Might of the Underworld skill.

Postby evilsorc » Sun Mar 09, 2008 10:39 am

Thx guys, so with my combination like orc/skelly or skelly/tortus or orc/tortus i'll be fine. U say that with pets which have good p.def its worth using, but what about with red pixi, cause it doesnt use vit and str, cause only int is needed. Is that +25% str enough to hold aggro from pixi on myself?
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Re: Might of the Underworld skill.

Postby gozombierecords » Tue Apr 08, 2008 7:39 am

At this point I hear using a Siren/RP +might toggled is best, combined with luna chips the -% to a siren/rp's str/vit doesnt affect their damage output (siren dmg is dex based using a crossbow, rp dmg is int based).

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Re: Might of the Underworld skill.

Postby stonky » Thu May 01, 2008 11:13 pm

^^^^^^^ What he said a R pix doesn't need str/vit because it skill spams magic Atk not P atk and their hp/def is already horrible, MotU I would think is great if you (lol) are the tank. Btw when e5 comes out I hear evasion is fixed up so more dodging and even LESS damage with pass damage + MotU so it goes like

lots of dodge to agi users + shield block = haha no damage + pass damage + MotU = we got hit but not for much :lol:
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Re: Might of the Underworld skill.

Postby frank0tomato » Tue Jul 21, 2009 5:53 pm

I'm a BS in my early 9X,
i'm a full caster, with 50% vit /20% int/30% Wis build.
Pets - two RP and a BP.
Buff - pass damage Spirit Aura + unity (no Support)

ever since i got my Might i was able to solo dungeon easily
with it on i have 1050 pdef and 9.7 k HP allowing me to tank PP with 2 rps as DDs although this would not been possible without Bs's aggro control and a 2h staff to hold aggro.

the reason i do not use Supports is that it drains MP and not that much Benefit, without it, My Mp can manage without any tea or pots. And two rps used correctly allows you to kill up to 6 field monsters instantly and continuously (only if both rps are 90+) even without support.

Back to Might, since all of my pets are pixies, and already has very low vit, -25% is't that much and pixies do not need strength, not as much as other pets i suppose.
Might can be a real usefull skill for Mag BS only down side is that we do not benefit from the strength increase.
Also very useful in PVP against warrior classes, since most Players will not go for your pets first, knowing that any pet have stupidly high amount of HP on a pet class.

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Re: Might of the Underworld skill.

Postby cauliflowers » Thu Jul 23, 2009 12:34 am

might adds 25%(without cards) what vitality and strength, meaning if you have 100 strength and vitality, you would now get 125 strength and vitality. Being a dirk user, your damage alone increases the more strength you have while your pets' strength and vitality decrease the more they have. With either blood or halisha running the handicap added to the pets will be closely, if not, removed. So to make it simple. To have motu effective in terms of damage dealing, have at least one pet which doesnt use strength as much(sirens use strength with maces), while you are a str built dirk bs.

I use might everytime i train for the party in island dps or when I am chipping, but that was a long time ago when I was still with my hawk, now i use pixies and I only use motu half the time in pvp because many will target them first. If you are using melee pets, however, generally the opponent will be targeting you while kiting your melee pet(s), this could be a good scenario to use motu

Might can also be used when you are soloing in dungeons/island if you are tanking and using pets which dont require strength as much.
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Re: Might of the Underworld skill.

Postby ironash » Sat Jul 25, 2009 7:13 am

One tip with Might, use Level 1 instead of 5.
Level 1 Might is 21% str/vit for 8 mp / tick.
Level 5 Might is 25% str/vit for 20 mp/tick.

More than double the upkeep cost for 4% more isn't worth it.

I only use Might for running through dungeons with my vit rings on, or for PvP. Usually it's not worth gimping my melee pets for the extra vit. (Mage BS, so the str doesn't matter to me).

With Might, Pass Damage, Vit rings and a BP, you're pretty darn tough to kill in PvP also. :)
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