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Elric of Grans

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About Elric of Grans

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  1. Need some advice on trying Sacred again

    Just adding that I found a thread that confirmed this to be what I suspected. You get 1 point/level at the beginning, 2/level from clvl3, 3/level from clvl 12 and 4/level from clvl30. I took a Wood Elf through to clvl12 in Bronze and Exported so she is ready for Silver, but I found her a little dull. Could just be because it is too early (or just Bronze), but I think I will try getting a Daemon to clvl12 today to see if that is any more engaging.
  2. I played Sacred Gold a year ago. Put in 100+ hours, had a lot of fun, but burned myself out. In all that time, I made absolutely no progress in the game. I kept starting new characters, trying them out, then moving onto a new idea. I want to give this game another go, but a little more focused. It looks like my old characters have disappeared (may have accidentally deleted them), so I have to start again based on my memories/feelings of the classes. Just a simple question to begin. I wrote down the builds I used at the time, but there is something in my notation I do not remember the significance of. I note something about skills at levels 3, 12 and 30, but cannot remember what that was about. Is that when you start getting extra skill points (eg 3/level from lvl12)? To recollection, I did not much enjoy the Dark Elf, Gladiator, or Vampiress and, while I enjoyed mucking around with the Battle Mage, Dwarf, I do not think they would be a good choice for focusing on play The characters I most enjoyed playing were a Hellcaster Daemon, a Hybrid Seraphim and a Ranged (Bow) Wood Elf. I just want to check my ideas with them are good ones: Daemon: I was primarily sitting in Battle Form with Infernal Power as my buff, running around with Blazing Discs and Hellspheres (to recollection, they were each better suited to different circumstances) and using Abysmal Chior as an Area of Effect. To recollection, this was fairly powerful in most situations. Seraphim: My original concept was using Attack, Lightning Bolt and Celestial Light with RBoL as the primary buff. I recall finding this extremely hard going and eventually gave up due to the insane difficulty. Was this flawed at the conceptual level, the player experience level, or just a matter of tweaking build/equipment? Wood Elf: I used Multiple Shot as my primary buff, then spammed either Explosive Arrow (single target) or Penetrating Arrow (Area of Effect). I used Companion of the Woods, but seem to recall it being super-squishy. I also used Spider Arrow situationally, to distract especially difficult opponents. I made the most progress with this character last time, but kept wanting to move onto something more varied. I love the Seraphim in this series and would love to start with that class, but am a little hesitant given how much difficulty I had the last time. I am fairly split between Daemon and Wood Elf, not really able to pick between them (assuming my build concepts are solid).
  3. Enhanced Spells Mod (Sacred 2)

    As this may `possibly' be `slightly' more than just a graphics enhancement, I have a question about compatibility. Will this be safe to use with existing saves, or will the results be undesirable or even potentially disastrous? I will start the speculation with the Seraphim Soul Hammer has an icon of... a hammer, so it is probably much the same. Pelting Strikes shows multiple blades, so it is presumably still a multi-hit attack. Assailing Somersault shows a jumping Seraphim, so the basic mechanic seem unchanged. Dashing Alacrity has speed lines (?) so possibly the same, but seems more open to interpretation. Battle Stance has a battle-like icon, so presumably similar mechanics. Baneful Smite has a Zeus-bolt icon, so probably a similar spell. What used to be Radiant Pillar looks more like a Zot (perhaps the returl of the Sacred 1 Lightning Bolt?), while what used to be Instill Belief looks more like Radiant Pillar. The location of Hallowed Restoration looks pretty open to interpretation: it could be a heal still, but it could be a buff (ie CRPG term buff, not Sacred 2 term Buff). Cleansing Brilliance still shows a light, so I am guessing the basic mechanic is unchanged. Archangel's Wrath looks quite different, more of a lightning-type spell than fire? Flaring Nova still looks like a circle-Area of Effect, so perhaps pretty similar. Divine Protection looks like, well, a divine protection, so probably unchanged Warding Energy is clearly a T-Energy shell, so obviously the same basic mechanic, while the BFG is clearly a large blast of energy, so obviously retained.
  4. Enhanced Spells Mod (Sacred 2)

    Wow, they look spectacular! The images really pop off the screen.
  5. Sacred worth trying? If so, which class?

    I have a few more questions related to classes/builds. For reference, I will list things x/y, representing hard-points/total-points. My Wood Elf is in Act III and going from strength to strength. My current build is as follows I run with CotW active most of the time as a meat shield, usually have MS active and mostly spam EA. I have a 4xPA combo I fire into large mobs/tough opponents, and use SA on tough opponents while the combo recharges. Currently I am going well with gear and mostly not having too much trouble (the Ice Elves were tough, and I ran away from their two Dragons), but I am swimming in runes (more than half my stash space). Should I use those runes to add another Moon Magic spell to my repertoire, or just keep trying to save them and hope I do not run out of space? My Seraphim is in early Act II and it continues to be slow and hard. My current build: I keep either Rotating Blades of Light (vs melee mobs), Light Shield (vs ranged mobs) or Light (vs undead) active most of the time (long cast time keeps me from maintaining them if they drop mid-battle). All buffs are in Combos, so I can cast and immediately use other Heavenly Magic. Against ranged mobs, I spam Lightning Bolt. Against melee mobs, I drop Celestial Light and spam Attack. Gear is pretty average (still mostly white) and killing has been slow and regularly involves a lot of potions. Some of the things I have encountered with my Wood Elf I seriously doubt my Seraphim could hope to deal with. Is my build a complete mess, or is the Seraphim just really slow to build up and heavily reliant on good gear? I like the way this build plays, but am finding it exceedingly slow-paced. My Daemon is at the end of Act I and mostly going OK, but still definitely a lot weaker than the Wood Elf and I am not confident it would deal with the Ice Elves. My build so far: I use Battle Form most of the time, Fire Daemon when dealing with high physical resistance (eg ghosts) and Soaring Daemon when I need mobility; I keep one form active most of the time, but the long cast time keeps me from recasting if it drops out mid-fight. I recently added Infernal Power, but with its low duration I only use it when I see a situation I expect to need the extra boost. I use Blazing Discs for my main spell, but use Hell Spheres instead for ranged mobs or in caves (where the discs often get stuck). I throw in Abyssal Choir when I get a decent number of melee mobs on me. She has much better gear than the Seraphim (blue and yellow) and kills more quickly/easily, but still nowhere near the power of the Wood Elf. Large groups of archers or casters can be a nightmare and progress is extremely slow, as I can only effectively harm a single mob at a time (even the Seraphim has Celestial Light for a solid Area of Effect). Am I doing anything wrong here? Does the Daemon just take time to scale up and I need to persist a little longer? I also keep looking at other classes, but have had no luck getting going: * Battle Mage: I tried to make a Shard Mage, but gave up upon reaching the Goblin Lawn in Bronze. I was spending more time recasting buffs than playing the game, was far too squishy and seriously lacking in offensive power. The slow drip of runes early-game was really hurting! I usually like casters, but found this one far less enjoyable than other games. Perhaps I just did something wrong? * Dark Elf: I was hoping for something like the Diablo II Assassin, but found this one far less enjoyable. Melee was effective, but boring (the Assassin was way more fun). Traps were really disappointing, being nowhere near as fun as Diablo II Traps. I gave up around lvl10 because I was not having any fun. * Dwarf: Not tried. I cannot really make heads or tails out of this class. I am not sure whether or not I would enjoy it and really have no idea what kind of build I would even try. * Gladiator: Not tried. I never like the melee bruisers (eg Diablo II Barbarian, Sacred II Shadow Warrior) so I am 99% certain I would not like this one. * Vampiress: Tried a couple of times. I love the concept, but something is not quite clicking. Perma-Vamp/Attack-spam is far too boring, and I am not interesting in a zookeeper build either. From what I read, most of the vampire spells scale badly and are useless (eg Bats, Master Bite, Blood Bite, etc), while other combat arts are often buggy (eg Multi Hit). I like the idea of a warrior Knight by day, `hybrid' Vampire by night, but it sounds like most of the class is non-functional. Based on those experiences, is it worth giving any of those classes another go, or just forget about them?
  6. Sacred worth trying? If so, which class?

    I tried Path of Exile some time back, but really did not like the game. I honestly enjoyed Diablo III more, and that was a crap game. I am finding Sacred (original) quite interesting. It feels more like the original Diablo than any other game I have played. Even Diablo II was hit and giggle, but Sacred gets that difficulty right. One on one? Sure. 10 on one? Ehh, I think I will run Oh, I fully intend to keep taking the classes further, but only the ones I enjoyed. Most of the classes I stopped early because they did not fit my play preferences. The Wood Elf, Seraphim and Daemon, on the other hand, I will definitely take further. None of the three have Chance of Finding Special Items and the Seraphim's Survival Bonus is the highest. The Wood Elf and Seraphim almost never find blue items; the Daemon gets more than half her drops as blue or better. There has to be something more than luck at play here. The Daemon also often sees blue items for sale; something I am yet to see with any other class (no Trading either).
  7. Sacred worth trying? If so, which class?

    Ooooh, I assumed quests would be like in Sacred 2: 99% unrewarded. I was skipping them. Wow, Runes, good stuff I have my Wood Elf and Seraphim both to 30 now, and swimming in Runes. The Wood Elf has 4 arrows from Multiple Shot now, which is hilarious to use, and Companion of the Woods is now able to take more than one hit, making it useful. I have also made a 4xPenetrating Arrow combo, which I have targeted on Leaders in large groups (with Multiple Shot, of cause) for devastating effect. Yeah, this class is beginning to roll very nicely now! The Seraphim is still struggling a little, but I recently gained some lucky +attack% drops which has helped considerably. Some more levels and better gear will clearly go a long way here. I have also now tried the other classes and, other than the Daemon, did not enjoy them. The Daemon, on the other hand, is fantastic and a class I will definitely continue playing (only 18 so far). It seems like she gets enhanced drops compared to other classes, however. My Wood Elf and Seraphim are still in mostly white gear and rarely see a Blue, while my Daemon is head-to-toe in Blue and Yellow and finds Yellow items all the time.
  8. The extra damage from a critical is calculated before armour reduction, and IIRC armour reduction is based on a ratio between damage and armour, so it is possible that the critical could put your damage ratio high enough to make the armour less effective, therefore applying far more final damage (ie after armour) than a mere 20%. I hope that explanation makes kind of sense, as I only sort of understand what I am trying to explain I notice crits most with my Ice Elf, as Shards scores many hits at once on the same target. For her, the crits are almost 1.67 to 2 times the damage of the normal hits. When factored over the many hits I score with that spell, it is a pretty darn significant damage boost.
  9. Sacred worth trying? If so, which class?

    I have a few more questions, so I figured I would piggyback the original thread I played a Wood Elf through to lvl20 then took her to Silver, where she is lvl22 and very early Act I. The class is powerful and effective (though I stupidly lost my survival bonus when I underestimated Silver Goblins), but I am unimpressed with many of the combat arts. Explosive Arrow is insanely good and Penetrating Arrow is fun, effective and the perfect mob-clearing skill (I guess I can safely keep them both at lvl1 too and still maintain awesome effectiveness). Multiple Shot seems like it will be good once I level it up, as does Companion of the Woods, but I am beginning to understand how precious runes are in Sacred and they are both currently too low of a level to be useful. Everything else I have tried seems pretty underwhelming, especially on the Moon Magic side of things. This lack of options is making things pretty boring at the moment. Should I try to farm runes to get Multiple Shot and Companion of the Woods into the game? If so, how? Are any of the other Moon Magic spells worth using in a bow-primary hybrid and I have simply underestimated them at low level? I then decided to try a Seraphim. Got through Bronze with only a little difficulty, and am now lvl23 in Silver. Compared to the Wood Elf, the Seraphim is far weaker and harder to use, but also more varied and interesting. A proper gish, so also more appealing to me than the Sacred 2 Seraphim. I am using Rotating Blades of Light (in a combo), drawing mobs (individuals or smaller groups) with Lightning Bolt and using Attack to deal with them. I also throw up Celestial Light for extra DPS if I pull too many, and use only Lightning Bolt/Celestial Light against ranged mobs I cannot effectively melee. I feel pretty under-powered, however. Presumably because of my Survival Bonus, everything is 4-5 levels above and has a 20% chance to hit me, while I only have a 55-60% chance to hit them (Attack is obviously hitting a little higher). I thought of Strength of Faith to raise the attack rating, but it only brought me to 70% and did not seem to raise my overall DPS higher than Rotating Blades of Light. It takes three Lightning Bolts to kill a Goblin, with a 2 second regen between them, and the cooldown on Celestial Light is only slightly shorter than the duration (though its killing power is very satisfactory). I needs me some more skill points >_< Short of suicide to take out the survival bonus, is there anything I can do to even the fights out a little until I gain enough levels to bring all the pieces of the build together? Are there any other Combat Arts worth using in conjunction with Attack (since everything else is on a spell or combo timer)? The others struck me as pretty pointless in comparison. I also tried a Vampire and a Dark Elf, albeit both only very briefly on Bronze. They both seemed to be well designed and powerful, but very clearly not my play-style. Even without trying, I am sure the Gladiator is not my play-style and am unsure about the Dwarf or Battle Mage. I may try a Daemon at some point, but want to stick with the Wood Elf and Seraphim for now.
  10. Sacred worth trying? If so, which class?

    I have started the Wood Elf. I can see the potions are going to bug me. I keep pressing buttons that are hotkeyed to them that I have hotkeyed to other things in Sacred 2. Oooh, loot: 'Q'. #$%^ Hmm, want to check my combat arts: 'E'. ^%*& Loving Penetrating Arrow, however. Way better than my expectations. I did not realise it would be live for a period of time. Using it constantly already. Explosive Arrow is also quite fun, but not seeing as much use at the moment. Just a few questions that have arisen so far: * I started with a Torch in my inventory. Is that something I will need later in the game as a light source, or is it just a melee Fire weapon? * Does Sacred have damage type conversion items like Sacred 2, or do I need to find weapons that already do different damage types? * I started in Bronze to get some basic gear and combat arts, with the plan to switch to Silver at lvl20. I did not realise that the game would save in such a different way (numerous save files, rather than per character saves). How do you change difficulty? * On that topic, with no Resurrection Monoliths, what happens when you die? There is a survival bonus, so the answer is clearly not that you load your last save. * I noticed that the game is tracking how much of the map I have revealed. Is there any mechanical benefit (like Sacred 2), or purely for interest's sake? * About when do people find they know if a class/build is going to `click' for them? In Sacred 2, I found I usually knew around lvl20-ish whether or not I was on the right track (though my Dryad was a little slower, due to poor early-game choices).
  11. Melee or Ranged Dryad? Help please.

    This forum is pretty low activity these days. I would leave a thread for a day or two before expecting a reply I have never tried a melee Dryad, so I am afraid I cannot help you on this one.
  12. Question about EP

    I would presume it works the same as other modifiers. Attacks of the person with EP will have the benefits of it; attacks of characters without it will not. In other words, if one person in the group has EP, their kills will have an enhanced chance of better quality drops, but kills by the other players will not. Similarly, each player's kills will only be effected by their own chance to find valuables. If one player have +10% and another has +100%, the second player would be more likely to get better quality drops from their kills.
  13. Sacred worth trying? If so, which class?

    Thank you for the replies. It definitely sounds like it is worth my while giving the game a go. Based on the comments (and my own preferences) it sounds like the Wood Elf would be my best choice for a starting class. Ranged weapons with magic support would be my ideal play style. Attributes: Physical Regeneration sounds by far the most useful option (Dex does not sound to be as valuable). Skills: * It sounds like Sacred 2, in that you get an increasing number of skill points as you level up, but the wiki does not say how many skills per level and when you start getting more. Could someone please clarify? * Looking at the wiki, it seems like most skills hit pretty heavy diminishing returns at 50 and there is no Mastery concept. Is spreading skill points around a better idea than it is in Sacred 2? * Based on guides and the wiki, I think the following skills: 01) Agility - starting skill and sounds too good to pass up anyway. 01) Weapon Lore - starting skill and a no-brainer for the build. 03) Concentration - weapon CAs will be the primary killers, so seems important. 06) Constitution - I assume this is as great in Sacred as it is in Sacred 2. 12) Ranged Combat - sounds like I need a few point in here to unlock weapons. 20) Armour - sounds like it could be at least as important as in Sacred 2. 30) Moon Magic - allow a hybrid build (more my taste). 50) Parrying - unsure here, but the extra defense sounds like a good idea. Combat Arts: * I always have more Runes than I know what to do with in Sacred 2, but it sounds like that is not the case in Sacred. It sounds like I should not invest even a single rune into a combat art unless I plan to use it, so I may need to be careful here. Should I hoard runes I do not want to take the to the Rune Master, or should I sell them when I do not need them and only gather excess runes when I want to raise something specific? * Weapon based CAs: > Eye for an Eye: Sounds inferior to Multi Hit. > Hard Hit: Sounds inferior to Penetrating Arrow. > Multi Hit: Sounds like the Dryad's Darting Assault with Rotate already built in. I see no reason not to name it George, and I will hug it and pet it and squeeze it...! OK, it sounds like it would be my primary mob-killing CA. > Explosive Arrow: Seems like the boss killer (eg Dryad's Ravaged Impact). Does it have a small Area of Effect (like Ravaged Impact + Blast), or just big damage? > Knockback Arrow: Sounds an OK defensive option, but can equipment (ie a knockback modifier) replace it? Is a single-target knockback that useful that often? > Multiple Shot: This sounds like a buff. It sounds like a powerful buff. Something to use whenever I need to turn the skies black with arrows? > Penetrating Arrow: Sounds interesting, but perhaps not as useful as Explosive Arrow or Multi Hit? If runes are precious, I assume this is not worth taking as as an additional attack to the other two. > Spider Arrow: This also sounds interesting. Perhaps something to use against bosses as an opener? Are the spiders a useful defensive strategy against regular mobs (as a distraction)? * Moon Magic spells: > Call of the Ancestors: Sounds interesting. Does it distract mobs, or only deal passive damage? > Companion of the Woods: Definitely sounds useful when getting mobbed. Does it take enough damage to be worth using? > Plant Cage: I love the Dryad's Tangling Vines, but this sounds less powerful. It is worth using? > Poisoned Tendrils: Sounds more useful to a proper caster. > Quick as a Flash: Sounds like a buff that could be useful in all situations. > Recuperation: A heal sounds interesting. Is it a regen, like Goldenglade Touch, or an instant heal, like the Seraphim's Cleansing Brilliance. Is it powerful enough to be worth using in a hybrid build? > Thorn Bush: Also sounds more useful to a proper caster. > Transformation: Sounds like a useful panic button. Is it worth while for a hybrid?
  14. I have looked over at Sacred Gold on more than a few occasions, wondering if I were missing out on something. Since I already have Sacred 2 Gold, is it worth going backward? I know I always preferred Diablo to Diablo II, but I also know that most people who started with the sequel and later tried the original did not like it at all. Does Sacred 2 improve so much that Sacred Underworld is best left to the old guard, or does it have enough of its own unique identity that a newer player could find a home with it? If it is worth while, are there any potential gotchas that a Sacred 2 player may be surprised by? You know, things that everyone does in Sacred 2 but would have been really stupid to do in Sacred (or the inverse). Looking at the wiki, the Skills and Attributes are different, but seem easy to draw parallels to. Combat Arts seem similar in basic concept, though it appears modifications did not exist then. I would also not know where to start with classes/builds. * Battle Mage: I assume this holds the same niche as the High Elf, as the premier caster class. Do I have the right idea? Is it like the High Elf in that you specialise in an element, or is it more like the Diablo II Sorceress in that you can easily use multiple elements? * Daemon: I have no idea what to think of this. Can someone give me the basic idea as to what this class' play-style is? * Dark Elf: It sounds like the Diablo II Assassin (a class I liked), with traps and martial arts. Is that a fair comparison, or am I misinterpreting things? * Dwarf: Another class I cannot grasp. What is the role of this class? * Gladiator: I presume the standard Warrior/Fighter/etc class of heavy armour and big swords (or axes, or whatever). Is that right, or is the class a little deeper than that? * Seraphim: Would it be correct to think of it as being similar to the Sacred 2 class? My hybrid Seraphim is one of my favourite Sacred 2 builds. * Vampiress: Yeah, this one has me kind of stumped too. What is the `typical' way this class plays? * Wood Elf: Would it be fair to compare this class to the Dryad? My CH/NW Dryad is another class I have loved in Sacred 2.
  15. Steam keeps messing up

    I can honestly say I have never had an issue with Steam. I racked up about 400 hours of Sacred 2: Fallen Angel and am up to about 400 hours with Sacred 2 Gold and no issues, so there is clearly no issue with the Steam version. More than likely the issue is on your end. Sacred 2 has a lot of bugs. It does not like Creative sound cards or newer version of Windows, for example.