Woody 24 Posted June 16, 2010 Author Share Posted June 16, 2010 (edited) As Claudius said, mod Fiery Ember first, at least to increase damage, then mod Charged Grid - use these 2 CAs separately, because of the regen time at low level. You can also do like Spunky, it also work. You can play melee first if you want, but this build is not meant for melee. ^^ Edited June 16, 2010 by Woody Link to comment
BeaverusIV 0 Posted June 16, 2010 Share Posted June 16, 2010 Yeah, I tried & died; level 6. Currently level 13 sticking to the program, hopefully this one'll make it Link to comment
Etherian 76 Posted June 16, 2010 Share Posted June 16, 2010 Bravo Woody! All my weeks of begging you for this build has finally made you crack Thank for publishing. I wanted to say that there has been a shortage of published builds for Ice and Blood lately, and I'm sure the community is curious as to what's toeing the line these day. You did good here with the formatting, organization...all it's missing is a complimentary poutine for all readers. Nice work. gogo gogo, this build write up fits the bill for our previous conversation about pinned Ice and Blood build guides in the public build library? Hi, I am new to this forum. Welcome to the FDM. Enjoy your time here with the family! I remain, Etherian Link to comment
Oddi 0 Posted July 14, 2010 Share Posted July 14, 2010 Great Guide Woody! Thats the way to do it! But one Question: Full set bonus : +xx% Visibility Range.Visibility range have a powerfull hidden bonus : it spawns more ennemies everywhere you go ! For Area of Effect chars it helps a lot for fast lvling. Is this right?! Do you have any kind of evidence or is this more an impression of you? Link to comment
Ryanrocker 200 Posted July 14, 2010 Share Posted July 14, 2010 Heya, there was a topic about your question HERE Link to comment
randomP 0 Posted July 27, 2010 Share Posted July 27, 2010 Hello all, I am a relatively new Sacred 2 Blood and Ice player, so I have a few questions for this build: 1. How many runes to use for each CA? For example, Fiery Ember / Icy evanescence, should I use just 1 rune? 2. What weapons to use? Staffs, pistols, swords? 3. What would be the general gameplay? I mean it works as a caster, or did I understand it wrong? Please excuse my ignorance, I am new at this. Thanks. Link to comment
Grumpy Old Wizard 0 Posted July 27, 2010 Share Posted July 27, 2010 (edited) Hello all, I am a relatively new Sacred 2 Blood and Ice player, so I have a few questions for this build: 1. How many runes to use for each CA? For example, Fiery Ember / Icy evanescence, should I use just 1 rune? 2. What weapons to use? Staffs, pistols, swords? 3. What would be the general gameplay? I mean it works as a caster, or did I understand it wrong? Please excuse my ignorance, I am new at this. Thanks. Welcome to Sacred 2 and Dark Matters. If this is your first character you will want to move blacksmith and bargaining towards the front of the build. 1. Just 1 rune each, at least for a very long time. Use +skill/+CA jewelry to boost your Combart Art and skill levels. 2. Any weapon that gives you mods that you need/slots to put stuff in. There are some good uniques for this. Good mods are lower regeneration, +CA level, +%fire damage, ect. Early on you'll socket runes and +%fire or +%damage jewelry. Oh, and blacksmith arts. 3. Yes, it is a caster build. Cast your fire ember spell and then your charged grid if necessary, as an example. You can also add primal mutation in a combo with each of your area effect spells and have deathly spears in combo with primal mutation to cast while your area effect spells are active. Edited July 27, 2010 by Grumpy Old Wizard Link to comment
randomP 0 Posted July 30, 2010 Share Posted July 30, 2010 Thank you for the reply! So, correct if I am wrong: I use primarily Fiery Ember than Deathly Spears / Charged Grid to finish off mobs. I also use socketed several lava chunks for conversion to fire, and some rings for +% fire damage. This works perfectly with mobs. The few bosses I have encountered however are very hard: I can't seem to damage neither the White Griffin not the Kobold Chieftain. For bosses I use FE than Jolting Touch, Archimedes Beam, Deathly Spears. Can make enough damage though. Any suggestions for boss fighting using this build? Thank you. Link to comment
QuietKiller 0 Posted November 6, 2010 Share Posted November 6, 2010 Magnific build. Always I thinked TG are very weak char, I been in big mistake ! I maked TG step by step Woody maked, now I have 30 level and hm, its very nice masskiller. Only for bosses suck, but thats utility TG not BossRunner ya? Link to comment
QuietKiller 0 Posted December 13, 2010 Share Posted December 13, 2010 Woody why you dont write any information about death blow? if I I'm good informed death blow works perfectly for Area of Effect TG. But maybe not? I test it and I edit that post. PS great job with guide Link to comment
Spunky 16 Posted December 13, 2010 Share Posted December 13, 2010 No it doesn't, death blow only works with weapon based Combat Arts in Ice and Blood. Link to comment
QuietKiller 0 Posted December 13, 2010 Share Posted December 13, 2010 Damn, Spunky you are fastest I wanted edit my post. Sorry, my mistake. Death Blow works only for all Combat Arts in 2.43. Link to comment
Dobster 39 Posted January 7, 2011 Share Posted January 7, 2011 Hiya Woody I finally got around to making one of these TG's following your excellent guide. Is there an order you would recommened taking the masteries? Damage first and armour later, or vice-versa? Thanks, Dobs Link to comment
Woody 24 Posted January 7, 2011 Author Share Posted January 7, 2011 Hiya Woody I finally got around to making one of these TG's following your excellent guide. Is there an order you would recommened taking the masteries? Damage first and armour later, or vice-versa? Thanks, Dobs Hey Hey Dobster I recommend to master skills in this order : 1st - Source Warden Lore 2nd - Bargaining 3rd - Warding energy Lore 4th - Source warden Focus 5th - Toughness 6th - Devout guardian Focus 7th - Armor Lore 8th - Combat Discipline 9th - Blacksmith 10th - Combat Reflexes Link to comment
Dobster 39 Posted January 7, 2011 Share Posted January 7, 2011 Thanks Woody. One more little question, if you take concentration instead of CR, would you still master it last? I'm not sure how useful the third buff would be in the earlier levels so maybe it could wait till the last. Link to comment
Woody 24 Posted January 7, 2011 Author Share Posted January 7, 2011 Thanks Woody. One more little question, if you take concentration instead of CR, would you still master it last? I'm not sure how useful the third buff would be in the earlier levels so maybe it could wait till the last. 1st buff : can reflect spells 2nd buff : can reflect melee + add defense 3rd buff : can block ranged attacks I'll say, it's better to don't pick concentration, as the melee reflect value from battle aura is much more better as a semi-buff. Blocking ranged is not really usefull too, as not a lot of ennemies do ranged attacks. (and most of the ranged attacks don't do a lot of damage ) Last point, if you don't add two buffs, you'll not have more regen penalities to your CAs. Link to comment
Dobster 39 Posted January 7, 2011 Share Posted January 7, 2011 Oh dear, too late I'm not a fan of re-casting buffs anyway, it's one of the more annoying things that S1 had. It's probably best to master Concentration last then or maybe not bother to master it at all. Energy shield and battle aura would probaly be good enough on there own. Link to comment
obie191970 0 Posted January 12, 2011 Share Posted January 12, 2011 Good build Woody. Unfortunately, I'm on consoles so Blacksmith is out and I already have a couple of shoppers so I don't really want to take Bargaining. This allows me to take both CR and Concentration. Now, I have one skill left - I'm torn between Constitution and Spell Resistance, but I've never used Damage Lore on a build either, so maybe that is worth the last slot with Fiery Ember and Icy Evanescence as your main Combat Arts. Any thoughts? Link to comment
Woody 24 Posted January 13, 2011 Author Share Posted January 13, 2011 As I don't really know how energy-shield works on console, I'll say yes, for constitution. Link to comment
lujate 572 Posted January 13, 2011 Share Posted January 13, 2011 As I don't really know how energy-shield works on console, I'll say yes, for constitution. AFAIK, the only issue with energy shields on the console version is the missing energy indicator. (Based on my Seraphim experience) Link to comment
Wolf Gardian 0 Posted April 18, 2011 Share Posted April 18, 2011 Im not a big fan of recasting buff either. Does the difference between permanent and re-cast battle aura melee reflection that big? Link to comment
Watchmaker 8 Posted August 28, 2018 Share Posted August 28, 2018 (edited) It seems like very good build for establishing several shopping characters. TG can use Ancient Magic after patch so something has to go... I would say Combat reflexes? By the way is one blacksmith character enough (highest level shopper + blacksmith skill) or do I need several spread across levels like shoppers? Edited August 28, 2018 by Watchmaker 1 Link to comment
gogoblender 3,042 Posted August 29, 2018 Share Posted August 29, 2018 8 hours ago, Watchmaker said: It seems like very good build for establishing several shopping characters. TG can use Ancient Magic after patch so something has to go... I would say Combat reflexes? By the way is one blacksmith character enough (highest level shopper + blacksmith skill) or do I need several spread across levels like shoppers? Hi Watchmaker Great seeing you on the boards her with the Sacred community at DarkMatters I remember when the community/clan here was helping to build our network in HC, and yah... there were TG's spread out across the levels so you can just, within level, have your shopping or smithing done, and continue on. Was a cool community effort at the time Have fun here with the game and welcome! gogo Link to comment
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