Cygnus 0 Posted June 12, 2006 Share Posted June 12, 2006 I reworked my orginal Seraphim Guide on the Official Sacred Forums. The intent of the guide was to help people tailor their Seraphim to be balanced and be capable of enduring any challenge and any game change. The guide is quite universal and suitable for most any version of Sacred you are playing (though in the guide I state Sacred Plus). Information in this guide is suitable for Sacred Plus. Welcome Sword Sisters! Evil has risen and we are called upon once again to do battle. Our numbers are few now and many of the ancient texts are lost. Without that ancient knowledge to guide us, it will be most difficult to plan our training and development. Take heart sisters! A few successful battle-hardened Seraphim pooled their knowledge and helped compile the information in this guide. Follow this guide sisters and you too will be smiting evil back to Hell! Skill choices: Level 3 Concentration Level 6 Constitution Level 12 Heavenly Magic Level 20 Armor Level 30 Agility Level 50 Meditation The allocation of skill points should be as follows: Levels 2-11 focus on raising Weapon Lore and Concentration. Level 12+ There are three main paths you can take to get to the final goal of highly developed and well-rounded skills. You can focus on melee first, focus on magic first, or balance the skills evenly as you grow. There is no wrong choice. Melee development is easier to get started. It is stronger against individual foes but weaker against masses of enemies. Magic development requires runes and more time to develop. It is stronger against masses of enemies but weaker against individual foes. Balanced development is the hardest because you are sacrificing the early power of specialization for the eventual reward of a deadly combination of melee and magical attacks (which is the end goal). Melee Development Focus: Weapon Lore, Concentration, Constitution, Armor, Agility Two good benchmarks for skill points would be an unmodified 51 and an unmodified 101. Magic Development Focus: Magic Lore, Constitution, Heavenly Magic, Meditation as well as some Agility and Armor Two good benchmarks for skill points would be an unmodified 51 and an unmodified 101. Balanced Development will be constantly adjusting with the gear you have and your needs. By level 111 you can have an unmodified 51 and each and every skill and your true power really starts to shine. For Heavenly Magic is it your choice to develop beyond 51 points. At 51 points you will have 100% faster casting and spell regeneration at 101 points you will have 130% faster casting and spell regeneration. After 101 points in most any skill you will no longer seen an entire full point or percentage bonus. Body Development: Physical Regeneration for every level. This is for both additional hit points and for better Combat Art regeneration. There is plenty of Seraphim gear that increases Mental Regeneration as needed. Combat Moves and Magic: Combat moves you plan to use primarily should never be developed past your ability to comfortably regenerate them, which should be under 6 seconds. Either Attack or Multi- Hit or Hit Hard is an excellent choice for a standard attack. Other combat skills you will likely set up in combination and do not need to worry about regeneration as much. If you finding many non-Seraphim combat runes, I would save them and perhaps use them a bit later to develop your Heavenly Magic. Combat Jump When this combat move is executed the Seraphim will take a moment to set herself and then she will jump to the location of the foe selected landing with a forceful attack. This art is used to break magical rooting spells, being turned to stone, being stunned as well as attacking evasive foes. BeeEffGee Provides an excellent ranged attack that penetrates armor and passes through foes harming all in the orb’s path. Heavenly Magic spells should not be developed past your ability to comfortably regenerate them. 6 seconds is a good benchmark on direct fire magic and for duration spells, keep the regeneration close to the duration of the spell. Spells of note you should focus on: Celestial Light This spell calls down a Heavenly beam of Light that will constantly damage all foes within a small radius around the Light. It is excellent for damaging large groups of stationary foes, such as foes that have gathered around you to try and rip you apart. You can keep a low regeneration time on this spell and cast it multiple times in an area, since the damage of multiple Celestial Light spells do stack. Rotating Blades of Light This spell constructs a field around the Seraphim that travels with her, harming any foe that gets close to her. This is a primary support spell that a Seraphim will always make sure is active. The value of this spell cannot be overstated. Lightning Strike Calls forth a Lightning Bolt from the Heavens to smite an individual foe. This spell does excellent damage that never misses. Light This spell will summon an aura of Heavenly Light around the Seraphim. The aura travels with her damaging all Undead nearby and brightens the area, cutting through the even darkest gloom. Strength of Faith This spell calls upon the Gods to help a Seraphim’s blows land true. While this spell is active a Seraphim will receive a large bonus to her chance to hit a foe in melee or with a ranged weapon. Conclusion: Always keep in mind my Sisters that we balanced warriors and our development needs to reflect that. We can never match the melee brutality of the Gladiator or the Vampiress. We cannot match the ranged efficiency of the Battle Mage or Wood Elf. Our strength lies in the fact that we can strike a harmonious blend of melee and ranged attacks. That is the goal. I know young Sisters we start with so little and need so much. You will have to have courage, conviction, and faith. Place your trust in the Gods and in your Sisters. May these words and the Heavenly Light always guide you! Link to comment
Putrescine 12 Posted December 24, 2007 Share Posted December 24, 2007 I am trying your build out now and... At the level of 79, I can't seem to get enoug damage. Am I overlooking something? Link to comment
Cygnus 0 Posted January 30, 2008 Author Share Posted January 30, 2008 (edited) I am trying your build out now and... At the level of 79, I can't seem to get enoug damage. Am I overlooking something? Which direction have you chosen balanced start, more melee, or more magic? The key thing to remember is you will be doing constant damage with your Seraphim... Rotating Blades up all the time..casting mutliple Celestial Light and going in weapons swinging. If you are looking to just boost damage traditionally...look to increase your chance to critically hit..since your attacks are hitting from a lot of different sources and often..it really helps with your overall damage. If you want to live on the edge, Gogo made a guide for Wounds Increase Damage Done...also a great way to increase damage...and take up nail biting at the same time. The tips Gogo has are excellent as well http://darkmatters.org/forums/index.php?showtopic=171 Edited January 30, 2008 by Cygnus Link to comment
Putrescine 12 Posted April 3, 2008 Share Posted April 3, 2008 It's more of the dropchances that is bad. Or it's my luck that's bad Dunno really Link to comment
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