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Sacred Guide: Hybrid Seraphim Build


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The Hybrid Seraphim (level 54 HC)

 

Skills:

 

Level 1: Magic lore -- 1 point on odd levels until 100 points

Level 1: Weapon Lore -- 1 point on even levels until 100 points

Level 3: Heavenly Magic -- 1 point on odd levels until 40 points

Level 6: Constitution -- Add points when Heavenly Magic reaches 40

Level 12: Concentration -- 1 point every level until Attack regen < 3.0

Level 20: Parry -- Add points when not adding to comcentration

Level 30: Armour -- any leftovers

Level 50: This is your freebie Go with Trading or Riding. Or if you are enjoying melee, take Sword or LHW Lore.

 

Once you hit level 50, you will pretty much spread your skill points or pump them as the situation changes. The only thing to note is that you never need to go above 9 points in riding should you choose to take that skill.

 

 

Attributes:

Mental Regeneration on odd levels. Physical Regeneration on even levels.

 

 

Magic:

There is so much fun here I do not know what to tell you But I will try One word of warning -- be very careful before you click on a spell rune that you already have learned. Because once you do, you can never undo it. Clicking on too many runes can mess up your regen time, so there are safer ways of doing it. But eventually (at upper levels) you will be clicking on them

 

1) Rotating Blades of Light (RBoL) -- Do your best to keep the duration time close to equal with the regeneration time.

 

2) Celestial Light (CL) -- Keep duration and regen as close as possible to each other at low levels. At higher levels, you may want to use this as a rapid fire weapon, and keep the regen under 5.0 seconds.

 

3) Lightning Strike (LS) -- Keep the regen time under 1.0 seconds.

 

4) Light (L) -- This is your weapon of choice against undead, or a great tool at night and underground to see better. Keep the regen time close to the duration time.

 

5) Strength of Faith (SoF) -- Use this if you need to melee bosses, or creatures that have been flame-skinned or stone-skinned.

 

 

Comabat:

Be very careful before you click on a comabt rune that you already have learned. Because once you do, you can never undo it. Clicking on too many runes can mess up your regen time, so there are safer ways of doing it. But eventually (at upper levels) you will be clicking on them

 

1) Attack -- This will be your major weapon. Try to keep the regen time below 3.0. Try to keep it under 2.0 when your Attack Speed is greater than 200.

 

2) Combat Jump (CJ) -- This is also a nice secondary weapon and exploring toll. Use it to jump rivers and get free of entaglements. Try to keep this regen under 1.0.

 

 

Sockets:

You have a lot of options here, and you may be swapping out sockets a lot. So experimet, and see how you do and what you like best

 

1) Leech Life (LL) -- You are going to want to get to 25% LL ASAP. Initially, this can be done with the *vamp runes*, socketed into equipment. Eventually the equipment will provide it's own leech modifiers, and you can phase out using these runes.

 

2) Increase Magic Damage (MD) -- magic Seras are very lucky because the *seraphim runes* that they use for their own spells also provide a boost to magic damage when socketed. What that means is that if you want to boost your CL or RBoL up one or 2 levels, you can socket those runes instead of clicking them. Socketing them means that you get a lower regen time, and extra magic damage, and a way to bring your Spell level (and regen time) back down if you need too, by unsocketing those runes.

 

3) Increase Attack/Defense (AD) -- some *WE runes*, *DE runes*, and *vamp runes* can increase your Attack and Defense rating. Also, look for rings and ammulets that can boost your Attack and Defense seperately.

 

4) Reduce Regen Special Move (RSM) -- probably not used too often, but *Glad runes* can lower your RSM when socketed. However, if you find a ring or amulet that does +10 RSM or more, then SAVE IT for sure -- you will use it later!

 

5) Increase Weapon Damage (WD) -- These are rings, and sometimes amulets that deal damage. Look at the numbers below the "main" number; specifically Fire and Poison damage. These will be socleted into your two main weapons.

 

6) Increase Resistances (RES) -- these are for down the road when you have everything else under control. If you find that fire or poison monstrs (attacks) are giving you grief, then socket a few rings or ammies that boost that particular resistance type. Physical resistance is a good standard one to have as well.

 

7) Trap Flyers (Eng) -- make sure that you have a slotted weapon that has a least one of these runes socketed (if it already doesn't have this as a natural modifier). Some *we runes*, *DE runes*, and *seraphim runes* have this.

 

 

Combos:

You can have up to 4 combos at a time. I suggest;

 

1) 1x RBoL -- This comes in handy if your regen time for the normal blue button ever goes to far above the duration. basically this combo is a backup (or a double up) for your primary Attck.

2) 1x CL -- Same as for RBoL; this is a handy backup/double up.

3) 1x Light -- If you are tangling with undead, it is nice to cast a normal RBoL, and then a 1x light combo (lets you cast both without having to wait for the blue timere to regen). Combining these two spels at the same time gives you a big edge when dealing with them -- especiall yht magic resistant ones.

4) 4x CL -- The is the mob/boss slayer. 4 CLs will wipe out most monsters, and return plenty of leech back to you! But be warned; the combo takes a LONG time to regenerate. So keep 1 or 2 yellow pots around for emergencies -- yellow pots will instantly regen a combo timer.

 

 

SLots:

You start with slots (buttons) 1 (left hand) and 6 (right hand). You gain additional slots on boths sides at levels 2, 8, 16, and 30.

 

The left hand slots (1-5) should be used as follows:

 

1) This is for the shield and/or weapon that has the highest POISON damage.

2) This is for the shield and/or weapon that has the highest FIRE damage.

3) This is for the shield and/or weapon that will entagle flyers.

4) This is for the shield and/or weapon that boosts your experience points. You make these items by socketing them with 5% experience *BM runes*. Use this slot when dealing the final "death" blow to creatures like spiders and dragons.

5) This is for the shield and/or weapon that can increase your chances to find special items (chests, barrels, magic spots).

 

The right hand slots (6-0) are your bread and butter. You can organizer 8, 9, and 0 in any order that you wish.

 

6) Attack

7) Combat Jump

8) Blue CL

9) Blue Lightning

0) Depends (probably 1x combo RBoL, but you can put BFG, 1x Combo CL, etc)

 

 

Spell Regeneration Time: This is a tough topic and complicated -- I really wish we could discuss this via voice (phone or SKYPE). I will do my best in writing, but this is critical to understand.

 

If your regen is too long, then you will be left standing silly while your spell runs out and you are waiting for regen to complete.

 

If your regen is too short, then you spells will be under powered and you will be recasting more often than you should.

 

Regen time goes up every time that a spell level goes up. This happens if you click on a rune, socket a rune, or put on a piece of gear that says "+x to *some spell*". For example, the lighting spear boosts the level of the lightning spell while equipted. But as soon as it is no longer you selected weapon, then you lose the bonus. If is is on a piece of armour (natural or socketed), than it remains as long as you wear it. If you click on a rune, then the level is boosted forever; there is no way to undo a learned.

 

Regen times goes down every time that a spell level goes down (see above for the opposite correlarry).

 

Regen times also go down when:

1) Heavenly Magic, Meditation, and/or Mental Regeneration goes UP.

2) Whenever you equip or socket an item that says "increases spell regeneration +x".

 

A trick to get around a high regen time is to alternate a spell with a 1x combo, since that work on different timers (blue and orange respectively). So if you cast a spell like RBoL, and the spell runs out but it is still regenerating (meaning that you cannot recast), then you can cast a RBoL with a 1x combo. That way you have a spell going from a second soruce while your first source is still recharging. This is a good emergency trick that you can use until you get your spell regen times back down again; using one of the methods above.

 

Combat Special Move Regeneration Time: This is a tough topic and complicated -- I really wish we could discuss this via voice (phone or SKYPE). I will do my best in writing, but this is critical to understand.

 

If your regen is too long, then you will be left standing silly when your comabt move is done and you are waiting for regen to complete.

 

If your regen is too short, then you combat moves will be under powered and you will be doing less damage than you should, and missing more often.

 

Regen time goes up every time that a Combat level goes up. This happens if you click on a rune, socket a rune, or put on a piece of gear that says "+x to *some combat*". For example, Astrala's Cutter sword boosts the level of the Attack Art while equipted. But as soon as it is no longer your selected weapon, then you lose the bonus. If is is on a piece of armour (natural or socketed), than it remains as long as you wear it. If you click on a rune, then the level is boosted forever; there is no way to undo a learned.

 

Regen times goes down every time that a combat level goes down (see above for the opposite correlarry).

 

Regen times also go down when:

1) Concentration, and/or Physical Regeneration goes UP.

2) Whenever you equip or socket an item that says "increases regeneration of special move +x".

 

A trick to get around a high regen time is to alternate a Combat Art (CA) with a 1x combo, since they work on different timers (green and orange respectively). So if you use the Attack CA, and the finishes but it is still regenerating (meaning that you cannot use it yet), then you can use the Attack CA again with a 1x combo. That way you can Attack again from a second soruce while your first source is still recharging. This is a good emergency trick that you can use until you get your special move regen times back down again; using one of the methods above.

 

Good Luck!

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