So I guess it's time to listen to the Force-cow
and meditate on its wisdom
SACRED 2
IT IS A PERIOD OF UNCIVILIZED SLAUGHTER.
REBEL SHADOW WARRIORS, STRIKING FROM
A HIDDEN ATTRIBUTE BASE, HAVE WON THEIR
FIRST VICTORY AGAINST THE
EVIL ANCARIAN INQUISITION.
DURING THE BATTLE, REBEL SHADOW WARRIORS
MANAGED TO STEAL THE SECRET PLANS
TO THE INQUISITION'S ULTIMATE WEAPON,
THE LIGHTSABER BUILD, A COMMUNITY PATCH
CHANGE WITH ENOUGH POWER TO
DESTROY AN ENTIRE GAME'S BALANCE.
Or something like that
At least that's how "Episode IV" would have started in the Ancarian movie theaters. I mean they have cars and a submarine so there must be some T-Energy powered movie theaters around, right?
A long time ago in a galaxy far, far away....
... the members of the community patch team's high council thought it was a wise decision to change the lightsaber's bonus damage attribute to "willpower". Thematically that may have made sense, the game balance of Sacred 2 however was not ready for this change.
In Sacred 2 all weapon attack get bonus damage from an attribute. Most melee and ranged weapons either use strength or dexterity for this bonus. Magic Staves get bonus damage from intelligence and post CM-Patch lighsabers get bonus damage from willpower.
There was never an easy way to get a lot of strength and dexterity, there was a temporary dryad buff giving a lot of intelligence and a permanent dragon mage buff also granting a lot of intelligence. So technically the problem of a high attribute bonus creating an overpowered attack build already existed, but playing around a temporary buff sucks and attacking with a dragon mage that has no attack based combat arts sucked as well. On top of that, magic staves are just not cool enough to be used and from the CM-Patch onwards are even permanently screwed with their clunky projectile attack to fix a bug with them being able to melee hit everything on and beyond the screen
So staves where never that great then op bugged and now kinda unusable. Having the potential to get high intelligence for staves always came at that cost.
But what about Willpower? The original game design had no reason to limit access to this attribute as no weapons would be gaining any bonus damage from it and its other effects(Spell Resist and Energy shield amount) are rather pathetic, especially on characters that don't have an energy shield.
Both the dragon mage's "Familiar" and the shadow warrior's "Grim Resilience" are permanent buffs that give 15 points of willpower per CA level. That is huge. The Familiar has the downside of making you a dragon mage again, just like the staff situation before, but the "Grim Resilience" is for shadow warriors and shadow warriors actually know how to use a weapon and have combat arts to use with them.
And that's why we now have Lightsaber Shadow Warriors. It's not just that lightsabers look cool, or that they are "an elegant weapon for a more civilized age", they are also the one weapon type that can get its bonus damage from an attribute that can be easily scaled to far higher values than you normally would have access to, while still being usable with combat arts like any other more "crude" one handed melee weapon.
This elegant weapon is therefore also only specifically interesting in the more civilized age of the CM-Patch and onward through EE and D2F, but while the willpower link remains in the Addendum, Dimitrius has aimed for a "balance in the force" and significantly reduced the buff willpower bonuses there, so it is no longer worth building around the lightsaber.
I did not find any indication on what the Purist Fix Pack did about Lightsabers so I guess for purity reasons this "disturbance in the force" never made it in and they aren't aligned to willpower there.
Also, while D2F may have willpower lightsabers and willpower granting buffs it does not have a Shadow Warrior. So while the same thoughts may apply to a Barbarian there, this build was not specifically written for the case of the Barbarian.
getting a lightsaber:
There are many ways of getting a lightsaber post CM-Patch. There are also two handed lightsabers now which are usually far more common/easier to get, but I would not recommend building around using one of those as they don't have the potential to spawn with %leech and therefore are not worth sacreificing the option of dual wielding or a using a shield.
One handed Lightsabers are extremely rare. They originally could only be bought with bargaining and even then only with sick levels of that skill. Luckily there are other ways to get them as well. The simplest one being the quest:
"A simple case of Nerves". It is Light Campaign exclusive.
As there is no wiki description yet, I will quote an explanation by Hooyaah made here:
https://darkmatters.org/forums/index.php?/topic/23099-mandatory-quests/#comment-6994124
"The quest giver is downstairs in the same building as Tribal Elder Nubbutz the quest giver of the main (Light) quest Among_Orcs who asks you to kill trolls and bring him their teeth as proof so that he can make a necklace out of them. A case of nerves has you escorting the tribal leader's son as you encounter enemies, thereby battle-hardening him. Accepting the quest grants a special light-saber."
The "special lightsaber" is just a random rare lightsaber on current character level.
The important part here, is that the quest does not need to be finished, just accepted and for a light campaign character there are also no hostile orcs between the "Entruag" Portal and the quest giver. It is a sidequest infinitely repeatable in multiplayer and gives a random lightsaber each time, so if you don't want to create some crazy bargaining character, but you want a good lightsaber, this is the way to get it.
The fact that this quest creates a lightsaber at your exact character level also makes it very easy to create a lightsaber on a specific level. My guide on attribute damage found here:
https://darkmatters.org/forums/index.php?/topic/72710-an-easy-character-for-a-returning-sacred-2-player/#comment-7145889
explains why we want a low level weapon with lots of sockets.
Lightsabers below level 10 are really bad so the sweet spot lies at level 10 where 2 socketed lightsabers become available. Every level above this will make the weapon worse.
So to get these level 10 lightsabers you have to get a level 10 Light Campaign character to the Entruag portal. Remember that this does not necessarily have to be the shadow warrior you want to play, as the shared stash is a thing. To get to the entruag portal your level 10 light campaign character of choice would go into a multiplayer free play game, chose the correct portal in the starting islands portal cave(I think it's the first or second one on the left, the one with the totem poles ) and then close your eyes and pray, I mean run east, run! Health potions are your friend here.
I am not certain if the lightsabers can already spawn with 2 sockets on bronze difficulty, so to be "safe" I would do it on silver.
WIth a fully equipped level 10 character especially if you chose to do it with a shadow warrior that already has some levels in Grim Resilience this should not be hard.
Alternatively, if you happen to have a higher level character that has the portal you can just open two game clients, multiplayer with yourself, use the portal on the higher level char and teleport onto this "friend" by I think it's Ctrl+left click on their portrait.
Once you have used that quest to farm a 2 socketed lightsaber, blade colour doesn't matter(other than for the looks of course), socket colour gold is preferred, silver is good, bronze is bad but still not the end of the world, you will never again have to replace that weapon. This level 10 double socketed lightsaber is all you need and will always outclass any higher level lightsaber you could find. You also only need one of them even for dual wield builds unless the aesthetics are more important to you than the actual strength of your character, of course
In that case also remember that real men(like Samuel L. Jackson) want a purple lightsaber.
attribute choices:
"Attack rating" from "Strength", "Attack and Defense" from "Dexterity" and "nothing" from "Intelligence" all don't sound worth spending points on.
Vitality's effect is smaller in relation as Grim Resilience already comes with a large bonus to your hitpoints.
Stamina's value is also lessened by the fact that melee characters can use "regen per hit" so they are not that dependent on lowering their regen times via attributes.
Which leaves Willpower, of which we are already getting more than 2000 extra points from Grim Resilience, so again it seems inefficient to put our points into that.
Assuming your baseline(modified by SB) and buff get you to more than 3K willpower already the tiny (401+quest points again modified by SB) amount of attribute points we can spend would increase the Willpower by 20% or less. Willpower is the source of most but not exactly all our base damage so the effect on overall damage would be around that as well.
Is 20% damage increase worth it? (Willpower)
Do we rather lower regen times by a bit so we don't need as much regen per hit? (Stamina)
Or do we go for a chunk of extra life pool?(Vitality)
I'm probably one of those people who'd have all attribute points still unspent when I reach level 200 just because I couldn't decide.
If I can't decide for myself I better leave this decision open for you.
My thoughts here are just:
Stamina can become useless if the endgame regen times aren't changed enough that at least a single roll of regen per hit can be removed from gear as a result. So while this may help a lot in early game it might do nothing in the end.
Vitality might become quite useless once 100% damage mitigation is reached, only giving an unnecessary extra health pool against the occasional leech damage or enemies that cause vulnerability/ have ancient magic mastery to bypass our immunity.
Willpower basically would only become completely useless when we oneshot absolutely everything. (Technically it's a bit more complicated as it only has an effect when it lowers the number of hits we need to kill something...) But the oneshotting "problem" especially on bosses, is not a thing that is gonna happen and the enemies hp are different enough that the damage bonus might not change the amount of hits one specific monster needs, it will change it on another. So willpower is probably the only thing with a "guaranteed" value in endgame.
The choice is yours.
skill choices:
Lightsaber shadow warriors want willpower from grim resilience, therefore we need "Death Warrior Focus". We want "Toughness" for mitigation and "Armor Lore" for regen times, resist, but mostly for getting rid of the movespeed penalty and unlocking mitigation mods linked to "Armor Lore Mastery".
Technically the most minimalistic approach might be doable with only those 3 skills chosen.
Reasonable additions would be:
-either "Dual Wield" or "Shield Lore", obviously never both.
-"Tactics Lore" to increase your damage and get more CA mod points, obviously never a bad choice. When you choose "Dual WIeld" you need an "offensive skill" on the left side anyway and this one would be the only one there that makes sense.
-"Concentration" to allow for the use of a second buff. The regen time reduction is also welcome.
Though I always say melee chars can use "regen per hit" to solve regen problems that is meant for the point where you end up with like 5 seconds instead of 0.2 or something like that. You don't want your char ending up with 40 seconds regen times being forced into using one of these with a nicely displaced decimal point:
https://www.sacredwiki.org/index.php/Sacred_2:Signet_Of_Thunder
So you don't need all the regen you can get but having some is still a good idea.
-"Malevolent Champion Focus" to support the "Reflective Emanation" buff and for builds that want to use "Frenzied Rampage" as their main attack combat art.
-"Astral Lord Focus" for making an invisible build variant via Shadow Veil or for using "Spectral Hand" as main attack combat art. I wouldn't recommend going into this aspect, but if I mention one I have to mention the other
Now there are still a few skillslots left and many things to choose from. I already wrote detailed thoughts on most available skills in my BFG-Sera guide here: https://darkmatters.org/forums/index.php?/topic/72710-an-easy-character-for-a-returning-sacred-2-player/page/2/#comment-7146200
Most of the reasoning will stay the same here:
Combat Art Skills:
Astral Lord Lore? Only for using "Spectral Hand" which I would not recommend.
Ancient Magic? No, we don't use spells.
Combat Discipline? Regen time and damage effect are small and not really worth it.
Offensive Skills:
There are no Hafted, Polearm or Ranged Lightsabers. When you are going with dual wield Hafted and Sword would only matter for unlocking mods on the offhand weapon and the lightsaber you use. The latter should not have a mod worth unlocking and for the former, I have never seen any mod worth unlocking either. I wouldn't recommend choosing one of those. When you don't choose dual wield the Sword Weapons skill can be used to increase attack speed.
[ I think that the attack speed penalty for an overleveled weapon would not take effect as you wear a low level sword and the socketed rings should not slow it down further but while I'm writing this I start doubting my memory so I'll call that a theory for now ]
Speed Lore? Too weak. See Sera.
Damage Lore? Wouldn't recommend it. Reasoning should be same as with Sera.
Defensive Skills:
Pacifism? I don't play pvp. Do you?
Spell Resist? Probably not worth it, check Sera for details.
Combat Reflexes? Probably not worth it, check Sera for details.
Constitution? Probably even worse than for Sera as we already have great hp pool and regen from Grim Resilience
Shield Lore? I already mentioned it as a potential dual wield alternative. The main point here is that going with a shield allows us to get extra %mitigation from a "Glacial Defender" or "KIra's Wall". But when we do so our attacks will be slowed by overleveled shields which only this skill can fix. The other benefit of this skill is unlocking the huge linked block modifiers on shields that can allow us to avoid annoying side effects from getting hit like "stuns" and "damage" and "leech" etc. Especially the mastery effect of Shield Lore is, according to the wiki, added melee block chance and thereby able to reach 100% melee block. Against melee hits that would be even more OP than 100% mitigation as there is nothing that lowers block chances and it would also work against leech etc. The obvious downside of going with a shield is that you lose the dual wield potential of wearing a weapon in your off hand that can give %leech and the benefits dual wield has with the used attack combat arts like Demonic Blow striking twice and Frenzied Rampage getting a lot more hits in as well(and a more efficient animation).
General Skills:
Divine Devotion? This is still crap, believe me.
Riding? Just as it is for Sera but this time the regen benefits aren't important either so I guess this makes it even worse.
Blacksmith? Shadow Warriors are really great for smithing because their only other way of reaching EP, Alchemy or Bargaining is by picking one of the first three skills and as Riding and Divine Devotion are not that great and you need a smith anyway chosing it on a Shadow Warrior solves both problems at once.
Enhanced Perception? MF is always nice. Details on Sera.
Bargaining? CM patch allows the Shadow Warrior to choose it. Details on Sera.
Alchemy? Again not that great without duping. Maybe there are more details on Sera.
It makes sense to break with the outline again and pull the variants up here:
different variants pure death warrior/ death warrior and malevolent/ death warrior and astral?
Every Lightsaber Shadow Warrior already needs Death Warrior Focus for the Grim Resilience buff.
Death Warrior also already comes with two potentially usable attack skills, Demonic Blow and Scything Sweep.
Scything Sweep can hit multiple things, but you are melee and Scything Sweep has knockback. That sucks.
Demonic Blow can be modded for area damage and swings twice when dual wielding. Remember even though it doesn't look like that you hit twice with your mainhand weapon not once with each weapon.
Demonic Blow is a good solid choice for an attack skill and allows for the most minimalistic build choice, going with only one aspect.
Adding a second aspect to the build can help a lot.
Adding Malevolent Champion Focus and concentration would allow us to use Reflective Emanation as a second buff.
Reflective Emanation is a great random chance defense skill that basically gives reflect chance against everything, attacks and spells. It will still retain defensive benefits even if you reach 100% mitigation as it will still work against leech and other side effects of spells and attacks, potentially(though untested) even giving a chance to not be effected by an enemy debuff skill. As such a skill would always strip Grim Resilience reducing the chance for that to happen might be worth it on its own, but all the annoying stun and root effects or the time in the game where you are not at 100% mitigation make this buff worth it no matter what, so when you add this aspect you absolutely should add Reflective Emanation as well.
Malevolent Champion also provides us with the Frenzied Rampage skill. An alternate option for the main attack CA especially nice with Dual Wield. It cant do area damage but it hits often and has quite some "range" at acquiring new targets when the first one dies. Against bosses it can however be a bad idea as it locks you into a longer attack animation, so if there still is something you might need to dodge I wouldn't recommend using this skill. Later in the game this shouldn't be a problem, especially in EE with the speed caps raised to 450...
Malevolent Champion and Death Warrior are an especially superb and efficient aspect combo as with tactics lore they share the same lore skill for modification points and damage bonuses.
Adding Astral Lord Focus and concentration allows the use of Shadow Veil. Becoming completely invisible this would technically remove the need for the toughness skill and any other defense. You can however still be hit by accident when an enemy casts a skill or ranged attack on a third entity. There is also the possibility that the CM-Patch or EE add or change some monsters to be able to see or even reveal you. As far as I know the base game does not have any of these dangers and I know of no such instances in these mods either. I just want to warn you about the possibility as I haven't tested an invisible character in these mods.
The Astral Lord aspect also has an attack skill, Spectral Hand. That one however would scale it's damage with Astral Lord Lore instead of Tactics Lore and also suck when dual wielding as it will make a longer dual attack animation but still only hit once.
I wouldn't recommend using an invisible shadow warrior, you can be quite a tank when visible and going invisible can cause all kinds of problems from escort quests to guardians not wanting to become damageable and who knows what else in between. Should you go the invisible route anyway, remember not to ever use a basic left click attack as with melee weapons that would make you visible again. Using combat arts is fine no matter which one you choose to use.
As I don't recommend invisibility I also don't recommend using Spectral Hand. It is enourmously inefficient, basically needing both Astral Focus and Lore, having to go with a shield and kinda still wanting tactics lore for grim resilience's hp and hp regen bonuses and wanting the MC Focus for Refelctive Emanation as now you are visible... Too many skills no real value other than that spectral hand has range.
Triple aspect options are just too inefficient to make sense, so just don't make invisible shadow warriors with frenzied rampage or visible ones with spectral hand.
While there are many options here, I would recommend using a Death Warrior/Malevolent Champion combo. That allows for both Demonic Blow and Frenzied Rampage to be used whenever you like, gives the most solid buff combo and all that with the most efficient skill slot usage in the game as you still only need one Lore skill. I also don't think that the defensive benefit's from a shield lore version would be necessary for normal CM-Patch gameplay.
So that would make the recommended version
DW Focus
Tactics Lore
Dual Wield
Concentration for second buff
Armor Lore
MC Focus
Toughness
Blacksmith
Enhanced Perception
and whatever you want
Order isn't particularly strict. At the start you probably won't have enough points for both Focus skills and you should absolutely start with DW Focus. Putting some points in Tactics Lore can help with getting CA mod points earlier and access to dual wield. Be aware that when going dual wield before you can actually permanently use CAs the left click attacks do alternate weapons so for that short period you would need a second lightsaber to fully utilize the build. On the other hand having dual wield increases the number of hits per combat art helping to get to pure CA usage once you have your first regen per hit item.
I didn't want to shove armor Lore too far back etc so this is a reasonable outline but I've also made characters starting with blacksmith->EP so don't worry too much
Grim Resilience giving life and life regen, phys mitigation and, as soon as you have your first lightsaber, damage will carry your build for a long time.
combat art ugrades:
Demonic Blow:
Bronze mod: Vehemence for area damage especially as the open wound alternative is useless.
Silver mod: Poisoning does very little poison damage, Frailty reduces physical armor, which becomes obsolete in cases of 100% chance to ignore armor or when converting most of your damage away from physical. I would go with Poisoning.
Gold mod: Trauma's deep wound lowers enemy max hp. Not good, not bad either. Life Leech gives a nice flat bonus of leech. I would choose Life Leech.
Grim Resilience:
Bronze mod: Fortify's more Life versus Rejuvenation's higher life regeneration? For a long time Rejuvenation is definitely the better choice. Fortify would basically only make sense if you could otherwise be oneshot. I don't see that happening so I choose Rejuvenation. Higher recovery rate would also help in 100% mitigation endgame against leech...
Silver mod: Readiness gives defense. Discipline lowers regen penalty. As we are melee and don't need that much regen I would go for the defense slightly lowering the amount of attack hits getting through. Remember stuff like Ogres can stun with attacks that connect... Annoying even when invulnerable
Gold mod: Safeguard gives a massive amount of physical mitigation. Reflex gives evade chance. This is one of the few mods where I recommend taking the option that might later turn obsolete. Safeguard allows for far earlier 100% phys mitigation and basically ensures 100% phys mitigation even with bad or odd gear choices. The mod is strong all the way until full 100% all channel mitigation is reached which might take somewhere between very long and forever. Go Safeguard!
Reflective Emanation:
Bronze and Silver mod: Backlash and Antimagic based on the assumption that attacks/spells reflected also don't cause stuns/roots and therefore would be kinda covered as well. Otherwise the other 2 mods might be worth it in endgame scenarios where you don't care about the damage taken again assuming that those 2 mods work at all(I wouldn't be so sure of that).
Gold mod: Riposte increases the melee reflect chance even though it says something about damage... Idol only affects others. I don't care about others. Do you?
Frenzied Rampage:
Bronze and Silver mods: Double Attack and Double Strike for more hits with damage and %leech. And because the alternatives give useless open wounds and crit chance. Neither help our damage much as open wounds would get replaced by consecutive hits without doing any damage at all and crits don't affect the attribute bonus damage which is almost all of our damage.
Gold mod: Envenom gives low amounts of poison damage, Vampire gives low amounts of flat leech. I would choose the leech as it ignores armour and gives some extra baseline recovery against small enemies. It shouldn't matter much either way.
Belligerent Vault:
Can be used to get across rivers etc. Mods don't matter much.
Shadow Veil:
"Creep"-"Fade"-"Sinister Pact"
Spectral Hand:
"Clout"-"Chill"-"Double Attack"
You might have noticed that I left out all temporary buffs like "Rousing Command", "Killing Spree" or "Augmenting Guidon". I don't like temporary buffs and the ones available usually aren't worth using. Basically all three of them only help with hit chances and I'd rather have good hit chances all the time instead of sometimes.
If you want to use "Ruinous Onslaught" while mounted for the invincible perma charge go read the wiki page.
If you want to use "Skeletal Fortification", "Rallied Souls" or "Neither Allegiance"
get out of here before I feed you to my cow!
something about gear:
Early game level 8+ you should buy a lot of rings from the merchant with the "-%opponents chance to evade" mod, to wear and socket. You'll need a lot of those to get good hit chances. Don't try to raise Dual Wield or a potential Sword Lore to get attack rating bonuses. These skills are only for the attack speed they give you and should only be increased at later levels. Attack rating on items can theoretically help, so can "whet" blacksmith arts. But your main source will be the "-%opponents chance to evade" mod.
Late game gear to go for:
Weapon 1: still the level 10 lightsaber...
Weapon 2: Anything one handed melee with %leech, base game has Kal'dur's Legacy. CM patch adds rare fist weapons and potentially a lot more unique and legendary options. Tom Felde's Thunderous Voice can be created at character level once per character per difficulty via a promo unlock code. Wiki page on unlock items:
https://www.sacredwiki.org/index.php/Sacred_2:Unlock_Items
The code itself has not been published there or on this forum as there have been quite some quarrels with the devs about that. But nowadays you can google for it. It's out there, believe me
How about I link some totally unrelated Sacred GoG Forum stuff now, that would be ok right?
https://www.gog.com/forum/sacred_series/unlocks_in_the_game
If that isn't ok, I'm sure @gogoblender will make it disappear soon.
Shield in shield variants: Glacial Defender < Kira's Wall
Armor:
To get the most much mitigation you'd go with
Akarim's Legacy unique belt
Rare mitigation or double mitigation shoulders
Double mitigation Chest or Kanka's chest armor
For a more offensive approach you go with a full Kanka's set for %leech
Jewellery:
Get the "Tooth and Nail" set for more %leech. Don't socket it or it won't count for set bonuses.
Socketing:
Aim for hitchance first via the "-%opponent's chance to evade" and "+%chance opponents cannot evade" mods.
Lategame get bonuses to cast speed to get to the cap, especially in EE and or add Unique Jewellery with +%mitigation, chance to ignore armor. In midgame some amulets with high amounts of +armor lore(like "vox principis") or toughness can help with significantly increasing %mitigation values from linked armor pieces and directly, respectively.
Early/Midgame you can socket Seraphim runes with +% phys mitigation to reach 100% if you want to. If you are having trouble with dot effects a few sources of -%dot damage from enemies would work nicely. It is however a seperate multiplier to %damage mitigation so both at 50% would reduce dots by 75% not 100%.
The Lightsaber should always be socketed with the highest flat damage rings you can get, "Jotun's Maw" is probably the strongest option but generally just bying some phys damage rings every now and then from the merchant should do nicely. As damage converter I would suggest magic, as the weaken effect actually kinda does something useful.
Also make sure to get some regen per hit somewhere. That is also the way you get started on a pure CA using version of your build.
maybe something on gameplay:
Not much to say here, just hit things and watch them die. A nice mechanic is that holding down both right and left click simultaneously will prioritize attacking with the CA but if it isn't available use basic attacks and if no target is there it will move your character. To set this up however the method must start with an attack not a move order. So left or right click an enemy then add the other mouse button while keeping the first one pressed, then keep both pressed and the character should kill that first target and then move around until you cursor hits an enemy again at which point you will automatically go back to attacking. I'm actually not sure if I described that correctly, but it's become such an intuitive way to play the game that I just can't say with certainty what the details are to make it work. Just try and you'll figure it out. It's certainly the most chill way to cruise around with a melee character.
I think that is all the outline had planned here,
might have missed some important details because it got so enormously long.
Let's just say the Force-cow has spoken.
And for those that really want to build a tanky shield version
because they are afraid of incoming damage,
remembe this quote by the wise master Mooda :
"Fear leads to anger, anger leads to hate, hate leads to suffering."
Just kidding guys, we'll all be fine,
as long as noone gives emergency powers to...
the butcher?!?