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Showing content with the highest reputation on 03/19/2023 in all areas

  1. Hello, I've started playing sacred 2 again since around 2009, so I have forgotten everything about this game so I have no idea what I'm doing lol. I never played dragon mage before given I played on console back in the day and they seem like they have pretty cool CA's. I am particularly interested in elementalist because it seems like they're more interactive than other DM aspects (namely, 3 good Area of Effect CA's that vary by use case, and in the case of using the alternate spells mod included in EE a single target focused CA which replaces the wall thingy). Also, for those who don't play with mods, some notable changes for elementalist is that destroyers + tornado now do split damage (physical + fire and physical + ice, respectively; the new elemental bolt CA does split damage between fire and ice IIRC) so I am considering the use of damage lore. From lurking around here getting inspiration from various old posts I've cobbled together a preliminary selection of skills. Masteries and CA mods are currently undecided SKILLS 2 - Dragon Magic Focus (9 points for 3 mods to familiar and dragon berserk seems kinda cracked at low levels lol) 3 - Elementalist Focus (Lower CDs of and modify destroyers early) 5 - Armor Lore 8 - Concentration (protectors apparently got buffed and use spells when they previously didn't so considering mastering concentration at some point) 12 - Mentalism Focus (Runes of Protection mods, more points later to modify maelstrom + combat trance) 18 - Elementalist Lore 25 - Combat Discipline Above are the skills that I think are non-negotiable. For the remaining 3 skill choices I have a few things in mind that I will list and my reasons for why they are potentially good choices (also note that CM 1.6/EE makes every lore available to every class in case you are confused by choices that may not normally be available to DM in vanilla) Also note these are in no particular order of desirability Enhanced Perception - As I used to play on console I will be starting from scratch, so getting more frequent and valuable loot drops helps me gear better and cover the costs of socketing that gear more easily. I know bargaining is very strong but honestly I don't find shopping to be super exciting whereas enemies exploding with loot is. Also, this apparently got buffed by 40% in EE. Toughness - Base armor + damage mitigation is of course always useful, albeit it was reduced to 85% effectiveness in the mod (should still be very helpful). Strongly considering taking this. Spell Resistance - I've read that in higher difficulties enemy spells start to become very dangerous, but between the high willpower boost of familiar + spell block from runes of protection and combat trance I am not sure if it's valuable enough to warrant taking a skill slot for DM specifically. Damage Lore - From what I understand this does not affect physical damage but changes in CM/EE give tornado and destroyers some non-physical damage, and the new single target CA is purely non-physical from what I remember which could potentially make it a good boss killer. Ancient Magic - From what I understand this affects basically everything I'd be using for damage as a DM as they have no weapon-based CAs. Upon mastery it also substantially lowers enemy resistances against all damage types. Strongly considering taking this. Tactics Lore + Pole Arms - This is pretty low on my list because I don't like the idea of using 2 skill slots to make my left clicks strong (and, again, DM has zero weapon CAs so it's just a little uninteresting). I do recognize it's pretty good for bosses though, would like to hear what others think (atm im sorta just banking on elemental strike being a viable boss killer lol) Constitution - Another nice generic survivability boost, albeit slightly less appealing to me than toughness on the basis I would think it's better to prioritize high mitigation rather than having a bigger health pool Alchemy - I haven't really played with alchemy before but I feel like on paper it'd be very good later on for making sure my character doesn't die from spike damage, plus trophies seem kinda neat That's about all I can think of for now as potential good options. Also keep in mind while I would like for this build to be capable of taking on niob eventually I am not overly concerned with creating a hyper minmax'ed build, just something that's fun to play, has good CA variety and doesn't fall super behind in damage/survivability
    2 points
  2. Attached screenshot shows how open the map really is. It's a nice change (much more like what we had in Sacred). I cropped it and turned off as many markers as I could to reduce risk of spoilers for anyone. Weekend One of the Beta finally settled down. Blizzard seems to have fixed the sign-in problems and no (or very little) waiting to get in. I expect the open beta next weekend should be smoother. It's free so anyone can join. Only reason I didnt wait was my significant other went to her parents so I had lots of free time this weekend.
    1 point
  3. Woooooow a very nice and beautiful mod
    1 point
  4. powerful -> creativity My dad used to say: The most powerful tool is your creativity...
    1 point
  5. Leave it for posterity. You never know what info might be useful.
    1 point
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