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Taiko

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  1. Thanks for the welcome With FF I have taken the expert mod which cuts the time in half. Its around 9-12 seconds ATM at level 7, once it gets over 12 I usually put a point in Hunter Focus. The build is still going strong, I'm level 40 on HC Silver and have no problems dealing with level 45 creeps, and Bosses haven't come close to being a worry yet, and thats with a blue level 32 blowpipe. Just cleaned up my first dragon (only used 12 health pots, Goldenglade Touch really helps) and the final Act 4 boss is very easy, but keeps disappearing so I can't get to Act 5 ATM. All this on 1500 ping ^^
  2. Ghost Build -------------------------------------------------------------------------------- Dryad Ghost Build. Theory Build (still under construction) Attribute Points: 1. Vitality (most important) 2. Dexerity (important) Skills: 1. Enhanced Perception (eveyr other level) 2. Tactics Lore (Max) 3. Ranged Weapons (Max) 4. Concentration (for 2 buffs so no points) 5. Speed Lore (every other level) 6. Capricious Hunter Focus (when needed to cut down regen time) 7. Spell Resistance (five points) 8. Armour Lore (when needed to cut down regen time) 9. Nature Weaver Focus (when needed to cut down regen time) 10. Nature Weaver Lore CA: 1. Ravaged Impact: Perforate/Breach/Double Shot 2. Forest Flight: Roots/ Expert/Escape 3. Sinister Predator (Buff): Eagle Eye/ Marked Shot/Unflinching 4. Viperish Disease: don't be fooled by the tooltip this is one hell of a damage spike spell if used correctly (for mobs) 5. Tangled Vines: Sprawl/Impair/Intent 6. Ancient Bark (Buff): Rugged/Repel/Invigorate 7. Goldenglade Touch: (For Bosses) Weapon and Mod: Blowpipe is the best weapon for range/rate of fire/accuracy from the testing I have done. Good blowpipe drops can be found on the Coast in Act 1 and In the Hills in Act 3. Opponent Level For Death Blow %: while LL is popular, it is a counter intuitive mod for a ghost which aims to kill or escape and not be hit. Deathblow is the perfect spike mod eg: my level 23 blowpipe with 26% Deathblow will ave. 120-170 a hit and spike at 250-450! I'm at level 36 and have Deathblow at 46%, damage spikes now range from 650-1150! Very good against bosses/champions once their health corresponds to the %. Armour Mods, Rings and Pendants: This is a very important aspect of the Ghost build. What you are primarily looking for is: 1. +% visibility range (most important) 2. +% chance to envade (most important) 3. +% speed (most important) 4. +% critical hit (most important) 5. +% damage or attack (physical) (important) 5. +% block chance projectile/spell/melee (important) 6. -% opponent evade (important) 7. +% chance to find valuables These mods are more important than your base armour rating! Do not sacrifice these mods for a better armour base rating! For example: my level 25 has a + 36% visibility range and a + 31% evade. I still have a level 2 helm, level 8 shoulders and level 15 skirt which give me the bulk of those points (EP does work). With the evade stat I can literally stand against 2-4 white creeps and they will not hit me, however it will need to be higher for champions. With the visibility I can kill a mob of 3-4 white creeps before they come anywhere near me, or one champion. Even at this low level I am literally a ghost to the AI for white creeps. Champions and Bosses you need to be a lot more careful and use your CA skills to get the right effect. When deciding on upgrades be vary wary of armour that has -% speed. If you find a piece of armour that has dropped and has all the right mods, but a high -% speed, put it in storage. As you increase your level the armour's -% speed will decrease to 0.00. Orbs: This is an important aspect of a ghost's gameplan. Do not mix your orbs. Make sure to have a set of each in all four slots. Take note of what kind of weapon and creep you are hunting. If they have swords which glow green (poison), have your green orbs at the top. If they have flames swap over to the red orbs. Match the orbs to the elemental damage the creeps are using. Take the time to study the prey you are hunting. Only use orbs with + enhanced perception. Orbs are the only thing I buy from merchants. So check regularly and upgrade them to higher levels. A Ghost build uses everyting to its maximum potential. The sum is greater than the parts! So get to know your orbs and use then for full defensive effect. Shrunken Heads: As with orbs, always match the shrunken head to the mob you are hunting. For example: Act 1 Elven heads, Act 2 Human heads, Act 3 Ork heads etc. Make sure to constantly upgrade your heads with your levels. Wear the heads that give you the + defensive vales. Forest Flight: this is a hard CA to get used to and master effectively. I would highly recommend practicing in easy areas first to work out what it can and can't do. I suggest not jumping too far away from the mob, as it takes time to reorient and start killing them again. Timing is everything with FF, make sure to wait until they are on top of you so that they become rooted when you jump. This has to be one of the best CA in the game (I'm biased ). With practice you can jump from bridges to lower ground or vice versa. However, make sure that where you jump to is clear of rocks/trees or it may not work. FF is good for bosses and champion mobs. While I call it the panic skill, you must keep your senses when using it, as a missproper jump could kill you. Never EVER jump forward unless you have cleared the area first. Always try to jump to a side which is clear or backwards. I'm still testing the limits of the skill so I'll report back. Boss Farming: The build is very effeicent at Boss farming. However, you may want to work on collecting a specific boss farming set of armour and mods to make the build even more responsive. For the purposes of Boss farming build an armour/mod/weapons set that maxes out your +% evade (I'm at 50%) and your +% deathblow (I'm at 58%). Deathblow really shines for boss farming. The higher you have it, I have three Wraith Rings and a Pendant, the quicker you will see the damage spikes hitting the +1000 level. I'm also starting to experiment with different CAs. With Forest Flight on a low cooldown, Tangled Vines can become redundant, so I am experimenting with Acute Mind for more defence buff, and Black Curse for more of an offensive buff. Will report back to see if there is any real difference. The first boss Gar'Colussus (I think thats its name) is the most easiest for this build. To begin dont' cast any CAs and just shoot at him until he starts throwing the single rocks. Dodge the rock and them shoot it. Once you have destroyed a couple of rocks, then focus on him with your CA cycle. It should take you around 1-2 minutes to kill him depending on your +% mod levels and weapon damage. The ghost build has been around for quite some time. I first came across it in D2, and since have worked on it via HG:L. It is a build specifically for ranged class characters. Amazons in D2, and Cabalists in HG:L. I'm going more with the cabalist ghost build, developed by Virus over at HG:L, for Sacred 2, because it was based around the blink skill which is very similar to forest flight. Virus was a good teacher and helped me to better interpret stats in order to make an effective ghost build. So big thks to Virus, I hope I can carry on the tradition into Sacred 2. Ghost builds require a certain playstyle. You need to be very patient and have excellent environmental awareness in order to be a successful ghost. If you love to charge headfirst into mobs hit a Area of Effect and wish for the best then this build is not for you. If you like a more tactical approach to your game then you might like this one. There is nothing more statisfying then taking out a whole mob without getting any aggro, or fighting a boss who can't land a hit As the name of the build surggests, ghost builds revolve around 4 core skills 1. Range 2. Damage Spike 3. Speed 4. Evade Put simply, in theory if you do the build right you should be able to kill a mob just as quick as a Area of Effect nuker, but without aggroing anything (range, damage spikes). And just as importantly, if you do aggro, you will be able to escape without getting a hit (speed, evade). This is the hard part of the ghost build. It works best when the player focuses on not being hit by anything at all. This is where patients and situational awareness comes in, especially in learning how to use forest flight. If you haven't used a ghost build before start off with bronze, as you get more confident go to silver and then to HC. I'll keep crunching the numbers and continue to edit the Sacred 2 Dryad ghost build. I'm looking forward to feedback as I've never played HC before so it should be interesting to see if the build carrys over. But I'm confident it willl perform well considering Virus was one of the first to get a level 50 in HG:L HC mode with his Cabalist Ghost Build. To be continued... Good Hunting Edit: Some answers to FAQ With +% visibility range a number of things happen. Firstly, you increase your LoS (line of sight). You will notice a ring of light around your Dryad that is brighter than the surrounding area, this is your LoS (don't mistake this for for the 'light' ring immediately around the Dryad which is smaller). When you increase your visibility this ring extends further. From what testing I have done, this means that you increase both the range and accuracy of your weapon. From what I can tell with deathblow it is a damage spike mod that is related to the health level of the creep. When the health level of the creep corresponds to the % of deathblow you will trigger a damage spike that will kill it. I'll do some more testing on this as I have two blowpipes at 23% and 26%. From what I've seen so far with the 26% pipe when a creep has under a third of its health left thats when you see a huge damage spike, and it dies. I'm still working on regen times ATM. However, because most of my armour has fairly low base rates the penalty isn't that high. In addition, with Amour Lore, Hunter Focus and Nature Weaver Focus I can significantly reduce regen times. The good thing to remember is that the Dryad's primary weapons fire really does pack a punch. I only really need to use the Combat Arts against Champions and Bosses. And then they all synergise very well together. Although I might try to see if I can get my Forest Flight regen time down to 10 sec its at 20 right now, but I just put a +2 FF armour piece on. Also, keep in mind that Sinister Predator (buff) increase your primary weapon's fire damage dramatically. Its almost like having a constant CA that needs no regen time at all. Standard attack move against normal mobs is primary weapons fire. Against a champion cast tangle vines, which increases your chance for critical hits btw, followed by Ravenged Impact, and then primary fire to finish it off. If its with a mob I try to draw it out first, otherwise cast Viperish Disease, Ravange Impact and finish it off with primary fire, or hit FF if the mob closes and the champion is still alive. Viperish Disease has a number of similarities to deathblow as its damage increases with the decrease in creep health and if you match the shrunken head to the mob it will spread. With bosses use Tangled Vines and FF interchangably so it stays rooted and cast Viperish Disease when it healths falls to about half. With champions and regular mobs you are not that reliant on quick regens, because you have a huge damage spike just with your primary weapon fire alone. Also keep in mind that this build requires you to be patient. You can only take on one mob at a time. Your main job is to pick off creeps one at a time, so this allows plenty of time for regens. As I stated earlier, you can not charge headlong into an area and aggro 2-3 mobs, you will die! You work your way around the mobs drawing them out and picking them off one by one. Once you get good at it, you will become very proficant and be just as quick as a Area of Effect nuker. But always approach large groups of creeps cautiously. And match your firepower with the mob levels. This means know when to stand and fight, know when to run, and know when to read runes to increase your attack/defense.
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