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Rings & Amulets (What are your favorites and why?)


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gold and higher:

melee: (x-x damage/+x allSkills)

 

casters and non blowpipe snipers: x% chance for half regeneration time

 

20% less regen from combat discipline mastery turns a 10s CA into a 8s one.

20% less regen from combat discipline mastery together with 100% chance to halve turns the 10s into a 3s one.

 

So a 2s shooting ca is at 0.6s = spammable without regneration per hit! Reg per hit will only trigger at the hit, so there is this flight time (and possible lag if no local server) which you would have to wait.

For a caster: the base damage comes with ca-level. So with 100% halving you can read in the runes freeing space in sockets.

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This thread is intended as a place where a discussion may be hel regarding what rings and amulets each of us prefer. Of course so many are character specific, yet most are a great benefit for any character, depending upon the build that is chosen.

 

It would be instructive, in my opinion, to see what items each of us value most and why. Some, like DOT, Damage Mitigation, & Chance to (wound, weaken, freeze, poison, burn - protection) may get confusing as to which are best and if they stack well or not. I haven't done the maths, yet, I don't think that "Chance to" could stack anywhere close to 100%, yet if it could would that not fully protect the toon? I'm curious to read the thoughts of they who have invested so much time and effort in playing and mastering Sacred 2 Fallen Angel.

 

 

I remember when Chattius had reported findings that after expansion, all of a sudden RPH was working...and what a delight that was. Tween that and Plus all skills for dryad (which you could have access to if you had a bargainer from your bargaining network) My Dryad was set.

 

:)

 

gogo

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Everything

+skills

 

Defense

%spell resistance, evasion, anneal smith art

 

Offense

%all channel damage

-evasion or chance opponent cannot evade (ya gotta hit them if melee)

-eat lots of runes so rph to balance that

 

If you have safety and good kill speed then everything else %xp

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I'm usually playing on instinct when it comes to filling slots in weapons or armour. Meaning, I'll check what damage is done to me too often and I just fill that gap by taking something out and replacing it by half of what is needed.

However, I do have some preferences:

Weapons for melee and ranged chars are usually equipped with rings doing +X% damage - instead of Chattius' +Y-Ydmg rings - as I still believe it's a percentage of the base damage done. Meaning your overall damage increase is higher for both the minimal and maximum amount.

Armour is usually set with +x skills or +x CA equipment. I might add some +x def amy's to it as well, depending at how well my base gear is.

For my magic char I'm using a lot of rings to increase the spell intensity, while equipment is filled with the +x skills ring.

Since that char is my shopper as well, she got some gear with high bargain - level dependant - filled with +x skills or +y bargain rings / amulets, as well as some relics having the highest possible bargain modifiers.

It's the only adjustment I make to relics, as in general I don't care much about their modifiers. For me they're simple a part of my base defence.

As for RPH: My intention is to keep regen as low as possible by eating as few runes as possible, keeping the focus and concentration skill as high as possible (conc because I prefer to use multiple buff's) and when in a fight destroy my opponents without using a CA. Spell casters are an exception to that, but I don't think using RPH is very useful for a pyro HE anyway.

 

Thorin :)

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  • 3 weeks later...

@Thorin, I made a shadow warrior with Grim Resilience that can be boosted in a series to provide more % spell resistance. So say as he puts on pieces he can have 5, 10, 15, 20 spell resistance (these are fake numbers)

 

Then I made a high elf with the spell intensity mod on the ice buff. So the elf could adjust her gear to 5, 10, 15, 20

 

I did all variations to track spell intensity versus % spell resistance.

My test results showed that variation in spell intensity didn't do any extra damage (on spells). Thus I don't think %spell intensity helps unless it is hidden somehow.

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Interesting topic. Really made me stop and examine what jewelry I use and why.

 

I organize each character's stash like this:

1KRT15B.jpg

 

I'm a big fan of +All Skils jewelry. I guess it's a holdover from playing Diablo 2, where it was a rare, godly modifier, and Stones of Jordan were currency for trading. In terms of what my Sacred 2 characters actually wear in their ring/amulet slots, it's mostly blue/yellow jewelry with +All Skills and whatever best additional modifiers I can find (listed below).

 

I collect -% Regen Penalty from Buffs amulets because it's a great alternative to using Buff Suits (which are a headache). I keep a weapon and shield with high number of sockets in the far right weapon slot (usually Rancuil's Dark Flame or Excalibran, which have this modifier natively), and pack them full of -% Regen Penalty from Buffs amulets. I use these weapons only for casting buffs.

 

"Useful Rings and Amulets" are mostly blues at lower levels, and uniques & yellows at higher levels. The modifiers these pieces have that make them valuable to me are:

 

Defensive:

Damage over Time: All Types -X% Very difficult to protect against this, and in Ice and Blood it can take huge chunks out of your hitpoints. Very important. Stacks with diminishing returns, it will never reach 100%

 

Opponent's Chance to Wound/Weaken/Burn,etc. -X% The secondary effects can be bad, particularly Freeze and curses that Weaken. Stacks with diminishing returns, it will never reach 100%

 

Damage Mitigation: All Types +X% Very powerful against flat damage from all attacks. Stacks without diminishing returns, allowing for 100%. This is OP, and due to a bug, but good news for the player, as it can make them invincible to most attacks.

 

All Combat Arts +X or Aspect +X Full upgrade to Combat Arts with only half the penalty. I value these because I never socket runes (probably should, just don't).

 

Regeneration Time -X% this is always nice but as there are many ways to lower regen time it's not a priority with jewelry

 

Max Hitpoints +X more hitpoints, live longer

 

Armor +X% and Defensive Value are less important as there are many other sources of improving these values. The exception is Artamark's Star, which gives flat armor values to all damage types. I rarely wear it but I always make sure to have at least one socketed in armor or a shield. At higher levels I tend to prefer Chance to Evade +X% to Defense Value.

 

Offensive:

Damage +X% (Either all types or specific to the main element the character uses)

 

Opponent's Chance to Evade -X% (Melee Only) Far superior to just boosting Attack Rating.

 

Chance Opponent Cannot Evade Attack +X% (Melee Only) Same as above, far superior to just boosting Attack Rating.

 

Regeneration per Hit (Melee Only) As noted in my pic above, these get their own row in my stash, because they're so valuable. In Ice and Blood, regeneration time for a melee really doesn't matter so long as you have enough regen per hit gear on. With this modifier, it's fairly simple to make it so that melee Combat Arts are instantly ready and recharged, so spam away.

 

Opponent Level for Death Blow (melee only) Deal much higher damage. Before Ice and Blood, this worked with spells, now it only works with melee hits.

 

I should probably make more use of the two Life Leech modifiers, since they're additional damage that enemies can't resist but I simply don't use/find them that often.

 

 

In keeping with the modifiers I've listed above, these are the uniques I use most often:

Amulets:

Lord Wayne's Wild Rage - provides +all skills and +combat arts

Darwagon's Circlet - damage mitigation and chance to evade

Artamark's Star - flat armor and defense values

Tanit's Collar - damage mitigation and armor lore

Manadth's Fetish - damage over time -x% and opponent's defense value -x%

Gem of Life - max hitpoints and vitality

Vedan's Nemesis - opponent's chance to wound/weaken, etc. -x% and chance to reflect close combat

 

Rings:

Inquisition Token - opponent's chance to evade -x% and chance for open wounds

Band of Dominion - damage +x% and opponent's physical armor -x%

Ring of Twines - damage over time -x% and block chance: root. great for the swamp

Kybele's Tear - max hitpoints and stamina

Haldorian's Signet - opponent's chance to wound/weaken, etc. -x% and chance to evade

Nyarlothotep's Creeping Madness - opponent level for deathblow and chance that opponents cannot evade attacks

 

 

Finally, pretty much all jewelry that's Legendary or part of a Set is bound to be useful. There are 5 Legendary pieces of jewelry (11 with CM Patch), and they're all great. The CM Patch also adds a number of sets with powerful jewelry.

 

 

EDIT: This topic reminds of the psychedelic textures for the rings and amulets I found in the game folders. You really only see these textures when the item is dropped on the ground, surprising they went into so much detail for them:

 

Gx8jbzV.jpg

 

N1ikKro.jpg

 

mTFBChg.jpg

This is like one the coolest old school Sacred 2 posts ever!

Love all the links, referencing, and specially those pix...yay psychedilia@!

 

:dance:

 

gogo

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  • 3 months later...

I had ever intention of posting here, in a more timely manner, some of my favorite jewelry and the reasons why. At any rate, I am duly impressed with the detailed and well thought out replies. Bravo fellow sacred 2 players, your responses were remarkably well done. OK then, I'm certain that each of you have noted that if one's balace.txt file is properly amended or if Bargaining is mastered at a level at or higher than the toon being played that a "special offer" is, upon occasion, discovered when shopping. For instace, two of my favorites, "all skills" and "opponent's level for death blow" is double the normally vended amount for the average level of goods offered. For example, your character is at level 170 and the items displayed for sale are between that level and about 186, then, instead of "all skills +13" (offered in conjunction with another modifier) it may be randomly and rarely discovered as "all skills +26" and "opponents level for death blow 26%" (also offered in conjunction with another modifier) may be found, with no other co-joined modifier at, say, "opponents level for death blow 53.1%." Also and rarely "chance to halve regeneration time" may be found alone and doubled, as may be "stamina", "vitlaiy", and "constitution." (there are others as well) I have used such improvements to make a toon perform far beyond my expected limitations. I have a Seraphim at level 170 with "damage mitigation" at over 100%, "chance to halve regeneration time" at over 100%, all skills +330, and "opponents level for death blow 69.4%." The right shopping for armor was needed for the chest & shoulders, of course, in addition to use of Megalcarwen's Garments of Mutation and Endijians Wings. Depending upon the character and what skills one is attempting to augment much may be accomplished in building a formidable toon. Even early mistakes in a build may be softened or negated effectively enough with the right choices in jewelry and the friendly forging of one's blacksmithing Shadow Warrior.

Edited by Hooyaah
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  • 7 months later...

I'm suprised this thread isn't pages and pages. For rings I'll usually try and get damage x-x with damage % or elemental damage, deathblow and chance opp. can't evade and some +skills. Lately I've been getting amulets with extra HP and plus vitality. Probably because I've been trying to master Armour lore, CD and focus skills before constitution and have started pumping stamina.

 

With regen I've found the -regen times (gold mods) on yellow gear combined with plus skills and stamina (playing Sacred 2 FA) helps alot.

 

Best finds would be a shopped ring, level 116 with 48.6% deathblow, got 4 artamarks, and a few double stacked plus skills ammies. Never found double stacked damage miti gear, geuss I need to go deeper into NIOB'. Gonna look out for double stacked chance to halve regen items as I'm running a few builds based on it.

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