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Augmint

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Posts posted by Augmint

  1. Nice ideas. One build I'm currently trying is a seraphim bow build (fallen angel so no RPH). Using ettol rahc bow, aiming for 100% chance to halve regen and high % chance to knockback opponents. Using low regen pillars to reduce attack rating, and I hope that with multiple pillars that even 40,50? per cent knockback can be effective. Having 3 pillars on screen with 40% each to knockback might be effective. Currently level 72 with pillars at 1.6 sec regen and a 27% chance to knockback, doing Gold difficulty and I think it will do well in NIOB'.

    • Like! 1
  2. Levelling up gets really hard around level 90 or so (that's a legit criticism). Most people will farm certain areas and use mentors - orc cave, swamps, undead near thylisium

    Damage rings without bargaining are average, the 24 - 24 you mentioned you could find a 28 -28 plus attack value or poison (just as an example) with high level bargaining and time shopping. You can shop for amulets with extra HP & plus vitality. There's also unique amulets that will help vs fire damage.
    I wouldn't socket visibility if you aren't confident in your builds defence (or limit the number of sockets used).
  3. Levelling up gets really hard around level 90 or so (that's a legit criticism). Most people will farm certain areas and use mentors - orc cave, swamps, undead near thylisium

    Damage rings without bargaining are average, the 24 - 24 you mentioned you could find a 28 -28 plus attack value or poison (just as an example) with high level bargaining and time shopping. You can shop for amulets with extra HP & plus vitality. There's also unique amulets that will help vs fire damage.
    I wouldn't socket visibility if you aren't confident in your builds defence (or limit the number of sockets used).
  4. My bad, looking at the wiki you need reflexes to unlock armour lore. I never use builds without constitution so I'd recommend dropping CD and having your last skill constitution.

    Console has Regen per hit working so CD would be overkill.

  5. Chalk my last post to being tired. The point being that initially those characters (BM & Vamp) would be a bit more complicated for a beginner - not that they were overly fragile or anything. I'd recommend using all the characters. Didn't use the vamp much but the BM is hella fun.

     

    Sacred doesn't have a shared chest in case you weren't aware, although there is a trick with multiplay. The guides here are old but they are very thorough.

  6. There's less micro managing compared with Sacred 2 I.e buffs and items. The combo runes are really powerful and their are some unique item properties - split , WIDD, damage received reduces gold, etc

    Storyline is better too. Early levels can be hard when you are unfamiliar with things (swarming goblins, fire archers in the desert and ranged attacks)

    You can use anyone but I'd stay away from the battle mage (frail, no armour lore iirc) and vampiress (her transformation skills can be confusing, sunlight damage)

    I'd recommend the wood elf - multi shot is awesome - or dark elf - poison mist and traps are great.

  7. Not sure about 1. But in the console version attack speed is casting speed

    From the wiki http://www.sacredwiki.org/index.php/Sacred_2:Console_Information

    Combo execution speed is always determined by your Attack Speed (even if the only Combat Art in the combo is a "spell".) See the combo page for details.

     

    2. Level 75 will let you unlock mods on items, so sword mastery will give you extras, armour lore mastery will give damage mitigation, etc

    You can still use items slightly above your level but you won't be penalised in movement. e.g my level 95 Inquisitor can wear level 120 armour with damage miti even though I only have 75 points in armour.

     

    I don't play on console so someone else can help clear things up.

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  8. In platinum and niob monsters do alot more damage so ancient bark is really good. I'd recommend a buff suit, by platinum you should have gotten some stuff with + combat arts.

    RE raising combat arts - they give you base damage and attack value but if you want more damage without regen penalty you can use plus skills, dexterity, deathblow and damage x - x rings. The last part I ignored for a long time till Chattius posted his kung fu dryad build. They make a real difference but you obviously need bargaining.

    You can also use Rph but you need high attack value.

     

    Full dethayas life leech bonus isn't really needed if you use LL% shurikens and tangled vines.

  9. Personally I'd mod nimbus over frost flare - you can even use shadow step to get away from mobs, but that means points in delphic focus if you want the mods. Skills are good, I'd put points in armour lore over constitution. You get great healing from G I buff and you can get great amulets with extra HP plus vitality with a bargainer. Gear is good, maybe more ice damage? Also are you using a buff suit? You wanna maximise frosty breeze benefits.

    I try and avoid the big ogres in the orc region (hate being stunned) most of the time I'll farm the orc cave and go fight thranak.
    Slightly off topic but I've farmed the forest guardian in platinum using glacial thorns. Didn't think it was possible but I'm playing fallen angel so deathblow is a huge factor.
  10. For luddites like myself who play Fallen Angel - and can't get RPH - this is a good avenue to explore. There's a few builds that come to mind e.g. Ranged inquisititor, a kung fu dryad, high elf cobalt strike mob killer. There's also combat arts where the cooldown is only improved by eating more runes e.g shadow step, totems and skeletal towers. I've got a SW helm level 125 with 26% chance to halve regen so that's a good start. Been looking at the wiki items and taking notes. Gonna mod balance .txt and get some blank Niob characters and a master blacksmith to get rings in bronze slots.

  11. Yes, put points into focus and get some regen from gear. Try to have it at 1.2 sec or lower.

    Constitution won't be available till level 35 so an amulet with extra HP is a good idea (particularly as the main quest leads you to fire areas). Once I'm in that area I like to farm the ORC cave for XP.

  12. You should have taken Cap hunter focus so you can use your combat arts more (or use RPH rings if you have a high attack rating) also taking constitution before you fight bosses for the HP.

    Weapon based combat arts have a higher attack value than normal attacks so using combat arts and having high attack value will mean you hurt him before he starts healing.

    You can find Boots with suprising extra attack value. Another option is to use LL% shurikens, you can get them around level 27? iirc - at least in fallen angel.


    Looking at the wiki


    I think your getting weakened by his attacks as well as having lower attack speed and lowered attack value


    So in summary - don't use normal attacks, improve your attack values and improve your regen times, and socket fire too. Hope it helps.

    • Like! 1
  13. Been a while since I've played S1 but starting silver difficulty and fighting the goblins was always tough - they are good at swarming you. Usually I'd level up with all the quests possible before going into that area so its not that your doing anything wrong, just a matter of timing ( the desert area can be tough on a vamp with all the archers, plus you need good fire resistance)

    I'd suggest trying to get gear with defence in them, esp. amulets. You should be able to get a bit more even without trading skill.
    attack values come from weapon lores IIRC so try and boost that and see if that helps. Also are you using the wolf pet? he's handy even just as a distraction. Bats are good too.
    You could also maybe go to 6% LL, use the slot for more attack value or defence.
    Hope its helpful until someone else adds better advice (didn't play much of the vamp)
  14. I don't think anyone is amped for it tbh. It comes down to 3 things (and the lack of info makes it worse)

    .... the simplified loot system

    ..... not being open world - personally I'm not against a linear game if it's done well but if it's done poorly with the voice effects heard so far then it's gonna flop bad

    esp. vs other games

    .... and third the simplified combat arts, which might not be too bad if you can combine general skills with the shards.

    I'll wait for the PC version as it probably have some positive improvements.

     

    RE a improved original Sacred I'm geussing you should read this

    http://darkmatters.org/forums/index.php?/topic/21794-new-project-by-former-ascaron-employees/

  15. garhh! my last post didn't copy all the info - I'm posting on a ps3 pad.

    A few thoughts ..... the voice acting is awful ! - nails on a blackboard bad. It does sound like the game will have a bit more depth than I first thought, esp. if the shards act in concert with individual character skills. The linear nature seems like it's gonna be a problem, it could be that they do it well. Gonna have to see some actual reviews.
    I think S3 will be better than alot of people think even if its not quite what people want. Even if it's not received well they still can fix/ add things with an expansion.
  16. Sacred 3 will introduce Weapon Spirits to the world of Ancaria. These are more than just weapon modifies, they will help the player to level their heroes and make their equipped weapons deadlier than ever. These mysterious spirits (some of which are based on characters from older Sacred games) come in all shapes and sizes with many different powers to make for the perfect companion during the player’s battle through Ancaria. Weapon Spirits will enable players to increase critical hit rates, hamper enemy movement, regain health, provide essential support attributes as well as a multitude of other unique perks!

    Let me jump quickly into an example of how these Weapon Spirits will specifically work in the game. One of the first Weapon Spirits that players will encounter is the Battle Mage. Using him, you will get less energy from orbs (found across Ancaria, containing health or energy to do special attacks) but you also have a 20% chance to trigger a Chain Lightning effect that hits four additional enemies
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