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Nikarah

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Indium Shaman

Indium Shaman (4/20)

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  1. Good logic, but he specifically said "nor did anyone help me", meaning he didn't join another game. he could have done this using a seperate gamertag account with online access. actually now that I think of it you may not even need online access...you might be able to do this by back-and-forth joining using a guest account on your xbox to join a gold+ difficulty game from one of your main chars; leave the game, continue the campaign using the guest access account, then join using a second controller with your main account again (only a different character) then leave again and continue campaign... this is the method I used to get some of my newer chars access to all of the teleporters in the game each time they got to a new difficulty, but it might be able to be distorted for this purpose. I would have to check to see.
  2. gamertag= Nikarah level 127 seraphim level 51 seraphim level 40 high elf -shadow level 26 inquisitor level 15 dryad im on at different hours; usually either late morning-early afternoon or late-night (1-3AM or so) US central time. feel free to give me a message, if I dont respond right away give t a bit I have my prompts for messaging turned off so I dont get distratced while playing but I do check it every once in a while. I usually dont play with a mic since I have a 3 week old daughter who keeps my woman up most of the night and I'd rather not wake the critter up talking about video games if at all possible. however, I do own one, so if its necissary I'll use it.
  3. Come on then, explain how you did it! And pictures or video or it didn't happen. you obviously have found an exploit that allows you to do this. Just join my game send MOMdaMEATL0AF a friend request. Just look at the #1 on the leaderboards. I figured it out. on the x360 if you join an online CAMPAIGN GAME hosted by another person on a HIGHER DIFFICULTY than what you are currently playing and they complete any part of the main campaign then you can leave the game, and hit the "continue" option in the main menu, and you will start a campaign in that difficulty from the begining. it seems (so far) so also save your progress as you go. however, you cannot "create" this campaign game, so as far as I can tell it should be a private game. also, I'm fairly certain if you create a game (free world or whatever) you would not be able to use the continue button any longer since generally it will only contue the difficulty from which you last created a game and since you cannot create games (only continue them) on the newfound difficulty it would most likely then stop you from continuing after creating a new game on a difficulty you normally have access from and saving at least once. I am curious what happens if you beat the game using this; would it allow you to create a game on the next level up; effectively allowing you to skip difficulties? or would your progress be forsaken, some testing may be warranted. for those whom ive managed to confuse; take char A which only has access to bronze/silver. select "create game" select "quick match" look for a campaign game on (example) gold difficulty, join it. wait till they (or help them) complete 1 aspect of the main campaign quest. save the game leave the game in your main menu options instead of trying to create a game on gold difficulty (which you wont be able to do) hit "continue" and a gold campaign will start from the begining. what happens if you beat it now, I do not know. but so far as I can see so long as you dont use alower difficulty setting your progress will save and will be able to be continued. I imagine you would be able to regularly host platinum games and so forth once you beat it now on your newly accessible difficulty setting, but im not sure.
  4. ...those must be some ridiculously nice +skills/Combat Art rings/ammys. whats your bargain at? my highest chars level 127(which I plan on taking to 200); most +skills stuff I can see is +10, maybee +11, with 467 bargaining. same with +Combat Art arts. I suppose I need to tack some lvls on. my level 2 high elf has bargaining at level 535... my level 200 dryad is at 1136 I find the best things in the game. With my map revealed at 127% (with much more to go) it helps find better things I guess I underestimated % of map revealed's power; but how do you get over 100% out of curiosity? and can you bargain set/legendary items? or do those have to be from drops? mines only at about 43% or so but TBH I've put absolutly no additional time whatsoever into map exploration. but I suppose I'll have to go do that now. I do have aquestion for you though; whats your take on the imortance of deathblow? a lot of people on the forums seem to swear by it's ability to get you legendaries, ive recently socketed some switch-gear to get me to about 80% and honestly while the damage is massively improved (granted ive got no problem soloing bosses to begin with), ive so far yet to notice too great a droprate in items. still no legendary weapon/armor drops, though ive found a few legendary rings/ammys but those were found BEFORE I encorporated DB into my build, so my question is deathblow, truly important or not? and if its between deathblow and magic find which should take priority? I ask this because frankly, the amount of slots wasted for deathblow getting from 60% to 79% could be an extra 40-50% magic find. ive managed to up my bargaining some in the past coupple days to a bit over 500 and thats helped some with rings/ammys. im now commonly finding +11 stuff, also got myself a stacked ammy for +22. ill prolly do some leveling to 150 or so before I hit the bargaining runs again as the rounds ive done the past few days have eaten over 100million gp (granted I still have nearly a billion), that and I figure that way instead of constantly replacing all my sockets each time I find something a little better I can instead actually improve my setup in a larger way. usually I find stuff out myself through games just by way of playing them however, in sacred there doesnt seem to be anything in the game that shows the direct effect/importance of stuff like map exploration. if there is a way to see (percentage or stat-wise) its effect on your ability to get item drops/find better items via bargaining where is it displayed? cuz I cant find it for the life of me. edit sorry for all the questions; but few people actually post on these forums with any sort of regularity and even fewer really seem like they know what they're talking about.
  5. ...those must be some ridiculously nice +skills/Combat Art rings/ammys. whats your bargain at? my highest chars level 127(which I plan on taking to 200); most +skills stuff I can see is +10, maybee +11, with 467 bargaining. same with +Combat Art arts. I suppose I need to tack some lvls on.
  6. Good Gaming to ya! Stop back if you have anymore Q's come to think of it I may have a lower level one in my inventory, ill have to check. whats your gamertag incase I find one?
  7. I'm playing Silver on 360 (local "online" co-op, 2 people 1 screen, can trade) does that matter? Because every mob I see is a single arrow next to the 2 mini-bosses we came across. We get alot of drops, just nothing special. The other person I'm playing with seems to have gotten 3-4 set items (I've yet to get any). We are only level 31 (didn't find any good drops @ level 30). We havn't rushed through anything, doing every quest we see, and honestly, we havn't been doing the main quests yet because it wants to take us past cities we havn't been through. We just finished all the quests in the Sloeford Region and Thylysium town (working on the outlands now). Is there a special quest or point in the game we have to reach that the minimap shows these mobs? Cause honestly, I havn't came across anything that you guys are mentioning. Thanks Alot for the Help. every area in the game has champions while certain areas however, have more than others. from my own personal observations the orc regions, grunwald and wastelands have the most n terms of champions per map area. and you would have seen champions by now, even having only been as far as sloeford. they look just like the enemies that regularly inhabit the region you're currently in, only on the minimap display they look like 2 enemies very close together; a double arrow like so; >> they also give more experience than regular foes, and drop more items, not necissarily always better but law of probability states that in a chance based item drop system the more items that an enemy drops chances are the more likely it will drop something useful. as for your friend getting more set items thats just the luck of the draw.
  8. yes, you could get to level 200 using this build. however, honestly, and I dont intend to sound mean or critical in any way as there are hundreds of different builds with their own merrits; but there are some problems here. sword weapons a lot of people love; since it allows you to get the benefit of mods requiring sword skills/mastery. personally, I'd rather have another skill slot. besides, I think chosing sword skills, hafted weapons or whatever mitigates one of the main advantages of a dual wield build: you Combat Art use ANY 1 handed melee weapon type with the same proficiency as any other, since the added attack speed and attack value of the sword weapons skill WILL NOT STACK with the added attack speed and attack value of dual wield. the only advantage is the exclusive modifications. and frankly, I love being able to mix (for example) an officer's sabre with ker's sceptor without feeling that I'm losing something by not having a second sword. but this is entirely a personal opinion. chosing sword weapons by no means will cripple your build. as for the rest of the build, I will continue with (what I believe) may not necissarily be problems, but might be something you regret doing later on if not provided with the following information; first, we'll deal with speed lore. speed lore=wasted skill on a seraphim, plain and simple. now, on paper, when you're a beginner it looks great. it adds run speed, attack value and defense value; what could be bad. the answer to that is two fold. 1: speed ores attack and defense values are in fact NOT a flat number added on; they are a percentage added to the base AR/DV. the reason this isnt good is that the attack rating/defense value (AR/DV) this skill adds is NOT modified by battle-stance or any other gear, skill, or item that adds +XX% to attack rating or defense value. while they do still add attack rating and defense value, its just not as high of a number that would be required for it to be an ideal skill. 2: and this ones more important; the run speed on speed lore is a total waste. why? because you can EASILY reach the speed-cap on a seraphim without it using battle stance and some +run-speed items (particularly wings of revenge; a set item which add +50% to run speed at item level 230 and appx 25% at item level 100). combine this with dashing alacrity, and you're set to go. not to mention that +run speed is really only most useful for certain times when you're specifically trying to get your percentage of map explored up quickly; the rest of the time there are more than an adequate amount of teleporters around the map to get you where you need to be going without too much of a travel time. as for the question about remaining skills; yes, take exaulted warrior focus. for any melee seraphim; its mandatory. Period. the modification points it allows for battle-stance and pelting strikes are substantial. ad I do reccomend you use pelting strikes instead of your regular attack, it does significantly more damage and if modified propperly will give you a much higher chance for critical as well. now that thats out of the way. while combat reflexes is great for base evasion chance; where it really shines its it's chance against critical hit, which substantially lowers your chance of seeing your HP bar go down dramatically in one or two lucky hits form the enemy. that having been said; if its purely the evade you're looking for drop combat reflexes and get revered technology focus. this will allow modification points for warding energy, as well as for divine protection; along with increasing their level without penalty. that, and theres plenty of set items that have bronze slots which are ideal for using blacksmith arts and runes. and niob-difficulty runes in the celestial magic tree add (if I remeber correctly off the top of my head) +46.4% chance to evade. 2 or three of those and you're loking at a higher chance to evade han anything but a severely modified combat reflexes would provide; as due to diminishing returns it doesnt easily get above 60%. but again, the chance against critical hits is the more useful part of this skill. however, if its between combat reflexes and revered technology focus; take revered, for sure. furthermore; I, personally would shy away form combat discipline for a seraphim. before I even go here let me say this; do NOT use warding energy without concentration so you can run both this and battle stance. honestly, while it's added damage is helpful, its regen time doesnt help all that much for the same reason combat reflexes evade gets nullified; bronze sockets. add a few "enchance" blacksmith combat arts into these slots and you can easily be staring at 20 or 30% lower regen times (its -12% regen time and +4% critical at level 125, niob); with large amounts of added critical hits. and given youre penchant for what seems to be a defensive build, instead take warding energy lore. that would very easily more than double your shields' energy (damage absorbtion) and if you take the right modifications to divine protection/warding energy you will not see a lot of damage taken, I promise you that. see below: for modifications to divine prot I suggest: 1: dampen -increases dmg absorbtion 2: boost -decreases cooldown 100% MUST HAVE MODIFICATION 3: improved reflection -reflects ranged attacks while many people prefer the extra duration provided by capacity if you use the boost modification eventually the duration will exceed the cooldown time anyway, but the shield will absorb more damage. the main reason for getting the capacity modification is chain-casting it. at combat art level 34.2 with capacity the duration will exceed cooldown, it takes much longer without capacity. boost is a must have simply because not only does it reduce the cooldown by 50% +1% per combat art level; because of this divine protctions regen time actually goes DOWN with each level, while its duration goes UP. Do the math. improved reflection. wy not choose to reflect spells? well, because the spell reflect mod (improved mirror) is broken. it only BLOCKS spells. instead get the magic mirror mod for warding energy; that one does work. then you can have a chance to reflect both. for modifications to warding energy I suggest: 1: field force -higher energy=more dmg absorbtion before it falters 2: magic mirror -reflect spells 3: either -see below definetly, 100% get field force on either bronze or silver. heck, get both if you feel like it. personally, id rather have a chance to reflect spells than both. but divine protection with its improved reflection mod will already reflect ranged attacks so no reason to get that here unless you really just dont farm in caster laden areas at all and would rather have a boatload of ranged dmg reflect. the other option is to get field force for both bronze and silver modification levels, but if you do indeed decide to get warding energy lore, that may be overkill. as for the third modification level; it depends on you. personally I went with block in my newest build (a dual wield pelting strikes seraphim), and ive managed my gear so that my pelting strikes has a regen time of not more than 5 seconds, ever, with plenty of regen per hit, so I really dont have to worry about the regen time penalty added by warding energy. however, for most people resource would most likely be more appropriate to avoid killing your other Combat Arts regen times, but as I said it depends on you. I would however not make a decision untill at least level 65 or above, since your regen times tend to fluctuate a lot at lower lvls as you manage the balance between regen time and killing power. after level 65 or so (for me at least) I find that it stabilizes substantially. as for toughness; get it. 100% get it. its very, very useful. HOWEVER DO NOT PUT POINTS INTO IT AFTER YOU GET IT. why? because it gives you the same damage mitigation with or without added points. if you get mastery of tough ness (level 75) it will give you the SAME damage mitigation as getting level 75 from +skills items. read that one more time if you get mastery of tough ness (level 75) it will give you the SAME damage mitigation as getting level 75 from +skills items. this means that even 1 point put into it, is wasted, especially since at about level 180-200+ its diminishing returns are such that it will only give +1 armor to all types and +.1% dmg mitigation roughly once every 3-4 lvls. your skillpoints would be FAR better served getting constitution to level 199 (IMO this is a must do since it has no downsides to being pumped up like hanz und frank). anyway, that is all. sorry about the copy of ivanhoe I just slapped this forum with, but I felt you deserved access to the info.
  9. 127 seraphim and I'd happily trade +skills items if you by any chance have wings of the seraish well my main dryad who I built for bargaining for the epic +15 rings n ammys is level 72 with over 20k kills and around 57hours of play time my other dryad is level 38 with only 4 hours of play time and no idea on kills... my level 200 dryad has bargaining at level 1144, and my experience gear is now 505.8% map revealed 115.9% (Visibility 742.5%) enemies defeated 860,000 (Im gonna be the first to get 1,000,000) my total experience for my kills is around 3.6 billion chance to find valuables gear 404.8% total time played 250 hours or so my new Shadow Warrior is level 171 with 0 kills total time played 11 hours also I have another dryad level 191 with 150000 kills, about 69 hours of play edit; I got to a million baby! question; how is this even possible? and what is the "VD exploit" people talk about? (im not a fan of using bugs/exploits, im just curious about the reference).
  10. Nikarah level 125 seraphim by the same name; I usually play mornings (9:00-12:00pm)/late night (not as often but generally 1:00am-2:00 AM) us central time. also have a level 44 seraphim, and a bunch of other low level chars which I plan to develope.
  11. you misunderstood what the game was trying to communicate. what the game is tryibng to present is quite misleading. example: if you socket an item with a +25% to physical damage ring, and then use whet at (for the sake of argument 10%) 10% it will display as follows: Physical +35% ice +10% fire +10% magic +10% poison +10% this does NOT mean you are getting +75% damage. what this means is you are getting +10% damage to ALL DAMAGE TYPES; but an additional +25% to physical damage. the game displays it seperatly so that you can make an easier distinction between what damage mods the game is giving you. furthermore; lets say you have that +35% physical damage but(for the sake of argument), you do no base physical damage; then you are getting +35% of zero, which as we all learned in first grade math class=zero. as in zero bonus damage. so, when you modify a weapon with +damage to a specific element be sure its one you actually have. so why then would anyone use a +XX% dmg mod to a specific type instead of + XX% to all dmg (which is what whet and or any white %modified ring/item may be), well the answer to that is that 9 times ot of ten for an equal-level item the dmg type speficit modifier will add a higher percentage; which is important if ou are trying to achieve maximum damage potential for a particular damage type. this having been said; I GREATLY advise socketing (for example) 35-35 dmg items instead. there are rings of all ranges damage wise; form 2-2 to considerably higher in the mid 100s range to 200s range. these items add a MASSIVE amount of damage to the BASE DAMAGE of the weapon or armor piece in which they are socketed; and as a result are affected by ALL DAMAGE MULTIPLIERS; including battle stance, +XX% dmg mods, Combat Art-based dmg inreases, etc. this means that, for example at level 100 a XX-XX base dmg ring can very often yield you an additional 1,000 dmg a +dmg % ring even as high as 30% will generally have troubble issuing you more than 3 or 4 hundred. furthermore; while XX-XX dmg base rings may do physical dmg that physical dmg is modified by the damage modification conversion item (ie poison fang, chunk of lava, magic pearl, etc), so you will in most cases also do more specific dmg type than using a +XX% modifier for said particular element.
  12. a couple times ive come nervously close. the first was probably the golem boss when I entered platinum at level 42 (I fought him 6 levels later), which proved kinda difficult using gear rarely above level 50. however, not too long after I was able to finally use the level 65 holy protection armor which made the middle part of platinum fairly easy in comparison. the next time was against the final nameless at the end of platinum which I fought at level 67; he hit me twice back to back and probably had me within 50 HP of death but I landed a quick divine protection to save myself. the best armor piece I had at the time was still my level 65 (gold mode) holy protection (which I was unable to replace with better gear until level 102 when I finally found a level 125 holy protection), so when I fought the nameless I literally had one hand focusing on bracing the controller and just holding down the attack key, while the other hand potion-spammed. when I got to niob the drops were at least level 100+ and at the time I could only use gear up to about level 80 or so. so for a while I just went back to platinum ad gained some levels and improved my gear substantially before giving niob a try again. when I finally did at level 95 it was easy going. as for my gear; ive been using holy protection since level 58, I believe. at the time most of my gear was niokastes. my primary item loadout was holy protection armor, niokastes helmet, sash, shoulders, gloves, greaves, boots and wings with wristguards of the celestial being an armor I used up until I aquired wristguards of dusk in the mid 70's. this gave me a considerable boost to exaulted focus/aspect for good dmg and regen times. and I didnt replace this item loadout entrely until about level 90 when I finally had enough gear form other sets at apropriate levels to scale back niokastes to 3 pieces without suffering too much of a damage penalty. edit: im currently working on another seraphim; whose build I've nicknamed "the deathdealer" its a char I plan on taking to niob as a "purist char" no farming, no bargaining, no trading, no inhereting gear, no xp farming; nadda. just plain doing the storyline and seeing if I can make it with no deaths. should be very, very difficult; the build doesnt even possess bargaining or enchanced perception, the idea behind this madness of pure solidarity is to test the overall function of a build I have put A LOT of time into revising and revamping. the idea was to take my prevously mentioned build; suck out all the "frills skills" and substitute them with pure combat effectiveness. bargaining, EP are gone in favor of concentration and warding energy lore. I know rev tech as far as offensive capabilities goes will suffer without rev tech lore, but I feel the ability to get celest magic modification points+use cleansing brilliance modified to reduce attack speed will more than make up for this deficit (and I believe given the restraints ill be providing myself I'll need all the defesive assistance I can get). I still MIGHT sub ward energy lore for rev tech lore; but I wont find that out till she hits level 65, as that will be the last skill slot I use. but, that would be a massive sacrifice as once I get to niob ill be quite glad to see energy fields at 10k dmg absorbtion instead of much, much lower.
  13. Good luck. If you like to find new ways to make a game harder. this is def one of them. level 124, beaten niob, 0 deaths (without any resets). my third seraphim overall (1st one abandoned at level 11, second at level 18; discovered that riding and speed lore=useless to me). pretty strait forward build; (in oreder of skills learned) tactics -maxed stays at 75 dual -maxed (I didnt take thrust on pelting; and instead maxed his for the double hit) exaulted warrior -maxed will get to 125 for all mod points armor lore -maxed rev tech -31 points (6 mod points divine prot/nova) celest mag -11 points (3 mod points all hallowed; for party heal not DoT as I didnt know DoT HR=rigged at the time otherwise I woulda taken to make my life easier ^^) constitution -maxed; will take to level 199 enahanced -5 bargaining -5 toughness -30 I foolshly dumped 30 points into this before figuring out it does the EXACT SAME DAMAGE MITIGATION with or WITHOUT mastery. I began to suspect this at level 25 and did some experimentation (ie switching all skills gear/comparing pre/post level 75 with the skill table for pre/post mastery on sacred wiki...exact same DM percentages, maybee a bug?) 100 left over points which im not sure where I will dump. (prob EP/Bar though I have no real problems gear wise atm) gear: helmet of the sereish divine protection shoulders of the sereish wristguards of dusk niokaste's gloves niokaste's sash sofias protection niokaste's boots edijians wings (sp?) -will be replaced by wings of seraish as soon as I find some so far ive traded/inherited no gear. with the current gear setup as a base theres good DM, armor, and plenty of sockets. I use most of the bronze sockets for hallowed restoration; so my evades at over 300% in conjunction with sofias protection. the ones I dont use for hallowed I either use for anneal or enhance from blacksmith. this keeps my level 99.8 pelting strikes at between 2 sec and 2.3 sec depending on if I switch my gear for +xp or +find sckets. 2 of my gold sockets are for tanits collar and darwinas circlet; which increaes my DM by 6% between the two, with added evade and armor lore. I use 1 silver socket for a +60hp leech/1.5sec regen ring, another for a +64 hp leech/+17% chance to find ring; and the rest are for +skills and whatever mods I deem necissary. (usually skills/+exaulted aspect.) for weapons my primary are ice flash/ker's sceptor or flame smiter/ker's sceptor. my offhands are dual ysandrifa's law with +skills (for shopping). regularly im at 300ife leech, 26,000 hp, 17,000 damage, 24,000 armor, appx 40% DM, 60% find, 32% xp and +appx 200 all skills. if I switch gear ive gotten near 200% find or appx 400 bargaining (from level 5) depending on what im doing.
  14. off the top of my head I have both the diablical chestplate and testats; around lvls 120-150. I may have a few others as well. I also maybee have some of the rings you need, ill have to check. all I'd want in return is wings of the seraish level 100-170(if you have them); preferably in the 150 range but if I have to accept lower I will.
  15. im in pretty good need of these, preferably around level 150 though I will accept lower. I have a lot of set items across all classes, especially seraphim (jst missing this one). I also have many, many weapons/shields and over 600 million gold, pm me with what you'd like in return. game tag: nikarah
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