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Dragonsblade71uk

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    Diablo 2
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Indium Shaman

Indium Shaman (4/20)

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  1. These builds are similar to what I have been doing on my TG. I took Hardcore so prefered to build up my mods for better defense, and more damage output, then get the utility skills in the middle. Due to the lack of money for myself, mainly playing solo, there is little money to spend at low lvls, making bargaining pointless below about 15. Anyway my main point for making such a build was mainly for a triple buff, Low CA use char. 1. Devout Guardian Focus 2. Tactics Lore 3. Concentration 4.Warding Energy Lore 5. Sword/Hafted Lore 6. Amour Lore 7. Blacksmithing\Enhanced Perception(took EP in my build, although for Closed net HC BS would be better) 8. Bargaining 9. Constitution 10.Source Warden Focus\Enhanced Perception(Personally I will take SWF to mod untouchable force and keep as high as possible) So far I`m at 54 on SP HC, annd in gold in the caverns below the islands. Have killed all the bosses I could find the quests for, even the banshee. (can`t find the quest giver for Daloriel the Depraved, or Bloodclaw so far) Modded Combat Alert as a buff, as I`m not a great fan of remember to recast things, and T-energy shroud, as main 2 buffs till get the 3rd. Obviously taken shield regen mod, and mainly using battle extention, modded for double attack. (not sure how much use taking both is, as I`m assuming they don`t stack but give 2 single 15% chances), therefore taken the increased crit chance. The reson for going for the 3rd buff and SWF for the mods is Mind control( if there stunned they can`t hurt you), Calm (Less attack speed means less damage), and Crumble (chance to destroy projectiles, again less damage). shame not a reflect, but better than nothing.
  2. Ah well that settles it then hehe! Just assumed that you could only reflect damage that actually hits you, therefore making CR less usefull for a maxxed RE char. But, as it is calculated first then taking RE is definately preferrable. Lucky I still have 2 skill choices left. So far the build is rock solid, although Garg was tough till I got the damn shield down.
  3. So, I planning a new build for the SW, based around the tank build. The 1 question is taking combat reflexes. I`m trying to max RE so that they will do most damage themselves, and having CR, will negate most damage. Or am I wrong? If you evade the damage, how can you reflect it? I was thinking of boosting the HP to take the hits that get through, and taking spell resist/toughness. Any masters out there know, or have adivse?
  4. I don`t think the teleport rule is true, as I have found that you can run between the 2 merchants in thylisium(can`t remember the right name), or the merchant in sloeford, and the other 1 south of the town. I think that they are update after moving a certain distance away.
  5. If you mean the 2 storm like bosses, it`s all about killing their raised minions, just concentrate on them and the boss gets aditional damage or something. They are just plain annoying things!
  6. Well after that I gave the 2 fireball char another shot, and yes it seems that if there is another mob then it will split the fireballs, even if that mob is weay outside of the normal range. (I had one ball go offscreen and hit a mob!). And I have noticed that if there is only 1 mob on screen, both will hit if it is at mid range. But if it closes to close range and is a smallish target, then sometimes the 1 FB will miss. For that reason, I prefer the 1 fireball, max damage to single target, so will stick with that! I have now decided to take this char to the HC areana and try my luck Dying in SC, has alway left me feeling like it was wrong to carry on, although that`s cause I mainly don`t get high lvls hehe! Might not feel same way if I die 50+!
  7. OK, I have my char upto 30 and going very nice. Now reguards the fireball, and Tempest, both are fine, but but fireball is modded to gold for the homing, and only 1 in tempest so far as I have max modded Icandescent Skin. With this in mind my primary attack has been fireball, and group mobs tempest. Fireball is at 1k damage and can 1 shot nearly all mobs. Obviously those with fire resistance. I have also used it in many boss fights due to not having been able to mod shower yet. Some of the bosses regen'd to fast for shower. So basically taking single fireball has been a huge benefit too my char, and seeing as tempest covers anything more than a single mob seems a waste to me to take 2 fireballs, seeing as 1 can miss most of the time. Ofc it is all down to personal preference.
  8. Damn that sucks. Guess I`ll have to run around shopping instead. I`m on SP mainly, so no chance of the MP island(whatever that is) I have noticed that the 2 vendors in Thylysium change there stock, was just tired of the long run inbetween. Might just have to keep doing that. Also running from sloeford to the vendor just outside, was another run I did. I was just hoping that was a town with some closer.
  9. Hi, when I played sacred 1 there was that town that had the 2 traders right next too each other and you could shop in the 1 spot all day. Is there anywhere like that in sacred 2? But my main point, which would make the above pointless anyway is, that on my travel to find a place, I got to black oaks. This town has 2 close traders, but there stock doesn`t change when I alternate, like in S1. Anyone know if this was stopped in Sacred 2?
  10. Nice guide and something I was thinking of as a trader to go alongside my multitude of chars. Athough I started my own today before seeing this, DOH! So might restart, hell 14 is nothing hehe! One thing about the fireball, while playing I took the Fusilade skill, and it is a bit hit and miss. It does spilt, but even with the hot pursuit, it they won't always both hit a solo target. I was thinking it would be better to take the Glode mod. Seems better to make sure that you get max damage on 1 target, than have 1 hit and 1 miss, which has been the case 75% of the time. Sure it nice if you have 2 targets ahead of you but then you might as well use BT for them.
  11. I have been playing with a blowpipe for the last few days and I have found that it doesn`t have this problem. Always hits the target even if moving hehe. Very nice bug if it is one, or maybe due to the speed of darts!
  12. I have been looking into making an astral based SW, using the skellies. I have always played pet classes in RPG's, and loved them. Regards to the SV CA and making it permanent, is that a good idea due it being knocked off if seen, or attacking? Or when permanent is this reduced to nothing, and can be perm invisible? Also can the skellies die and what happens if they do? do they come back, or do you have to recast buff? I was also looking at duel wield, and getting duel stave's, as I have seen 1h stave's. So with this in mind is pumping INT in this build preferable? (increase astral skills damage and also increase damage of stave's?) would tac lore be useful? SO for a build I might go : 1 Tac lore 2 BS 3 EP 4 Concentration 5 AL Lore (Mods and increase damage for the spells) 6 Duel wield 7 Armour Lore (for regen times and some defense if I have to) 8 MC Focus 9 AL Focus 10 Open at moment maybe riding/alchemy, or ancient magic if it would help This ofc depends on how good SV is and how good the skellies are.
  13. Well, using this build, with the changes proposed by DOBRI, I must say that single mob damage is off the charts lol. I`m at 1k damage at level 39, which when you compare that too my 50 dryad(seriously messed up build though), which can only manage 600, is amazing. The BFG weapon is defiantly what it says hehe. It maybe due to the higher buffs, as I`m not really a heavy CA user, The regen is about 7s, when I do need it, but at moment, even on silver, I can 1 hit normal mobs, and 2-3 on champs. It is lacking in Area of Effect/multi mob damage, but defensively, she can take it.
  14. Well my playstyle has usually been a very lazy 1. 1 CA as a primary attack and a secondary switch for boss mobs. As for nobium/platinum I have never reached that far, not making it past gold as yet. Always restarting as I find the char sucks later. Even looking at builds, I end up switching, somewhere along the lines. Like now lol. Your build changes make sense and allow for EP. I have a trader char but again being to lazy to mess about loading them up and runnning around looking for stuff, I want it all on 1 char lol Ofc if I should try your build that will mean restarting as I have already taken Rev Tech Lore.
  15. Hi, I`m playing the build as I love the seraphim and prefer a more ranged playstyle. So far it looks great, but with regards to the combat discipline. Can you tell me why you went for this, as I would love to take either bargaining or enhanced perception, and think that this is probably the most likely to be dropped! You say that a few points will boost CA damage. Would that be a great amount, and would the build have the points to pump into bargaining or EP?
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