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Elric of Grans

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Everything posted by Elric of Grans

  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. Enhanced Spells Mod (Sacred 2)

    Wow, they look spectacular! The images really pop off the screen.
  6. 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?
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. 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).
  12. 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.
  13. 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.
  14. 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?
  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.
  16. A few questions for my Dryad

    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?
  17. Sacred 2 mods , advice

    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).
  18. Ice Elf: Looking to get a general check-up

    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?
  19. Ice Elf: Looking to get a general check-up

    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
  20. Ice Elf: Looking to get a general check-up

    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).
  21. No clue where to start (build)

    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?
  22. No clue where to start (build)

    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.
  23. High Damage Ice Elf Build

    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).
  24. No clue where to start (build)

    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)
  25. High Damage Ice Elf Build

    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.