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Augmint

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Posts posted by Augmint

  1. Early days but the ancarian sounds interesting - spears and earth abilities. The archer sounds good too - ice spells always appealled to me vs fire. Hoping combat art info comes out soon.

    Kinda disappointed with their being only 5 characters, loved S1 UW having 8

    • Like! 1
  2. When I last played a GOW BM I used ring of ice. From what I recall it helped alot in terms of defence - multi ROI with life leech and slowing down attacks plus I think there's less GOW knockback if they are inside the ice (not 100% sure). Ghost meadow is definitely the way to go.

    Last BM I played was epoxs lightning build - great fun once you get the right gear. l'd recommend giving it a run in the future.

    • Like! 1
  3. Build I use - fallen angel

    Skills - Pyro Lore and focus, Delphic Lore and focus

    Concentration, Sheild Lore

    Armour, Constitution, ancient magic, Bargaining - could swap with something else

     

    For mobs use Blazing tempest combined with shadow step explosion mod - lets burn damage kick in. Magic coup on any survivors.

    Bosses - Magic coup or meteors, expulse for defence

     

    Early game - run speed is handy, and eat alot of G. I runes for regen & wear a belt with HP bonus

    Defence - Sheild Lore, fire skin reflect - use a BUFF suit, NIOB smith runes - armour, Robe of innocence (all channel armour), Life energy mod on Grand invigoration ( HP regen).

    Great fun. Regen is never a problem, mobs die quickly, and shadow step complements BT.

  4. The forest guardian is an all or nothing boss and by that I mean if you don't have strong fire damage/ combat arts don't waste your time . However - He's got no fire resistance at all and he can drop level 10 sets iirc. Just make sure you have good fire damage socketed and deathblow and he's great to farm. seraphim with archangels wrath kills him very quick - what was the seraphim build you were using Mer kil?

  5. http://translate.google.com.au/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fdarkmatters.org%2Fforums%2Findex.php%3F%2Ftopic%2F21345-%25d0%25bf%25d0%25b0%25d1%2582%25d1%2587-sacredunderworldgold-v228-rus%2F

     

    File Name: Patch Sacred: Underworld / GOLD v.2.28 (RUS)

    File Submitter: Schot

    File Submitted: 31 Aug 2013

    File Category: Underworld Patches

     

    Russian version of the patch 2.28 from Ascaron Entertainment for Sacred GOLD and Sacred Underworld.

     

    List of fixes:

    - Fixed: Problem with vanishing horse.

    - Fixed: Hell Golem ignored the resistance character at high levels (Platinum / Niobium).

    - Fixed: bust on the high values ​​of certain skills Dwarf.

    - Fixed: Problems with some skills Vampiressy, the Seraphim and the Gladiators at high levels.

    - Fixed: set bonus Courage Raanan + xx% to get the experience: the bonus was calculated incorrectly and the number issued by the experience was too great.

    - Fixed: Waking the Dead. The use of this spell on Glorbov Hunters no longer possible.

    - Fixed: an overabundance of gold. Maximum can be collected 2,147,483,647 gold.

    - Fixed: bonuses for sets Slam Polemidia (now 3 for bronze and +4 for silver).

    - Fixed: Water inefficient form of giving as a set bonus Ethan Rea set for the Dark Elf. In sight of the enemy Water Form switched off, and the same thing happened during the transition into battle mode. Water forms become inactive, and the enemy could attack.

    - Fixed: an overabundance of experience in combining this set with a set of Beat Eagles Aisling.

    - Fixed: In a low-level riders Shaddar-Rome (level 1) are replaced.

    - Fixed: Sir Marcus Endlich will no longer be revived if he killed, but instead, it will effectively dissolve in the air.

    - Fixed: Error in parameter "Chance cause open wounds"

    - Fixed: Hell Golem did not get on the character on the higher difficulty levels (platinum / niobium).

    - Fixed: The values ​​were calculated incorrectly techniques while using demon forms (for example, the Demon Battle) with others (for example, forces of Hell).

    - Fixed: +% to physical damage did not work with some martial arts Gnome (flame thrower, grenade, gun shot).

     

    Fixed several quests:

    - Fixed the use of runes in the quest Eye of Hell.

    - Fixed the use of runes in a side quest Path of Destiny.

    - Side Quest Whisper Wind does not repeat, even if the golden berries appear again. Other related issues have also been fixed.

    - The total reward for the quest The leader has been substantially increased.

    - As soon as the side quest Desert Mystery successfully completed, the fanfare will no longer be heard at the opening of the remaining vases.

    - The key is obtained in a side quest The Riddle of the Desert, is now displayed correctly in the inventory.

    - The balance of side quest monster in the Forest has been fixed for mages. Golem in a single game is no longer the boss and therefore no longer represents the overwhelming problem.

    - Fixed a bug that prevented some players perform side-quest rustler.

    - As soon as the quests Supplier of Products and Ronin are met, those who gave their will no longer be shown quest icons above their heads.

    - Elven priestess of the quest Elf Escort disappeared under certain circumstances, not allowing the quest.

    - Now for the quest Camp Robber you have to pick up his tunic.

    - Now the quest Desert Riddle will fail if the open is not the right vase.

    - Parent Quest mage in the circle of stones can not be executed, if the monster is killed from outside the circle.

    - In the quest The Hag in the Tree Witch did not protect themselves. Now she is the boss.

    - Some beaten out of the hands of the enemy weapon did not have a restriction on the right character class.

    - When you stop the game clips space, the character could no longer drink health potions.

    - The fire is now moving to the character when Purgatory cast off the horse and no longer require contact with the enemy.

    - Open injuries cause chain reaction against damage.

    - Lost footsteps during some animated action gnome restored.

    - Sometimes a strong kick is taken when casting Mind Control with horses.

    - The leader of the Nook-Nukov not get damaged in the attack from a horse.

    - Removed sounded from time to time, a woman's scream during the intro movie Underworld.

     

    Multiplayer bugs:

    - Fixed: the distribution of expertise among the members of the party on the higher difficulty levels (platinum / niobium) with the victory over defending champion, boss or difficult opponent experience from time to time is not allowed.

    - Fixed: problem with security servers.

    - Fixed: the final battle is now possible in the Valley of Tears.

    - Changed: some errors when connecting to the server is now equipped with a more detailed description.

    - Weapons knocked out of the hands of enemies, and sometimes disappeared after going off.

    - Incorrect group effect Battle Cry (Double effect caster, for any members of the party).

    - Healing party members with Reiki is now possible in the game on a local network.

    - Testosterone and adrenaline imposed repeatedly, if the character is in close proximity to the caste.

    - Missing animation stone skin on the members of the party, when the spell is cast battle mage, has been added.

    - Casting Whirlwind on party members does not affect the function of disarmament and provides no additional damage.

     

    4 Fixed bugs menu OpenNet:

    - Sometimes, flashed others save.

    - Displays the Load button instead of the Create button has been corrected.

    - Pressing the Back to the boot screen changed the type of game on the loose.

    - Pressing the Back to the loading screen a pre-configured server, you configure the game, even when the server configuration can not be changed.

     

    Click here to download this file

  6. Didn't see wolfie2kx ' last post - playing a similar build BT with shadow step, Fire skin reflect. Perfect example of a buil that doesn't need CD.

    Think of CD as one of the skills you'd take after focus skills, lore and concentration. Like EP, bargaining or alchem.

     

    I'm playing pre addon so with RPH working, expert touch and deathblow nerf on spells I'm not sure if people still pick CD.

  7. Like Flix said you get a damage boost plus the 10% regen bonus is after everything else is calculated ( 20% at mastery). Some builds don't need it - eg high elf gets ridiculous regen from her buffs and magic coup and other spells do more than enough damage.

    There are afew old threads about combat discipline around.
    Also combos didn't work well on consoles IIRC.
    • Like! 1
  8. Sorry, lost my post somehow. Just was gonna say that your early deaths would've been from goblin mobs or archers right? - they are really nasty early on. Can see anyone who doesn't know much about the game engine dying alot.

    In case no one told you you can use plus combat arts on items / gear when making combos - ala buff suiting in Sacred 2. Combos make boss killing easy.

    Oh, and in case you wanna try the dark elf - I recommend the poison mist build - simple build, levels quick, can hide behind PM's / lure monsters, and works really well with split. Got mine up to level 100 or there abouts.

    • Like! 1
  9. So its better to just sell all the armor for the other classes you get while playing unless its a set? This game is ALOT harder than Sacred 2 is :P I think I've died about 7 times in just one hour!

     

    P.S. Anyway to cycle through Combat Arts besides manual clicking or combos? I saw a few high level players clicking on the CA to change them, but I want to be sure :)

     

  10. I wouldn't neglect the PC buff - it gives you more damage - spells and melee, crits, damage mit option, magic damage boost - meaning native(unsocketed magic damage) magic on weapons will be boosted* - a few polearms have that IIRC.

    Skill picks are good - pretty much what I would pick.

    Make sure you have a really high attack value if your gonna use LL% and RpH

    Bosses - I'd use frenetic fervour, LL% polearms, Raving thrust, maybe even unmodded paralysing dread.

    I had a Polearms SW - NIOB level 118. May have to try an Inquisitor one.

  11. Voted for dark elf. Traps are way too good a mechanic to not have.

    In terms of the temple guardian - I didn't like the tech features in the game - temple guardian, the guardians, energy guns. Never did much for me.

     

    An Ogre mage would be good, Blood dryad, a golem style character?,or even a paladin would be good classes to try.

    Having 10 characters is a great idea - the replay value alone would be great.

     

    EDIT - I'd love to see a minotaur class.

     

  12. Never played this build on Blood and Ice but in Fallen angel it works quite well - there are a few things that make it shine - High Acute mind for the damage, High Voodoo Lore, a corresponding shrunken head to increase the damage, and having more than one totem on screen. What level did you get to flix?

  13.  

    The gronkors cave quest - where the ogre shamans summon undead, can get alot of nice jewlery.

     

     

     

    That's interesting... this particular quest for jewelry? hmm, yer making me think of a guide... could it be something like spirit farming by Schot or something? I remember him or someone else bringing this up as a way to farm jewelry.

     

    :)

     

    gogo

     

    http://darkmatters.org/forums/index.php?/topic/12873-farmer-schots-spirit-farming-guide/

     

    I never really went there for the quests lol

    Good area to replace the grind of the orc cave. It gave you alot of potions too along with ice crystals.

  14. I will freely admit that I have never tried to see just how high I can get a CA, but 400 sounds outlandish to me. Can you explain how you will get that high?

     

    I was thinking Tinworas, dual stacked + combat arts, native + PC buff on items with 2 slots or more. I forgot that eating runes scales, so I geuss its the same with having them via items. My test Inquisitor I was gonna use for shopping needs alot more gold.

     

    I think eating one PC rune and getting maybe 250, 300 could be possible - 400 sounds ambitious now that I think about it. I thought bringing up how high people got with their Buff suits would be a natural side topic.

  15. Got a question thats part Damage miti / part BUFF suit.

    The Inquisitor gets Damage miti on his Inure GOLD mod for PC.

     

    From the wiki.

    The inquisitor sustains less damage. (9.9% + 0.1% per CA level damping)

     

    So just how high can people go with Plus combat arts. He gets 10% at level 1, 20 at Level 100 PC , 30 at 200 PC

    Can he get up to 400? even 500? That's serious damage miti along with Toughness.

    I know Tinworas would be the weapon of choice, double stacked combat arts, native PC on items plus slots.

    I'm playing FA not blood and ice.

     

    Also, as a side question - with inure you forgo hallow - Adds more damage. (18% + 2% per CA level increase to all damage).

    So can an Inquisitor. deal high damage without it - IN NIOB - if he's playing close combat style with Ruthless mutilation and callous execution?

     

    Hrm, missed this one, Augmint, sorry!

    With FA, IIRC depending on your version, you should have "unlimited" ability to eat runes (cap is 32k runes I think), so you may actually get higher returns with +skills (increasing your level without penalty) than pure +CA. Interesting question, really.

    If you get 100% mitigation, though, PC becomes useless for the WIDD, so that is another question entirely. I'm pretty sure you should have no issues killing stuff, but bosses may not be quick battles. Safe, but slow.

     

    I should've added that I meant eating only one rune, then getting high PC buff from items. My bad.

    I have a NIOB' Inquisitor at level 116, I think he can get up to 400 PC just need to do alot of shopping. I'll post what I find.

     

    I know +skills was nerfed in the AddOn - did they nerf + combat arts too?

  16. Got a question thats part Damage miti / part BUFF suit.

    The Inquisitor gets Damage miti on his Inure GOLD mod for PC.

     

    From the wiki.

    The inquisitor sustains less damage. (9.9% + 0.1% per CA level damping)

     

    So just how high can people go with Plus combat arts. He gets 10% at level 1, 20 at Level 100 PC , 30 at 200 PC

    Can he get up to 400? even 500? That's serious damage miti along with Toughness.

    I know Tinworas would be the weapon of choice, double stacked combat arts, native PC on items plus slots.

    I'm playing FA not blood and ice.

     

    Also, as a side question - with inure you forgo hallow - Adds more damage. (18% + 2% per CA level increase to all damage).

    So can an Inquisitor. deal high damage without it - IN NIOB - if he's playing close combat style with Ruthless mutilation and callous execution?

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