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Sacred 2 Guides for the wiki Shadow Warrior: Pure Summoner by Montaux (translated from German)


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Of course I take off the buff suit once my buff is activated. What I meant is that since I want to keep SF and SH at high levels, I have to split the sockets or concentrate more on one or the other.

 

Phew :sweating:I thought you were wearing your buff suit around while killing stuff.

 

Regeneration per hit won't be my thing since I'll be a caster type, although will my Spectral Hand cause RpH to activate?

 

Yes

 

I understand much better the concept now, I'll try to eat as few runes as possible for now and manage my regen time. Right now I'm pumping Astral Focus, Astral Lore and Concentration, planning on pumping Armor Lore next. I've only read 1 or 2 runes of my CAs, the others I've socketed or left in my chest for later use.

 

3 sockets per armor piece is great. I'm thinking about using big 2 handed hammers to boost Spectral hand but 2-3 sockets per weapon is good. So in Niob, that would make for a maximum of 9*3*6 = 162 + CA for sockets. That's cool for buff suits but will have to split that for other CAs. Then take into account the +CA modifiers that will already come with the pieces of armor and jewelery and it's starting to look good.

 

For console, you will not find *many* pieces with 3 sockets. I don't remember the SW sets perfectly, but IIRC, only 1 breastplate is possible for 3 sockets. Better to plan on 2 sockets per piece of armour. It is pretty easy to get a 3-socket shield (do Blind Guardian quest to get Shield of Mirrors) and there are 2 or 3 (or 4?) one-handed weapons that have 3 sockets, that are possible to find without too much difficulty.

Edited by essjayehm
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Ok I'm using a buff suit for my Nether Allegiance but I felt it wasn't strong enough so I've started eating runes, regen time is still ok so far.

 

I've started using Spectral Hand and wow is it powerful. Still I worry that later, say when I play platinum or perhaps even Niob, my damage will be weak. Is this build Niob viable? Will NA be strong enough, will my SF and SH help deal enough damage? With AG and RE aswell?

 

Also, there seems to be some errors in this build concerning RE:

Reflective Emanation (Buff) (Malevolent Champion Aspect)

Reflective aura with a certain chance to mirror close combat damage back at the attacker.

At high levels this will be our 3rd buff. With the right mods, most everything will be reflected both for the SW and his minions. Level 75 unlocks mastery. Read as many runes as you can while still keeping the regen under the duration.

 

*I know 75 mastery is only for skills.

*There is no duration since it's a buff.

 

-Still I guess when I get there, I'll make another buff suit for this one as well. I won't make a third buff suit for SV, I'll eat 25 runes and leave it at that. Reason is that I don't want a 3rd buff suit and also, since I'm playing console, I tend to attack in the open when I press a CA and it's regen time isn't done or like when I cast SH but there's no enemy around he'll simple swing his weapon thus getting out of SV. (When that happens, and it happens a lot, I don't want to put on a buff suit every time, and 25 runes est levels won't be that much.)

Edited by Cragnous
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I don't forsee any issues with this build in Niobium. You may want to wait until level 90, or even 100, but you should be fine, even before that as long as you keep your Veil "on". ;)

 

You are 100% correct about Shadow Veil and buff suit. I ran SV via buff suit and it was an immense headache when I mis-clicked and unveiled. Needless to say without any defensive skills, or other buffs, I was dead within a second or so :( The regeneration penalty for eating the 25 runes was not toon-breaking by any means, so munch away! :chef:

 

As for the error in the guide re: Reflective Emanation - FrostElfGuard just translated the guide, so it could be an awkwardness from the translation. Good catch!

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All is going well, I'm level 30 now. I got a few questions regarding what skills I should pick and some CA.

 

I've already replaced the Speed lore skill with Enhanced Perception. (Well I'll take it at level 35, looking foward to it) but since I'll be using SV all the time, will I really need Constituion and Toughness? Since nothing will attack me, why raise my defence?

 

Also, what's this I keep hearing about not using NA with Area of Effect enemies? Why not? Something about the Area of Effect damage my skeletons receive will also be transfered to me? What?

 

Finally, about RE, I understand why Frost says that being stunned and rooted would suck but if your in SV, who cares if you can move since the most of the damage is from your minions, and reflecting ranged and spells would also add to that damage, right?

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All is going well, I'm level 30 now. I got a few questions regarding what skills I should pick and some CA.

 

I've already replaced the Speed lore skill with Enhanced Perception. (Well I'll take it at level 35, looking foward to it) but since I'll be using SV all the time, will I really need Constituion and Toughness? Since nothing will attack me, why raise my defence?

 

Also, what's this I keep hearing about not using NA with Area of Effect enemies? Why not? Something about the Area of Effect damage my skeletons receive will also be transfered to me? What?

 

Finally, about RE, I understand why Frost says that being stunned and rooted would suck but if your in SV, who cares if you can move since the most of the damage is from your minions, and reflecting ranged and spells would also add to that damage, right?

 

If you plan on using SV all the time, then the skill advice becomes tricky depending on if you use summons or not (see below). Constitution and Toughness, as you posited, are not typically needed (because you never take damage).

 

Area of Effect attacks - if an enemy hits one of your summons - Skeleton from NA or even a rallied soul - it will damage the Veiled SW. On console, this still happens even if you are nowhere near your summons! Fen Fires, Garema casters, Kraal, and IIRC even a silly Kobold mage has killed my Veiled SW builds when I had a summon around, or even an ESCORT with me (& will proc the Area of Effect damage on you). SV is 'godmode', but not if you have a 'friend' hanging around. Kinda like Kryptonite :D

 

Your 3rd question may answer the issue raised by your second. If you have RE modded for spells, do you still take damage from Area of Effect's? I haven't tried, so cannot say. Which raises an interesting point... is there a feasable Veiled summon build? Or is the playstyle 'too boring' OR is the damage you take from Area of Effect's too much to be able to run summons while Veiled?

 

I saw your other topic regarding Rallied Souls, I hope someone will chime in on the 'proper' mods for that, as I really don't know the correct answers... IMO they aren't needed at all.

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Are you suggesting I never use Veil because of this? If it's only a handful of enemies who do Area of Effect then I can always take it off or rather un-cast my skelies and rely only on my SH and SF. Still, if only Area of Effect spells can hurt me, then maybe Spell Resistance and Constittution could be a good choice.

 

Also, I wasn't planning on taking Ancient Magic but is it necessary to have good SF?

 

Well I'll take those mods for RE and see for myself if it helps against Area of Effect. Also, a Veiled Summoner can be boring for some but for me it was perfect for a first character and even then, I don't think I'll be bored.

 

As for Rallied Souls, I know they aren't needed at all but there're fun. With my combo, it sorta becomes like an added effect. I'll mod them last but they are still part of my arsenal and I am gonna get the points to mod them so I was just wondering what could be best.

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I apologise, Cragnous... I didn't delve too far into SW at all, just one serious Veiled toon, and a few play-for-fun builds. Thus, my knowledge is not complete by any means... please keep that in mind for my responses :)

 

I snuck in my replies below in RED.

 

 

Are you suggesting I never use Veil because of this?

Yes. BUT, my toon had no defensive skills nor concentration (thus, Veil was the only buff... VERY weak defences aside Veil).

If it's only a handful of enemies who do Area of Effect then I can always take it off or rather un-cast my skelies and rely only on my SH and SF.

That could work, but you can still get hit "from nowhere" and you will die without knowing how it happened.

Still, if only Area of Effect spells can hurt me, then maybe Spell Resistance and Constittution could be a good choice.

Could be. I've never taken, nor regret not taking Spell Resistance for any toon/build/concept/test so I am unsure if it even works on console.

 

 

Also, I wasn't planning on taking Ancient Magic but is it necessary to have good SF?

Not necessary, but it would help. Since it only really helps 1 spell, it's a sub-optimal choice unless SF is your only *real* damage source.

 

Well I'll take those mods for RE and see for myself if it helps against Area of Effect. Also, a Veiled Summoner can be boring for some but for me it was perfect for a first character and even then, I don't think I'll be bored.

Well, they are good for figuring out how to balance CA lvls/regen times, and get a handle on the game, etc... but once you know what you're doing, you will want more challenge.

 

As for Rallied Souls, I know they aren't needed at all but there're fun.

 

YEP!

 

With my combo, it sorta becomes like an added effect. I'll mod them last but they are still part of my arsenal and I am gonna get the points to mod them so I was just wondering what could be best.

 

My take on RS: I preferred raising Champions, and eventually you can get good at raising just champs. You need to avoid the +range modification, and stay near the champs' body until you get it raised. This makes a case for choosing the +duration modification, as non-champions will not be killing your rallied champions, so thier limiting factor becomes the duration of RS.

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Hey no need to apologise for anything, you're helping me a lot here.

 

Well I went and ate a total of 25 runes for Veil now and it helps a lot so far since I was very weak. I keep taking the lower regen penalty armors and tend to be quite weak. As for the Area of Effect well at least it'll give me some challenge when I get to them. Once my Armor lore goes hgh enough, I'll wear better equip and I think I'll only take Constitution, Toughness won't be necessary. As for Magic Resist vs Ancient Magic, they are both midly useful but I guess I still have until level 65 to decide. (Got to 35 last night)

Actually, I believe this is about the "correct" timing for eating those 25 runes. IIRC, if you have your focus @35 hard points, then you should be able to get close to that 100% undetectable.

 

I heard from other forums that Rallied Souls automatically revives the strongest enemy it can. So the debate is still there between casting range and armor. It kinda sucks that I have to be really close in order for them to revive but then again, if I'm using Veil, I can get very close. Still, I don'T think armor is such a good choice.

I definitely remember casting and re-casting RS to get my champs raised. So I am pretty sure that statement is not true for the console/unpatched version. Can't say for peeps who have online access/patched version.

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OOPS!

 

Wow, that was a stupid mistake. I put answers to Cragnous' queries directly into his post.

 

Newb moderator, fresh outta the academy :( Looks like I'm going back for retraining.

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Well actually the "proper" level would be level 37, at level 35 I had like 98% but I guess it's close enough lol.

 

Yeah you're obviously right about the Rallied Souls thing, oh well, it's no big deal, it's more like a a little bonus spell.

 

I do regret one thing though, for the Augment Guidon, Frost suggested I take the first mod as the one that further boosts the defence and attack but I really think I should of gone with the added range, the current range is very short and my skelies are very durable as it is.

 

One thing I was wondering was killing spree. Rousing command looks like a good CA but my skill selection is already limited as it is so I won't be taking DW focus and thus won't have mod points. Although since I have MC focus, I could always put more points into it to be able to mod killing spree. The only reason I would do this is to boost my SH, it'll add me some much needed attack% and faster attack rate. (I always heard that attack speed helps for combos?)

 

*If I do this, I'll need to invest 39 more points into MC simply to mod Killing Spree, I guess it's not a big loss of points. That would also leave it at 70, so I guess I could sink in another 5 points to get it's Mastery too. So is it worth it for Killing Spree.)

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Well actually the "proper" level would be level 37, at level 35 I had like 98% but I guess it's close enough lol.

 

Wow. I was pretty close! :sweating:

 

Yeah you're obviously right about the Rallied Souls thing, oh well, it's no big deal, it's more like a a little bonus spell.

 

I do regret one thing though, for the Augment Guidon, Frost suggested I take the first mod as the one that further boosts the defence and attack but I really think I should of gone with the added range, the current range is very short and my skelies are very durable as it is.

 

One thing I was wondering was killing spree. Rousing command looks like a good CA but my skill selection is already limited as it is so I won't be taking DW focus and thus won't have mod points. Although since I have MC focus, I could always put more points into it to be able to mod killing spree. The only reason I would do this is to boost my SH, it'll add me some much needed attack% and faster attack rate. (I always heard that attack speed helps for combos?)

 

*If I do this, I'll need to invest 39 more points into MC simply to mod Killing Spree, I guess it's not a big loss of points. That would also leave it at 70, so I guess I could sink in another 5 points to get it's Mastery too. So is it worth it for Killing Spree.)

Combos and attack speed - on console, the combos use your attack speed for speeding up the animation instead of the cast speed. Just to clarify ;)

 

Since you will want to eventually get MC Focus to mastery anyway... I guess you decide if you want KS modded, or Beligerent Vault? Since you aren't really playing a true tank, KS could be a little lackluster. Maybe BV could have some strategic purpose for a summoner? Jumping into a group to stun them, helping your dudes a little... I dunno. BV is a pain to use on console... that I do know ;)

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Well I only use BV to jump over things, I wouldn't really want to jump into the fray, even if I'm using SV. The first mod of BV could be fun to have it's range augmented and also the last one to escape the rooting effects but I don't really think it's worthwhile. Well thank you for telling that I would at lest have to master it anyways, at first I tough I could leave it at 31. I'll go with KS, I feel it'll help me out more than BV. Althought that first mod of BV could be cool...

 

Also, I think I'll eat a Rousing Command rune too, I won't be able to mod it but it's boosts to Attack value could help me out when my SH isn't hitting enough. But I guess would be very lackluster.

Edited by Cragnous
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  • 8 months later...

I need advice for a version of this build that hopefully someone can help me with. I currently have a level 35 version that I'm unhappy with.

 

Skills

 

Level 8: I'm unclear about which skill I should choose; Hafted Weapons or Pole Arms? The wiki says that Hafted weapons have the highest base damage but so far in my campaign I find that pole arms are generally stronger(I have found a few Torik's Wrath's that seem to better than any two-handed hafted weapon I have.) Am I just unlucky and hafted weapons are better or are pole arms really are good as I think they are?

 

Level 12: Speed Lore or Tactics Lore? Tactics Lore seems like the obvious choice but I'm wondering why one would choose Speed Lore that I'm not aware of?

 

Level 18: Death Warrior Focus or Malevolent Champion Focus? I'm a bit dubious about the effectiveness of Augmenting Guidon(Elite - Healing - Fear) and Reflective Emanation(Tough - Antimagic - Idol). There isn't a noticeable difference in combat so I'm thinking Death Warrior aspect might be better. But maybe someone can convince me to keep MC :cool:

 

Combat Art

 

Nether Allegiance: In my current build I have Sharp Blades, Spectral Shield and Elite Equipment but I'm thinking about replacing Sharp Blades with Accomplice. With only two soldiers they seemed to be overwhelmed a lot(even when out of Shadow Veil) so I'm hoping three might help with that.

 

Hopefully I didn't forget something after typing this for the third time. Any help and/or general tips would be appreciated :thumbsup:

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I need advice for a version of this build that hopefully someone can help me with. I currently have a level 35 version that I'm unhappy with.

 

Skills

 

Level 8: I'm unclear about which skill I should choose; Hafted Weapons or Pole Arms? The wiki says that Hafted weapons have the highest base damage but so far in my campaign I find that pole arms are generally stronger(I have found a few Torik's Wrath's that seem to better than any two-handed hafted weapon I have.) Am I just unlucky and hafted weapons are better or are pole arms really are good as I think they are?

 

Level 12: Speed Lore or Tactics Lore? Tactics Lore seems like the obvious choice but I'm wondering why one would choose Speed Lore that I'm not aware of?

 

Level 18: Death Warrior Focus or Malevolent Champion Focus? I'm a bit dubious about the effectiveness of Augmenting Guidon(Elite - Healing - Fear) and Reflective Emanation(Tough - Antimagic - Idol). There isn't a noticeable difference in combat so I'm thinking Death Warrior aspect might be better. But maybe someone can convince me to keep MC :cool:

 

Combat Art

 

Nether Allegiance: In my current build I have Sharp Blades, Spectral Shield and Elite Equipment but I'm thinking about replacing Sharp Blades with Accomplice. With only two soldiers they seemed to be overwhelmed a lot(even when out of Shadow Veil) so I'm hoping three might help with that.

 

Hopefully I didn't forget something after typing this for the third time. Any help and/or general tips would be appreciated :thumbsup:

Summoner build, eh? I think you may be playing differently than I would play a summoner, but here's my advice!

 

Level 8 Weapon Lore Dilemma: Well, for the most part, you should be looking for protection from your weaponry (since your summons do the killing for the most part), even though you are invisible! ... you should only have to worry about getting hit with the Area of Effect's that get lobbed at your friends. Going with a shield gives you a chance to block those combat arts (with shield lore)... or mitigate the damge away (Glacial Defender or Stalworth Safeguard). Then the weapon is mostly for boosting some combat arts. So for the choice between pole arms and hafted weapon skills is: Shield Lore!

 

Level 12 Dilemma: Once again, your summons are doing the killing, so Tactics is not a good choice for your toon. And, as you probably guessed, Speed Lore sucks. The only thing it adds to a summoner is run speed, which is pathetic unless you dump a lot of points into it... and then it still only negates one modifier that you usually end up with anyway! If you really want some movement ability, go with riding, if you have a free skill to throw away. It doesn't help in caves, but those are pretty short compared to the vast openness of Ancaria.

 

Level 18 Dilemma: Again, you must consider the focus of the build (summons). Death Warrior offers very little (rousing command, but only 1/2 value) for your summons but the flag and the reflect buff can amp up your skellies and raised dead nicely (after concentration is mastered). No brainer here, go with MC focus.

 

And, as for the age-old "how many skeletons" question... I dunno :P I didn't play an invisible summoner much. As a visible summoner, I used Grim Res. and Reflective Emanation (and never mastered concentration) and used rallied souls for my "pets". I always found the spectral soldiers underwhelming, especially if you can raise up a champion to fight for you!

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  • 1 year later...

Skeleton warriors get better with CA rating. They are always slow. They do less damage than their leader, but they do chip away at opponents. My 'general claudius' build might give you some ideas. I don't think astral lord lore does anything, but maybe to the damage modification.

Edited by claudius
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  • 1 year later...
  • 1 month later...

Depends on your build and what your character needs.

Minions mostly scale with +CA stuff, so most of the time you go with +CA or +skill (to raise AL Focus and avoid penalties) rings/neck/runes.

Alternatives include the blacksmith arts: Enhance (for those who rely on AL CAs and need to keep regeneration times manageable, I prefer this), Anneal (for those who need more survivability for whatever reason), and Whet (for hybrid warrior/summoning SWs).

 

Edit:

BTW, I'm honestly not sure why people would pick Scatter Shot over Perforate, especially on a dedicated summoner. The problem with being a dedicated summoner SW is that you need crowd control/a great Area of Effect damage combat art, especially if you like fighting large groups of enemies at once (which you should be, imo).

Perforate very easily outperforms Scatter Shot in my games because of this. Contrary to what people are saying/what is written in the Sacred2wiki the projectiles from Skeletal Fortification actually have a decent-sized hitbox, and as long as you position your fortifications tactically they should have no problem hitting 2+ mobs per attack. This is very easy to test - get Perforate on a newbie SW, aggro as many monsters as you safely can, get them to cluster around you/your minions or just kite them so they form 1 big group, drop Skeletal Fortification, watch as each attack generates a dozen damage floaters. It's like spamming the Necromancer's Bone Spear spell from Diablo 2 except much, much more convenient.

Edited by Tyr
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