Popular Post Marijan 2 Posted September 25, 2013 Popular Post Share Posted September 25, 2013 (edited) I.) Introduction Hello fellows, I recently got my own copy of Sacred 2 Gold by purchasing the Deep Silver Humble Bundle. I enjoyed the first one very much, but the infamous bugs of the second one turned me off from buying it. I hope a majority of those bugs is fixed by now and intend to create a Seraphim as my first character, because she is a familiar face from the first game and apparentally good for beginners. I have a lot of questions nevertheless and would highly appreciate to get some answers. Constructive criticism and your opinions of the build I intend to use, which I am about to introduce to you, is appreciated as well. If you are a newbie, like I am, and happen to stumble across this thread - feel free to use my thoughts as food for your own. Keep in mind though, that my Seraphim is a "Softcore"-character, which means that Hardcore mode is disabled, and that I am playing on PC, but without Community Patch. II.) Foundation / Equipment I decided to construct my build around Endijian's Artifacts, since it complements the build I had in mind anyway and because the visuals of my character are kind of important to me, since I do not want to stare at something I genuinely dislike for hours, like this for example - or any of those armor sets, which suggest that a thong is sufficient protection against hordes of undead creatures. Furthermore I want to utilize either the unique Pole Arm, Endijian's Javelin, the BeeEffGee or this common shield, because they visually complement the armor very well. Since Pole Arms, Shields and Ranged Weapons do not go well together, I have to make a choice, if I do not want to cripple my own character by combining different spezialisations. I would like to be as effective at level 200 as possible by using the chosen equipment, but in order to make a choice I will need some help, especially regarding the effect of the BeeEffGee-Buff on other weapons. I am going to explain the build, which I intend to use, to you in detail, because which weapons suit you the best is obviously dependent of the build you are using. III.) Skills I am going to list the Skills, that I intend to choose and give brief explanations why. The order does not represent the order in which I will choose those Skills, since I am going to figure that out by myself and I do not need any help with that. Many of those Skills are variable though and I would like to hear your opinions about my choices, especially regarding the Defensive Skills. I want to utilize the Revered Technology and Exalted Warrior Aspects, to maximize the potential of Endijian's Artifacts. I did not list those skills, which are obviously pointless for my build, coloured the "-" of the ones I consider as some kind of must-haves green and the ones of those, which I actually have no interest in, because I consider them less useful than others, in red, but feel free to prove me wrong. The ones without any specific colour are the variable ones and any advice on which ones to pick is highly appreciated. I always added the amount of points I will put in a specific skill, if I choose it. I appreciate any kind of feedback on those numbers as well. 1.) Combat Art Skills: Concentration - 75 hard points to be able to use a third buff (Battle Stance, BeeEffGee and Warding Energy). In case of a "Pole Arm"-Seraphim maybe only 1 hard point, depending on the effectiveness of BeeEffGee in combination with Pole Arms, but since Endijian's Artifacts provide a huge bonus to the BeeEffGee, not reading at least a single rune in there would be kind of a waste. Exalted Warrior Focus - 75 hard points, so we can read more runes into Battle Stance, Soul Hammer and Dashing Alacrity. Revered Technology Focus - 75 hard points, since we will be utilizing many Combat Skills of this aspect. Revered Technology Lore - Keeping it at character level or at least put 75 hard points in it, in case of a "BeeEffGee"-Seraphim, otherwise none or 75 hard points as most, if you intend to use mainly Archangel's Wrath and to utilize the small bonus of Endijian's Visor. Combat Discipline - 75 hard points, if you are using your Combat Arts in Combos a lot, but I usually do not. 2.) Offensive Skills: Tactics Lore - 75 hard points at least for any build. Keep it at character level if you are using other weapons than the BeeEffGee. If you want to use the BeeEffGee, you should keep Revered Technology Lore at your character level instead, although I don't know if the diminishing returns would not make it more effective to distribute your Skill points between those two skills, which synergize with each other really well. Ranged Weapons - 1 hard point if you intend to use the "BeeEffGee" as weapon, to utilize its bonus, and 75 hard points if you intend to use other Ranged Weapons instead. A "Pole Arm"-Seraphim obviously does not invest any points in this Combat Art Skill. Pole Arms - 75 hard points if you are mainly using Pole Arms, otherwise none, although Endijian's Javelin has Warding Energy Lore as modifier, since you will definetely want to use other Pole Arms occasionally. Speed Lore - 1 point or more if you feel the need to increase your Attack Value, although I doubt that will be necessary. The other Skills and Combat Arts, especially Battle Stance, increase our Attack value sufficiently, we gain run speed, which is not that important anyway, through Dashing Alacrity, and while the increased Defense Value is good to have, it is much worse than what an additional Defense Skill offers. Damage Lore - 75 hard points. I think that this Skill might be completely useless against common enemies, since you should be able to kill them with a single or a couple of blows and there will not be enough time for those Damage Type Effects to make a difference. They might be really handy against bosses though. 3.) Defensive Skills: Armor Lore - 75 hard points, regardless of your build. Constitution - 75 hard points, regardless of your build. Toughness - 75 hard points, regardless of your build. Combat Reflexes - 75 hard points, regardless of your build. Warding Energy Lore - 75 hard points if you are relying on your shields, which might be the case for "Pole Arm"-Seraphims, especially since you need this to unlock Item Modifiers on Endijian's Javelin and to utilize the "+Max. shield energy"-Modifier. Since I will most likely master concentration, I will probably use both, Warding Energy and Divine Protection, which are improved by Endijian's Artifacts, regardless of my weapon choice, so this Skill might be worth it, but I am not sure about this. Shield Lore - 75 hard points, if you choose to mainly use a one-handed Ranged Weapon in combination with a shield. Spell Resistance - 75 hard points, regardless of your build. 4.) General Skills: Enhanced Perception - 75 hard points at least or keeping it at character level, if you choose it, but I dislike crippling my character for better loot. Riding - 75 hard points, if you are going to use your Mount in and out of combat a majority of the time - but I will not. Alchemy - 75 hard points, since it allows the use of Trophies. You might want to consider it, if you see yourself using a lot of potions, but they usually pile up in my inventory in my case and Warding Energy Lore already allows me to use some trophies. Bargaining - keep it as high as possible, if your character is supposed to be your "Shopper". I dislike the idea of a Seraphim-"Shopper" though, because the Temple Guardian seems to be more useful as supporting character, because he can use Blacksmithing as well. IV.) Attributes Strength - If you are using Pole Arms, you might want to put all of your points in here, to further increase your damage. Stamina - Invest points in if you feel the need to decrease the regeneration time of your Combat Arts, which might be the case, if you want to read many runes in, despite using 3 Buffs. I am curious, if this or simply investing straight into Strength/Dexterity yields greater results with my build, in terms of dealing damage. Vitality - "Hardcore"-characters might want to invest all of their Attribute points in here. Otherwise you might want to invest some points in the beginning and be done with it. Dexterity - "BeeEffGee"- or "Ranged Weapon"-Seraphim should want to invest points in Dexterity to increase their damage. Intelligence - No point in investing any points in here with my build. Willpower - Just seems inferior and less useful than other Attributes. V.) Combat Arts 1.) Revered Technology Archangel's Wrath Great secondary attack, especially for "BeeEffGee"-Seraphims, because it converts its damage to fire, as well as a useful ranged attack for Pole Arm users. Seraphims which use other Ranged Weapons than the BeeEffGee benefit less from this Combat Art, but it is still great for hitting as many targets as fast as possible to trigger "On-Hit-Effects". Therefore I would always choose "Salvo"- and "Explosive"-Modifications. As Gold-Modifications I prefer "Vulnerable", but that is up to you. BeeEffGee Amazing Ranged Weapon, which eliminates the need to upgrade your weapons, if you are mainly using this one. You can keep it above the actual maximum level of items you can use as well, which makes it really powerful - until it hits its level cap of 200. I do not know, if the BeeEffGee still outclasses common weapons with both "Enhancement"-modifications or if using another Ranged Weapon, which will also benefit from the passive buffs of the BeeEffGee, is preferably and would highly appreciate some clarification about this and which of those buffs affect melee weapons as well (because the bonus to Ranged Weapons for example obviously does not). If the BeeEffGee is just used for its buff, I would recommend taking the "Battery"-Modification twice, if the "Enhancement"-Modification does not affect other weapons. "Penetrate" seems to be the better Gold-Modification, since I do not worry about my chance to hit. Warding Energy I prefer to take the "Field Force"-Modification twice, because it applies to all enemies, instead of only specific ones, especially to the most common ones use mainly melee attacks. As Gold-Modification I would choose "Resource", except for characters which have Revered Technology Lore mastered, then I would choose differently, because it improves "Block". Divine Protection The Modifications of this Combat Art highly depend on how you intend to use it - as an emergency shield for critical situations, which will save your life if Warding Energy is depleted, or as a buff that you want to keep up as long as possible, like Dashing Alacrity. I prefer the first option, because I read multiple report about bugs regarding the interaction of Divine Protection and Warding Energy and do not know if they are fixed yet (anyone has more information about this?). So I will play it save by only using it when Warding Energy is depleted anyway and would therefore go with "Dampen" and "Uplifted Force". The last one seems to be personal preference, but "Improved Mirror" sounds more useful to me, because Spells tend to be more dangerous than projectiles. Flaring Nova It will be mainly used for "crowd control", instead of dealing damage. Therefore I would recommend for "Pole Arm"-Seraphims "Impulse", "Stun" and "Laggard" and combine this with Assailing Somersault to an effective combat-opener. I prefer "Laggard" over "Flux", although you will be in melee range of your enemies anyway, because enemies, which use ranged attackes, tend to run away occasionally. "Ranged Weapon"-users might want to choose "Expand" instead of "Impulse", if they do not want to get as close. 2.) Exalted Warrior Soul Hammer I would like to keep the cooldown of this powerful attack so low, that I can use it as my main attack (or in alternation with Archangel's Wrath). "Aim", "Battering" and "Incision" seem to be the best balanced Modifications for this purpose. While "Wounding" might be better in long fights against bosses, especially when used in alteration with Archangel's Wrath, although that is just an assumption, I prefer "Aim", because damage over time is except for those occasion not really effective - I prefer to score a critical hit and take out a common enemy or champion instantly, instead of wounding it just to finish it with the next hit. While "Coup De Grace" seems to be great for finishing, by making you hit twice as hard for the last quarter of the fight, it only saves you 1/8 of your time, while "Incesion" grants you constant additional damage during the whole battle. Pelting Strikes Might be great for hitting an enemy as often and fast as possible, but I do not know if this can compete with Archangel's Wrath, especially if you do not use Expert Touch and alter between it and Soul Hammer. If you choose a build without Revered Technology Lore, you might be forced to use Pelting Strike instead of Archangel's Wrath though, because of the limited amount of available Modification-points (without wasting too many Skill-points in Revered Technology Focus). Basically all of the Modifications of this Combat Art seem to be great and I think it is very difficult to pick. I would appreciate to read some opinions about this. Battle Stance The best Buff available for the Seraphim in my opinion. I prefer to use the Modifications "Aggression", because you will have a high attack value anyway, "Drill" or "Flexibility", depending on whether you want to be more offensive or defensive, and "Retaliation", because I am will be mainly playing alone with my Seraphim. Dashing Alacrity Another great buff and which Modifications you choose is basically up to your preference, whether you want to keep Dashing Alacrity up as long as possible or make it as effective as possible while it lasts. I will probably go with "Sprout", "Delay" and "Ardor", to make sure I hit the cap for Run Speed, because I will hit the one for Attack Speed for sure anyway, and want to be able to finish an average boss fight in a single duration of Dashing Alacrity. Assailing Somersault This Combat Art is mainly used as "gap-closer" and for "crowd-control" in combination with Flaring Nova. Therefore I will go with "Spurt", "Impetus" and "Concussion". 3.) My Selection 3.1) I would use those Combat Arts with a "BeeEffGee"- or "Pole Arm"-Seraphim, which uses Archangel's Wrath a lot. The "BeeEffGee"-Seraphim will put a lot of points in Revered Technology Lore and can therefor fully modificate all Combat Arts. The "Pole Arm"-Seraphim will want to focus on Tactics Lore instead and only put 75 points in Revered Technology Lore. Therefore I would recommend to use BeeEffGee ("Battery" - "Battery") and Flaring Nova ("Impulse" - "Stun") without their Gold Modifications, because you will only have 13/15 Modifications available and barely benefit from those as melee character anyway, since you will not be using the BeeEffGee as weapon and you will get in melee range and probably stun your enemies anyway. You could put Dashing Alacrity and Divine Protection into a Combo as well, but I prefer to use Divine Protection for emergencies, as I already mentioned. Archangel's Wrath seems to be the better secondary anyway, since it enables "BeeEffGee"-Seraphims to use another damage type, without carrying multiple pairs of gloves, and gives "Pole Arm"-Seraphims a ranged attack, which can be used in alteration with your primary attack, Soul Hammer, since this build does not use Expert Touch. Since you do not use Pelting Strikes, putting 75 hard points into Tactics Lore and Exalted Warrior Focus each, will allow you to fully modify all Combat Arts of that Aspect. 3.2) Those are the Combat Arts I would use with any build, which neither intends to utilize the BeeEffGee as weapon nor Archangel's Wrath, and therefore invests no points in Revered Technology Lore, like a Seraphim that intends to use another Ranged Weapon instead of the BeeEffGee for example. Since you will not have enough Modifications available to fully modify Archangel's Wrath without sacrificing something else, I replaced it with Pelting Strikes. I advice to use Flaring Nova and the BeeEffGee without their Gold Modifications like above and to put 87 instead of 75 points into Revered Technology Focus, so you can fully modify all other Combat Arts you are using. Furthermore I would recommend to use "Expert Touch", because your primary and secondary attack are from the same aspect in this case anyway. The combo, which consists of two Combat Arts of different Aspects benefits from Expert Touch as well, and this should guarantee that Divine Protection is ready when you need it. VI.) Deities / Relics The choice of your god and its related skill seems to have barely any impact on the game, besides a few specific quests, since the Divine Gifts have a very long cooldown, a long casting time and limited use, especially without picking "Divine Devotion". As Seraphim we only have access to the three deities of Light, Lumen, Kybele and Forens. I will choose Forens for my character, because I doubt that I will have any problem with survivability and additional reflection of Inspiration seems to be the most useful to me, but I would recommend Kybele for players, who intend to play with their friends or struggle with escort missions, since Infusion affects allies within range as well. Lumen seems to have the least useful Divine Gift, but is lore-wise the best match for the Seraphim. Furthermore the Wiki lists more quests for Forens than for the other two deities, but this might be due to incompleteness. In terms of Relics, I intend to focus on one color/resistance per side primarily and secondarily pay attention to their Skill boni and Modifiers. Keep in mind that you do not benefit from Skill boni, if you did not pick the affected Skill, which is in case of "Chance to find valueables" apparentally Enhanced Perception. VII.) Questions 1.) How exactly does the BeeEffGee affect other weapons? 2.) Do Pole Arms or other melee weapons benefit from the buff as much as Ranged Weapons (because I read somewhere that it increases your Ranged Weapon Skill for example)? 3.) Do Javelins and Halberds have a higher base damage than Energy Weapons and Long Bows? 4.) How much lower is the damage of Short Bows, Energy Pistols, Throwing Daggers and Throwing Stars, compared to the weapons mentioned above? 5.) If I use the BeeEffGee as buff, do Ranged Weapons or Pole Arms do more damage (considering as well, that I will probably spend my attribute points differently as well (Dexterity/Strength)? 6.) What is the maximum level of Endijian's Javelin and how much worse is it compared to other Pole Arms? Does it deal less damage than good one-handed ranged weapons? 7.) Does the level cap of the BeeEffGee make other weapons, with higher levels, more effective than the BeeEffGee itself, considering that those benefit from its buff as well, or does the BeeEffGee still outclass other weapons with both Enhancement Modifications? 8.) Do the Enhancement Modification and the Gold Modifications of the BeeEffGee affect other weapons as well? 9.) Is Shield Lore considerably better than other Defensive Skills, if you intend to use a Shield anyway, or is it kind of equal to them, but forces you to use a Shield to utilize it? 10.) Are common shields considerably worse than unique and legendary ones and does that I intend to use one make the Shield Lore Skill less useful? Thank you in advance and please excuse my bad English. Marijan Edited September 25, 2013 by Marijan 2 Link to comment
Ysne58 236 Posted September 25, 2013 Share Posted September 25, 2013 There are one handed throwing weapons and potions. I've had fun with BFG ranged + shield with the potions. As far as question 10 goes, common shields are random. Some have good stats others do not. The same is true of legendary items. So some will be better than the unique and set items, others will be worse. It also depends on what level the unique or set item is. Link to comment
Flix 5,116 Posted September 25, 2013 Share Posted September 25, 2013 Hello there! Since you're a player that's concerned about bugs, I'd like to encourage you to reconsider the Community Patch. Nothing has been officially fixed in Sacred 2 in years, so the CM Patch authors have been doing that kind of work. Attributes: With Ice and Blood installed the damage increases from Strength and Dexterity are significantly nerfed. Vitality is often deemed an important choice for attribute points. I wouldn't overlook Willpower either as Spell Resistance is important and it will improve the Seraphim's Energy Shields. Shield Lore is a necessity if you're using a shield and weapon because it removes the attack speed penalty that you will get as higher and higher level shields begin dropping (item drop levels will be boosted by your Survival Bonus). It also has a great mastery bonus: chance to block melee. The basic defense bonus Shield Lore gives is nice but not that important IMO, as there are better ways to lower your chance to get hit by enemies. The unique shields generally are amazing with great bonuses (Stalwart Safeguard, Glacial Defender, Eternal Block). I can't answer many question about BeeEffGee or Ranged Weapons, I just haven't used either very much. Same goes for Seraphim builds generally, not my area. I think throwing potions are only available with the CM Patch. Link to comment
Aegis 256 Posted September 25, 2013 Share Posted September 25, 2013 Thought I might sort this one out. Buffs by Sacred 2 definition are any combat art that, once activated, always remains active. That's it. It does not have to enhance the character's attributes or weapons or anything at all to be called a buff; it merely needs to stay on till either an enemy knocks your buff off, you end your current game, or you just turn it off. Thus, BeeEffGee does nothing to your other weapons if you were to carry any other weapon at all. It merely summons an energy weapon which she gets to carry around at least till you turn the game off. It is treated as an independent weapon of its own. Therefore, if you happen to have another weapon while you summon the BeeEffGee, that weapon will be replaced completely by said BeeEffGee. With that in mind, if you wish to use the BeeEffGee, at most you carry a melee weapon with you to kill off certain enemies that, for some reason, the BeeEffGee tends to miss, like bats in the swamp area. Otherwise, you don't have to carry any weapons at all. If you wish to use other weapons other than the BeeEffGee, don't activating the buff, don't bother modding it at all. Link to comment
wolfie2kX 528 Posted September 26, 2013 Share Posted September 26, 2013 Welcome to DarkMatters.. First off, I'll second what Flix said about the Community Patch. It solves many of the issues that were in the Ice and Blood release and never got fixed when Ascaron went belly up and Deep Silver took over. Given Ascaron is no more and Deep Silver doesn't have the necessary tools to fix bug (LONG story), it's the best we can get. Secondly, Throwing potions (aka Molotov cocktails) are only available thru the CM Patch. These along with hand weapons and a few other things were locked away in the game by the developers. Third - Light sabers... Previously, they were available - but so insanely difficult to get, they may as well have been locked away. With the CM Patch, they actually drop as quest rewards. Fourth, In order to use the BeeEffGee - on the PC, you MUST have at least one empty weapon slot available for it to materialize into. Aegis is basically correct in saying you don't need anything else - except it's probably for the best to have at least one backup weapon. There are numerous baddies that will debuff you (remove any and all buffs) when they attack. Not having at least one backup weapon can leave you in a lurch when going up against these guys. Fifth - DO try Dual Wield. A Seraphim with DW and 2 good, sharp blades or a pair of hammers - or any combination of the two mixed with Pelting Strikes yields lots of dead enemies... 1 Link to comment
Aegis 256 Posted September 26, 2013 Share Posted September 26, 2013 (edited) Polearms are increased through dexterity, not strength. Same with short swords and daggers. But as Flix also said, the increase in attack from strength, dexterity, or intelligence (for spells) is so negligible that it isn't worth putting points into them. I also wouldn't even consider putting points in stamina as there are plenty of ways to deal with regeneration that is far better, like concentration or focuses. Later on, you also gain regeneration per hit items and chance to halve regeneration, further making stamina more pointless. So, whether you go softcore or hardcore, vitality and willpower are really the two that matter. Lightsabers in particular benefit from willpower, so you gain spell resistance AND attack power. BeeEffGee itself is perhaps the most damaging ranged weapon in the game. So long as you eat enough runes to keep the weapon at least a level and a half above your current level, even if you go beyond the level cap and incur penalty, the seraphim can pretty much make short work out of anything. Using other ranged weapon requires more effort in comparison. The only real issue is its ice damage; in higher difficulties, enemies with ice resistance will hinder her damage. This will definitely be true against bosses where you will find yourself clicking the attack more times than you would care. Thus the alternative, archangel's wrath. How much more damage do certain weapons do like throwing stars and bows and energy weapons compared to halberds and polearms and the like, I cannot say since the weapons vary a lot, but generally speaking, melee weapons do more damage than ranged, with two handers doing the greatest amount at the cost of attack speed. BFG is an exception in that it is a ranged weapon that naturally gives you massive damage. Pelting Strikes is really at its finest when you duel wield with the seraphim. Used any other way, it's not all that special (a couple of swings and a leaping hit while wielding one sword may look sexy, but it's such a waste otherwise). The exalted warrior tree looks to be tailor made for duel wield courtesy of pelting strikes, dashing alacrity, and battle stance (which I recommend flexibility over drill due to the fact that her focuses and regeneration per hit makes decreasing the buff's regeneration a moot point). For that reason, as Wolfie hinted, the seraphim gets the greatest damage with a duel wielding seraphim than a bfg seraphim. I've watched bosses fall in a blink of an eye while rapid firing with the bfg, while still quick, ended up taking more time due to the number of hits from pelting strikes combined with the higher dps. The caveat is that you need to go up close and personal since you're fighting melee, but given the Seraphim's many options to boost her defense, it is not a big deal. Edited September 26, 2013 by Aegis Link to comment
chattius 2,525 Posted September 26, 2013 Share Posted September 26, 2013 Polearms: Pointed ones are dexterity: lances, spears,... Blade ones are strength: helbard, scythe, ... At least it was this way when I started sacred2 with a polearm elf. Link to comment
DaveO 88 Posted September 26, 2013 Share Posted September 26, 2013 VII.) Questions 1.) How exactly does the BeeEffGee affect other weapons? - No effect 2.) Do Pole Arms or other melee weapons benefit from the buff as much as Ranged Weapons (because I read somewhere that it increases your Ranged Weapon Skill for example)? - No 3.) Do Javelins and Halberds have a higher base damage than Energy Weapons and Long Bows? 4.) How much lower is the damage of Short Bows, Energy Pistols, Throwing Daggers and Throwing Stars, compared to the weapons mentioned above? 5.) If I use the BeeEffGee as buff, do Ranged Weapons or Pole Arms do more damage (considering as well, that I will probably spend my attribute points differently as well (Dexterity/Strength)? - Only your attack speed is affected by BFG 6.) What is the maximum level of Endijian's Javelin and how much worse is it compared to other Pole Arms? Does it deal less damage than good one-handed ranged weapons? 7.) Does the level cap of the BeeEffGee make other weapons, with higher levels, more effective than the BeeEffGee itself, considering that those benefit from its buff as well, or does the BeeEffGee still outclass other weapons with both Enhancement Modifications? BFG does a HUGE amount of damaage in comparison to melee weapons 8.) Do the Enhancement Modification and the Gold Modifications of the BeeEffGee affect other weapons as well? No 9.) Is Shield Lore considerably better than other Defensive Skills, if you intend to use a Shield anyway, or is it kind of equal to them, but forces you to use a Shield to utilize it? 10.) Are common shields considerably worse than unique and legendary ones and does that I intend to use one make the Shield Lore Skill less useful? Thank you in advance and please excuse my bad English. Marijan Link to comment
Banshee 7 Posted September 26, 2013 Share Posted September 26, 2013 Hi Marijan I am a newbie as well and am struggling to bring my Seraphim back from a disastrous beginning purely because I didn't read the necessary literature beforehand properly. The guys on this forum are great and will steer you on the right path but I would like to say that whatever path you take your Seraphim down she will be a very lucky lady indeed. I would like to applaud you for the amount of background information you have studied before starting your game. The one thing I would say to you is that I echo what Flix and Wolfie said and would recommend the community patch. Welcome. Banshee. Link to comment
gogoblender 3,069 Posted September 26, 2013 Share Posted September 26, 2013 Fifth - DO try Dual Wield. A Seraphim with DW and 2 good, sharp blades or a pair of hammers - or any combination of the two mixed with Pelting Strikes yields lots of dead enemies... Maijan, welcome to DarkMatters! For an early post here, your work with the images, links and detail of a build is amazing! Thanks for this write up, I am guess that the game really impressed you, and ... we can relate^^ Your English is great, and yeah, I'd also say, after you have gotten fill of the BFG, to give Duel Wield a go, very good sounding, depending on chosen weapons. and if yer lucky enuff to get two weps with some leech, look for those axes, you can chop stuff down to the bone in seconds. gogo Link to comment
wolfie2kX 528 Posted September 27, 2013 Share Posted September 27, 2013 VII.) Questions 1.) How exactly does the BeeEffGee affect other weapons? - No effect 2.) Do Pole Arms or other melee weapons benefit from the buff as much as Ranged Weapons (because I read somewhere that it increases your Ranged Weapon Skill for example)? - No 3.) Do Javelins and Halberds have a higher base damage than Energy Weapons and Long Bows? 4.) How much lower is the damage of Short Bows, Energy Pistols, Throwing Daggers and Throwing Stars, compared to the weapons mentioned above? 5.) If I use the BeeEffGee as buff, do Ranged Weapons or Pole Arms do more damage (considering as well, that I will probably spend my attribute points differently as well (Dexterity/Strength)? - Only your attack speed is affected by BFG 6.) What is the maximum level of Endijian's Javelin and how much worse is it compared to other Pole Arms? Does it deal less damage than good one-handed ranged weapons? 7.) Does the level cap of the BeeEffGee make other weapons, with higher levels, more effective than the BeeEffGee itself, considering that those benefit from its buff as well, or does the BeeEffGee still outclass other weapons with both Enhancement Modifications? BFG does a HUGE amount of damaage in comparison to melee weapons 8.) Do the Enhancement Modification and the Gold Modifications of the BeeEffGee affect other weapons as well? No 9.) Is Shield Lore considerably better than other Defensive Skills, if you intend to use a Shield anyway, or is it kind of equal to them, but forces you to use a Shield to utilize it? 10.) Are common shields considerably worse than unique and legendary ones and does that I intend to use one make the Shield Lore Skill less useful? Thank you in advance and please excuse my bad English. Marijan 1.) Not entirely true... BeeEffGee is a buff and as such, buffs increase CA regen time. So while it doesn't do anything directly to weapons, it DOES have an effect on performance overall with those weapons. 3 and 4 - That will vary widely depending on weapon level. A level 5 weapon won't have the same effect as a level 75 weapon of the same type. It will also vary depending on weapons of the SAME level - so if you've got 2 weapons - both energy pistols - one might have a slightly higher damage value than the other. Don't forget to factor in gray (junk) items won't be as effective as ones that are white, blue, green, gold or orange... So you can have 2 weapons, one gray, one Legendary (orange) and the Legendary one wins out every time. 5.) No. BeeEffGee is one of those unique buffs like the High Elf's Grand Invigoration. It's different from all other buffs in so far as it has NO direct effect on anything else in your inventory or any other skills. It is a weapon unto itself. Ranged weapons, the skill, will have an effect on the BeeEffGee. And once again, having the BeeEffGee turned on will have an effect on your other CAs as all other buffs (except the previously mentioned Grand Invigoration) will do. 6.) Endijian's Javelin will come in levels from 10 up to level 240. The rest of your question... Well... Once again, that depends on a LOT of factors - weapon's level, weapon type, the color and enhancements and such. It's all relative. 7.) Level cap...? If you mean you can't get beyond 19 runes eaten before you start getting penalties... That can be handled IF you take the appropriate FOCUS skill (Revered Technology Focus) and put points toward it. That will make the cap higher... But as a whole, BeeEffGee can be limited in so far as how it works with different CAs. For instance, a dual wielding Seraphim with two good blades (or hafted weapons) can do more damage with Pelting Strikes than one using a BeeEffGee.. Why? Because with the right mods on PS, you can do up to 6 hits per mouse click while no matter what you do, the most you will get out of a BeeEffGee with Pelting Strikes is 2 hits. 9 and 10.) Once again, it's all relative. 1 Link to comment
claudius 104 Posted September 27, 2013 Share Posted September 27, 2013 I think BFG will add the +ranged skill even if you are wielding a %LL (life leach) shuriken. I'm playing a build that will attempt just that. I think the %opponent cannot evade attacks only works if you have the BFG equipped, because it lists it on the tooltip hovered right on the BFG weapon slot. But the sigma still lists the +ranged even with a shuriken equipped. Link to comment
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