Jump to content

ThirstOfBlood

Members
  • Posts

    29
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by ThirstOfBlood

  1. I recently updated the game to cm patch 1.60 and installed the s2ee as well. I had the previous version of enchanted spells and I had some personal tweaks for some of them which requiremed me to edit the global.res file. I had no problem with the spells.txt file but I cant seem to be able to edit the global.res file What I did was: 1. Run s2rw in the locale en folder. 2. Decode and get a notepad with all in game texts 3. Replaced in notepad whatever needed replacement for my tweaks 4. Encode with the "all texts" option. 5. Make a backup and delete the old global.res file, renamed the new one as global.res However when I enter the game none of my changes appear and if I decode the global.res again its just like the original one. Is there something im doing wrong? NOTE: I found one of my old edited global.res ( the one with new EN etc in its name ) and it had a + sign ( unlike the one I did today ). I dont know what that means. Beside that, I tried to copy the classic icons from the first enchanted spells mod and they dont change at all. Id appreciate any help. Thx. EDIT: Managed to solve the global.res problem after checking all the posts about it again. I didnt run the encoding from the system folder. Still trying to change the icons with no result. EDIT 2: unlike in the first version of enchanted spells, the spell and runes icons were in a zip. Didnt notice that in the first place. Everything is solved now.
  2. Updated to cm 1.60 with s2ee. So far no crash, not even with physx enabled.
  3. I currently have cm 1.5 and the old enchanted spells. Ill try to update now and see if there's any difference.
  4. I dont have problems with fire demon , only mages familiar ( grand invigoration replacement from enchanted spells mod ).
  5. I see you guys released the cm patch 1.6 as well as the corresponding enchanted spells mod for this cm version. Ill try to update to 1.6 and get the sacred 2 enchanted edition mod and post if it solves this issue.
  6. I have a major problem when playing high elf. Everything goes nice and smooth up until I activate the mage familiar buff. After that I have under a minute till the game crashes. I really have no idea how to solve this. Any idea of why this might happen?
  7. I have 194 right now. ye, sure, I could make a video. and sure I will complete writing everything about it as soon as I can.
  8. Hey nice to see you again and thx for the reply. I dont know why I have a white background behind kinda everything. must be because I copied some stuff from the dryad build so it would have the same layout and because I was lazy lol. ill fix this as soon as I have some time. hope to finish this build pretty soon.
  9. Im probably a little late but with some %LL , I kill the guardians with a dryad in like 1 second. Just get close to them and spawn darting assault 2-3 times and that should do it. So overall - seraphim for sure. One aditional item ( 2 aditional in comparison to dryads if you dont count the shrunken head ) is a lot. Still, launching 15 arrows per second is also a lot ^^
  10. Im not sure if this is a know fact. I have a level 200 dryad with 98.9% survival bonus. So because monsters have much higher level than me, I usually drop higher level stuff. My highest was lv 245 stuff UNTIL RECENTLY. I was farming the nameless guardians today to help my little brother complete his draco set and I dropped a dryad's mutation item of level 250. I got pretty hyped because I spent a lot of time to make my character perfect ( and my actual set was lv 240 ) so I kept farming but the bosses dropped a lv 240 item. So then I realised that in order to get a lv 250 item, you need to kill the temple guardians that spam out of the portals from the nameless guardians since they have much higher level ( purple circle around them ). I farmed 2 dryad's mutation items today from them so I guess I was pretty lucky lol. Just wanted to let you guys know this if you didnt already.
  11. WORK IN PROGRESS!!! Hello everyone, this is Alex, the author of the Hybrid Dryad Build and im going to try and make a Necromancer Shadow Warrior build ( I mean post it since I already did it ). Here, listen to this so you wont get bored while reading. Like the dryad one, it may take a while to finish. So, to start from the beggining: I had the idea for this build when I was playing on my dryad and I dropped a Signet of Thunder. Since it has almost a minute regeneration per hit, I thought "what if I could raise all the combat arts to level 200, make them powerful but with huge cooldows, and just use this hammer and spam a level 1 ability to reset cooldowns instantly?" And this is pretty much what I did. And it turned out pretty well, and I'll post my build below Description: This build is designed for a casual gameplay but the items themselves may be challenging to find. Its mostly summon based so while its easy to play, it tends to get a little boring sometimes. First of all, why would you use this build? Pros and Cons: Pros: Easy gameplay. Very very high resistance. You dont care about cooldowns. High armor and high hitpoints. Flexible, customizable equipement. Its consistend from the beggining till the end. Perfect fit in any party if you play with friends. You can have a lazy playstyle and get rewards by doing nothing. Your decaying corpses army will do all your dirty work. Cons: Buffs make a lot of lag. Kills bosses rather slow. Some items are hard to find. Not very interactive. Kinda lacks damage. Dependent on a legendary item. No replacement for that unless you want to fill all your sockets with regen. per hit items. NOTE: Please read requirements before anything. I suggest you install the enchanted spells mod even if you dont use this build because its very well made. It brings balance in the game. Mods also revive your desire to play a game and so on. Table of content: Class. Build explanation. Requirements. Character creation. Stats. Skills. Modification points. How to put points in skills depending on your level. Combat arts and runes. Items. Tactics and Combos. Notes and tips based on my experience. Purple = Finished Blue = In progress Red = Not started Yellow = Read before anything else 1. Class: Shadow Warrior As a champion of all forms of combat, the Shadow Warrior is proficient in hand-to-hand battles and has mastered powerful armed techniques. Having come into contact with the underworld in the past, he can also call upon fallen comrades to assist him. Shadow Warriors can make use of three aspects. Those are: 1. Death Warrior : The fighting specialist. No subtle conjuring, just raw strength and violence. In this aspect, the Shadow Warrior fights solely as a behemoth of a fighter and does not weave any kind of magic. His main characteristics are pure strength and stamina. He will bellow a mighty battle cry every time he lashes out at an enemy with one of his powerful combat arts. 2. Malevolent Champion : The Shadow Warrior is also capable of applying a more strategic and agile close combat style that relies less on sheer strength and armor and more on dexterity and tactics. The Shadow Warrior of this aspect is a skilled, agile and battle-hardened warrior, disregarding magic use in favor of physical attacks. 3. Astral Lord : The Shadow Warrior’s link to the afterlife allows him to call forth his dead comrades in order to fight for him. The warrior who becomes an Astral Lord commands the spirits of the damned, summoning them forth and overseeing the battle from his ranged vantage point. To lead the charge into close combat, the Shadow Warrior must also follow either of the Death Warrior or Malevolent Champion aspects. 2. Build Explanation: ( see section 4.REQUIREMENTS for information about the combat arts from Flix's mod , link in requirements tab ) . Our main focus is the aspect Astral Lord ( and when I say focus I really mean it ). And we will use ALL skills from this aspect. Those are: Spectral Hand ( not for damage, but to reduce the regeneration time of combat arts. Fruther explanations later in the build ) - Optional : I am also considering raising this combat art to level 200 for damage and using basic attacks to decrease the cooldowns of skills, but im not sure what impact would have this on the build since it will mean you need to get close to your enemies. Sometimes, this is not possible due to the high number of undead allies surrounding the enemies ). Skeletal Fortification for damage; Railed Souls for damage ( and meat shield in early game ); Shivering Miasma to buff our champion as well as our summons; Nether Allegiance ( Buff ) for damage. Even if Astral Lord is our main focus, we will make use of the other two aspects as such: Death Warrior: Rousing Command for the same reason as Shivering Miasma ( this will be one of the combos ); Labyrinthine Warlord for damage. Demonic Blow ( Optional ); We might use this as a substitute for a level 200 Spectral Hand but it wont do as much damage since Spectral Hand benefits from a high level Astral Lord Lore and Focus. Its pretty much your choice. Malevolent Champion: Belligerent Vault for mobility; Augmenting Guidon for Skeletal Fortification combo and to help our allies; Reflective Emanation ( Buff ) to boost our resistance as well as to boost our allies. Killing Spree ( Optional ); only if you took Combat Discipline ( see 6. Skills ). 3. REQUIREMENTS!: This guide is useless unless you have ( or get ) the following: Latest Ice & blood version ( for the CM Patch ) CM Patch 1.50 ( for the items - no need to explain this - http://darkmatters.org/forums/index.php?/files/file/91-community-patch/ ) Enchanted spells mod by Flix ( http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ) - PS: I will use the CA icons found in Flix's mod for this guide, and not the classic ones - I recommend you use the challenge mod inclided here for a more challenging game. Otherwise you will be too OP and you will get bored. -CA = Combat Art. Assuming you got all those... we can get to 4. Character creation There are a thing or two you should note before creating a character. 1. Hardcore? yes or not: I guess everyone knows what a hardcore character is but I will explain it to you anyway. If you create a hardcore character and you die it becomes unplayable. You will lose all your progress and items. My recommandation is that you DONT make a hardcore character with this build ( yes, you are a demi-god in late game, but in early I died around 20-30 times ). You will see the hardcore icon at the bottom of the character creation window ( red arrow ) with the expert touch icon just beside it ( blue arrow ): If the icon is not shining: It means your character is not to be set on hardcore. If the icon is brighter: It means your character is set to hardcore. To change between hardcore or non-hardcore just click on the hardcore icon in the character creation tab. Note that this can't be changed later in game. If you already have a character and you don't know if its hardcore or non-hardcore try to die and you will find out ( NOTE: If you don't treat this as a joke its not my fault if you lose your character). 2. Expert touch? Yes or not: "If activated, combat arts regenerate faster but draw their energy from all aspects. This mod is especially useful for characters who focus on a single aspect." The explanation is rather vague - understanding of expert touch: "Expert Touch will decrease the amount of time it takes for you to be able to use a combat art again after you use it (that is, its regen time), but causes a global cooldown for all of your other combat arts. Normally, without Expert Touch, the cooldown only applies to other combat arts within the same aspect as the combat art used." - quoted ( link -https://steamcommunity.com/sharedfiles/filedetails/?id=176900274 ) One particular trait of this build is this: IT DOESNT REALLY MATTER IF YOU HAVE EXPERT TOUCH ENABLED OR NOT! 1. Expert Touch enabled ( my recomandation ): Why I recommend this? Because that's how my character is and I dont know how would it be without it. No difference probably. 2. Expert Touch disabled: It shouldnt be any big difference. At least not in high levels due to the Signet of Thunder. As explained before, the expert touch icon is next to the hardcore icon. If the icon is not shining: It means expert touch is disabled. If the icon is glowing: It means expert touch is enabled. To toggle expert touch on or off click its icon in the character creation tab. Note that this can't be changed later in game. If you already have a character and you dont know whenever you have expert touch on/off, there is a simple way to find out: Enter your character and cast an active combat art. If you have expert touch disabled, it will draw power from a single aspect, like here: If you have expert touch enabled, it will draw power from all aspects, as such: 5. Stats: My recommandation is every 2 levels/points: 1 point in Vitality; 1 point in Inteligence; We need no Strength because we dont deal weapon damage. We need no Dexterity because we have enough Attack Rating from buffs. We need no Willpower because we have enough resistace. We need no Stamina because we dont care about cooldowns. 6. Skills: Astral Lord Focus. The most important skill since we want ALL Astral Lord Combat Arts to have as much level as they can have. Death Warrior Focus. We only need this to enable modification points for the skills we are going to use ( those explained in 2. Build Explanation for the Death Warrior Aspect ). Concentration. So we can have 2 buffs and 3 buffs in late game. Malevolent Champion Focus. Again, we only need this for modifications and to raise max. Combat Art level for the Malevolent Champion Aspect. Armor Lore. Because we need resistance. Constitution. For the extra HP and regeneration. Toughness. Amazing synergy with Armor Lore. Astral Lord Lore. For Cast Speed, Railed Souls armor, Skeletal Fortification damage, Shivering Miasma damage, Spectral Hand damage and cast speed etc. and 10. COMPLETELY OPTIONAL. You can go with Ancient Magic for some damage, Combat Discipline , again, for damage and also include Killing Spree in Shivering Miasma + Rousing Command combo, Hafted Weapons for Attack Speed and Attack Value etc. or just a forth defensive skill of your choice. 7. Modification Points: Astral Lord combat arts: 1. Spectral Hand: - Free Choice. - Chill. We have low critical chance. - Free Choice. 2. Skeletal Fortification: - Rapid Fire. We dont need cooldown reduction since we will combo this with Augmenting Guidon. - Free Choice. - Scatter Shot. To maximize damage. 3. Railed Souls: - Armament. Because Astral Lord Lore enchances the armor. - Vivification. Because we can instantly reset our cooldowns so there's no need to revive more at the same time. - Free Choice. Furor for bosses, Contagion to kill groups of monsters faster. 4. Shivering Miasma: - Corrosion. - Free choice. Numb is better tho since it benefits your summons more. - Aura. So our skeletons, revived corpses and warlord take advantage of it as well. 5. Nether Allegiance ( Buff ): - Sharp Blades. Why we dont take Squad: because 4 skeletons with 100% damage means 400%. 3 skeletons with 140% damage means 420%. - Commander. If we took Squad, it would mean 5 skeletons x 100% damage = 500% damage. Like this we have 4 skeletons with 140% meaning 560% damage. - Elite Equipment. This scales with level so we will get some value out of it. Death Warrior combat arts: 1. Rousing Command: - War Song. Because we will use this to boost our summons and we want them to deal damage. - Impulse. Same reason. - Leader. So it affects all allies. 2. Labyrinthine Warlord: - Free Choice. - Champion. - Belligerent. 3. Demonic Blow ( Optional ): - NOTE: Didn't test this one yet. I will test it and post the results after. - - - Malevolent Champion combat arts: 1. Belligerent Vault: - Free Choice. - Free Choice. - Free Choice. 2. Augmenting Guidon: - Free Choice. - Healing. - Leadership. 3. Reflective Emanation ( Buff ): - Backlash. We will encounter projectiles more often than stuns. - Antimagic. Solid reflect chance for spells. - Idol. Because extending this to other allies is amazing. 4. Killing Spree ( Optional ): - Control. This is the only one we need here. 10. Items: 1. Weapon: Signet of Thunder Sorry, no replacement for this. NOTE: This is a legendary Ice & Blood item so therefore it will only drop from slain campaign bosses and only if you have Ice & Blood installed. 2. Shield: Khorum Reflector NOTE: This is a legendary item added by the CM Patch Iso therefore it will only drop from slain campaign bosses and only if you have The CM Patch installed. REPLACEMENT: You can always go with the old but gold Glacial Defender. 3. Armor: Tallin's Garments of Mutation. While this armor is the best, my oppinion is that you can use whatever you want for this build since you wont have big problems surviving. 1. Head: Tallin's Relic 2. Shoulders: Tallin's Revenge 3. Hands: Tallin's Prank 4. Gloves: Tallin's Heritage 5. Chestplate: Tallin's Memory 6. Sash: Tallin's Wraps 7. Legs: Tallin's Destiny 8. Boots: Tallin's Ways Tallin's Garments of Mutation full set bonus: NOTE: Mutation sets are added by the CM Patch. Therefore those items will only drop if you have the CM Patch installed. 3. Jewelery. Here I will post a bunch of useful items you might equip or socket into your items. Feel free to use whatever you want if you have a better idea or like it better in some other way. This is purely orientative. 1. Gruma's Talisman. By far one of my favourite legendary items. BIG damage mitigation for all types of damage and some solid evade chance. NOTE: This is a legendary item added by the CM Patch. Therefore it will only drop from slain campaign bosses and only if you have the CM Patch installed. 2. The Second Ring. This ring is too good to not include it here since it boosts everything we need for this build. 3. Silithar's Finger Hoop. Another one of my favourites. Since our Spectral Hand tends to miss while we dont have our buffs active, this will help a lot , along with the sweet cast speed. 4. Celpidide's Talisman. This one is amazing in conjunction with Khorum's Reflector and Reflective Emancipation. Wearing/Socketing one of those with a high level Reflective Emancipation and Khorum's Reflector will give us a sweet 85% of reflect close combat and projectiles.
  12. I have a problem that I dont kinda understand. Leveling Mind Strike on Dragon make actually makes the damage lower. This only happens if I have draconic ally summoned ( if I have it my mindstrike is 4500 dmg and shows 4100 for next level. Without the draconic ally the damage goes up by a little - from 1509 to 1570. I also use flix enchanted spells mod tho im not sure this is the cause because even without the mod its exactly the same thing. Any ideas?
  13. Thanks. Finally did it. If you or anyone else notice something wrong like mistypes or anything be sure to let me know please ^^.
  14. Oh I see. Thanks then ^^. Ill check back in a couple of minutes.
  15. LIttle help if someone can. I know its been a long time ago but I decided to finish this today! Problem is I cant find the edit button anymore :S.
  16. Thanks. I didnt know what that button does. I saved everything to a rtf in my pc. I dont know if it saves images too but still its good to know that I dont have to start everything from scratch is something happens.
  17. I did put everything back. I managed to save the colours and text/links. I only needed to place the images back but it took me an hour or so. maybe more. I just wanted to know how to avoid this. And if there is any way I could make a backup. Ill use full editor from now on. Hope it wont happen again.
  18. Im having a problem if anyone can help. Everything broke down after another edit. all my images dissapeared and colours turned into script codes etc. Why did this happen.
  19. I got them dropped, most of them while I was farming the nameless guardians for the Horns of the Forest God. I did play a lot on this character even after hitting level 200 because I researched about the best items I might need and I wanted them all. I still have a problem getting higher level relics with max hitpoints or spell resistance. I think that's the only remaining thing I need. I agree that the items are very powerful but the balance comes from the fact they have very small drop chance, especially the mutation set, Glaurung's Head and the legendary items. Edited the spelling mistake for Glaurung Set. Thanks for pointing out.
  20. Thank you so much. I just wish I had the time to finish it. I feel remorse everytime I leave it like this. I've put work into it for a main reason. I played a lot of sacred like games, online or not. It doesn't matter. What bothered me the most is that most builds are like Put 10 points in this, 12 in that, get those items etc. Almost no one explains WHY you need to put in that or get that etc. This makes me feel strange, like my character isn't actually mine, that its just a worse copy of something. Maybe that worked on diablo, but not on games like Sacred, Path of Exile etc. where the skills are way more complex and diversified. People need to understand what they are doing and why they are doing something. Also a build its just a personal opinion on a character. Builds appear after someone tested something. If you like it or you think its good it doesnt mean everyone does. That's why I dont think there is such thing as a best build. That is why builds should be mainly a source of inspiration and shouldnt be followed 100%. The player's choice and playstyle is the most important.
  21. Many thanks ! Yes I did finish most of the quests on niob. At least all 4 and 5 stars quests. Got kinda boring after hundres of runs at the Nameless Guardians but I got the bow before I gave up so its ok .
  22. Glad you like it. Im pretty busy right now but ill do my best to finish it this week. Ill try to cover up everything that you need. I didnt explain the combat arts yet so for the beggining keep in mind you should aim for double shot modification on ravaged impact and have its regen time under 0.6s. That way you can shot around 4 arrows/sec. Also try and find some regeneration per hit items in the beggining. they are really helpful with ravaged impact ^^.
  23. Greeting fellow gamemates. Take a moment and listen to some in the background while reading this build. Ive been playing sacred 2 for a while ( a loooong while ) and I reached my first level 200 hardcore dryad character. I know its kinda late but I thought I'd put my build here if anyone is ever intrested. Description: This build is designed for a hardcore expensive character. Its mostly weapon based but you have some flexibility to tweak it to your taste. I will only cover the essentials First of all, why would you use this build? Pros and Cons: Pros: High damage against bosses ( usually it takes less than 30 secs per boss ) Good heal/sec ( >2000hp/s ). Flexible character High armor and decent hitpoints. Very high DPS ( ~500.000 DPS or higher ) Can use all skills. Big life leech. Many hits per second. Flexible, customizable equipement. Tons of modifications ( finished all for Capricious Hunter and Nature Weaver on my character ). Very very high evasion chance ( normal eneimes have around 2-3% chance to hit you ). More than 100% chance to hit. You have shrunken heads ( dryads rulez ). If you are lucky you can get 90% and more spell resistance. Niob / Hardcore viable ( tested myself ). Expert Touch is actually helping your build. Cons: Fire sensibility of Ancient Bark - getting 1 hitted by fire in Platinum or Niob is the only way you can die imo. Very ( really... very ) rare items. Gets boring if you are not playing on hardcore. You need to get a mod for it. You only have 7 pieces of armor ( dryad problem ). NOTE: Please read requirements before anything. I suggest you install the enchanted spells mod even if you dont use this build because its very well made. It brings balance in the game. Mods also revive your desire to play a game and so on. Table of content: Class. Build explanation. Requirements Character creation Stats. Skills. Modification points. How to put points in skills depending on your level. Combat arts and runes. Items. Tactics and Combos. Notes and tips based on my experience. Green = Finished Blue = In progress Red = Not started Yellow = Read before anything else UPDATE: Finished the whole build. NOTE ! : If you are already familiar with the dryad check requirements and skip to 4. - 2. Expert touch. 1. Class: Dryad The Dryads are descendants of renegade Elves who withdrew to the western islands in ancient times. Dryads live as one with nature and are masters of nature magic. They’re also well-skilled with ranged weapons such as bows or blowguns. The Dryad is an adept of ranged combat. She has also mastered the magic of nature, and even practices dark voodoo, which she can use to collect shrunken heads from her enemies! All dryads can make use of three aspects and we will use them all in this build. Those are: 1. Capricious Hunter : Ranged combat comes easily to the Dryad, and her prowess with these weapons is frightening. She is second to none when stealthily attacking from a distance, and can inflict great damage before being seen. 2. Cabalistic Voodoo : Displaying the darker side of the Dryad, this powerful magic slowly removes the life force from her enemies. She can also summon the ethereal ghosts of her defeated foes to fight by her side. 3. Nature Weaver : Nature is one of the strongest forces of battle, and a Dryad in tune with her surroundings is indeed formidable. Using the ancient forces of the world, she subdues her opponents and protects herself. All those aspects come with five combat arts. Essential combat arts used in this build are found in the 2. Build explanation below: 2. Build explanation: ( see section 4.REQUIREMENTS for information about the combat arts from Flix's mod , link in requirements tab ) . Your main damage dealer will be the aspect Capricious Hunter ( like you already guessed ) with : Ravaged Impact as main damage dealer; Sinister Predator ( buff ) for critical chance, attack speed, regeneration time decrease etc. Darting Assault for killing groups of enemies fast; Dust Devil can also save your life in certain situation if used right. The reason this is a hybrid build is because it uses Nature Weaver as buffs all the time : Goldenglade Touch for heal and resistance; Acute Mind to increase cast speed and reduce regeneration time; Ancient Bark ( buff ) for huge resistance. Tangled Vine will also help in boss fights. Cabalistic Voodoo will be your best bet against bosses especially in lower levels, with skills such as : Twisted Curse, an amazing curse and debuff; Viperish Disease for solid DPS. Malicious Totem can also be helpful on higher difficulty whenever you wish to get an idea about what's ahead, if its dangerous or not etc. You may also use one of the two Cabalistic Voodoo's buffs as a third buff choice, but that will be later on in the game. You can choose from: Priestess of Doom to boost your cast speed; Moribund Animus for raw damage. 3. REQUIREMENTS!: This guide is useless unless you have ( or get ) the following: Latest Ice & blood version ( for the CM Patch ) CM Patch 1.50 ( for the items - no need to explain this - http://darkmatters.org/forums/index.php?/files/file/91-community-patch/ ) Enchanted spells mod by Flix ( http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ) - PS: I will use the CA icons found in Flix's mod for this guide, and not the classic ones - I recommend you use the challenge mod inclided here for a more challenging game. Otherwise you will be too OP and you will get bored. -CA = Combat Art. Assuming you got all those... we can get to 4. Character creation There are a thing or two you should note before creating a character. 1. Hardcore? yes or not: I guess everyone knows what a hardcore character is but I will explain it to you anyway. If you create a hardcore character and you die it becomes unplayable. You will lose all your progress and items. My recommandation is that you make a hardcore character if you are a little familiar with the game or if you start on bronze. You will see the hardcore icon at the bottom of the character creation window ( red arrow ) with the expert touch icon just beside it ( blue arrow ): If the icon is not shining: It means your character is not to be set on hardcore. If the icon is brighter: It means your character is set to hardcore. To change between hardcore or non-hardcore just click on the hardcore icon in the character creation tab. Note that this can't be changed later in game. If you already have a character and you don't know if its hardcore or not hardcore try to die and you will find out ( NOTE: If you don't treat this as a joke its not my fault if you lose your character). 2. Expert touch? Yes or not: "If activated, combat arts regenerate faster but draw their energy from all aspects. This mod is especially useful for characters who focus on a single aspect." The explanation is rather vague - understanding of expert touch: "Expert Touch will decrease the amount of time it takes for you to be able to use a combat art again after you use it (that is, its regen time), but causes a global cooldown for all of your other combat arts. Normally, without Expert Touch, the cooldown only applies to other combat arts within the same aspect as the combat art used." - quoted ( link - https://steamcommunity.com/sharedfiles/filedetails/?id=176900274 ) One particular trait of this build is this: even if you will use all 3 aspect, expert touch makes it better. Although it may seem a paradox, the reason this is happening is because this is actually a semi-singular aspect build. It MOSTLY relies on Capricious Hunter but recieves help from the other two aspects. HOWEVER, there is a downside to it and because of this having expert touch enabled or not is your decision: 1. Expert Touch enabled ( my recomandation ): it will be harder in the beggining ( especially in boss fights ) but it will help you in high difficulty ( Why? Because at high level you have a so low regeneration time it doesn't even matter. The only skill you use single and not in a combo with others is Ravaged Impact. Having it at 0.6s regeneration time implies no problem for the other aspects. Because of this, expert touch will only lower fruther more your regeneration time, allowing you to put more runes in skills. Choose this for a harder beggining but a better character in the end. 2. Expert Touch disabled: Choose this for a more constant playthrough. As explained before, the expert touch icon is next to the hardcore icon. If the icon is not shining: It means expert touch is disabled. If the icon is glowing: It means expert touch is enabled. To toggle expert touch on or off click its icon in the character creation tab. Note that this can't be changed later in game. If you already have a character and you dont know whenever you have expert touch on/off, there is a simple way to find out: Enter your character and cast an active combat art. If you have expert touch disabled, it will draw power from a single aspect, like here: If you have expert touch enabled, it will draw power from all aspects, as such: 5. Stats: My recommandation is every 4 levels/points: 1 point in Dexterity 1 point in Stamina 1 point in Dexterity 1 point in Vitality. Why no Intelligence and Willpower? Because Acute Mind and GGT will give you tons of them ( for eg. on my char: Acute mind makes my Inteligence from 800 to 3300. GGT makes my Willpower from 600 to 4300 ). Before and after Acute Mind and Goldenglade Touch: - GGT = Goldenglade touch. 6. Skills Capricious Hunter Focus. Very important for your Ravaged Impact regeneration time and for Sinister Predator regeneration penality. Also allows for modification points ( next section ) Tactics Lore. For your Ravaged Impact damage as well as chance for critical hits. Combat Discipline. Especially for the -10%/-20% regeneration time. Concentration. For unlocking 2/3 buffs and also for decreasing regeneration time of all combat arts since you'll use all aspects. Nature Weaver Focus. Important first of all to reduce regeneration penality from Ancient Bark and after to reduce regeneration time for GGT and Acute Mind. Allows for important modification points. Combat Reflexes. Prerequisite for Armor Lore or/and Constitution ( depending if you play on hardcore character or not ). Cabalistic Voodoo Focus. You will only need the focus so you can level up the CAs as much as possible while also reducing their regeneration time. There's no need for Cabalistic Voodoo Lore since you will have enough casting speed and damage will only affect Twisted Curse,Malicious Totem ( which you probably wont use on this build ) and the buffs. Also allows for important modification points. Armor Lore. Works great with Ancient Bark. Also lowers regeneration time. Nature Weaver Lore. Buffs HP regeneration from Ancient Bark, GGT. Buffs Ancient Bark's armor. Buffs damage of Tangled Vine. Ranged Weapons OR Constitution. Ranged Weapons if you play on non-hardcore or without the challenge mod from Flix. Constitution if you play on hardcore and/or challenge mod. Ive seen a lot of dryad players or dryad builds which use Spell Resistance instead of some other defence skill, and for good reason. Dryads really need spell resistance but NOT from skills. You already have much willpower from GGT and items with spell resistance ( check 10. Items tab ) You also have a lot of Damage over time reduction from an item and from Acute Mind silver modification Defiant ( for eg. I have on my character 81% from Acute Mind and 54% from items, a total of 135% reduced damage over time ). 7. Modification points: Capricious Hunter combat arts: 1. Ravaged Impact: . - Perforate - strong DoT ( damage over time ) . Much better than Envenom. - Breach - Chance to ignore enemy armor. Useful. - Double Shot. Works nice with life leech and regeneration on hit at lower levels. 2. Sinister Predator ( buff ): - Eagle Eye - Big critical chance at high level. - Marked Shot - Especially useful against bosses and at low levels. - Hunting Focus - For synergy with Ravaged Impact and Darting Assault. 3. Darting Assault: - Reload - To kill more monsters faster. - Throwback - In case there are too many mosters you mustn't let them get near you. - Rotate - For comfort and speed killing reasons. 4. Dust Devil: - Free Choice. - Spell shield - because it already lasts long than it takes to regenerate at high level. - Spread - you have enough damage already. Nature Weaver combat arts: 1. Goldenglade Touch: - Flow - You have potions instead of Bandage. - Perserve - Big Willpower boost. Must have for Spell Resistance. - Diligence - Increased duration. 2. Acute Mind: - Easiness - No point in investing in Insight. - Defiant - Same reason. - Free choice ( must choose one - I recommend Celerity ). 3. Ancient Bark ( buff ): - Rugged - Synergy with Armor Lore. - Repel - ( especially if you use challenge mod or have a hardcore character ). - Effortless - Synergy with Ravaged Impact and Darting Assault ( for regeneration time ). 4. Tangled Vine: - Sprawl - You will only use this on bosses. - Impair - Same reason. - Intent - Same reason. You only need it for one opponent. Cabalistic Voodoo combat arts: 1. Twisted Curse: - Porous - For boss kill. No need to slow him down if you have him in vines. - Sadist - This is for debuff not for damage. - Dispel - Amazing "debuff". 2. Viperish Disease: - Gangrene - For better damage dealing against bosses. - Free Choice. - Gouge - Great against heavy armored bosses. 3. Priestess of Doom ( buff ) - if you prefer this instead of Moribund Animus : - Stimulate - Great for rapid casting of everything. - Optional and Free Choice. - Optional and Free Choice. 4. Moribund Animus ( buff ) - if you prefer this instead of Priestess of Torment - Free Choice. - Elevation - for maxing hierling power. - Fury - same reason. 5. Malicious Totem: - Anxiety - to make opponents run if the zone up ahead is too dangerous. - Venomous - tho' weaker in the beggining, better in the end than Pointed. - Rapid Fire - to maximize totem's damage. All other modifications are your free choice. Choose whatever better suits your playstyle. 8. How to put points in skills ( level dependency ): Level #12 Put as many points in Capricious Hunter Focus as you can ( till the level cap ) so you can unlock all modifications for Ravaged Impact and Sinister Predator. Put only one point in Combat Discipline and Concentration. You have reached the point where you can sustain 2 buffs active. Your next goal is to put all your points into Nature Weaver Focus as to get all modifications from Ancient Bark and decrease its regeneration penality ( you must have Ravaged Impact's regeneration time under 0.5/0.6s ). Between level 12 and 25 try to farm the griffin a little for a Glaurung's Head. I dont know if its just luck but I easily get it if I farm the griffin a couple of times. Also collect as many pieces of the set as you can so you get your life leech bonus. Level #25 Put only one point in Combat Reflexes for now. If you got your Ravaged Impact under 0.6, forget about Capricious Hunter Focus for now and put some points in Tactics Lore, enough to finish all modifications for Darting Assault. Also continue to level up Nature Weaver Focus in order to maximize your temporary buffs efficiency ( Acute Mind and Goldenglade Touch ). Find a break to spend 9 points in Cabalistic Voodoo Focus, enough to finish modifing Twisted Curse for better results at boss killing. Have at least 5 points in Combat Reflexes before level 35 so you can pick Armor Lore at level 35. Level #50 By this point I think you should have completed all the modifications stated above. As you get higher level, enemies become stronger too. From now on buff your Armor Lore and Nature Weaver Focus as much as you can so you won't die if you change difficulty to Gold. Also if Ravaged Impact has lower regeneration time than 0.6 sec, DON'T use Ravaged Impact runes. Use Ancient Bark runes instead. If you have spare Nature Weaver modification points use them on Tangled Vine so you make boss killing easier. Level #65 When reaching level 65, put one point either in Ranged Weapons if you want more chance to hit and cast speed of Capricious Hunter aspect, or in Constitution if you want more hitpoints. In the end, I mastered all skills to 75 and either used points to enable modifications or raise defences/lower regen. times. 9. Combat Arts and runes: In this section ill tell you how many runes you should invest in each combat art. Starting with 1. Capricious Hunter Combat Arts : A. Ravaged Impact: Around 100 runes ( if you have Expert Touch disabled ) and 150-170 if you have Expert Touch enabled. B. Darting Assault: Just keep it around 0.3-0.4s regeneration time. You want to shot many arrows per second with this one so you can knockback enemies a lot. C. Venomous Entrapment: I have 200 runes in it but I dont use it. Feel free to do whatever you want. D. Dust Devil: 200 runes. Buff it as much as possible. E. Sinister Predator ( buff ): 200 runes. Gives very high critical chance and lowers the regeneration time of the whole Capricious Hunter aspect. 2. Nature Weaver Combat Arts: A. Edaphic Lances: I have 200 runes. Same reason as Venomous Entrapment. B. Tangled Vines: 200 runes. We only use this for bosses so max this out. You usually dont need to cast it more than once. And even if you do, the regeneration per sec. of combat arts from the bow is more then enough to recharge it instantly. C. Goldenglade Touch: 200 runes. D. Acute Mind: 200 runes. E. Ancient Bark ( buff ): 200 runes. 3. Cabalistic Voodoo Combat Arts: A. Twisted Curse: 200 runes. You only use this skills on bosses so regeneration time isn't really a problem. Maxing out is potency is more important. Same with B. Viperish Disease: 200 runes. C. Malicious Totem: 200 runes. You will only use this for safety reasons so when you do ( you dont do too often ) you surely dont wanna spend 30 minutes waiting for it to kill something. So we'll max this out. D. Priestess of Doom ( buff ): Just keep it around 5% regeneration penality. E. Moribuns Animus ( buff ): I really have no idea with this one because I don't use it. 10. Items: 1. Weapon: Horns of the Forest God Even tho it has lower base damage than bull's eye, it has 2 Gold sockets. Adding a level 218 Jotun's Maw will give it + 92-92 damage and +56hp regen./sec. That will make it 409-540 ( at level 180 ). Better than any other bow in game. With a level 220 bow and 2 Jotun's Maw the resulted damage is insane: NOTE: This is a legendary item added by the CM patch. Therefore it will only drop on campaign bosses and only if you have CM Patch installed. Temporary replacements ( if you cant get the bow ) : 1. Silithar's Malice NOTE: This is a legendary item added by the CM patch. Therefore it will only drop on campaign bosses and only if you have CM Patch installed. 2. Bull's Eye 2. Armor : Mormorin's Garments of Mutation ( yes you need all the set ! ) The set is rare because its the best and its the best because it has tons of sockets. And you need that ton of sockets to survive. 1. Head: Mormorin's Battle Cry 2. Shoulders: Mormorin's Burden 3. Hands: Mormorin's Revenge 4. Chest: Mormorin's Cage 5. Skirt: Mormorin's Sash 6. Legs: Mormorin's Transition 7. Shoes: Mormorin's Stand Mormorin's Garments of Mutation full set bonus: NOTE: Mutation sets are added by the community patch. Therefore items will only drop if you have community patch installed. 3. Jewlery: Remnants of Galrung set ( special dryad set - "Glaurung was the first great evil dragon of Middle Earth, and although he lived before Dragons had wings and could fly, he sowed immense chaos and sorrow in the First Age. These pieces are his remnants." - quote ). Beside its own stats, the complete set gives you a big life leech. 1. First ring: Ring of Heartscales 2. Second ring: Ring of Tail Spikes 3. Third ring: Ring of Talons 4. First amulet: Left Eye of Glaurung 5. Second amulet: Right Eye of Glaurung 6. Shrunken head: Glaurung's Head Remnants of Glaurung full set bonus: NOTE: This set is added by the community patch. Therefore items will only drop if you have community patch installed. 4. Relics: Blessed/Sacred relics, KlaAtuVerAtaNikTuh set, KilthEmAl set. (Soon: relics explanation) Considering that Ancient Bark gives you much physical and poison armor: For eg: I have: +4500 physical armor. +3200 poison armor. In conjunction with Armor Lore, my base armor becomes from this: To this: Because of this you will only need Fire, Frost and Arcane relics, as such: 1. Relic of Fire: I dont encourage sacred relics because their secondary bonus is always Chance to find valuables. Blessed relics often have a bonus which will help you. Spell resistance or Max hitpoints are the best for this build in my oppinion. NOTE: Im not sure if you can find Max hitpoints on relics. I've seen Max hitpoints on sigils ( = relic sets ) but I dont remember if I ever saw any on normal relics. NOTE: Being a legendary item it will only drop upon killing campaign bosses. 2. Relic of Frost: 3. Relic of the Arcane: Another trait of Ancient Bark is that if you only need fire, frost and magic resistance, you have 9 free relic slots because you never have to switch your relics no mater what enemy you fight with. I suggest you fill those empty slots with relic sets. My recommandations are: 1. KlaAtuVerAtaNikTuh set ( 6 pieces ) : Kla: Atu: Ver: Ata: Nik: Tuh: KlaAtuVerAtaNikTuh full set bonus: 2. KilthEmAl set: Kilth: Em: Al: KilthEmAl full set bonus: In the end your full set items bonuses tab should look like this: 5. Socketed items: Jotun's Maw: Big damage, high regeneration. I have around 5-6 socketed. Dont place them on gold socket ( maybe only on the bow ). You need those for amulets. Dragon's Amulet: If you are playing Ancient Bark on a dryad you are literally like a tree. Well, actually more like an ent ( moving trees from the lord of the rings trilogy ). Ancient Bark gives a 20% fire sensivity. You dont fear ice because you have many winters on your back. You dont fear magic because magic runs through your roots. You dont fear psyhical damage ( if anyone tries to kick you they will break their legs ). You dont fear poison because you are healthy and lively. But you damn fear fire. If you dont have at least one/two ( I go with 2 ) Dragon Amulets socketed this is how you will end up: Kybele's Tear: Having around 4 Kybele's Tears socketed will give you >10.000 hp and around 150 stamina. Gruma's Talisman: I know this is hard to come by, but having 3 or more Gruma's Talisman on your gear can be a life saver. Also it gives a lot of chance to evade. NOTE: This is a legendary amulet added by the Community Patch. Therefore it will only drop on campaign bosses and only if you have Community Patch installed. Nyarlothptep's Creeping Madness: Helpful for chance to hit. Having 2 of those socketed will give you 60% opponent level for deathblow. Ring of Twines: Good damage over time reduction. You dont need more than one. Mormorin's Band Just because it has the same name as the armor set and I like matching equipment.. Still its a pretty good ring especially for synergy with Sinister Strike ( with attack value ) and Ancient Bark ( with defense value ). If you want a replacement you can try: Band of Dominion: Silala's Ring Big chance for critical hit. Big chance to disregard armor. Having this ring socketed and a Ravaged Impact around level 120 with silver modification Breach will give you ~100% chance to ignore enemy armor. NOTE: This is a legendary ring. Therefore it will only drop from slain campaign bosses. Silithar's Finger Hoop Big casting speed and fixed chance to hit. NOTE: Even tho this is a legendary item, it will not drop from campaign bosses. It is given as a quest reward for the quest Wild Twine ( click the quest name for link ). I suggest you only finish this quest on niobium only after you hit max. level. Having all those this is how my bonus overview looks like: NOTE: I have Ranged Weapons as my 10th skill, not Constitution because I rushed my gameplay. As long as nothing hits you , its ok like this. You just have to be really careful. 11. Combos, Combat Art slots and Tactics: If you dont know what combos are: Now for the combos themselves: - 1st Combat art slot: Combo #1: Ravaged Impact alone so it can benefit from reduced regeneration time. This will be the skill you will use on your casual walks around Ancaria. - 2nd Combat art slot: Combo #2: Acute Mind + Goldenglade Touch. Leave Acute Mind first in the combo so Golgenglade Touch benefits from reduced regeneration time ( fruther more if you have Easiness modification ) and reduced casting speed ( if you have Celerity modification on Acute Mind ). Big buff to intelligence, willpower, life regeneration, cast speed, regeneration time etc. Try to keep it active all the time. Can be a life saver. - 3rd Combat art slot: Combo #3: Dust Devil +Malicious Totem Malicious Totem can also be used alone just to lure enemies from ahead and get an idea about what's happening if you suspect there is something dangerous waiting for you. I recommand you use the whole combo tho' because Dust Devil gives many defense boosts. In combination with the Anxiety modification of Malicious Totem this combo can sometimes do wonders. - 4th Combat Art slot: Combo #4: Tangled Vine + Viperish Disease + Twisted Curse. Use this combo for bosses. Fast killing time. Usually gives you damage imunity since the boss is tangled in vines and can't reach you. You will want to leave it in this order. First you want to catch the boss you are fighting with in Tangled Vines so it can't move. Secondly you want to infect him with Viperish Disease BEFORE you curse him with Twisted Curse. The reason you want to do that is because Viperish Disease deals damage based on the opponents total and remaining hitpoints ( percent = % and NOT numerical value ). If you curse him before you infect him , Viperish Disease will deal less damage because Twisted Curse reduces opponents attributes ( including total life ). That is why you will want to leave Twisted Curse in the last place. - 5th Combat Art slot: Darting Assault. Use this especially when there are many enemies around. Change fast to it in case you are overwhelmed by a large number of enemies. Having Throwback modification can really save you. 12. Notes and tips based on my experience: Here I want to tell you about 3 things: 1. AVOID Fen Fires: Those tiny Barstewards! can give you a hard time if there are too many ( especially if you dont have constitution ). HOW TO DEAL WITH THEM: Cast Malicious Totem and be patient. Better safe than sorry. 2. Don't try to farm The White Griffin: Especially on Niob and Platinum. If he debuffs your Ancient Bark he can easily depelt your health. 3. Always, but ALWAYS move around and never stay in one place when around Temple Guardians in late game. Those fireballs they shoot can one shot you with no problem ( trust me, I lost a level 140 dryad to them ). THE BUILD IS FINISHED! Im currently testing out a necromancer Shadow Warrior so if everything goes well I'll post a build for that too when I reach around level 150. Remember, Dryads Rulez !
  24. Do u know why I cant place dragon's wrath in a combo?
  25. I could do that. If the spell token displays in the tooltip, I can change the text to anything I want (Happy Rainbow Power +X%). I was actually considering removing the attack speed debuff altogether. I think I overcompensated for how weak Twisted Torment was in the vanilla game. Then it won't be an issue. I too thought u overcompensated Twisted Torment as well as Black Curse. Twisted Curse is stronger than them together. So my suggestion for you is to remove stats reduction or attack speed and equal the two remainig and change the description in the spell's box ( opponent's movement speed and stats/attack speed -x% ). And this will fix both the effects not showing issue and the CA being over powered. IDK which is better.. if stats or attack. Because making stats equal to the reduced movement speed can overpower the CA. But by removing the stats reduction you will lose the black curse effect ( this was its only effect I think ). So its up to you. I think Sublime Guardian is underpowered. And while playing a little more on my HE im starting to think Thaumaturgic Nova is a little overpowered. Like at low levels ( currently tested only <50 ) I can instakill most common monsters, thus making Raging Nimbus and Meteor Shower pretty useless. I also have a different view on acute mind and Goldenglade touch in such a way: Firstly, I think this CA ( AM ) should be exclusively an attack temporary buff ( decreases the duration and impact of detrimental effects shouldn't be there ). I think this modification should swap places with Amity gold mod from GGT or somehow be included in GGT and not Acute mind. Secondly, the way ggt and acute mind are structured in your mod, they would blend perfectly in a combo. The only problem is the cooldown for acute mind. You should either made AM cooldown decrease per level like on GGT (1% cooldown decrease per level of CA without any modifications ) or make a cooldown modification. So from my point of view the modifications for Acute mind ( if you dont decide to include cooldown decrease per level in the CA original effects ) would look like this Bronze : Cooldown decrease ( 49.5%+0.5% per level ) vs additional regeneration time decreased Silver : Increase attack & cast speed ( 20% ) vs increase intelligence Gold : Increase duration ( 15 s ) vs increase intelligence or something else ( no idea right now.. I think 2 modifications for intelligence makes the CA over powered ). I think the gold modification for GGT and AM should be + 15s and original duration 40 s not 45 so you can build your spells in such a way that you have either a powerful but short timed spell with high regeneration time or a long duration spell with low regeneration time but not as powerful. My opinion is that you should be able to connect temporary buffs in combos and that their regeneration time and duration should be close to each other ( for eg. shadow warrior's Shivering Miasma, Killing spree and rousing command. all 3 have 45s duration and 75s cooldown or Seraphim's Dashing Alacrity and Divine Protection both Combat Arts with cooldown decreased mod - 99s regeneration and 92s duration , Inquisitor's Frenetic Fervor and Paralyzing dread - 60s/45s + Harbringer of Death and Zealous Doppelganger - 120s/90s ) and this is not possible for the dryad the way Combat Arts are now. Same thing for the dragon mage's Dragon's Wrath and Combat Trance ( only combat trance has a modification for cooldown reduction but still, at least you can keep them together in a combo if you dont pick that one so still better than the dryad - both 120 cooldown 90 duration at the beggining) so I could say only the dryad has this handicap. Again this is only IMO! Please do tell me if you find my feedback useful or not. If my ideas do not match yours, I'd be so so thankful if you could make an alternate version for the Twisted Curse and Acute Mind to match my description OR if you could provide me and others who are intrested some resources to modify small aspects of this mod to our taste. And just so you wont understand otherwise, I dont criticize your mod. Its awesome. I just have a slightly different vision of how few spells should be balanced.
×
×
  • Create New...
Please Sign In or Sign Up