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super-avianti

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  1. Thanks I read the wiki pages about the CM patch but I miss that one. It looks like I could get close to what I want to achieve
  2. Not sure where to post that either but if somebody want I could post a more detailed version about why I tweak the Inquisitor this way and this, and why I would give him and remove that, etc. I had idea about this back in time, but I guess having quit the game for a while as make my idea more clearer, don't want to sound not humble or anything but I believe it's a good balancing of the class as a whole (there are stuff I would remove even though it's not stated in the post above).
  3. Hi you all. Long time no see. I used to play sacred 2 on console. For personal reasons I moved to the US in the process sold pretty everything I had. I found a sweet deal on newegg and now I've a laptop that is able to run game for 500$ Definitely not the race car among the gaming laptop but should get the job done. I'm currently playing Diablo III. I'm liking it but I find it different from either Titan quest and Sacred 2. I actually planning to get both those games. I'm a bit lost at the moment wrt where to buy Sacred 2 and it extension (which I never had the chance to experience). I definitely plan to instal the CM patch as it seems to bring a lot on the table on top of fixing quiet some bugs. So first question, what are your recommendation on that matter? Then I always tic well with the Inquisitor, I could definitely play that class again. On PC modding is an option but after reading a few threads here it's tough to come with a synthetic comprehensive views about what is doable or not and easily or not. Whereas I like the Inquisitor I would definitely want to do a "balancing act' of my own. I would want to modify the attributes and at which pace they are increasing (survival bonus aside)? Is that doable? If it can't be change can I switch the Inquisitor attribute to the High elf ones? I would also want to take CAs from other classes to replace some of the existing CAs which I find too weak, useless or way too circumstantial. That seems to be doable, but is it doable to slightly rework them and that include the mods? For example IF I replace PC with GR (SW) can I easily modify GR so it grants less extra life and affect strength instead of wisdom? I may also want to edit the first mods lowering the bonus to life points or providing hp regen? Another thing I would want to do is to change RP from a buff to something akin to FF or PD and change the reflective property to either block or evade? Is that doable? I may want to use Beefeegee instead of RP for the buff in the AS aspect, that sound doable. But I would want to tweak BFG so it no longer summons a canon of some form but a 2H light saber. (so changing the weapon type). I may want to change the bonus bfg provides from range to sword weapon. I may want to change a mod that doesn't make sense with a sword (piercing property => chance to hit multiple opponents for example). Is that doable? I would completely rework the NN aspect. I would most likely do something like that DS untouched IS untouched PD sent to the GI aspect replacing MP and replaced by ZD (from as aspect) ED replaced by Shadow step SR => tweaked in such way. it grant a bonus (50% or more) to attack and defense value from scratch, and lessening the boost granted by souls. WRT to the ZD I think it's kind of broken the AI is not up to the task to make something good with him. I may favor something closer to either the fire demon NA (from SW). It looks like quiet a change and all together I would think that starting from the Fire Demon CA might be the way to go as the mod make sense for plenty of creature/monster. I would want to summon a creature AI will have no trouble making the most of. Do you think that could work? Do you think I could change FD form buff to something akin to ZD (so not a buff)? Thanks for your response and enjoy your gaming cessions
  4. edit error... Sorry As I did an error I'll use this post in some way. Just something I did not know and my be useful for Ink wannabe, when you dual wield CE hits twice but if you on your spider it hits only once. Basically for that build I'll ride my GI spider so I let some socket aside to use two handed sword which have nice wounding properties
  5. I hope you still read, I'll give up on the build I started as I though of something better and melee. Mostly it's about slashing but the only buff would Reverse polarity but will not be used early on. unmodified SR and PC can be used alternately wold be used in early level. The build will be (I think I'll give it a try ): Early level 1: GI focus 9 2: NN focus 9 3: Armor lore 5 4: Sword weapon 1 5: Tactic lore 1 ------------- 6: Barganing @ character level Basically Bargaining will become the main focus in skill point, The build will already be effective and his power will grow along goodies you buy here and there mostly +x all skills. 2 CAs will be fully modified early on: FF: Free/Resolve/Relentless PD: Free/Decrepit/Confidence Those two CAs (reading plenty of runes) will make sure we hit even tough critters. They will remains for a while the only modified CAs we use. ------------- 7: AS lore 9 We fully mod RP: Rebound/Counter blow/Evade +x all skills will make sure we can read a significant amount of runes so it can become our main buff (if not just wait a bit for better gear/jewelry) ------------- 8: Constitution: close to character level some point will be saved to further modify some CAs 9: CR (10: SR ~level 65 (I've no level calculator so it might not be accurate it's just a matter of giving an idea of the build evolution). 1: GI focus 22 2: NN focus 22 3: Armor lore 5 4: Sword weapon 5: Tactic lore 1 6: Barganing @ character level 7: AS lore 22 8: Constitution: close to character level (after lvl75 @ character level). 9: CR 1 10: SR 1 The focus focus won't be up for a long time, so will have 3 extra mod points to use in each aspect. GI: CE: I think I may take Bleed and while startle if a safeguard with no PC bonus to damage I may very well choose lacerate MP: Disgrace so a lesser debuff. NN: DS: Spite / deprivation And I'm not sure about the last mod either stimulate for DS or Greed for ED. I leave the choice open for now. AS: Here I wonder about modding fully the ZD (as a spell) of take two mods for LA "Disperse and hesitation" and Bedaze for RT. So extra damages through the ZD but suffering from erratic behavior, or RT and LA used as debuff. I haven't test but PD and LA effect on opponents attack speed should be cumulative so it may be possible to significantly decrease the threat that tough critters represent RT should be used to get rid (for a while) of a tough critter or/and stun one tough critter. For both damages will be irrelevant to the build. -------------------- About mastery I would go with Bargaining, constitution and armor lore in that order then as I see fit. For gear +X all skill till the level in all skill is 75 or more (one good regen per hit item), then introduce damage modifier or/and extra defense or attack, shortly as fits Attribute I wonder, all in vitality is my safest bet, all in strength would male a pretty all out character or a mix. Really defensive (for extension players) would be a bit like in the "Wyand Voidbringer" build: -Up until u start getting 2 points per level, put all into Willpower. -When u start getting 2 points per level put 1 into Willpower and 1 into Vitality. -When u start getting 3 points per level put 2 into Willpower and 1 into Vitality.
  6. I like this idea of being a f***ed up hero that would be nice and allow some nice option in MP and bring some fresh air into the campaign
  7. Oh I completely agree with that, inventory is a mess, basically my chest is such a mess that I can't rely on it. It's such a pain to find an item in it...
  8. I've one question, what is the point to pump NN focus this high? Mastery to socketed jewelry should do the trick no? Other than that I toyed a bit yesterday to test how the FF resolve mod and PD confidence mod work together, I never did as PD is risky on console. I found that they work great together as no matter the order which you cast them FF resolve mod always multiples the bonus granted by PD which as I can read bunch of runes for those 2 CAs aleviate a lot the pb inquisitor can have to hit things
  9. Given the choice I would go for the PC version (I own the console version), plenty of bugs have been fixed, more content, more bosses. The console versions are badly bugged, blacksmith doesn't work, alchemy is unpractical, some CAs doesn't work as intended, on 360 no free online gaming, less unique, etc. There is also the issue about how you aim your CA, they did a good job but it's no where near as convenient as on PC and the choice they made can have significant effect on the damages output. On PC things are way better, it's even possible to accelerate (a cheat) the leveling speed which if you consider how time consuming this kind of game is not that much of a cheat... (I find default speed ok in early level but it slow down way to much after that, only my pov). You can back-up a character at multiple point into its life. really there is no question: PC is the way to go
  10. Hi, I guess that you won't find a better answer than this one : http://darkmatters.org/forums/index.php?/topic/16012-toughness-vs-combat-reflexes-vs-spell-resistance/page__view__findpost__p__6898252 Edit link error...
  11. Sorry I'm not sure I understand what you're up to. Ancient magic affect your spells, IS is mostly your only damaging spell in the NN aspect. The same I don't understand why you take NN lore if you don't plan to rely on IS, the other spells main effect are not damages (ED damages are really low, PD does no damages, DS damages will be irrelevant vs your melee damages). I take it that you have a bargainer to provide you with +x to all skills because I ignore bargaining for a long while and clearly the benefit it can provide are nothing short of amazing. Really if you don't have one, take bargaining especially as it's available from scratch to Ink. I'm not sure you will need to invest that much point into NN focus either, really your better of relying on jewelry and socketing to achieve high figures. I don't get why you spend only 1 point into DW, OK once SR is pumped your attack value will be crazy put it takes a while to there. And you should consider attack speed and chances for double hit. You should aim higher at least mastery. For information I tried to run again such a build and it's really tough on console. I reach level 23 pretty fast and SR allowed me to switch to silver difficulty at lvl4. I passed the Gar colossus in silver without much problem but I'm currently against the Octopus and I can't put a scratch on him, simply my attack value is to low. I can do better in regard to gear as I don't spend much time hunting +x skills jewelry neither I got blacksmith busy... I'm a bad consumer... // I also have to collect runes and read many FF/PD runes... It's really bothering how SR makes you careless, a false sense of invulnerability... Here the skill I took and the points spend: GI focus: 9 Armor: 5 NN focus: 9 Constitution: ~9 (from memory) Bargaining: 23 Tactic lore: 1 I spent just the need point to get the critical mods in GI and NN, then to unlock Constitution which I kept at 1 till I could get bargaining at character level. Once both bargaining and constitution are at character level, I will add points as fit (most likely to unlock CA modifications). As you can see +x to all skills are critical. My pb with the "octopalamus" I believe could be solved by shopping till I believe that I made a mistake once again (so 6 hours worse of playtime lost...), I rushed to mod SR but clearly lesser duration and higher regen cost is not the limiting factor for the build, attack value with SR down is. Conclusion I should have mod PD first and take the "confidence" mod (and again read/find/trade more runes...). By the way this will remain true for the whole character life, so I really warn you about spending only 1 point in DW, Sr is a weird thing both best friend and worse enemy to be rely on it too much. For information, the complete build should be: GI focus Armor NN focus Constitution Bargaining Tactic lore Sword or pole arm lore ranged weapon toughness or CR Spell resistance I'm spending all my attributes point into Vitality. I wondering about making a not wise choice and choose CR vs toughness and not pursuit high mitigation but a more "fortuna" type of defense. I will have quiet some hit points but terrific defense value, in some part of the swamp SR is useless, I'm not sure mitigation will be enough for my survival if every blows aimed at me connect especially critical. So to be "coherent" I'll mod PC for highest damages. I also play safe by choosing a second weapon lore, ranged weapons which can be a lot of help against bosses and tough critters, it usually take longer to take them down but it's way safer. NB for console player who would read this, beware PD is broken and some effects on your gear affect you once PD is running, so beware. I work around this by having FF and the "FF=PD" combo mapped on to the controller, if it's about "booting" SR with critters not that threatening I use the combo, if they are tougher (no matter SR is pumped or not) I use FF only. Clearly deathblow can be naughty, as well as many other things. BEWARE
  12. After though. I you pass on modifying PD you will only need 70 points to mod SR IS and DS, you could pass on NN lore and replace it with Combat discipline. You could also mod CE before PC and RM and put CE, DS and IS in a combo. You would use RM not modified (which is not a critical point imho) you would dual wield for sure in this case. Mod order would be (ff first) CE: bleed /lacerate PC: complete RM: deprivation then it's a bit irrelevant as you please. Anyway tricky build I still not sure about how to go with it... The nature of Sr make those builds really problematic against tough critters and bosses, no souls and you're soon in trouble which mean that you have to consider work around to awful attack value and low FF duration. Plain melee build with GI and NN would work great if you don't go through the campaign, it's a lot less headache. Basically you use NN as buff/debuff only aspect, no minions/ no IS mod SR DS and PD only. Take concentration, mod PC with Irune, take Toughness that should grant you neat damage mitigation. SR come handy supposedly in Ice&Blood. No need for Ancient magic either as it does nothing for NN CA debuffing values. You can have quiet a tank if you let the campaign out the equation. Something like (between () would be early on): In order (obviously per aspect) NN: SR: Zealot/source/Zealot PD: free choice / decrepit / extension DS: Spite / Deprivation ED: Greed GI: FF: Fanaticism / resolve / relentless then it depends on whether or not your use PC. GI focus(9) Armor lore (5) NN focus (9) bargaining (@character level) Tactic lore (what left) Constitution (@character level) DW lore (1). ------- then it's open between blacksmith, SR, CR, Concentration, toughness, a weapon lore, etc. depending on what you want to achieve. Concentration and toughness would be critical to a hardcore player as mitigation is always the safest bet, for non hardcore for example Combat reflexes and toughness may be useful more often but is not a "worse case scenario type of defense" which is critical to achieve for hardcore player that can't die. For survivability Concentration toughness and SR are the best choices. It's up to you campaign or not? If you've friends you can still summon them for boss fights, your debuffing powers would make it a breath
  13. Hi, You play on PC right? So you've access to ancient magic right? First to answer your question about mastery, no you need hard point into a skill to rip the benefit. Tactic lore point allow you to mod the GI aspect. I tried some builds a bit like that, I even tried a NN only (so don't use any CAs from other acpect even not modded). So far I've not been successful, but there are some console specific issues: PD is dangerous on console... really and too bad is a pretty potent spell, Ink can't take Ancient magic either. So about your build, I see some "non coherent choices" I might be wrong or miss understand the purpose of your build. Here what I noticed from my playing: * IS and SR doesn't work that well together as Is steals souls from SR. My experience with such builds tell me that you should mod SR for longer durations to make sure your ATK and DEF values remains hight so if your minions die you still slash long enough to make new one. I also knows that the Death Magic mod is not worse it does crazy low damages. I would mod SR as follow: Zealot/source/zealot the pretty standard modding, long soul duration is your best friend and source allows to read some more runes, recreation boost is really low too vs what some other classes can gain from CAs imho. * SR is useless against Bosses. So you have to be aware that you won't be able to touch a boss with melee weapon. the CAs that may allow you to touch bosses is FF (from GI aspect) with the mod "resolve" still the duration scales up slowly and you will need GI focus as you have to fully mod it. So to make it short your best call for bosses will be your spells, there is only one that does damages it IS, I guess it can work but it's a slow killer. * During bosses battles you will have only one buff PC, so I'd mod it as follow: Mystic/Merciless/hallow, mystic and hallow will significantly raise the IS damages during bosses battle you will need it. During the std gameplay your high defense will make up for the lack of mitigation. For boss battle PD and IS should significantly decrease the boss offensive power. Then it's matter of gameplay, if you don't plan to go through the campaign it's less of an issue but if you plan Bosses will be your main problem. Overall you have to know for sure what will be your tactic. You say melee+ minions (and bosses will be spells). * You will need both Tactic lore and GI focus imho. * I believe that you can pass on Concentration, in standard situations you may not get that much benefit from PC whereas you are skill slots constrained. I would switch between SR and PC only for bosses battles. * If you don't have a bargainer take bargaining =x all skills is good and they are other goodies too. * I'm iffy about Combat discipline too. You won't put that many spells together in a combo right? I believe you could with two. So I'll pass and take ancient magic which will greatly help the efficiency of your spells later on. * I don't have the extension (console user) but I read that spells/CAs are way more of a threat I may consider Spell resistance. * I don't believe that with such a build you achieve the "highest dps" but if you play MP you can offer a lot of help to other, and in many ways IS will lock down any tough critters you want without the extension (and crawl them down with it), Dislodge spirit is a great debuff, PD does a good job too, put together... your friends will smash dead meat fast. * In regard to melee, I'd switch the focus from CE to RM. Put together IS and RM in a combo, with few regen per hit you should be able to make the thing more "spammable" * For weapon as RM could be the focus I would use two handed weapon, either sword or polearm (great range for RM). Overall I believe that on PC you can have a build workable both SP and MP but you will have to remove high DPS to single target from your mind in the same time you will be a great addition to your team. Clearly I won't be a tank either you would need RP/exploit + irune but I believe it's not your best interest, better pump points into vit and constitution. If I were to try the build again I would go (assuming SP is still relevant to you and most your leveling will be SP): GI focus Armor lore NN focus bargaining (@character level) Tactic lore Constitution (@character level) weapon lore of your choice( two handed) NN lore Ancient Magic Spell resistance Skill point distribution is more tricky, you would not invest much point into weapon lore, like one for a long long time and really on SR and FF for attack value as well as +x to all skills (and bargaining is great ). I would not invest too much early on in any skill actually bargaining and constitution. But I would spend 9 points into GI and NN focus asap to mod SR and FF. FF will ensure that you can melee and kill your first enemies and thus start to feed SR. Once SR is fed early on you are pretty much safe. The focus should be Bargaining and Constitution save points to invest as soon as possible and be at character level. the point left migh go into Tactic lore (NN lore less tempting only IS does significant damages but less than RM so do a combo or alternate). here the list list of CAs Iwould mod (the first 3 are in proper order): FF: faith / resolve (faith as NN lore will remains a secondary target for skill point for a while) SR Zealot/source/Zealot (duration and lower regen) FF: Faith / resolve / relentless This is to make sure you can safely quick start SR which is critical to your survivability. then for the NN aspect: IS: Effort / fanatic / probation DS: spite / deprivation PD: despair / decrepit / extension DS: Spite / deprivation / stimulate then the GI aspect: PC: mystic / merciless / Hallow RM: deprivation / petrify / frenzy CE: Bleed / Lacerate / judgment NB I believe that RM will serve you better due as it allows for a lot of regen per hit and thus a better spamming of IS for your minions, but you could choose to use it not modified and mod CE first. As I understood that you intend to play MP, I thought that RM mods may helps your friend, deprivation make sure crits won't run away, you have stun chances, et. Overall CE may replace RM in all cases if you're ok with lower level IS then use indeed DW instead of two handed weapons. Your call IN regard to NN and GI I would spend more on tactic lore and less on GI focus and the opposite for NN (more point in focus less in lore) as there is only one damaging CA in NN not that powerful (IS) and that most effect granted by the aspect scales with the number of runes. For the mastery constitution and bargaining will come first, then I would go armor lore, then it's as it fits your usage of the build.
  14. I hope I'll get sucked as ARPG H&S is nowadays my prefered gaming genre The more good games available the happier I'm.
  15. Now to the defensive skills: I would not change much to the defensive skills aside the removing from shield lore as benefit could get ripped else). The change to the mastery system would be less drastic too. There would still be grades. For armors gear may ask for a given level of mastery to unlock some special properties but there would be no passive or active bonuses. Constitution each of the 5 passive bonus possible would grant 20% of your life regen while in combat. The main effect of the skill would be the same: more hit points, more regen). I would change Toughness mitigation bonus into a chance of resist some "non spells based detrimental effects" (think being eject from your mount, resist, stun, knockdown, disarm, etc. all which should be a threat to the player more often imho). I would limit the boost to armor to non physical damages but increase the effect. I'm not sure about how effective are CR and SR primal effects are I've the feeling that most of the benefits of those two is protection from critical. Whereas I take those skills often but measuring their effectiveness is tough for me so I'm not sure if those two should be revamped (or not) to make them more attractive (vs constitution, toughness) The Combat Art skills: I would have only a skill per aspect, the lore as it is now. Ancient magic would pump spell intensity instead of damages. standard mastery. Combat discipline: it's main effect would be lower the chance on your spell being interrupted (when you get hit while casting) which should be integrated to the game imho. Bonuses granted would be the bonuses from CD and Concentration, more buffs, bigger combo or more chance to resist spell interruption but no damage or regen bonuses. Concentration would do what "aspect focus" are doing now lowering regen as well allowing for higher CA level, no bonus just standard mastery. It would help to get mod points. I state earlier that mod point should be given a bit faster that's it (a bit like the SW can get more mod points than the other classes while spending the same amount of skill points). Standard mastery ----------------------------------------- I'm done for the "fighting skills". Overall you would have less Skills to choose from, so I might lower the number of skills that can be selected by the player. I might go for 8 skills. I believe that there would not be less choices. The way I would see skills balancing would be possible to make a character taking only offensive and defensive skills viable, not the most powerful being out there but viable a bit like a single aspect character focusing on its weapon based aspect (say GI for Ink). As a note as there would be less Skills that would be worse to be taken for a specific effect and so spending one just one skill point, I would keep the number of skill point granted the same. Some may wonder why the "generic weapon aspect" (through offensive)? I would answer because I believe it will be easier for developers to develop two proper aspect per character. kind of Area of Effect melee or range CAs would be covered, the same for single opponent CAs. (I will use some examples). * The shadow warrior is a good example, two of his aspects could be made one without much of a loss if weapon based CAs were left out of the picture. (For information I would keep belligerent vault, ruinous onslaught, killing spree, augmenting guidon, and grim resilience for the buff). With a SW melee build you still invest in tactic lore and weapon lore. The restriction to 2 aspects may be lossless, actually it may help devs to better balance classes, to more finely match what an aspect does with its background and the background of the character, etc. * If I continue with existing characters and take the high elf. I would obviously retain the fire and the ice aspect. The third one is not bad but a support aspect. I believe that the flexibility offered by the "offensive skills set" as I present it would out do the loss for the delphinic arcana aspect. Actually I would make high elf with my system I would change things a bit. I would make both fire and ice aspects even more symetric, out frost flare and ancient fire, enter fire and ice two handed staff (close parents to beefeegee). I would remove cascading shroud (not that's not great) and introduce a Ice demon. I would make them a bit less sucky and at least make them better at gathering aggro. I don't believe that the high elf would be less rich as a class than it is now. You may have potent melee character (either fire or ice), hybrid caster/melee caster either fire or ice, pure caster either fire, ice or both. How fun would it be to have a HE surrounded by to demons fire and ice with the HE wrecking havoc all around. Devs may have done that with the actual system that's true but I believe that focusing on less will make them come with stronger concepts for the classes and aspects. Focus on two side is easier, either you consider opposite (ice vs fire // buff vs debuff // night vs light) synergy (crowd control & debuff // damage & debuff // plenty of choices) or simply two aspects matching the character personality. Whatever the classes devs may come with I believe that they will pull it better if they consider something more "binary". If I'm right they could actually come with more classes (and original classes) than I actually expect. I also believe they will do a better job at balancing things out with less on their hand. There some stuff I would want to add, like introduce electric damages, some weapon modifiers, etc. I will do in another post most likely in the post as the one about "general skills".
  16. OK here some idea I've about how Sacred could possibly evolved in its third rendition. As a general guidance I think that sometime "more is less" should be the mantra for the development of the game. I'll try to discuss various aspects of the game but here is a titbits about what would be the main change: An important evolution of the skills system. A proper "crafting system" which would include 3 aspect: alchemy, blacksmith and Jewelry. A highly integrated online functionality for trading. So let starts Campaign: As I state the focus should be "more is less", so higher quality content vs more content. I like the idea in Sacred that it's possible play as a good and a bad character.On top of it characters have a class specific quest. Sadly whereas enjoyable the story telling lack a sense of epic. I believe that it would be better to pass on the character specific quests to focus on making two completely different main quests. That will be costly, so to make the most of limited development resources it could be a solution instead of create plenty of not that relevant side quests to focus on few relevant one per area and have randomized ones, I will go back soon to this point explaining further how it could be implemented. I believe that the campaign should be about the conquest of Ancaria. I see many advantages for such a setting. First, it would help creating a good and an evil campaign. The good and bad character would start in distant locations and the road to conquest would be completely different. The fact that the game would be a conquest could help content creation, I'll explain why. A conquest implies a segmented world, more than what it appear to be in Sacred2. I would use mostly the same world map but grow is size, I would split it in more areas, areas that can be worked on in parallel once the story is known. The story is an advancing battle, I could see quiet some bosses battles but also take fortified place (which would mean taking down defenses towers, barricades, etc.). This is pretty standard set-up it can be entertaining and doesn't take creators to spend hours thinking about it. They should go for a more streamlined, story with more elements linked to the main quest. So how about side quests? They should be randomized and be offered to you once you conquered (or freed) an area of the land. Each area may have different resources (raw materials) and specialties. Side quests would appeared randomly whether or not you're still in the area, more than often they should be a thread for the land you freed/conquered and its resources, which means that it would impact what merchants offering especially crafting materials and local specialties. You would be constantly informed of such threats during the campaign through messengers, whether or not you decide to act or when would still be your call. As I say I would make the world bigger (the overall same topology but consistently bigger), that a problem for content creation cost. So on I would use the existing content as a canvas, a Gruyere cheese, the whole would be filled by randomized area. Most games have moved away from this but in an open world as Ascaria and assuming a pretty consistent canvas I see no problem. Randomized forests, randomized desert, plains, mines, mountains tracks or dungeons would not plague imho the world consistency and the artistic direction. While randomized content may looks repetitive, use properly it can also keep things fresh. On a technical POV, randomized content may not be that good with too much camera freedom (devs may have not expect such an object here or there or such a busy scenery with its associated performance impact). I would go back to more standard camera view (allowing zooms and rotations) but not to see thing too much in the distance (that end in fog or come at a performance cost. ON the other side Ancaria is a beautiful place, I believe that the devs should include many "vantage point" along the non randomized area that give you a good grasp of Ancaria size and beauty, there could be trophy/achievement linked to the discovery of those vantage points. Actually some of those vantage points may sometime turn into something related to the story, whether it is to find a breach in camp defense or possibly to use big weapon against a specific threat, etc. there is a lot of possibilities out of the thing. ----------------------- The classes: I would not change the amount of classes available without DLC, six is good along as every class has been given its fair share of attention. 5 could do if the number of possible build is insane, and from commercial POV that let room for DLC to introduce some more characters. Some days ago I was thinking that 3 aspect was OK but that I would add more CAs and buffs per aspect. I though more about it and I no longer that this is a good idea. Less is more. I notice that in Sacred2 there a lot of CAs and Buffs that are close in effect amount the classes. I don't think that the issue come from some devs lazyness or anything but because it's tough to link three aspects to the back ground of one character and one can only think of that many kind spells or abilities for a class. RPG is nothing new and what is workable within a game is pretty much a known quantity, SO I think that they should tone down the number of aspect to 2. In the same time I would keep 5 CA per aspect, I would keep the 6 mod per CAs, I would not grant extra mod points but you would get mod points a bit quicker. This may sound like a decrease in customization potential but it's not as it would be baked up by a revamped SKILLS system especially weapons ------------------------ The Skills: Here there would be massive changes. The main idea behind those change is a rework of mastery. It would basically a move from "mastery" as now to "levels of mastery". So instead of achieving mastery @ level 75, player would access grade @ 10/25/45/75/120. Those grades would unlock special abilities and various bonus. Those special abilities and bonus would be especially relevant for the offensive skills as player would be given more choices. I would remove some skills and extend the effect of some other Here somehow, what I envision for offensive skills. I feel like most people won't agree with the idea but anyway I plan for the bonus and special abilities granted by leveling a given offensive skill to somehow replace weapon based CA all together. Sounds crazy I know. More details are coming about implementation are coming but I'll start with by describing what skills trees would be available. I would change how various weapons are classified from existing classification to the following: *Two handed fighting: all the two handed weapons including range ones. *Shield and weapon: standard size single handed weapons, intended to be used with a shield *dual wielding: light/finesse weapons, as short sword, dagger, throwing stars, pistols etc. intended to be dual wielded. *Unarmed fight: self explanatory. those three skills would as for now improve attack value and speed as well s granting bonus or special abilities. Tactic lore: improve damage and critical plus bonuses. I know it looks like what is available in other games (DoA for example) but it sounds to me like a reasonable classification, I don't think a that a range player wielding a shield is an aesthetic proposal so I would not offer the option, neither in a tough world I would consider a wielding a single handed without a shield even a tiny one an option. So it could look restrictive but it could be more flexible than it looks all depending on the bonus and special abilities chosen by the player. I can't describe all the options that devs would come with (or if I were given more times) but I'll try to give an explanation about how I would implement this. First all build would start with standard attack. We all noticed that there are "animation routine and that they vary depending on the weapons, logic. How logic it is that some weapons have a "chance to hit other targets?" For me it's not it more the way the guy swing the weapon right? this made me think of this, how about different styles in the animation routine that have actually an impact on game? How animations being like a combo with blows of various intensities? (NB I'm not speaking of button crushing) I envision three styles, 1o1, 1oX and a one defensive. Two handed player would choose between: 1o1 or 1oX, Shielded one, 1o1 or defensive, Dual wielder 1o1 or 1oX. these choices (among others) would be given @level-10 (and the following level of mastery). The other choices would be: CA like capabilities: a single opponent attack, a multiple opponents attack, activated defensive stance. Other passive capability: possibility to DW 1 big weapon (with penalty), possibility to DW 2 big weapons (with penalty), suppress DW penalty with big weapons, boost to attack value, boost to attack speed, or lesser speed to both, possibilities to use some single handed weapon as two handed. Most of these choices could be taken up to three times providing greater and greater effect. By the way that doesn't mean that all classes could use all the weapons, usable weapon per classes and offensive skill would be different matter. Tactic lore, as for now tactic lore would increase damages and critical chances but it would also give player choice following the same progression as the other offensive skills. You would have standard choices as boost to damages, crit or both as well as letting you choose weapon of choices. What would be the benefit of a weapon of choice? It would not bring extra damages or crits but it would allow you to choose to activate on any weapon of this type one of the unlockable properties specific to this type of weapon (example, chance to ignore armor,chance for wounds, chance for stun, etc. ) Once again the player would be able to make the same choices up to three times, in case it took "chance for bleed" chance for bleed will increase faster along with the tactic lore level (he may choose to unlock other modifier on the same weapon, or focus on another weapon, or pass all together on focus and go for max damages or critical. The player may also choose the cleave passive ability (you finish your animation routine on the closest critter instead of restarting it if the critter you started it on dies, would work even for the std animation routine). That's it for the offensive weapons, I would pass on damage lore and speed lore as well.
  17. Were you going to make a "demon" summon? A baby version of the Sankara? I was wondering but you gave me an interesting idea. That's the idea I thought that Ink could be a sort of unarmed fighter also because their emblem is a fist. I didn't want a D&D like monk, looking only at sacred 2, I wanted a character closer to the High Elf, I don't know if it shows but that's really the idea, but instead of relying on spell for direct or DoT damages, the magic is there to create the melee potential of the character. Basically the "monk like" aspect is the Gruesome Inquisition one. FF and "upgraded fists" would be the main sources of damages, raise attack value, summon your glove and go beat the crap out surrounding critters. CE and RM will be effective but also mean to keep doing damage during the cooldown of the two aforementioned CAs. The Astute supremacy is Sith like, but there are monk of some form. For the NN aspect I think it will be a bit more traditional caster aspect, but I want the Ink to stay "personal"/under physical pressure from his encounters. So far I'm still wondering about how to provide him with a form of physical attack, you idea about lesser Sankara demons actually triggered something in my mind I'm still iffy. I also though of something, better than the CA I thought about almost on the fly Friday and that doesn't satisfy me (the impaling crux), I'm thinking about something from Harry potter, the lake full of undead, or the swamp from the Lotr. The idea would be to make a circle around the Ink a "swamp of undead", I could think of opponents being attacked by hands of the dead. For mods it could be about speed, DoT, rooting effects, that kind of thing. to be efficient the Ink needs to be surrounded, a bit like the Decay CA I came with, there is no way the ink can do the most of it in the distance, he will need to gather a mob against him and to be surrounded. That would do 4 CAs (swamp, SR, ED, Decay,) I wonder if your idea about the baby demon could be the good one. I may do it as another cooldown based CA (which force to circle between the various CAs). SR is close combat range, "Swamp thingy" would not be be that extended (some meters in radius), the Decoy is short range too, as I say the INk as to be in the middle of the fray to inflict damage. So my idea is the Ink summons a two tiny demons (number may be augmented through mod), the Ink has complete control of the demons (which act as one) actually once the demons have been summoned the Ink can't move or cast. The demons may be demon living into swamp, somehow decaying form of demons or may be a bit tinier greenish renditions of the HE fire demon. There could be a synergy between the swamp spell and this one. I could see mods raising the threat demons represent so the Ink receive less attacks, a mod that make them more efficient into the "swamp CA", a mod to increase the self-destruction damages, mod for extra demon, mod for more efficient demons, mod for more resilient demons. While in control of the demon, the Ink, would control the movements, the attack (only one type) and have a self destruction option doing few damages in a tiny Area of Effect. The overall combat mechanic (assuming only one aspect) would be something like gather a mobs around you, cast Swamp + demons, beat your encounters, at the end of these spell you may still have critters surrounding you and cooldown preventing instant reuse of the same CAs, so it would be Decoy and/or ED. You teleport out of the fray, a temporary retreat, critters suffers the decoy Dot damage and ED explosive damages. The CAs would be powerful and I wonder about the idea of making all of them "cooldown" kind of CAs (including ED which in this case be an Area of Effect spell which detonate all the bodies in the Area of Effect). Thanks I spend sometime thinking of this, and I feel the same, to me at least it sounds good but it would have to be tested for real to decide for proper damages for this CAs, proper regen, etc. basically to make sure the thing is neither gimped of godly. Heh.. I had forgotten about this little tidbit, too. Any idea what the devs had in mind with this statement? I hope they didn't mean the pulsars and energy guns I wondered too, especially as energy weapons are accessible to other classes :|
  18. Essjayehm I've another take on the Inquisitor, I've been thinking about it for a while. It's a radical take on the character background and in game description and actually it would be a pretty unique character in sacred 2 but I'm confident that the character would be successful among gamer (may be I'm cocky but I like it more than the other alternative, I really think there are some neat ideas in my proposal). I'll start by explaining the reasons (overall) why I made the decisions I made and how they link to the character description. Please let me know what you think (Actually I may post it in the sacred 3 wish list if I got a handful on positive returns). I selected especially this part in the description: So I proceed to a complete rework of the class based on the part I deemed the more relevant. First, the inquisitor power is spell, he likes close combat even hand to hand combat but he is not your average caster he like to get personal I made a really radical arbitration, I made a Inquisitor which is not using weapons but get personal to achieves his means, a close combat caster which I would not describe as your average battlemage. I tried to link the character to some rooten circle of hell and poison will be a dominant damage modifier in NN, Magic will be for AS, Wounds for GI. Attributes INT=WILL and they are the Ink best attribute the rest pretty even and average. Skills Lots of removal: weapons, tactic lore, toughness / addition of Enhanced perception. There would be a GI lore skill. Gearsno weapon, so I had the Ink an extra amulet. I would not grant him any significant damage mitigatin gear (even fewer than what he has now), Ink lives dangerously but that their mean to make the most of their powers. Aspects Gruesome Inquisition Here the Inquisitor will get really personal and try to take on the battle ground with his bare first and tricks Callous Execution: (It will work a bit like "magic coup" so not a weapon based CA and properties will be obviously different but relies on your attack speed and value.) I thought of "indiana jones" , the Ink plunge his hand into his opponent chest in an attempt to remove his heart. While the damage figure (pure physical damage working as + %physical damages) would be low it would have a significant to "ignore opponent armor". Only if the opponent dies in the process and so the Ink succeed at extracting the heart of his victim, the critters really close to the Ink will suffer a debuff in attack and defense values, otherwise just damages will be applied. Mods (bronze to gold): Bleed / Lacerate/ %LL (scaling but really low) or Tenacity, Startle, higher debuff (heart removing successful). Ruthless Mutilation: In a column the Inquisitor (in fort of him makes no aim) a "razor blades" appear on the ground cutting and slowing down opponent movements (think EL from the dryad with blades getting out orthogonally to the movement). Pretty low damages, lower than RM per critter but it's an Area of Effect spell and it triggers neat secondary effects. Mods: deprivation or Ire / increase the number of blade or dolor / increase blade width or deprivation (so can be taken twice to slow down critters to crawling speed). Barbaric wires: Sharp barbwire appears on the hands of the Ink for the duration of spell adding (beefy)physical damages to his punches (+ XX physical damages). Attack speed during the spell is lowered. In regard to regen it would be like FF/PD short regen long cool down. It will have an option to lower cool-down instead of extending duration, overall the time in game where the buff is active will be the same but it's matter or activating the CA more often vs for more extended periods of time (I'll change FF/Relentless in the same way) Mods: Lower cool-down (-1/4)/ Disgrace / Mortify or Extend durati0n (+1/3)/lesser bleed / lesser lacerate Frenetic fervor: Mostly the same as now with minor changes. Increase the Ink attack speed. Mods: Faith / Accuracy (same boost as resolve but for spell intensity) / No escape Fanaticism / Resolve / Relentless (but -1/4 to the cool-down instead of +1/3 to duration). Purifying chastisement: It provides the Ink with a toughness like effect, the more he is beaten the stronger the effect on his armor value(s). Same regen cost as PC now. Mods: Bronze: Mystic / Plague (same as Purge/Mystic but Increase poison damages). Silver: merciless / improve bleeding damage (scale with CA level and health level the more your hurt the more they bleed too. Gold: boost to Spell resistance vs protection versus detrimental effects. Overall I think that the man may have a bit lower damage output than a GI only Ink now while being more resilient (and fun/original) but it will have to live dangerously to take down opponents. Astute Supremacy It took me sometime to figure out something out of this one, I wanted to make this even more "Sith Lord" like but I was not sure about what to do with CM and ZD. Till the idea stuck me as crystal clear, what to do with my unarmed Ink, CM and ZD relative to look like a Sith:) How about a two-handed magical light saber? For some reasons I was watching at Seraphin CAs, Beefeegee especially, it struck me. Another thing that struck (I was having a tough time thinking about IS, DS and SR) is that IS should be in the Astute Supremacy Aspect. Controlling lesser being's mind is a very Sith like thing to do. So to the details Levin Array: Unchanged. Raving Trust: I would change the area of effect from cone to a column (narrow early on but could take more than one opponent in close combat) as it will be more convenient to use and more related to what Sith/Jedi do. They don't send a push of air onto their opponent, it's a force/acceleration is exercised on all opponent within a column. Overall the CA effect would be more predictable, usable, effective. As a counter measure I would pump the regen time up to CM level. Mods: unchanged. Inexorable Subjugation: for all intends and purposes (duration/regen/etc.) it would be a modded "instill Belief" (Seraphin) but without the possible Area of effect. The mod would be a mix of Seraphin and Inquisitor CA: Bronze: Blessing / Reclaim Silver: Probation / Preacher Gold: Fanatic / Menace Light Saber: The Inquisitor summons a blue (living array blue) two handed light saber for the duration of the spell. The damage type is magic only. The saber has a scaling inherent chances to hit multiple enemies. Regen time as ZD (I'll do the same duration cool-down as I did for other CAs). Now the mods: Bronze: Chance to reflect projectile (30%+2 per CA) vs a significant increase to the chance to hit multiple enemies. Silver: Chance to block melee attack (30%+2 per CA) vs a scaling chance to trigger secondary effect (weaken). Gold: -1/3 to cool-down vs change to buff (nb I took the reflection/block values come for Incandescent Skin to make thing believable). Reverse Polarity: I found something more comprehensive than my previous attempt for this buff. Basically as an Ink with no weapon and FF aside no mean to boost your attack value, you will end having a hard time hitting something. So what I propose for the effect of this buff is "swap". The game actually display once you took down a critter the "chance you had to hit" the "chance you had to evade" (basically the chance the critter has to hit you), so I would change RP to a really short range area of effect Buff where once a critter enter the zone your chance to hit (and so for him to evade) are swapped by his/its. Regen cost would be high the same as Nether allegiance or higher. Mods: Bronze: increase per critter (&per CA level) in the Area of Effect of your hit point generation / increase per critter (&per CA level) in the Area of Effect of your CA regeneration rate Silver: Evade (a bit stronger boost to defense than) / Slight decrease in regen cost. Gold: Inversion (not only your chance to hit are swapped by those of the critter but his are swapped by yours, won't work on Bosses) / Extend the area of effect(say to PD native Range). That's it for our Sith no longer a huge Area of Effect Aspect, more risky close combat with dirty Sith tricks for backup:) Got to be personal with its encounters no matter it's bosses, champions or your average critters, the pretty fragile Ink will leave once again dangerously to make the most of his powers. Nefarious Netherworld This one give me a lot to think about for sure, I based the thing on a pretty gloomy circle of doom where every is rotten, putrid, gloomy, etc. So no shiny flames. It will also bit the more "usual caster like" aspect. I had a hard time with DS and SR and how to make them different as if we go by the name only they could do mostly the same thing. I decided to remove DS. I was not that happy with PD either, I wanted a more self sufficient aspect and more like your average caster, the effect did not fit in. I did use to some extend a clone of ZD. I'll start by the CAs that are not pure creations: Soul Reaver: from the Ink wombs exhale a nefarious myst that diffuse around him. Those who dare enter in this myst suffer the effects of the hellish sent their soul is getting dissociated from their body as long as they stay in the Area of Effect. Effect same as DS without the damages. Area of effect => same size as PD actually same visual effect. Mods: Bronze: torture (but with poison damage) or deprivation. (so ~mods from DS) Silver: Source / Recreation (mods for SR but with better scaling). Gold: decrease critters ATK&DEF values / add a 5s lasting effect to the critters exiting the myst. Sacrificial Decoy: While sinking in the Netherworld the Ink let behind him a sacrificial decoy, the decaying body of a poor creature tortured in the Netherworld. Soon after the Ink reappears on the land of our world to mock at those whose curiosity prevented from running from the sadistic bomb it let there for them... Basically the CA would work as a blend of Shadow Step and Blazing tempest. The CAs would have a 15s cool down which can't be lowered. It would not grant the Ink any beneficial effect as SS or Forest Flight can. The decoy is a 3s time bomb, when it explodes it release a wave of maggots the inflict poisonous damages on impact and afflict the victims poison secondary effect (so DoT). As for BT, the damage on impact would get lower the wider the arc is (to circle if needed). Range of waves of maggots would be way lower than flames (I'm not sure about BT range but it's huge) most likely less than half the range let say 33%, the spread in ° of the arc would be determine by the critters in range. Maggots would spread at a bit slower pace too. Mods would be close to BT mods. Bronze: Ferocious (40% increase damage on impact) / Starvation (25% increase in spread speed). Silver: Small Pox (41.7 increase in DoT damage) / Contagion (45% increase in spread range). Gold: Lust (increased chance for critical) / Fright (30% of chance of setting a fear effect on nearby critters. Eruptive desecration: no change but the up the damages which are comical, either change it too Area of Effect spell which detonate the all the corpses in the area designated by the player. Devious vows: when the Ink triggers this spell on a critters, a pentagram appears unders it feet. He's soon impaled from below by a reversed crux. During the time the spell last the victim is not able to move or attack and suffers the effect of a "serious open wounds". He can by attack. The spell would have a 15s and with 45s cooldown Mods: OK I'll finish the post later mostly it could be mod like a reverse "Augmenting Guidon" or like a (functional...) Mortifying Pylori thus the poor thing get attacked by it siblings disgusted by such the heresy of his vow... :lol OK, will edit /finish latter. Back home but will take some rest before edting during the we. Formatting is not the same from one aspect to another etc. LOng post if it's not clear...
  19. Deleted I changed my mind will come with something more comprehensive when I've more time.
  20. Well once you know how it works it works as intended (even on console) but I was surprised to read some days ago that the advertized in game %xxx the damage only translate into a half or a third the face value. PC is cheap in regen "by default" but as no mean to reduce it regen cost. I find it a bit expansive, I expect that Hallow act the same? Irune at least does want it says and I've to say that he silver and bronze mods whereas not useless are not that relevant either. Once againit's about what other classes get. Look for example GR for SW. Sorry it was not that clear in the main post, by the way my answer was not mean or didn't intend too I used the interrogative form as I though that I may have to be clearer about what I though. Actually I though a bit more, I'm not sure critters have proper characteristics but they must have a proper attack and defense values. So the calculation could possibly be made easier on this. It could use the same mechanic as the game to determine the level of the critters you encounter. Within the area of effect the average level of the mob is evaluated then it's given a grade a bit like critters can appears white (it could be nice if the color SR visual effect varies with grade, I envision lesser souls than DS moving around a bit randomly), green, yellow, etc. So the game recovers a grade for the mob level in the area of effect. Then attack value and defense of those same critters are averaged. Then the difference with your value is calculated and normalized (in maths I would write |x-y| )so the result is always positive. This result would not be added to your stats straight ahead they would be pondered by a factor (this factor would get better as you eat more runes) but to make balancing easier there could be a different factor for each category of mob (as visually in game white, green, etc. or other set of colors and may be more tones). Only after that it would be added to your attack and defense value. I also though of some mods (which could work in the same fashion) for example you may have to choice to improve you spell intensity or spell resistance using the same of calculations. I agree with the other part of your post, some things are just not working together, SR and IS but also IS and ED, may be IS could be changed to a "conversion" kind of CA a bit like of the seraphim's one. That would mean it would no longer be a damaging CA. If it's like the seraphim CA it may not be a sure "conversion" either. May be it could be made sure at the cost of lesser duration. Balancing acts tough, it needs testing. I don't know about the modding community but I don't think this is in range with what they can do (at least now)?
  21. Thanks, it's been a while that I think about this as I alwsays wanted to play "alternative" inqy but it prove difficult as the class vs quiet some other classes is a bit weak. I love it, it's reactive to play, no CAs (weapon based or not) that takes ages to execute, I like it. I like that it challenging too. I feel like their quiet some change to do, but may be it sounds radical but I'm not going too far from the class as it is now. I tried to consider ways to make possible successful builds based on every aspects. I considered most of the time few changes to the CA and mods as they are while taking in account what benefits the other classes can access to. For the GI aspect, PC I think that turn it into a defensive buff would more interesting especially as I read that the boost in damage it provides it severely limited by the way it is applied (effect is lower than what the CA description say). Overall +% damage when hurt could be an option but on gear as you can afford to be beaten (it would up your armor(s) values). I'm not speaking of "bark skin level of armor" but something way more conservative and when your health is @25%. MP is next to useless, while without turning it into a power house CA, it could have been made into a cool tool to divert attention say for a single aspect GI inky FF assuming is cost in regen and serious cooldown should be tuned up, that "fair" when you consider the other classes. RM triggering a bit more secondary effects and CE offering as a mod "chance to ignore armor" would also be "fair" (say you have the choice between this and startle which is useful too). Overal I think a single aspect Inquisitor would be way more comfortable that it is now, still what I'm speaking about is still far of Dryad using only nature weaver aspect, Goldentouch gate is godly and Accute mind pumped your damage so high with staffs that simple attacks are effective enough against bosses. For the AS aspect, same here, I made pretty little arbitration, lower regen for the buffs but lesser power but you gain chance to hit for sure and a bit better Area of Effect if you want (won't match the effect of high level RP) still if you consider a AS only build, it will be a relief for regen time, will allow you to hit boss from time to time with %LL weapons for example. Same for the ZD, if it were a different character with its own weapons and a couple CA, a plain melee character it would be easier for the dumb AI to handle it. It could be used as a bomb when it died, or you could reinforce him so it deal a bit of damages and got mobs busy while your CAs recharge. LA, CM, RT I see minor change but it's minor, it's fine tuning to allow a real choice vs the std take on this CA (as it's the only effective way speaking more a bout CM here). Overall taking in account our ZD as a devoy (figther/tank/decoy or bomb) and it's convenient teleport function (which Inky badly miss, so bothering sometime) and the other change AS build could be efficient for campaign. For the NN aspect, I did really few changes, mostly it's taking inquisitor to more acceptable level in damage output and convenience. The problem is SR. You don't like my idea? I though a bit more about it. Here how the calculation could be. You calculate the average value of all the critters within the area of effect for strength, dexterity and vitality. You calculate the difference with your attributes. Then you take the absolute value of the difference. Then you add a percentage (based on CA level) of this value to your attributes. That's pretty fair if factor/% is reasonable. Actually the factor could be backed on the estimated level of the mobs surrounding you. You face a mobs low rank critters, tiny boost if any to you stats but you don't need it that much. Not a good like ability. You face a mobs with some elites, once tiny boost as the elites attribute get diluted into the mobs but as you take down the lesser critters your attributes will raise as the elite attribute will become more and more relevant to the calculation. You face elites/champions, more significant boost make the fight easier (not easy as I'm not speaking about the kind of crazy boost SR can provide). You face bosses, huge boost too Overall I also considered interaction between the aspect, If you pass on PC you have other mean to augment you defense. PC doesn't work against SR for example, they compliment, same for RP, it may allow you to pass on CR and SR, but depending on your others choices they can be valuable (also depending on your choice for FF for example). I tried to consider a bit more synergy between aspect and the skills accessible to the class so you would have more choices, real choices not de facto choices. I also think that the choice I made are not only turn to power but more balance between offense and defense through skills and CAS choices, I would not tune the thing so it becomes really powerful but more flexible, I would also augment the utility of the class as do it all, on every aspect you have offense and defense, for characters focused on one aspect it would be easier to free skill slot for "general skills" and so making a really utility character with possibly the 4 mainly used general skills, bargaining, enhanced perception, blacksmith and alchemy. Any way all this won't happen, I'll continue to play inky
  22. Hi all, Got bored lately so I decide to put together various thoughts I had about how Inquisitor which is my favorite class could be better. I noticed various threads here and there that they are close to be the least appreciated class and neither they are rated in the most powerful or overall best class of the game. For me I still like them the most, I like their look, I like how fast GI CAs trigger, etc. Still I find them plenty of lacking both from the angles of power gaming and RP (even though it's not the purpose of the game). Inquisitor has a strong potential as character due to the historic background linked to the character. I would want to make it more "coherent" and a bit stronger while remaining close of actual character as it is and without turning him into a godlike character like seraphim, SW or Driad can be. So could they be? I'll start with Attribute, then move to the aspects and CAs. ATTRIBUTES For me Inquisitors and clever and strong willd Barsteward. Their to main attributes should have been Intelligence and Willpower (=) match with even vit/dex/ sta stats, the weak point should be Strength. They should rely on their bag on trick more than strength to achieve theirs means. For me Inquisitor should be more of a Dot and debuffs class. ASPECTS Gruesome Inquisition Great aspect overall a match for the character background. Still I find that some choices for the CAs or mods could have been better and more original. * CE and RM are OK, even though some mod are iffy. s. * MP I don't like it at all. A pylori should be... a pylori. So I would expect something that lock one encounters with minors damages. Mods would be about debuff the critters close to the poor thing caught in the pylori (like Area of Effect confusion, etc.). A CAs to be completely reworked. * FF I like it but it could be better especially as vs other class lookalike CA there is no mean to lower the cool down, either way make it stronger. I would chose the later. It should raise attack and casting speed from scratch but a lesser boost. Bronze mods: the choice should be between further improving bot attack and casting speed and extending the duration (relentless mod). Silver mods: resolve with a lesser boost vs increased spell intensity. Gold mods: same as resolve but for defense value vs increased SR. * PC, overall I don't like it that much as I feel like what it does doesn't match the name, it's purifying. This buff for me should grant the Inquisitor various resistance as he is more and more beaten. Basic effect should provide an armor boost vs physical, poison and magic. The regen cost would be higher than what it is now (think RP). Bronze: extend the effect to fire vs boost the physical armor Silver: extend the effect to ice vs boost to poison and magic armor. gold: boost to hit point regeneration vs protection from detrimental effect. Astute Supremacy The Sith aspect *I could go with LA, CM and RT mostly unchanged but I would completely change the two others. I would make the non "choas, vortex" mod on CM more effective as affect would scale with the number of rune. I would also introduce a mod that allow to increase the chance to trigger secondary effect on LA (say instead of life leech). *ZD, I would completely change it to a decoy CA. You would not summon the ZD, you would use the CA as other teleport CA. Basically you teleport but at your place appears the ZD, which retain aggro from the monster. I don't want the Inquisitor to become invisible like the HE or the SW but I could see mod that increase the thread he present to encounters. As well as bumping his potential to be used as a summon vs use it as a bomb (not that much for damage but secondary effects)when take down. The ZD would be a character of his own with acces to a selected couples of Inquisitor CAs. This would have to be balanced etc. but that the kind of thing I envision for this CA. *RP. I would down grade it consistently in power and cost (regen time a bit lower than PC level). Basically I would change from reflect to evade. I would change the gold mods, a second sphere mod choice (could be taken twice) vs a chance enemies can't avoid attack %. Nefarious Netherworld I would change quiet some things here too, and try to make it more potent and less situational. * DS is ok but I would change damage to magic. * IS is not OK for me, it's somehow worse and better than the SW raise dead ability. It does damages, it locks down an encounter but lock you down too. Overall I would sacrifice a bit of the damages but make them applied instantly. I would change the bronze mod to introduce some secondary effects so "weakening". * I would change both DS and IS to short range (so a downgrade for IS and up grade for DS). * ED, is really a cool CA, nice idea, nice mods but I would raise the damage to the point... it's not useless. I would also change the damage type for one of the mod to magic. * PD is but as for FF there is no mean to reduce cooldown, so two choices make it better or introduce a way to lower the cooldown, as for FF I would choose the former. I would keep mostly as it is but improve the effect. * SR I would change it completely. SR is great but it's useless against bosses. It makes it really tough to have an efficient NN focused build. I'm thinking about something that may have an effect (still lesser but consitent not fom godlike to useless as SR is right now) close to boosting attack and value but working differently. This is what I'm thinking about somehow steal your opponent attributes. SR would work as an area effect, within the area of effect, the "fighting" attributes (Strength, DEx and Vitality) of all the critters would be averaged and modified by some factor and add to yours. So it would no longer be a problem to face tough single opponent and a handful of them. I would change the mod obviously, possibilities: extend area of effect, further improve the factor which determines how much is add to you attribute, steal some of your encounters resistances, improve hit points regen vs regen time when enemies are around you. SKILLS An inquisitor without "enhanced perception" it's not RP but come on! Other than that? well I guess that would be enough. I'm confident that with proper balancing the class would not be overwhelmingly strong, but it would allows more derivations from the "hybrid inquisitor" which looks like the only to get something really effective out of the class without being overly dependent on gear, or ineffective during the campaign, etc. So what would you change to inquisitors?
  23. My gave up on my Inquisitor and ran a DW GI only (hardcore). level 49 I'm 77.8% into the campaign in gold, 2 deaths... One I should have escaped the other against the Scorpion Boss (still there I've not given another try so far). I realize I miss the startle mod for CE against the kind of tough encounter and that Constitution mastery can't come soon enough. I tried a NN only Inquisitor but it fails for many reasons (from gear to specific console problems). I'm considering a Nature Dryad at the moment. But it still unclear how I'll do...
  24. Hum too bad I did not know about %LL not working on console especially I got the healing effect properly... that's a vicious bug... On top of broken PD it gets tough indeed to do something successful (vs Boss). I may have to shop for a while, I guess some %spell intensity and boost to attack value should help. I did not plan to pump DW too high I wanted to +X to all skills to do job (as well as SR) and I planned to rely more on spell for boss fights. May be I'll consider roaming for a while and take the "torture mod" for DS ahead of schedule. Anyway I won't give up so soon, I was not that far in my last attempt (it's more a bug that killed me than anything even though the whole process was slow and painful...). When I started I was convinced that the leveling curve would be tougher for this build than for my single aspect GI build (it needs more skills to be effective, early skill point are more spead out thin, spells are weak early on, etc.). Sometime I wish that my PC were up to date...
  25. Update got beat three times in raw by the gar colossus in silver... Anyway not important it's neutral in regard to the survival bonus. I think the problems is gears I lack gear with sockets and +skill jewelry. Result I can't hit him and my spell can barely scratch him. I got close to beat it in my last attempt, drink concentration potions I were alternating IS and IS+DS so he was incapacitated. Too bad at some point IS effect failed and I received a huge series of punches, health went down quicker than potions were raising it... obvious result => dead meat I may use some gears from my chest I must have some "catharsis set" pieces and +%spell intensity jewelry (or I hope). I'm not use to caster but going by an early attempt I remember spell intensity had a huge effect on spells damages. I remember fighting the colossus and switching to +%spell intensity rings (so only four items) my damages jumped from 1+1+1+etc for IS to something in the range of ten. I realize I've no clue about what should be a acceptable "magic attack value" for a caster. So far I pumped only vitality. I wonder if for a PC gamer it would be better to go with this ordering for skills: Dual wield Armor lore NN lore Bargaining Alchemy Tactic lore NN focus constitution toughness Spell resistance Some alchemy items along with more proper gear (I've been unlucky so far in my shopping) may boost attach value high enough so %LL weapons could take it down without too much problem. Regen times are not much of a problem at this point with few regen per hit jewelry so delaying NN focus may be a fair trade off (especially as CA levels are likely to be low in early character life).
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