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super-avianti

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    baldur gate 2
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    lionel
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Silicon Mage

Silicon Mage (6/20)

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  1. Thanks I read the wiki pages about the CM patch but I miss that one. It looks like I could get close to what I want to achieve
  2. Not sure where to post that either but if somebody want I could post a more detailed version about why I tweak the Inquisitor this way and this, and why I would give him and remove that, etc. I had idea about this back in time, but I guess having quit the game for a while as make my idea more clearer, don't want to sound not humble or anything but I believe it's a good balancing of the class as a whole (there are stuff I would remove even though it's not stated in the post above).
  3. Hi you all. Long time no see. I used to play sacred 2 on console. For personal reasons I moved to the US in the process sold pretty everything I had. I found a sweet deal on newegg and now I've a laptop that is able to run game for 500$ Definitely not the race car among the gaming laptop but should get the job done. I'm currently playing Diablo III. I'm liking it but I find it different from either Titan quest and Sacred 2. I actually planning to get both those games. I'm a bit lost at the moment wrt where to buy Sacred 2 and it extension (which I never had the chance to experience). I definitely plan to instal the CM patch as it seems to bring a lot on the table on top of fixing quiet some bugs. So first question, what are your recommendation on that matter? Then I always tic well with the Inquisitor, I could definitely play that class again. On PC modding is an option but after reading a few threads here it's tough to come with a synthetic comprehensive views about what is doable or not and easily or not. Whereas I like the Inquisitor I would definitely want to do a "balancing act' of my own. I would want to modify the attributes and at which pace they are increasing (survival bonus aside)? Is that doable? If it can't be change can I switch the Inquisitor attribute to the High elf ones? I would also want to take CAs from other classes to replace some of the existing CAs which I find too weak, useless or way too circumstantial. That seems to be doable, but is it doable to slightly rework them and that include the mods? For example IF I replace PC with GR (SW) can I easily modify GR so it grants less extra life and affect strength instead of wisdom? I may also want to edit the first mods lowering the bonus to life points or providing hp regen? Another thing I would want to do is to change RP from a buff to something akin to FF or PD and change the reflective property to either block or evade? Is that doable? I may want to use Beefeegee instead of RP for the buff in the AS aspect, that sound doable. But I would want to tweak BFG so it no longer summons a canon of some form but a 2H light saber. (so changing the weapon type). I may want to change the bonus bfg provides from range to sword weapon. I may want to change a mod that doesn't make sense with a sword (piercing property => chance to hit multiple opponents for example). Is that doable? I would completely rework the NN aspect. I would most likely do something like that DS untouched IS untouched PD sent to the GI aspect replacing MP and replaced by ZD (from as aspect) ED replaced by Shadow step SR => tweaked in such way. it grant a bonus (50% or more) to attack and defense value from scratch, and lessening the boost granted by souls. WRT to the ZD I think it's kind of broken the AI is not up to the task to make something good with him. I may favor something closer to either the fire demon NA (from SW). It looks like quiet a change and all together I would think that starting from the Fire Demon CA might be the way to go as the mod make sense for plenty of creature/monster. I would want to summon a creature AI will have no trouble making the most of. Do you think that could work? Do you think I could change FD form buff to something akin to ZD (so not a buff)? Thanks for your response and enjoy your gaming cessions
  4. edit error... Sorry As I did an error I'll use this post in some way. Just something I did not know and my be useful for Ink wannabe, when you dual wield CE hits twice but if you on your spider it hits only once. Basically for that build I'll ride my GI spider so I let some socket aside to use two handed sword which have nice wounding properties
  5. I hope you still read, I'll give up on the build I started as I though of something better and melee. Mostly it's about slashing but the only buff would Reverse polarity but will not be used early on. unmodified SR and PC can be used alternately wold be used in early level. The build will be (I think I'll give it a try ): Early level 1: GI focus 9 2: NN focus 9 3: Armor lore 5 4: Sword weapon 1 5: Tactic lore 1 ------------- 6: Barganing @ character level Basically Bargaining will become the main focus in skill point, The build will already be effective and his power will grow along goodies you buy here and there mostly +x all skills. 2 CAs will be fully modified early on: FF: Free/Resolve/Relentless PD: Free/Decrepit/Confidence Those two CAs (reading plenty of runes) will make sure we hit even tough critters. They will remains for a while the only modified CAs we use. ------------- 7: AS lore 9 We fully mod RP: Rebound/Counter blow/Evade +x all skills will make sure we can read a significant amount of runes so it can become our main buff (if not just wait a bit for better gear/jewelry) ------------- 8: Constitution: close to character level some point will be saved to further modify some CAs 9: CR (10: SR ~level 65 (I've no level calculator so it might not be accurate it's just a matter of giving an idea of the build evolution). 1: GI focus 22 2: NN focus 22 3: Armor lore 5 4: Sword weapon 5: Tactic lore 1 6: Barganing @ character level 7: AS lore 22 8: Constitution: close to character level (after lvl75 @ character level). 9: CR 1 10: SR 1 The focus focus won't be up for a long time, so will have 3 extra mod points to use in each aspect. GI: CE: I think I may take Bleed and while startle if a safeguard with no PC bonus to damage I may very well choose lacerate MP: Disgrace so a lesser debuff. NN: DS: Spite / deprivation And I'm not sure about the last mod either stimulate for DS or Greed for ED. I leave the choice open for now. AS: Here I wonder about modding fully the ZD (as a spell) of take two mods for LA "Disperse and hesitation" and Bedaze for RT. So extra damages through the ZD but suffering from erratic behavior, or RT and LA used as debuff. I haven't test but PD and LA effect on opponents attack speed should be cumulative so it may be possible to significantly decrease the threat that tough critters represent RT should be used to get rid (for a while) of a tough critter or/and stun one tough critter. For both damages will be irrelevant to the build. -------------------- About mastery I would go with Bargaining, constitution and armor lore in that order then as I see fit. For gear +X all skill till the level in all skill is 75 or more (one good regen per hit item), then introduce damage modifier or/and extra defense or attack, shortly as fits Attribute I wonder, all in vitality is my safest bet, all in strength would male a pretty all out character or a mix. Really defensive (for extension players) would be a bit like in the "Wyand Voidbringer" build: -Up until u start getting 2 points per level, put all into Willpower. -When u start getting 2 points per level put 1 into Willpower and 1 into Vitality. -When u start getting 3 points per level put 2 into Willpower and 1 into Vitality.
  6. I like this idea of being a f***ed up hero that would be nice and allow some nice option in MP and bring some fresh air into the campaign
  7. Oh I completely agree with that, inventory is a mess, basically my chest is such a mess that I can't rely on it. It's such a pain to find an item in it...
  8. I've one question, what is the point to pump NN focus this high? Mastery to socketed jewelry should do the trick no? Other than that I toyed a bit yesterday to test how the FF resolve mod and PD confidence mod work together, I never did as PD is risky on console. I found that they work great together as no matter the order which you cast them FF resolve mod always multiples the bonus granted by PD which as I can read bunch of runes for those 2 CAs aleviate a lot the pb inquisitor can have to hit things
  9. Given the choice I would go for the PC version (I own the console version), plenty of bugs have been fixed, more content, more bosses. The console versions are badly bugged, blacksmith doesn't work, alchemy is unpractical, some CAs doesn't work as intended, on 360 no free online gaming, less unique, etc. There is also the issue about how you aim your CA, they did a good job but it's no where near as convenient as on PC and the choice they made can have significant effect on the damages output. On PC things are way better, it's even possible to accelerate (a cheat) the leveling speed which if you consider how time consuming this kind of game is not that much of a cheat... (I find default speed ok in early level but it slow down way to much after that, only my pov). You can back-up a character at multiple point into its life. really there is no question: PC is the way to go
  10. Hi, I guess that you won't find a better answer than this one : http://darkmatters.org/forums/index.php?/topic/16012-toughness-vs-combat-reflexes-vs-spell-resistance/page__view__findpost__p__6898252 Edit link error...
  11. Sorry I'm not sure I understand what you're up to. Ancient magic affect your spells, IS is mostly your only damaging spell in the NN aspect. The same I don't understand why you take NN lore if you don't plan to rely on IS, the other spells main effect are not damages (ED damages are really low, PD does no damages, DS damages will be irrelevant vs your melee damages). I take it that you have a bargainer to provide you with +x to all skills because I ignore bargaining for a long while and clearly the benefit it can provide are nothing short of amazing. Really if you don't have one, take bargaining especially as it's available from scratch to Ink. I'm not sure you will need to invest that much point into NN focus either, really your better of relying on jewelry and socketing to achieve high figures. I don't get why you spend only 1 point into DW, OK once SR is pumped your attack value will be crazy put it takes a while to there. And you should consider attack speed and chances for double hit. You should aim higher at least mastery. For information I tried to run again such a build and it's really tough on console. I reach level 23 pretty fast and SR allowed me to switch to silver difficulty at lvl4. I passed the Gar colossus in silver without much problem but I'm currently against the Octopus and I can't put a scratch on him, simply my attack value is to low. I can do better in regard to gear as I don't spend much time hunting +x skills jewelry neither I got blacksmith busy... I'm a bad consumer... // I also have to collect runes and read many FF/PD runes... It's really bothering how SR makes you careless, a false sense of invulnerability... Here the skill I took and the points spend: GI focus: 9 Armor: 5 NN focus: 9 Constitution: ~9 (from memory) Bargaining: 23 Tactic lore: 1 I spent just the need point to get the critical mods in GI and NN, then to unlock Constitution which I kept at 1 till I could get bargaining at character level. Once both bargaining and constitution are at character level, I will add points as fit (most likely to unlock CA modifications). As you can see +x to all skills are critical. My pb with the "octopalamus" I believe could be solved by shopping till I believe that I made a mistake once again (so 6 hours worse of playtime lost...), I rushed to mod SR but clearly lesser duration and higher regen cost is not the limiting factor for the build, attack value with SR down is. Conclusion I should have mod PD first and take the "confidence" mod (and again read/find/trade more runes...). By the way this will remain true for the whole character life, so I really warn you about spending only 1 point in DW, Sr is a weird thing both best friend and worse enemy to be rely on it too much. For information, the complete build should be: GI focus Armor NN focus Constitution Bargaining Tactic lore Sword or pole arm lore ranged weapon toughness or CR Spell resistance I'm spending all my attributes point into Vitality. I wondering about making a not wise choice and choose CR vs toughness and not pursuit high mitigation but a more "fortuna" type of defense. I will have quiet some hit points but terrific defense value, in some part of the swamp SR is useless, I'm not sure mitigation will be enough for my survival if every blows aimed at me connect especially critical. So to be "coherent" I'll mod PC for highest damages. I also play safe by choosing a second weapon lore, ranged weapons which can be a lot of help against bosses and tough critters, it usually take longer to take them down but it's way safer. NB for console player who would read this, beware PD is broken and some effects on your gear affect you once PD is running, so beware. I work around this by having FF and the "FF=PD" combo mapped on to the controller, if it's about "booting" SR with critters not that threatening I use the combo, if they are tougher (no matter SR is pumped or not) I use FF only. Clearly deathblow can be naughty, as well as many other things. BEWARE
  12. After though. I you pass on modifying PD you will only need 70 points to mod SR IS and DS, you could pass on NN lore and replace it with Combat discipline. You could also mod CE before PC and RM and put CE, DS and IS in a combo. You would use RM not modified (which is not a critical point imho) you would dual wield for sure in this case. Mod order would be (ff first) CE: bleed /lacerate PC: complete RM: deprivation then it's a bit irrelevant as you please. Anyway tricky build I still not sure about how to go with it... The nature of Sr make those builds really problematic against tough critters and bosses, no souls and you're soon in trouble which mean that you have to consider work around to awful attack value and low FF duration. Plain melee build with GI and NN would work great if you don't go through the campaign, it's a lot less headache. Basically you use NN as buff/debuff only aspect, no minions/ no IS mod SR DS and PD only. Take concentration, mod PC with Irune, take Toughness that should grant you neat damage mitigation. SR come handy supposedly in Ice&Blood. No need for Ancient magic either as it does nothing for NN CA debuffing values. You can have quiet a tank if you let the campaign out the equation. Something like (between () would be early on): In order (obviously per aspect) NN: SR: Zealot/source/Zealot PD: free choice / decrepit / extension DS: Spite / Deprivation ED: Greed GI: FF: Fanaticism / resolve / relentless then it depends on whether or not your use PC. GI focus(9) Armor lore (5) NN focus (9) bargaining (@character level) Tactic lore (what left) Constitution (@character level) DW lore (1). ------- then it's open between blacksmith, SR, CR, Concentration, toughness, a weapon lore, etc. depending on what you want to achieve. Concentration and toughness would be critical to a hardcore player as mitigation is always the safest bet, for non hardcore for example Combat reflexes and toughness may be useful more often but is not a "worse case scenario type of defense" which is critical to achieve for hardcore player that can't die. For survivability Concentration toughness and SR are the best choices. It's up to you campaign or not? If you've friends you can still summon them for boss fights, your debuffing powers would make it a breath
  13. Hi, You play on PC right? So you've access to ancient magic right? First to answer your question about mastery, no you need hard point into a skill to rip the benefit. Tactic lore point allow you to mod the GI aspect. I tried some builds a bit like that, I even tried a NN only (so don't use any CAs from other acpect even not modded). So far I've not been successful, but there are some console specific issues: PD is dangerous on console... really and too bad is a pretty potent spell, Ink can't take Ancient magic either. So about your build, I see some "non coherent choices" I might be wrong or miss understand the purpose of your build. Here what I noticed from my playing: * IS and SR doesn't work that well together as Is steals souls from SR. My experience with such builds tell me that you should mod SR for longer durations to make sure your ATK and DEF values remains hight so if your minions die you still slash long enough to make new one. I also knows that the Death Magic mod is not worse it does crazy low damages. I would mod SR as follow: Zealot/source/zealot the pretty standard modding, long soul duration is your best friend and source allows to read some more runes, recreation boost is really low too vs what some other classes can gain from CAs imho. * SR is useless against Bosses. So you have to be aware that you won't be able to touch a boss with melee weapon. the CAs that may allow you to touch bosses is FF (from GI aspect) with the mod "resolve" still the duration scales up slowly and you will need GI focus as you have to fully mod it. So to make it short your best call for bosses will be your spells, there is only one that does damages it IS, I guess it can work but it's a slow killer. * During bosses battles you will have only one buff PC, so I'd mod it as follow: Mystic/Merciless/hallow, mystic and hallow will significantly raise the IS damages during bosses battle you will need it. During the std gameplay your high defense will make up for the lack of mitigation. For boss battle PD and IS should significantly decrease the boss offensive power. Then it's matter of gameplay, if you don't plan to go through the campaign it's less of an issue but if you plan Bosses will be your main problem. Overall you have to know for sure what will be your tactic. You say melee+ minions (and bosses will be spells). * You will need both Tactic lore and GI focus imho. * I believe that you can pass on Concentration, in standard situations you may not get that much benefit from PC whereas you are skill slots constrained. I would switch between SR and PC only for bosses battles. * If you don't have a bargainer take bargaining =x all skills is good and they are other goodies too. * I'm iffy about Combat discipline too. You won't put that many spells together in a combo right? I believe you could with two. So I'll pass and take ancient magic which will greatly help the efficiency of your spells later on. * I don't have the extension (console user) but I read that spells/CAs are way more of a threat I may consider Spell resistance. * I don't believe that with such a build you achieve the "highest dps" but if you play MP you can offer a lot of help to other, and in many ways IS will lock down any tough critters you want without the extension (and crawl them down with it), Dislodge spirit is a great debuff, PD does a good job too, put together... your friends will smash dead meat fast. * In regard to melee, I'd switch the focus from CE to RM. Put together IS and RM in a combo, with few regen per hit you should be able to make the thing more "spammable" * For weapon as RM could be the focus I would use two handed weapon, either sword or polearm (great range for RM). Overall I believe that on PC you can have a build workable both SP and MP but you will have to remove high DPS to single target from your mind in the same time you will be a great addition to your team. Clearly I won't be a tank either you would need RP/exploit + irune but I believe it's not your best interest, better pump points into vit and constitution. If I were to try the build again I would go (assuming SP is still relevant to you and most your leveling will be SP): GI focus Armor lore NN focus bargaining (@character level) Tactic lore Constitution (@character level) weapon lore of your choice( two handed) NN lore Ancient Magic Spell resistance Skill point distribution is more tricky, you would not invest much point into weapon lore, like one for a long long time and really on SR and FF for attack value as well as +x to all skills (and bargaining is great ). I would not invest too much early on in any skill actually bargaining and constitution. But I would spend 9 points into GI and NN focus asap to mod SR and FF. FF will ensure that you can melee and kill your first enemies and thus start to feed SR. Once SR is fed early on you are pretty much safe. The focus should be Bargaining and Constitution save points to invest as soon as possible and be at character level. the point left migh go into Tactic lore (NN lore less tempting only IS does significant damages but less than RM so do a combo or alternate). here the list list of CAs Iwould mod (the first 3 are in proper order): FF: faith / resolve (faith as NN lore will remains a secondary target for skill point for a while) SR Zealot/source/Zealot (duration and lower regen) FF: Faith / resolve / relentless This is to make sure you can safely quick start SR which is critical to your survivability. then for the NN aspect: IS: Effort / fanatic / probation DS: spite / deprivation PD: despair / decrepit / extension DS: Spite / deprivation / stimulate then the GI aspect: PC: mystic / merciless / Hallow RM: deprivation / petrify / frenzy CE: Bleed / Lacerate / judgment NB I believe that RM will serve you better due as it allows for a lot of regen per hit and thus a better spamming of IS for your minions, but you could choose to use it not modified and mod CE first. As I understood that you intend to play MP, I thought that RM mods may helps your friend, deprivation make sure crits won't run away, you have stun chances, et. Overall CE may replace RM in all cases if you're ok with lower level IS then use indeed DW instead of two handed weapons. Your call IN regard to NN and GI I would spend more on tactic lore and less on GI focus and the opposite for NN (more point in focus less in lore) as there is only one damaging CA in NN not that powerful (IS) and that most effect granted by the aspect scales with the number of runes. For the mastery constitution and bargaining will come first, then I would go armor lore, then it's as it fits your usage of the build.
  14. I hope I'll get sucked as ARPG H&S is nowadays my prefered gaming genre The more good games available the happier I'm.
  15. Now to the defensive skills: I would not change much to the defensive skills aside the removing from shield lore as benefit could get ripped else). The change to the mastery system would be less drastic too. There would still be grades. For armors gear may ask for a given level of mastery to unlock some special properties but there would be no passive or active bonuses. Constitution each of the 5 passive bonus possible would grant 20% of your life regen while in combat. The main effect of the skill would be the same: more hit points, more regen). I would change Toughness mitigation bonus into a chance of resist some "non spells based detrimental effects" (think being eject from your mount, resist, stun, knockdown, disarm, etc. all which should be a threat to the player more often imho). I would limit the boost to armor to non physical damages but increase the effect. I'm not sure about how effective are CR and SR primal effects are I've the feeling that most of the benefits of those two is protection from critical. Whereas I take those skills often but measuring their effectiveness is tough for me so I'm not sure if those two should be revamped (or not) to make them more attractive (vs constitution, toughness) The Combat Art skills: I would have only a skill per aspect, the lore as it is now. Ancient magic would pump spell intensity instead of damages. standard mastery. Combat discipline: it's main effect would be lower the chance on your spell being interrupted (when you get hit while casting) which should be integrated to the game imho. Bonuses granted would be the bonuses from CD and Concentration, more buffs, bigger combo or more chance to resist spell interruption but no damage or regen bonuses. Concentration would do what "aspect focus" are doing now lowering regen as well allowing for higher CA level, no bonus just standard mastery. It would help to get mod points. I state earlier that mod point should be given a bit faster that's it (a bit like the SW can get more mod points than the other classes while spending the same amount of skill points). Standard mastery ----------------------------------------- I'm done for the "fighting skills". Overall you would have less Skills to choose from, so I might lower the number of skills that can be selected by the player. I might go for 8 skills. I believe that there would not be less choices. The way I would see skills balancing would be possible to make a character taking only offensive and defensive skills viable, not the most powerful being out there but viable a bit like a single aspect character focusing on its weapon based aspect (say GI for Ink). As a note as there would be less Skills that would be worse to be taken for a specific effect and so spending one just one skill point, I would keep the number of skill point granted the same. Some may wonder why the "generic weapon aspect" (through offensive)? I would answer because I believe it will be easier for developers to develop two proper aspect per character. kind of Area of Effect melee or range CAs would be covered, the same for single opponent CAs. (I will use some examples). * The shadow warrior is a good example, two of his aspects could be made one without much of a loss if weapon based CAs were left out of the picture. (For information I would keep belligerent vault, ruinous onslaught, killing spree, augmenting guidon, and grim resilience for the buff). With a SW melee build you still invest in tactic lore and weapon lore. The restriction to 2 aspects may be lossless, actually it may help devs to better balance classes, to more finely match what an aspect does with its background and the background of the character, etc. * If I continue with existing characters and take the high elf. I would obviously retain the fire and the ice aspect. The third one is not bad but a support aspect. I believe that the flexibility offered by the "offensive skills set" as I present it would out do the loss for the delphinic arcana aspect. Actually I would make high elf with my system I would change things a bit. I would make both fire and ice aspects even more symetric, out frost flare and ancient fire, enter fire and ice two handed staff (close parents to beefeegee). I would remove cascading shroud (not that's not great) and introduce a Ice demon. I would make them a bit less sucky and at least make them better at gathering aggro. I don't believe that the high elf would be less rich as a class than it is now. You may have potent melee character (either fire or ice), hybrid caster/melee caster either fire or ice, pure caster either fire, ice or both. How fun would it be to have a HE surrounded by to demons fire and ice with the HE wrecking havoc all around. Devs may have done that with the actual system that's true but I believe that focusing on less will make them come with stronger concepts for the classes and aspects. Focus on two side is easier, either you consider opposite (ice vs fire // buff vs debuff // night vs light) synergy (crowd control & debuff // damage & debuff // plenty of choices) or simply two aspects matching the character personality. Whatever the classes devs may come with I believe that they will pull it better if they consider something more "binary". If I'm right they could actually come with more classes (and original classes) than I actually expect. I also believe they will do a better job at balancing things out with less on their hand. There some stuff I would want to add, like introduce electric damages, some weapon modifiers, etc. I will do in another post most likely in the post as the one about "general skills".
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