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night drow

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    everquest
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    Wasnt named at birth
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  1. Spirited away 360 clan always looking for members http://spiritedaway360.webs.com/
  2. hmm on the 360 version there is only half yellow and almost half green bar on the blowpipe. If I add a lava crystal there is no change. Or if I add +to fire dmg % there is no change. Always yellow and green. So if I add a lava crystal the blowpipe would do physical, poison, and fire?
  3. On all of the blowpipes I have seen they all really have poison dmg. If I were to socket a lava crystal into a blowpipe with half of its dmg poison will the blowpipe now do both fire and poison dmg? Or will all of the physical and poison dmg be converted into the lava crystals percentage? So is it better to socket a blowpipe with poison and physical with a lava crystal? Or only on a physical dmg blowpipe? Or if I were to find a blowpipe with fire dmg would there be a point to socket a lava crystal into it at all? Im paying from the 360 version as well.
  4. I think its all projectiles... Except blowguns which are instant dmg.
  5. hmm. That kinda bites if you buff your pet up with gear and then put your regular gear on to fight, then the boss monster cancels your buffs....
  6. Absolutely trying to make a ranged inquisitor, but it is just stupid just sitting there forever trying to kill a silly weak bat that I can just one shot with a 2 handed sword. There is gonna be a line where I cant carry a melee weapon around to kill flyers anymore because I dont have the required melee weapon skill. Im guessing this is a no issue later in game when my inquisitor has a higher ranged skill. I hope
  7. Im glad I came across this post. I was thinking of making a voodoo dryad but for some reason I had the idea that voodoo was gimped. Im very interested in your builds. The pet seems like alot of fun. If I do take voodoo aspect I think I will be just using the pet mostly so I would really really like to know if lore or anything else raises dmg for the the pet in voodoo. I see that ca raises dmg for sure so im guessing eating alot of runes, getting +all to combat arts, and +to combat art to the moribund animus. So nothing else raises dmg? If so thats great ill just take voodoo focus and it will give me another skill spot opening.
  8. Im only at the beginning in the game elf country. Are there anymore bats in the game outside of the first part of the campaign? found it. yes thier onyl in elf country first part.
  9. any other monsters or human type enemys this happens with?
  10. I see now. The long bar has to have the ice color in it. Just curious how rare are built in ice damage swords at merchant with mid to high bargaining? Im playing Sacred 2 on the 360 so it maybe the same chance I guess. Ill search hard for the ice flash. One more thing. If I were to find iceflash at lower levels is there still a chance I will find it again at higher levels?
  11. With my highelf her fireball complete misses bats in caves, also when my inquisitor uses a pistol or energy stick he completely misses bats as well. Niether can kill bats in caves. I dont know about dryads. Is thier a bug with just bats that you cant kill them with certain weapons or skills? Because I would hate to get my highelf or ranged inquisitor high levels and couldnt even scratch again a certain monster with ranged, fireball because of buggy code or something. I mean really, I have to run away with my Inquisitor from a weak bat and return with a unskilled 2 handed sword to kill it. lol
  12. Nice change up there cthulhu. But you still didnt give any info on my question. Since your not taking any lore's with astute (I guess since you maybe taking the lore with nefarious now) did you eat alot of runes with astute? I just got the 360 version of Sacred 2 and interested in your Inquisitor build.
  13. Just need to know for my personal info. You say built in ice dmg on the sword to work with frosty breez. Would frosty brees work with a sword if I were to put a +%dmg to ice RING in a silver or gold socket and then ice crystal in the grey? Im guessing this wont work... If so I would like to know
  14. I offer thee some advice, but ultimately you need to decided for yourself how you wish to bend the dark side of the Force to your liking: - Bargaining works wonderfully on the Inquisitor; namely because he is no small lover of rings. You will quickly find out that most of his equipment tends to have silver sockets and very few gold or bronze sockets. And lest you haven't considered - take notice of the fact that he can wear 4 rings and one amulet. Plus, Bargaining lets you gain access to Lightsabers, and no Sith Lord is complete without his weapon of choice. - Likewise, blacksmithing goes well in hand with the above; you can make more use of amulets since you can now socket them into your silver modification slots. - Also, don't knock Alchemy. It's actually very useful at keeping yourself flexible. It's pretty nice to have the ability to give yourself various potion buffs when the need arises. Plus, being able to extend the duration of concentration potions is truly a wonderful benefit. - As the Inquisitor, you will enjoy having the fastest natural run speed in the game. Unless you go with Riding Mastery, at a certain point you will be able to run faster than while mounted on a spider (and even perhaps a horse). To accomplish this, you can either: A) Use the skill Frenetic Fervor and modify it to increase your run speed (the down side being that you will doom Frenetic Fervor to always have a low duration period.) B) Speed Lore; the easiest perhaps, and the most desierable in the case of you wanting to chose a skill that you will not be paying much attention. The down side of course is the fact that you could have chosen another skill. C) Using boots or other armor that increase your run speed (the downside being that the Inquisitor does not have very many set items that increase his run speed.) - Constitution is a highly advisable skill since the Inquisitor has a very low natural HP growth rate. - Ranged Weapons work surprisingly very well on the Inquisitor; this is in no small part due to the fact that he has a very high dexterity growth rate. But also most of his combat arts work from long range (with the exception of a couple, one being Mortifying Pillory). - Dual Wield is somewhat of the "default" choice as far as weapons go for the Inquisitor; this is recommended if you cannot make up your mind amongst all of the numerous one handed melee weapons in the game. - Two-Handed weapons (I.E. Big swords & Pole Arms) work very well on the Inquisitor too. Just make sure to keep away from dual wield if you're going down this road, and plan on picking a 2 handed weapon specialization early. Specialization in Sword Weapons or Pole Arms help you work on getting those slow 2 handed weapon speeds up to a sufficient level. And also keep in mind that the Inquisitor cannot use 2 handed maces or hammers. Those are SW weapons only. - Keep in mind that you can also take great advantage of the Inquisitor's buffs, in the event that you do not feel satisfied with his limited defensive capabilities, skill-wise. 1) You can modify Purifying Chastisement to give you damage mitigation via the Inure mod. 2) You can also give yourself a chance to reflect ANYTHING via the mods on Reverse Polarity (I've seen it get as high as 70%, I am not sure if it can hit 100%, but it is very beneficial!) I'll stop here... there's a lot I could say, but I don't want to make you think that the only way to play as an Inquisitor is via my play style. He's a surprisingly flexible character, despite his seeming dependency on Purifying Chastisement. Sorry for the nooby question. Did you use alot of runes for astute and nefarious underworld Combat Arts since you didnt take the Lore's?
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