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Elric of Grans

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  1. 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).
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. I just finished the Nameless Guardians in Gold. My Dryad has been very up and down, as I made mistakes in my build and went on to fix them. The current state could be better, but I do not want to restart just to have a perfect build Firstly, I will relay her current state at level 64 (about a minute away from 65 when I finished Gold!): Attributes: I did a 50/50 Dex/Vit split for levels 2-49. From lvl50 onward I have gone Dex/Sta. Skills: Tactics Lore (at level) Combat Reflexes (at 5 points, to unlock other skills) Ranged Weapons (at 1, but I plan to invest in this going forward --- my chance to hit is too low) Armour Lore (at level) Nature Weaver Lore (at level) Concentration Capricious Hunter Focus (at 20) Nature Weaver Focus (at 20) Constitution Empty (will be Enhanced Perception) Combat Arts (all at one rune): Ravaged Impact (Perforate, Breach, Double Shot) - My main killing skill. Darting Assault (Reload, Throwback, Rotate) - Used against swarming mobs or sometimes just for its knockback. Sinister Predator (Eagle Eye, Marked Shot, Hunting Focus) - Absolutely critical to making my ranged attacks functional! Tangled Vine (Sprawl, Impair, Encroach) - Make tough melee mobs a joke Goldenglade Touch (Flow, Persevere, Diligence) - Now running 100% uptime for life regen and spell resistance. Ancient Bark (Rugged, Divert, Invigorate) - Honestly, not sure how much this helped me so far. Questions: 1) Is it really worth raising my combat art levels in Capricious Hunter? Especially Darting Assault. The benefits seem pretty minimal on paper. 2) Equipment. Should I aim to wear Detheya's Agility (+combat arts, life leech%), Leaves and Twigs (+combat arts, -buff penalty, looks better ), or are neither very good and I should just try to get lucky random gear? 3) I will soon unlock another mod point on each aspect, but will not get the next two until late game. None of the options appeal to me: * Forest Flight: I have not really used this, and the first mod seems the least important. * Dust Devil: The evade seems like overkill, and the important mods will not be for a long, long time. * Edaphic Lances: Probably a good spell, but would not work for this build. * Acute Mind: Seems like it would be completely wasted on this build. 4) I have had real trouble in Gold with finding decent ranged weapons. Kybele's Song was a godsend when I got it! Is there a way to farm them (eg quests that always reward with a bow), or is the only way to reliably 'farm' a specific item to use Bargaining?
  8. I have Sacred 2 on Steam, and it makes no difference to modding. Actually, it makes no difference to modding most games in my experience. I use the Community Patch and the Community Items Mod (Flix's Dragon Mage mod is already included in the latter). Strongly recommend them both, and both are easy to install (instructions with the mods).
  9. Please do not mention the Blood Forest. I was doing the Blood and Sulphur quest last night with my Seraphim and, at the bit where nine eyes spawn around you, I stupidly stood my ground rather than running backwards. Never saw the presumed simultaneous attack: I just died That you for the advice. I will go ahead with Raging Nimbus over Frost Flare and will master Armour Lore before Constitution (using +hitpoints and +skill amulets to make up the difference). Honestly, a little split at the moment between Spell Reistance and Shield Lore, but still more inclined to go with Shield Lore (chance to block for spells and stun are pretty juicy). That said, I have 15 levels to go before I have to make that decision
  10. Max CA-range would be cool, but I am not too worried about end-game equipment at the moment. I am only in Gold after all If I even reach Noib, I may worry about such things then. While I recognise the power of Alchemy, it does not interest me. Too much fuss to farm the trophies you want and then messing around in the inventory to use them is not my idea of fun. Expulse Magic is essentially creating a magic dead-zone for me (as well as giving me space in situations like the Orc cave), so spells are not terribly threatening. I would have thought Shield Lore would be better than Delphic Arcania Lore, however. A shield with Block creates a chance of 0 damage, which is better than higher regen, and I cannot work out whether or not I need a higher banishing potential. The number is pretty meaningless without a reference point, so I do not know if mine is high, low or otherwise. The skill is pretty meaningless outside those two numbers, hence my low opinion on it (though I could easily be underestimating how much those two number mean).
  11. My Ice Elf has finally reached lvl50 and is just before Octagolamus in Gold. The Orc zone has been pretty tough, though that may just be because swarms of powerful melee guys mixed in with guys who have Ice armour and Stun is tough for an Ice Elf in general. I play on PC with I&B, the CM Patch and the CM Item Patch. My build, so far, has been as follows: Attributes: All Int to 49, then went Int/Vit at 50. I intend to keep that split going ahead. Skills: Mystic Stormite Lore (at level) Concentration Delphic Arcania Focus (at 31; leaving for now) Mystic Stormite Lore (getting 3 points/level until it catches up) Armour Lore (at 5; leaving for now) Bargaining (at level) Constitution Ancient Magic Combat Discipline (empty) --- will be Shield Lore at 65. Combat Arts: Frost Flare (unmodded): not worried with runes yet. Glacial Thorns (Frost, Devastation, Fusilade): trying to keep below 1.0 regen. Raging Nimbus (unmodded): not worried with runes yet. Cascading Shroud (Faint, Inconspicuous, Steam): keeping at maximum level. Crystal Skin (Glacial Mirror, Feel Cold, Frosty Breeze): levelling when -regen% is 10 higher than +regen% Shadow Step (unmodded): using runes whenever they drop, but well below maximum. Expulse Magic (Strength, Pentagram, Protection): keeping at maximum level. Grand Invigoration (Mystic Stormite Expertise, Life Energy, Resilience): keeping at maximum level. Armour: Co'Nahn's Chestguard: +Inteligence%, +Combat Arts, Block: Combart Arts (socket: Anneal; socket: +Defensive Skills, Block: Projectiles) Faladal's Gloves: +Critical Chance%, +Frost Flare, +Glacial Thorns, +Regen per Hit (socket: Cast Speed; socket: +Defensive Skills) Helm: +All Damage%, +Inteligence, Open Wounds, +Ancient Magic Arms: +All Skills, Spell Intensity, +All Damage% Waist: Find Valuables, +Stamina, (socket: Anneal; socket: +All Skills) Legs: +Armour Lore, +Defensive Skills, Spell Resistance, +Defense Rating Boots: +Mystic Stormite Lore, Run Speed, Block: Root My main focus here has been bonus to skills and anything defensive. Bonus to physical/ice/all damage has been nice, if possible, but a lower priority. Bonus to Int has been the lowest priority, as my natual Int is already huge. I have Crit Chance, Open Wounds and Regen per Hit on gear, but I do not think they work on spells. I would like more socketed gear, but have not seen any good ones yet. Jewelry: Clepidide's Talisman: Reflect: Projectiles, Reflect: Close Combat Gem of Life: +Hitpoints, +Vitality Mormegil's Finger Hoop: Experience per Kill, Find Valuables Ring: Casting Speed Ring: +Inteligence, +Ice Damage% Ring: +All Skills, +Physical Damage% No real plans here, just filling in whatever is not socketed into gear. Decent rings for a caster seem really hard to find, as they seem to mostly get boni for weapon-based builds. Weapons: Kuan's Pride: Halve Regen Time, -Regen%, +Str, +Int (Socket: +Constitution) Stalworth Safeguard: Survival Bonus, -Secondary Effects%, +Defense Value% (Socket: +Defensive Skills) The shield is a no-brainer. The weapon's regen benefits seem a good idea, and I have not yet found anything better. It also helps that I look like I am wielding a shard of ice! Strategy: Prior to reaching the Orcs, I mostly just spammed Glacial Thorns. That was getting pretty rough, so I started using a Frost Flare+Glacial Thorns combo. The DPS is lower, but it makes it a little easier to kite than just Glacial Thorns by itself, which boosts my survivability (will retain only Glacial Thorns for bosses and similar situations). In tough situations, I drop down Expulse Magic which seems to solve most issues. I have only used Cascading Shroud a few times, always as a panic button when I am getting my backside kicked (eg final Nameless Guardian). So far, no deaths. This is the only character I have taken to Gold without death (and still going), so I must be doing something right. I fight on foot, as Glacial Thorns seems buggy while mounted. Questions: My first question is about my gear. I know it is not perfect, but do I have the right approach? Are any of those choices really bad (other than the gloves: not seen anything better ), or my priorities wrong? Is there a list of all modifiers that do not work with spells? I only saw a few explicitly mentioned on the wiki. Secondly, Combat Arts. In two more levels, I will have another mod point to spend. Currently, I am undecided whether I should mod Frost Flare (Spell Flow, undecided, Icy Circle), mod Raging Nimbus (Hurricane, Roar, undecided), or both BUT only to their Silver mod. Skills. I intend to master Mystic Stormite Lore/Focus and Bargaining at 75, then master Constitution (with Delphic Arcania Focus staying at 31 as far as this). Is that a good plan? Is Delphic Arcania Focus a higher priority than I think it is? Is Armour Lore the better defensive skill to master first rather than Constitution?
  12. Thanks for the go-ahead. I have started this guy and will see how he goes. I look forward to getting those regens down so I am less reliant on Battle Extension's passive. I am not terribly fussed on Recharge. The magnitude is kind of pittiful (even with Tactics Lore). It is a little sad that other classes regenerate their health faster in combat BEFORE mods than a Temple Guardian's shield can after. I definitely see the benefit of Derogate, but with Untouchable Force I already have a magic-damage pulse to weaken AND stun mobs.
  13. I was only thinking about Combat Discipline for the extra damage. I clean forgot about the regen benefit! Yeah, lower regen = more runes = more power *grunts*. Now that you point it out, it really is the obvious choice! I had already planned to swap Spell Resistance for Shield Lore (I intend to pick that up at 65), so I will skip over Delphic Arcania Lore. I checked out the item mod. It seems to fill a lot of gaps in the game, so I have installed it and now seen two drops I recognise as being from it (so it is obviously working fine).
  14. I have thrown a few ideas together on a different idea, focusing on Devout Guardian. How would this work? I am not sure if this would hold up early game (until things pull together), and also not sure of perhaps overkill on the defense. I am worried that spreading points so much early on will mean I lack points for a weapon lore until at least Gold, which could be painful. Attributes: Stamina until 50, then Stamina and Will. The idea is to get regens low asap, then further lower regens while boosting shield capacity. Skills: Level 02: Tactics Lore (damage, DG mods) Level 03: Sword Weapons (for Lightsabers, when I can get them) Level 05: Armour Lore (keep regens low and armour high) Level 08: Devout Guardian Focus (help with regens, mods and maximum level) Level 12: Source Warden Focus (mods) Level 18: Concentration (for dual-buff) Level 25: Warding Energy Lore (in place of Consitution) Level 35: Lost Fusion Focus (mods) Level 50: Toughness (left until late game, for survivability) Level 65: Blacksmith (because I do not have a character with this) Master Tactics Lore, Armour Lore and Warding Energy Lore at 75. Only need 31 points in Source Warden/Lost Fusion Focus early-ish, for mods; may add more late game. Devout Guardian Focus will probably only need 21 points. Leave Concentration at 1 point (maybe a few more late-game). Combat Arts (numbers represent points invested to unlock that mod): T-Energy Shroud: Power [3] > Reduction [5] > Reflection [9] (survivability) Dedicated Blow: Transformation [14] > Intent [22] > Impact [70] (single-target killing) Deathly Spears: Gore [31] > Occult [42] > Jab [55] (Area of Effect killing) Combat Alert: Barricade [70] > Riposte [87] (survivability) Jolting Touch: Payback [3] > Self Repair [5] > Shelter [9] (buff/debuff bosses/champs) Archimedes Beam: Paralyze [14] > Weaken [22] > Annul [31] (debuff bosses/champs) Untouchable Force: Mind Control [3] > Calm [5] > Crumble [6] (debuff) Primal Mutation: Combust [14] > Helpless [22] > Helpless [31] (debuff bosses/champs)
  15. gogo, I have an Ice Elf nearing the end of Silver (PC I&B+CM Patch). Not exactly the same as your build, but definitely not unlike. I just had a few questions. Firstly, on skills. At present, I do not have Combat Discipline. I was considering picking it up next, but am unsure whether or not I need it. How much of a difference did you find it made? My alternate pick would be Delphic Arcana Lore (I took Bargaining, as I did not have a shopper, so I cannot take both). Secondly, you give big thumbs up to the triple-CA combo you used. I tried a Frost Flare/Glacial Throrns combo for a little while and found my DPS was considerably lower than just Glacial Thorns by itself. Had you modded Frost Flare by that point, or perhaps had it at a higher level? I do sometimes use a Raging Nimbus/Glacial Thorns combo. I kill a little slower with it, but the slow effect keeps me safe in tight situations (worth the sacrifice). Finally, do you have any suggestions for the weapon slot? So far, I have not found anything terribly useful. +5% Ice Damage, or +6% Cast Speed; very minor benefits. As a HC player, I presume you used a one-hander with a shield, for that extra survivability.
  16. Thanks for the tips, but I guess this class just is not for me. I love the concept, but I do not like the Source Warden aspect (at all) and find Lost Fusion more trouble than it is worth.
  17. I decided to just do what I wanted to try and started a Lost Fusion build. I figure he was built with a gun in his arm, so he aught to use it. He is only lvl8, but I have been experimenting with the CAs to get a feel for the basics. Is there anyone with more experience who could advise me on using them better? I spent an hour or two using the CAs, the arm gun and basic melee, then tried Battle Extension (passive) and found I killed ten times as fast Amplifying Discharge: Seems to be an upgrade on the basic arm canon. A useful way to soften things up a little from a range, but not a primary killer. Furious Emblazer: Looks cool, seems useless. How do you hit anything with it? I have repeatedly got a clumped up group of mobs, tried to tag them all, hit one of them... once. I would have thought it would eat Kobolds at this point in the game, but I struggle to do anything with it. I am guessing the hit-box on it is not where I think it is. I would love some advice on this! Jolting Touch: Seems a great combination buff/debuff to use against Champions/Bosses. I can understand why people combo this with Deathly Spears. Archimedes Beam: Looks cool, but not terribly practical. I guess it would make a mess of things in dungeons, where multiple mobs are funneled into the beam, but probably not too useful in big, open areas. How do you make best use of it?
  18. Wow, that's facinating. +20 is pretty big at this early stage in the game, and all those +35s will stack up quickly later on. I had no idea it worked like that. Thank you all for your help. I now see where I can tweak things to fix this character up!
  19. Wow, I had no idea of this. It definitely changes my view on how to build considerably. I can see I need to Silver-mod (at least) Sinister Predator asap (probably should have done that before Ravaged Impact) and need to make getting a few levels into Capricious Hunter Focus a bit of a priority too (along with a little more Regen per Hit). Would aiming for, say, 20 points into CHF be a good plan? Constitution is on my plan for later in the build. I planned for it to be my fourth mastery (Tactics Lore, Armour Lore and Nature Weaver Lore all mastered first at 75). Just digging for more info, do you happen to know how this attack rating boost works? Is it a +X attack rating (like Weapon Lore skills) or a +X% attack rating (like Sinister Predator)?
  20. Are you certain that ALL weapon based combat arts have an attack rating boost? The wiki only mentions it on some of them, and the interface shows the same attack rating for my left and right click attacks on the Dryad (although, I have played plenty of games where the interface was wrong ).
  21. No. Assuming I hit, I use it about every third or fourth. Darting Assault (against regular mobs) is every second attack, at worst.
  22. I always carry four different weapons with different elements, so the moment I saw he was weak to fire I switched to my fire weapon. The issue is hitting him, however. I spent more time shopping to get every piece of gear either +attack rating, +attack rating%, -opponent evade%, opponent cannot evade% and/or +combat/all skills. Same issue. Got him to 10% life, then my attacks stopped working. I wiffed more than I hit and he was able to regen faster than I injured him. He heals 1500 at a time, and I do about 1000 between his heals, so he gradually works his way back to full life. Recently fought him in Gold with my Seraphim and Silver with my High Elf, and he was effortlessly crushed in no time at all, so there is clearly more of an issue with my build than there is with the boss itself. I am thinking perhaps I should have modded Sinister Predator sooner rather than later.
  23. I have never played a Temple Guardian for more than a couple of levels. I just found the class weak and confusing. Still, it also seems really cool. I was thinking of making another go at it, but need some help. Part of the issue is that guides for this are either console-only, pre-I&B, Utility Builds, require Noib Shopper/Smither or straight out admit the build will suck until high level. I am hoping to find something that fits my own situation better PC and fully patched with I&B, a Shopper in mid-Silver (so far) and only wanting to take Blacksmithing for utility skills (because I need a smither and find the Shadow Warrior boring). I am not a great player either. I understand the game mechanics, but in terms of execution I am probably only average. In terms of Combat Arts, I have not got much of a clue. I know I WANT to use T-Energy Shroud, which also sounds essential, so that is good. Combat Alert is clearly a fantastic CA too. Most guides seem to be based around Deathly Spears, so I am guessing I have to use it (correct me if I am wrong). In Source Warden, Untouchable Force sounds great, but the others do not inspire me much. On paper, the Lost Fusion abilities sound amazingly fun, but I understand they are severely underpowered. I would like to use them, but not if I am setting myself up for a painful experience. For Skills, I obviously need the appropriate Lore/Focus skills. Presumably I would want to go Tactics Lore and Devout Guardian Focus. If only one of them can be mastered at lvl75 (and the other at, say, 20-30), would Tactics Lore be the prime choice? Hafted Weapons Lore would be the obvious weapon pick to me. If I took Untouchable Force, I would also need Souce Warden Focus and Concentration. Armour Lore and Warding Energy Lore seem no brainers; Toughness too, perhaps? Does Toughness reduce damage BEFORE it is applied to the shield? I wanted Blacksmith, so that is in, with perhaps Combat Discipline at the last skill? I was thinking an order like this: Tactics Lore (mastered 1st) Hafted Weapons (left at 1) Armour Lore (mastered 1st) Source Warden Focus (to 9) Concentration (left at 1) Devout Guardian Focus (to 20-30; mastered last) Warding Energy Lore (mastered 2nd) Toughness (mastered 3rd) Combat Discipline (mastered 4th) Blacksmith (mastered 5th) For modding, the guides I have looked at are extremely unclear. Would I do T-Energy Shroud first? Should I do Combat Alert second, since I only need two mod points? Do I rush to Deathly Spears ASAP, or is it not really needed until higher difficulties? If a Lost Fusion-based build would not be too painful for my situation, would someone be able to offer any advice on how to start it?
  24. I just made another attempt. I spent some time running around shops until I could get a higher damage weapon and another `Opponent's chance to evade -%' ring. I ran in again and managed to (eventually) get it down below 50% health and limbs began falling off. The only time I seemed to do any meaningful damage was when it would be hit with open wounds. Around 60-70% damage, my attacks just stopped hitting again. I sat there for five/ten minutes hitting only one per minute and it was able to full regen its health again. Interestingly, this time, once it reached this point I was suddenly getting hit significantly more and taking huge damage every time it hit me --- Goldenglade Touch seemed useless and I was using a potion every hit. I spent 25-30 minutes on this before using most of my potions and giving up.
  25. I played Sacred 2, then later restarted with Sacred 2 Gold, and have now returned after a bit of a break from the game. I have tried several builds/classes before, but not taken many far. I could use a little advice on what I perhaps should try out this time around. In other games, I typically like ranged or hybrid builds (archers and spellswords mostly). I was a Rogue in Diablo; Amazon or Sorceress most of the time in Diablo II. I am also a very defensive player, avoiding high-risk/high-reward or glass canon builds. * Dragon Mage: Never made one. On paper (well, the wiki ) the class does not sound very interesting to me, compared to the other six. The combat arts sound to be either buggy or just plain boring. * Dryad: I enjoyed this one in the past and have started a new one. Ranged combat, Hunter/Nature. I love bows in this game and found blowpipes to be fun too. Goldenglade Touch is right up my alley and (in the long-run) I expect Tangled Vine to work well for me too. Currently stuck (have another thread on this issue). * High Elf: Tried both fire and ice. Did not enjoy fire at all (just not my play-style). Ice suits me better (especially Crystal Skin), but it is getting a little dull. I am just past Gar'Colossus. 99% of the time I just spam Glacial Shards; sometimes I also use Expulse Magic (though never sure whether or not it is doing anything). Not a boring class, but the lack of attack variety is a little tiresome. At present, Raging Nimbus is unimpressive (wears off too quickly to benefit much from the slow effect) and Frost Flare seems worse than Glacial Shards in all situations. * Inquisitor: Never played one of these for long; I made a few attempts, but always found it too hard. Weak AND squishy is not a fun combination. I keep trying to make this class work, because I have never played the Shadow Path past the Elven lands, but cannot seem to find a way to get it to click for me. The combat arts sound fun, but in practice it seems like the class has a steep curve to get over before you can start having fun. * Seraphim: Standard dual-wield Warrior/Magic build; only build I have taken into Gold before. I kept this one and am slowly continuing where I left off. Excellent class to learn the game with! My main combination is Radiant Pillar/Pelting Strikes while Hallowed Restoration provides the safety net I like to have. I have considered making a BFG seraphim, because people rave about the build, but it sounds kind of one-dimentional, which would bore me. * Shadow Warrior: Never liked pets/minions, so I have a pure melee build. Also just past Gar'Colossus and exceedingly bored. Click... wait... wait... Frenzied Rampage animation is still going... OK, everything is dead and I took no damage. I cannot believe how little I interact with this class and how low risk it is. Just not my kind of fun. * Temple Guardian: I love the concept of this class, but it is sooo darn hard. I have never even got one to lvl15! I cannot even imagine how someone persists with this class long enough to bring the parts together. On paper it sounds amazing, and the various builds I have read all sound a lot of fun, but my past attempts have been like pulling teeth. I am happy with my Seraphim and was happy with the Dryad before I got stuck. Is there anything I can do to inject some life into the High Elf and/or Shadow Warrior, or does it sound like they are not classes for me? Is there any way I could make the Inquisitor and/or Temple Guardian work for me, or are they completely out of the question? Am I misjudging the Dragon Mage completely and it would actually suit me to a T?
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