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Antitrust

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Everything posted by Antitrust

  1. There is no speed difference between the four tigers. The tigers could be faster than the other mounts, though I doubt it.
  2. There is simply no reason to exploit that. You can go kill some kobolds, and will get more runes/items/experience/whatever in the same amount of time.
  3. CLIFFRACERS!! wait... ...this game doesn't have cliffracers... thank god...
  4. With the latest patch the gpu is seriously overheating, so I just use the default textures for general gaming. My gpu already reset the settings once to prevent damage, I don't want it to melt...
  5. Yay, let's make more Jedis The stats have a rather small impact from what I see. You can't really mess it up, you will have a benefit any way you put them (unless you dump them into intelligence ). I play hardcore, so I put most points into Vitality (every bit helps), and some in Strength (for attack and damage bonus). Around 2 points in Vitality for 1 point in strength works fine for me. I sometimes put a random point in Willpower or Dexterity (whatever I feel like doing ). There is no "perfect build", so trying to have specific stats/skills is pointless. That's why I didn't write any ratios for distributing skill points. I outlined the important skills that benefit the most from skilling (which did not really require outlining), so people can make the character the way they like it. Putting 140 instead of 139 skill points in Dual Wield will not make a difference I'd appreciate any feedback in case you run into difficulties while sticking with this build. We can always improve it.
  6. I went to that pool again with about 4% mf, and found quite a few nice items Seems like a decent farming and leveling area.
  7. Two more, the one is already on wiki but this is a class specific version:
  8. The bear doesn't give you experience for the kills And he sometimes is a very unuseful companion, he spent a large portion of Xanthiar fight looking in another direction... I think I can still return him (the girl has the ! above her head), but I guess I'll keep him for a while longer.
  9. Should I post a pic of the way a horse spawns with the tiger when you join a server? The tiger seems to be enjoying that
  10. Yes, the shared stash in closed works just like in sp. No limits for hardcore/softcore chars.
  11. Sorry to hear that I find that rushing through the main quest leaves you underleveled... Some areas are too damn risky.
  12. I went from: 1) Look good 2) Look good 3) Look good 4) Look good 5) Look good 6) Kick butt to: 1) Not look crappy 2) Kick butt 3) Stay Alive And then: 1) Stay Alive 2) Stay Alive 3) Keep good looking gear in inventory for screenshots
  13. Nice guide Leaving some skills at base points allows better investment in other ones, while still getting a significant benefit from +skill bonuses. I think I sorta didn't think about it in my own build, which could weaken it a little. On Riding issue, I didn't have enough time to test every skill, so I only put their tooltips in some cases. If anyone manages to figure out wjat those number mean, he can insert them
  14. lol Schot was the one that taught me that trick Red this thread more carefully
  15. While T-mutants are supposed to be better, I linked to that specific pool because the other ones I tried (like the big one near the desert) had drops that were nothing like the ones from those specific monsters. Plus, now there seems to be a boss not far from there Hehe, Schot is an amazing source of info about things he makes on wiki
  16. Could you guys check out this T-Energy pool? It seems to have rather good monster drops, at least when I was last visiting it. I somewhat attributed to my "high" mf of about 17% at the time.
  17. Well, I decided that Sword Weapon unlocks are too much of a luxury for me Maybe I'll regret it, maybe not. Time will tell As for replacing, so far all I can see is that they are the same skill for the bonus purposes. Sword Weapons only gives bonuses when you hold one sword per weapon slot, Dual Wield gives them only when you hold two weapons. Why don't you write a guide yourself? Sounds really cool, and quite different from the usual regen management. Thanks for all the comments
  18. Wow... just wow I love the details on it, you even got the hard to get boss passageways I can't comprehend how much time it must have taken... Amazing work I'm wondering if it would be possible to link to specific map squares, so you could post such a link when discussing that area.
  19. Thanks I use Radiant Pillar merely as a support fire-and-forget skill, usually in combo with Baneful Smite at higher levels. So I read all the runes up to the efficient level, which means the regen is rather high. In my case, it is mostly useful to deal that extra bit of damage while I whack the mobs. At lower levels it actually makes my killing much faster as it quickly finishes off the mobs damaged by the Nova. I forgot to mention the stats allocation, lol. Well I simply put about 2-3 points into Vitality for every 1 point in strength. That gives me a decent health bar. Constitution bonus increases as you progress (which is mainly why I left it to the final skills), and I like to think of it as the "last chance" skill (you can easily live without it in this build, but there will be a lot of close calls, so it helps by adding that extra bit that makes a close call not that close). The right equipment is rather important, but very easy to get. I usually find some nice equipment that has life on it. Generally I prefer to buy the cheapo stuff that is sold by merchants, as I can reliably find what I need whenever I need to upgrade. If I then find better stuff while adventuring, all the better
  20. I believe I have perfected my Jedi seraphim build (as much as these simple skills can be perfected). This is a copy of my guide on SIF forums. I've built this seraphim quite a few times already, and I'm confident that this build works nicely despite the deaths that I have suffered Of course the listed options are not compulsory, this can be used simply as a base for a different build. This is my take on the Dual Wield Seraphim. A no-brainer build that will kill rather quickly and reliably. Neither overpowered or nerfed, suited to both beginners and veterans alike. It is a solid toon that provides enough challenge to keep you on the edge, but forgiving enough to not get you killed the first time you fall asleep while fighting too many rats... Comments and criticism are very welcome. I might add a thing or two later on, but it should be good enough by now. Skills overview 1 Tactics Lore 2 Exalted Warrior Focus 3 Dual wield 4 Armor Lore 5 Revered Technology Lore 6 Combat Reflexes 7 Toughness 8 Constitution 9 Revered Technology Focus 10 Enhanced Perception The distribution of skill points depends on your personal preferences, but skills that should be mastered asap are Dual Wield (your main skill), Toughness, Constitution and possibly the utility skill (if it's worth mastering). I recommend assigning about 20-25 points in most of the skills before trying to master the important ones. That is usually the point where the diminishing returns kick in, so you get the best bang for the buck. Choosing skills At first levels the order of the skills is not very important. You level up so fast that it doesn't really matter if you pick Armor Lore instead of Exalted Warrior Focus at level 2. At level 18+, however, it's good to know why you should pick Combat Reflexes or Toughness, at which order and why. Level 2-3 Tactics Lore is one of the first skills you should pick if you want to get Dual Wield as soon as possible. At level 3 you can pick one more skill (Exalted Warrior recommended), but don't spend skill points in it yet (put them in Tactics Lore to get Dual Wield). Level 5-8 This is the first level at which you can get Dual Wield. Armor Lore can be taken instead, if you want to use BFG for a few more levels (which can get you to level 8 in no time). Level 12 Time to get some modifications for the Flaring Nova. Revered Technology Lore ftw A good idea would be to keep a few skill points unassigned from previous level-ups, so that you have exactly 9 points to spend in this skill immediately. This should be the last time you touch this skill for the next 20-30 levels. Other skills are more important, and we need the Nova mostly for crowd control anyway. Level 18 Combat reflexes is a nice option here. Toughness will be more useful later in the game, while there can never be enough chance to evade. Level 25 Toughness is the final skill choice that belongs to the core of the build. At this point you will have enough skill points in Armor Lore to give a decent boost to the armor granted by Toughness. With the added bonus from relics, you will have a very decent Armor rating for your level. Try to get this skill to level 25-30 as soon as you can. Level 35 Now the remaining skills, which merely make the build more solid. Constitution is a very useful option, more life is good for very obvious reasons. It fills the void left by the absence of a shield and Warding Energy, giving you a much better chance to live another day. Level 50 Time to make the Nova more useful again. It should be very weak by now, so we need to read more runes (or get items with bonuses to Flaring Nova). Without Focus the overleveled combat art will not be very efficient, plus we need to do something about that regeneration time. Level 65 The final slot is reserved for a utility skill. It can be any skill you wanted, that was not in the list so far. Warding Energy Lore for more tanking power, Sword Weapons to unlock the bonuses for your swords, Riding for those cool mounts... You can really take your time with this, there is no need to choose this skill right away. All the core skills are in place, so you should be able to survive without this skill slot. This is usually a skill that you should not invest heavily in, increasing it with +skill bonuses instead. I prefer Enhanced Perception, which will unlock the "chance to find valuables" mod on items, so I can find some nice gear. Celestial Magic Focus is also a nice option, which would have allowed me to use higher level Radiant pillar with cool modifications and lower cost. Combat Art Modifications You can modify your Combat Arts any way you like, but here are my recommendations: Pelting Strikes - this is the spam-art that practically replaces your left mouse attack. Better left at low level for a while, the goal is to have the regeneration time at approximately 2,5-3 seconds (less if you can perform it faster). Succession for the double-hit chance, Focus for the regeneration bonus, Precision for the Critical hits chance. Flaring Nova - the secondary skill, used for its high damage at early game, and as crowd control skill at later stages (where it's damage is no longer that great). Expand for a nice increase in Nova's Radius, Stun that will helpfully immobilize some of the enemies for about 5 seconds (even bosses), Laggard for the slow effect (though you can choose Flux if you really want more damage output). Battle Stance (Buff) - this is the most reasonable buff to use. Premonition for an increase in Attack Rating, Drill so you can use high level buff with lower cost, Retaliation so you can avoid some damage which will be reflected to your attackers instead. These are the beginner-friendly core arts that will ensure your simple and steady progress. Throw a Radiant Pillar into a group of enemies (or rather a bit in front of them), nuke them with Flaring Nova, and finish them off with Pelting Strikes while standing near the Pillar (the Pillar will become rather useless at about level 30+, unless you take Celestial Magic Focus). You will want to use other arts and combos as you play, but these depend on your personal style so I won't mention them here. The above tend to be the most used ones in my build, though I do use a lot of other spells. Game progress This is a sturdy build, which allows you to decently tank the monsters and damage them at the same time. You will be able to rush though Silver almost without leveling (that doesn't mean that you should avoid too many monsters ). At about level 14-19 you can safely encounter the first bosses. I recommend leveling to about 25 to face Xanthiar, and up to the jungle. At that point you should be around level 29-30, which will give you a good chance against Kral & Co (remember to press the space bar twice every time you take some damage with that one, he can easily kill you in two hits - one of the most challenging bosses for this build). I recommend leveling a little at that point, and farming some decent gear before venturing into the Dryad island (or be extremely careful). By now you should already have a nearly unkillable Seraphim (though don't get too overconfident). Good luck with Gold ~~~~~~ Here is the most I was able to squeeze out of her, in hardcore. Don't try this at home With the latest incarnation of Jedi seraphim, I went for the main quest to see how quickly I can complete it. The gear was rather mediocre, mostly what I found or bought (most of the twink stuff was lost in previous deaths). It is important to equip items with certain modifiers, like evade, opponent's chance to burn/poison/etc -%, received damage over time -% etc. You don't need godly gear, but some things are a must. I was able to kill Gar'Colossus at level 10. I would have tried earlier, but leveled on the way there. Wasn't particularly hard, but it required me to pay enough attention to the health bar. Octagolamus went down at level 14, this was rather dangerous Level 18, Xanthiar and Carnach. The dragon was tough, I nearly died a few times. Carnach was a pushover compared to that, and leveled me to level 19. At level 19 I defeated the Mist. It wasn't anything difficult, but it did nearly kill me once. It was a bit too early to go there Level 21 Garganthropod. This one was very easy. He went down so fast, he didn't even have time to summon his little scorpions (take that!). At level 22 I faced Kral, the nemesis of Jedi Seras. As always, it was a very dangerous fight. Still, he went down I tried the Forest Guardian at level 23, but wasn't doing enough damage (shouldn't save skill points for level 25 ). Perhaps with better gear I would have done it. Facettelion at level 24. The main problem with this one is that he keeps stunning you. As I didn't have gear with "opponent's chance to stun -%" (iirc it does exist), it took me a while to kill him. As he kept dishing out quite some damage, it was a rather difficult battle. I reached Nimonuil at level 26. He was pretty easy, but he really made me keep my eyes on the healthbar. Note: with this build, dealing damage is not really a problem. The trick is to stay alive while dealing it. While it may seem easy the way I describe it, in reality this run for the main quest nearly killed me on many occasions. And finally, the epic battle with the Guardians at level 26... This was insanely tough, they deal a LOT of damage. Good thing was that I saved some points for a while, and pumped Toughness to a relatively high level (at least 15-17). It really helped me survive. The final Guardian was the one with poison damage, and almost killed me. And I mean almost. Phew... I ran out of potions when I brought him down to near death. Unfortunately I was also near death... Thankfully I had chosen Kybele as my God, and used the spell at that moment to heal myself. Being hardcore, I should have bailed that very instant. But bailing would not be so epic, so I went for all or nothing. I attacked his remaining hitpoints, and defeated him while my own healthbar went dangerously down. I quickly gulped a Recovery potion to counter the dot poison, and proceeded to looting the damn mother. The end. I love this seraphim
  21. Actually I have him I believe he was tied to my quest, so I got to keep him. He is a really nice companion, as he draws a lot of incoming firepower without dieing (I need to learn to spell this word) and deals some damage himself
  22. Hmm does that mean sorting them alphabetically? I put them that way because of the thread on SIF, I guess I could sort them better at some point
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