Jump to content

j89bravo

Members
  • Posts

    23
  • Joined

  • Last visited

Previous Fields

  • Favorite pizza topping
    pineapple
  • Why do you want to join DarkMatters?
    I use the site alot for guides builds and info on sacred underworld
  • All time best video game ever played
    elder scrolls
  • Real Name
    james
  • Country
    United States

j89bravo's Achievements

Indium Shaman

Indium Shaman (4/20)

11

Reputation

  1. No, the seraphim has a seperate skill called whirling hit, it does however act like the dark elfs multi hit with the knockback stun effect, but the animation for whirling hit is much longer, almost 4 seconds of spinning at the spot that u activate it at. She does have a multi hit skill too, but in comparison to a glad with a two hander, or the dark elf multi hit, the seraphim multi hit is rather underpowered the range and radius sucks. Hell the wood elf multi hit with sword and board or two handed sword is better than the seraphim's hit. From what I've seen each class has a skill they are "known" for, the seraphim - attack, glads are a bit different since it depends on the weapon they use but, his attack (when dual wielding), multihit, stomping jump, and fist of the gods are all good moves, dark elf has multi hit and mongoose, the dwarf is better known for his vehemence skill which is pretty much the same as fist of the gods, wood elf has eye for an eye (attack) and multi hit that are pretty good melee, I never really played vamp much so I can't comment on that one. But for the most part all of the classes have a skill or skills that they are particularly good using. Its figuring out how to use the weaker less commonly used skills that is the real challenge
  2. Ok, so I've tinkered around with this idea alil bit and have come to the conclusion that this is a support skill only. Damn near impossible to be a main attack skill. Hard to get it to hit a single target multiple times, unless you're standing by the wall you throw the mob into. So I decided to go a different route, using the pure melee/bfg seraphim idea. (Only using right side CAs). So far, this has worked for my seraphim. Granted she's only level 60 currently and about to go to gold. In the begining it was a bit of a pain mainly resulting in auto attacking a lot with my spear. She has her default skills, magic lore, weapon lore. But the remaining skills I chose in this order, concentration, long handled weapons, armor, agility, constitution, and trading. Having leveled wisely, I skimped on skill points here and there so that I could max trading as soon as I got it at level 50 saw a dramatic increase in my ability to take a hit and dish out damage. She only needs two CAs, BFG and whirling hit. Although I did put a few into multi hit (which sux btw on a seraphim wit a spear) and also put a few points into hunter seeker (didn't like it, too much of a pain to make it useful) and of course one into combat jump to move around. I keep BFG pumped up to be under regen time and the remaining CAs go into whirling hit. The idea is not so much regen time but power. I made one 1x whirling hit combo and a 4x whirling hit combo. The idea is simple run around with the boomstick shooting everything. Once you start to get swarmed or overwhelmed use whirling hit to drive them back or kill them outright. I'm not at my laptop so I can't give actual numbers but a pumped up whirling hit can kill a lot of trash mobs with one hit. Some enemies I've noticed don't mve when hit with it so far I've yet to throw back a dragon or the sakkara demons, may be different for other people but hasn't happened for me yet. That's where the 4x combo comes in. I can't tell you how many dcay runs I've done but I was lucky enough to get the full orlas and almost the full dream netting set from doing it. Keep in mind I play single player only so set hunting is a bit of a chore, no friends to help and no mules. After reaching level 40 I was finally able to stand toe to toe with dcay and I must say whirling hit is a faster killer than bfg for me when it comes to her. I run up to her not even bothering with the undead now days, use whirling hit, then use the 4x combo normally by the second or third rotation she is dead. Doing this negates RBOL as a much needed staple in the seraphim builds mainly cuz if u start to get overwhelmed simply whirl to knock them away and shoot em with BFG. Been havin a lot of fun with it so far, and now that I have trading I can't wait for the next armor/weapon stat level increase (from what I understand is pretty much 5, 15, 25, 35, 45, 55, 65, and so on) so I can build a super set with trading. Right now tho she is a tank, almost unhittable if that's even a word. I use all of my slots currently for blacksmith runes that give x% defense, whirling hit seems to not depend on atk rating cuz mine is roughly 150ish whereas my defense is over 2k. I have some life leech roughly about 15% (need more I know) but I built her for the sole purpose of perpetually spinning around before being forced the bfg route after havin no success with whirling hit as a main attack. Seems to work fine so far. The only hiccups I had along the way was gettin to level 10, spendin a lot time auto atkin wit a spear....zzzzz boring... after 12 tho its been smooth sailing ever since. I will keep you guys posted
  3. Holy Hannah! it did it again, every place there is a smiley is meant to be a question mark
  4. Lol I have no idea why all my :) In that post turned into smileys
  5. Ok I know it sounds a bit off, but, I was lookin at the dark elf sets on the pevils place website and I noticed a DE set that gives a huge bonus to ranged combat, (72 points) it sounded like a cool idea to try so I went hunting, went to the sacred wiki to see when the DE can pick the ranged weapon lore and to my surprise its not listed as a skill that the DE can pick! Now I know that having an item or set items that give bonuses to a skill u don't have do absolutely nothing, (ie, u can't fortify a skill if u don't have it) so my question is pretty much what the hell:) Why have a set that boosts ranged combat if it can't be picked as a skill. The idea of makin a DE ranged sounded kinda cool when u think about the DE PAK skills and soul catcher, basically a permanent ranged life leecher whether it be from deflection or his own bow. But without the ability to take a ranged lore why have a set that not only boosts it up but boosts it ridiculously high:) Am I missing something here? Or is the wiki out of date and the DE can pick the ranged skill now or something:)
  6. Well starting lvls will be a pain, and slow but once she hits 50 and can take trading things will start to pick up, I am gonna on purposely skim on points here and there as I level to be able to max trading within a couple lvls of getting it, with items powered by trading, ie; massive amounts of RSM, WIDD, + to all skills (my fav mod have a level 45 GOW BM with 90 trading), and items with % damage of a certain type, % dex to atk, def, damage she will quickly become a powerhouse and allow more freedom to invest CAs to really pump damage up. I feel with SOF and LS permanently on (easier to tell when LS runs out vs SOF) that will increase my atk and def vs ranged enough to not get hurt too much along wit bonuses from agility being super high thanks to the + to all skills. I am going to aim for 40% life leech for more security
  7. Just a quick example of what I was thinking of doin, points all into phys regen, skills weapon lore, magic lore (defaults), concentration, long handled weapons, armor, agility, heaven magic, trading. Main CAs used, attack, whirling hit, strength of faith, light shield, (put those two in a combo with same duration, cuz I'm lazy to recast two buffs) with one slot left for say a 4x whirling hit combo, I don't like using more than 5 skills in a build, cuz I'm not good with F hotkeys (F1 F2 etc) was thinking of taking BFG as backup against dragons or hard hitting stuff etc, but I know as I progress I would play more BFG because of its power vs going with the original idea of the build, equipment would be Orlas or Golden netting or rares/uniques similar to that, want to be pure melee without magical atk power as support (RBoL) but that's what I was thinking so far
  8. Yea I know how to make the regen shorter but I'm wanting to know if there's anyway to make it hit a single target multiple times like for example does the knockback stun get shorter as lvls get higher to allow the mob to come back to you to get hit again, or are some mobs not thrown back by it? Or is it possible to make it powerful enough to one hit kill trash mobs regardless of level difficulty (ie bronze-niobium) thus making it be comparable in power to say celestial light, for example my cl seraphim runs around the map gatherin as many enemies that will keep up and drop my light on top of me while leeching life back. And if it is possible to do that is whirling hit affected by atk speed or is the animation set, possibly causing more difficulty keeping regen under animation while still dealing considerable damage. I know the seraphim was designed mainly as a magic user/hybrid but u can't deny the power of playing her melee in the upper lvls, (I've seen seras do 17k damage perhit of an atk combo) I've never really played with the skill other than trying it at CA level 5 (that's usually when most CAs start to get better) on the goblin lawn in silver creek and I remember thinkin this skill sucks, thought the same bout the GOW BM and its now my fav toon. Any input on regen times at X- lvls and damage ratio would be helpful, I kno gogo likes seras so I was hopin to hear from him if he had ever tried this potentially amusing kind of build, (kinda like a dual wield dark elf multi hittin stuff, pure amusement).
  9. Ok most people that play this game know of course that a build is usually centered around one or two offensive skills and maybe a couple support skills, I was just wondering if it was possible or if has been done to build a seraphim with whirling hit as a main offensive skill. The regen time seems ridiculously long, but the animation takes a few seconds as well. However my thing is the effect of whirling hit is similar to gust of wind or the dark elfs multi hit in that when the target is hit it is pushed back and stunned, so how to make this skill hit multiple times to get full effect of whirling? Or make it so strong its literally a 1 hit kill for most trash mobs so only minis are left? If so how to keep regen times low so its usuable multiple times? The regen is literally astronomical, but say make a build with hard hit or attack as boss killer and whirling hit for crowd killing, would it be possible? Or is this another one of those cool looking but ultimately useless skills:)
  10. One of these days I guess ill have to get around to posting my seraphim build since people seem to think the class is underrated/underpowered vs other classes. (Topic from another thread) but my seraphim is the only toon I have 216, never died (playin in single player), has every seraphim set in the game, and can kill the region bosses, dragons, and anducar in about 2 to 3 sec
  11. I haven't tried the fad axe/e bolts but in theory it would not work since the ebolts takes the place of you're weapons just like BFG does. If u want to do the fad axe/ wit the seraphim and have a constant trigger make a mage seraphim boost the hell out of RBoL/ dual wield the axes/ and get urself a level 1 or level 2 celestial light. Pop RBOL to get your leech machine goin and put little pillars of light all around you, at low level the duration is 30sec or close to it so you want your regen to be like 3 sec or less, keep placing those everywhere then gather your enemies as they run or walk thru them they will get hit for micro amounts of damage constantly and if someone actually makes it to you, your RBOL will eat them
  12. I tend to be a bit cruel to my toons tho, since I can't play online or multiplayer, I can't play hardcore mode. So whenever I'm playing the game in single player, if my toon dies, I delete him/her. :-)
  13. I've basically been playing pong with myself, blow everyone to one side, quickly run over, blow them back. Or I work in a half ass circle, grouping as many mobs together, run around turn and cast, run turn and cast. I've been importing exporting and running around the silver creek porto vallum areas to level up mostly, not many archers there and poison resist isn't a big deal.
  14. Ok, I know I've made fun of it before, but I wanted to see what the hype was about so I finally made a GOW BM, and the reason I've made fun of it is cuz of its major handicap against the undead. With that being said I'm only level 18 at the moment the only two CA I'm using are ghost meadow and GOW, (besides fireball, but that's you're starter spell) given I know its weakness I am trying to compensate for it, I on purposely saved skill points so I could max trading at level 12, (the other two skills I've picked was air magic and agility) and I got my little trader up and running, started hunting rings and ammys with + to all skills and poison spell X % along with looking for slots and spell regen. He's in decent gear now, and I believe I may have over compensated a little bit lol, I just killed dcay using only GOW along with all her little minions and my GOW was doing close to 110 damage per little tick of GOW, and anyone that knows the spell knows that is a lot of damage due to how many times it hits when you fire from point blank range. So, um yeah, dcay went down easy, I'm playing in silver like I always do, (the way I see it, if u can't survive silver from the start you may need to rethink how to play and build your toon, it only gets harder from there.) Well level 20 is coming up soon and I am trying to decide my next three skills, and any additional CAs I know to get phase shift for jumpin rivers and I want to get whirlwind to disarm some of the bosses to see what I can get (tree rage). But other than that I can't think of any other spells to support the build. Any tips? Or ideas? I was kind of thinkin goin with earth magic, for stoneskin and meteor storm, I just don't like the cast delay of that skill. And I know pure air builds are hard to play in higher difficulties due to major poison resists on some types of mobs. Any input would be appreciated
  15. And what about for the rest of us? Those that don't play multiplayer and mule over items? One thing I've found that works best early on is maxing SB this can be done wit any character, go to the wood elf/dark elf campaign starting point with any toon with some type of ranged weapon in your hand (guns, bows, xbows) try to kill as little as possible gettin there ie. Avoid the wolves in front of the cliff... go thru the cave to come out on top of the cliff pull out your ranged weapon and move till you see the circle beneath your feet. Leave your toon there, come back in about 8 to 10 hours and you will have almost maxed SB. Thus allowing you to get much better drops, low level item sets, etc at an earlier level
×
×
  • Create New...
Please Sign In or Sign Up