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Shadow Warrior Astral Lord - Ranged


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It's been awhile since I've picked up Sacred 2 and I'm rediscovering the finer greatness of Sacred 2 again! With the following build I'm planning on no doubt a standard idea these days of a SV/GR/RE build variance with some Ranged thrown in to not make it too boring. I'll only spec out up to 75 at this point as it's a concept that I'll be putting in to practice and I'll see how he fairs around that level.

 

Skill & Points by level 75:

Astral Lord Focus 50

Malevolent Champion Focus 50

Tactics Lore 28

Ranged Weapons 30

Armor Lore 30

Astral Lord Lore 30

Concentration 1

Constitution 75

Combat Reflexes 1

Spell Resistance 1

 

The plan is to pick up the 4 skellies early by grabbing the first 2 mods, then move onto 3xmods in SV to get perma invis. In addition to this grabbing 2xmods in Frenzy and then 3xmods on RE. So by level 25 I'll be perma invis with 4 skellies out and RE up as well. I'll ease in TL & R to 5 points early and then push them harder as I get around level 50.

 

It should be interesting to see how well I can balance some nice range dmg and keep the SV/GR/RE build working well.

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I agree with the spread between lores as combat arts can be raised using +CA. Tactics lore is a wise choice to raise next. I don't understand why to raise ranged lore. I guess for the attack speed. I always have problems moving the button fast enough to target the enemies with ranged even at maxed speed. Still your choices seem sound.

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I don't find switching targets to bad (I had a precursory build to this without the ranged), you see the first mob you want to target and then hold right click and hold left click, then move the mouse to the next mob you can see before the first is down. You can get the confusion with your skellies also being in amongst the crowd but I think in general you hardly have to reclick the mouse. I can see this working without Ranged in there but I do also like seeing lots of engery blasts firing off so I wanted to see how it faired. Also it'll make a difference on supporting the skellies with boss mobs, at least thats the idea :)

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I can't argue with that. Its nice having you as part of the community. The bright side is that you can start anew with a new design if you find something else.

Edited by claudius
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I have a question - can you fire a ranged weapon without deactivating Shadow Veil? I guess you can since your build seems to assume so.

 

That's something I didn't know.

 

Also, doesn't that loud, white noise sound effect get on your nerves if you leave Shadow Veil on all the time? I'm not terribly fond of seeing the world in black, blue and white all the time, either.

 

I usually develop Shadow Veil for bosses and for when I want to move around the map without being harrassed, but I turn it off for regular play. Also, I know this has been said before, but SV is so strong, I think it makes the game boring. Being omnipotent and invulnerable gets old after awhile. ;)

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I have a question - can you fire a ranged weapon without deactivating Shadow Veil? I guess you can since your build seems to assume so.

 

That's something I didn't know.

 

Yes you can! As long as you use a weapon-based combat art and a right-click.

 

Consolers just need to be careful that their CA is not "recharging" when they press the CA button (which initiates a "normal" attack).

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I have a question - can you fire a ranged weapon without deactivating Shadow Veil? I guess you can since your build seems to assume so.

 

That's something I didn't know.

 

Yes you can! As long as you use a weapon-based combat art and a right-click.

 

Consolers just need to be careful that their CA is not "recharging" when they press the CA button (which initiates a "normal" attack).

 

Ah, but then that means that a left-click attack will still turn off the Veil, right?

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Yes I've found this quite a difficult balance and I'm actually abandoning this design. As has been highlighted SV turns off on standard attack, so that means you don't really need Ranged in the build. Also the balancing act between sinking enough runes for the skeletal warriors to be effective and maintaining a decent cool down on the Combat Arts is too counter productive and you end up with quite a weak build. You are better off imo either going for a pure ranged build with just RE, or SV & NA build. SV/NA as over powered as it is, is a little too dull for me, so I'm trying out a new Ranged build now.

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