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Dobri

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Everything posted by Dobri

  1. I would have to note something... Since I just started fooling around with the cm-patch, I haven't noticed it earlier. I really like the new Virtues of the Seraphim set - it has decent modifiers, it looks awesome, and it fits the seraphim's "job description" perfectly. However, there is one little problem with it - the damage mitigation on gloves. That's a bit too much. The seraphim has damage mitigation on: Armor Shoulders Wings Gloves Shield add to that toughness, and you can easily get a demigod chick very quickly. Let's make a rough calculation: 13% from armor, 12% from wings, 12% from shoulders, 11% from glacial defender, for all I see gloves scale like armor, so 13% from that too. Toughness is at least 25% when mastered along with some + all skills. Total of 86% at relatively low level. Add a few damage mitigation amulets and you'll hit 100% in no time. The only thing she'll be susceptible to is life leech from mobs Although I do like the idea of trying out this setup with the new mutation set - I can make a pretty darn impressive caster seraphim
  2. Is this implemented already, or it will come with the next version of the CM patch? I'm asking because every char has a mutation set, and it will be fun seeing them all. I really like how you made it - very few modifiers, low armor, but great options for customization.
  3. WOW! Finally the dryad helmet from the intro video Now that may finally make me play a dryad, you know
  4. If you make a pure caster, Combat discipline and Ancient magic are a must, as they will greatly help the damage you'll be dealing. As for the toughness + PC buff, you should check my guide: http://darkmatters.org/forums/index.php?showtopic=17814 - I did my best to explain how everything went with concrete numbers. I did the test run in LAN just recently, and you van see the results. However, this build needs some support, and I'm sure the dual-aspect inquisitor can provide it - you can check my other 2-aspect build here: http://darkmatters.org/forums/index.php?showtopic=16326 - this build lacks concentration and has constitution instead, but it will do just as well with your skill setup.
  5. It's all down to the fact that the levels from 150 to 200 take really, really, really long time to gain Congratulations to the new members of club 200. I'm doing my best to join it too, but still stuck on 165... It's such a slow going, even with over 300% XP per kill, lol
  6. If you take toughness, I'd take GI focus, because the Chastisement buff (Inure) + Toughness make a rather pleasing damage mitigation combo. You'll be low on HP, but if you go for damage mitigation equipment and manage to push, say, physical damage mitigation to 100% (that's not as easy as it sounds - I managed to achieve it on level 125), this means you'll be immune to all physical attacks and you can hunt in areas with physical damage dealing monsters without taking 1 HP damage. Oh - and if you do, make sure to mod Frenetic Fervor for a caster - not for a close combat fighter. The setback of this choice is that you already took NN lore, which means you'll use low-level NN combat arts, which is a problem at higher levels, as you'll have tough time keeping the NN aspect damage up to par. If you take constitution, then NN focus would be better. This will make your Inquisitor a pure caster with 2 very strong aspects. The way your build goes, this choice would be the better one in my opinion, since you already took NN lore. In this case, make sure you work heavily on your reverse polarity buff, as it will be your main source of defense. In both cases, your char is going to be quite interesting to play.
  7. I personally won't mind some S1 stuff though I'll be going back to Germany in 2 weeks time and all I'm going to have is my poor Compaq Evo N610, whose 32 megs of vram only support S1... It will be fun trying out a few UW builds. That's until I make some money and get a decent laptop to go back to Sacred 2 and my new invulno-build projects
  8. Eruptive is good as a mop-up CA at the end of a combo (as it requires dead bodies) or additional item find ca. For a long time clustering + raving + levin will be more than enough to kill a mob. I personally, never liked Soul Reaver as a buff. It requires you to be constantly involved in the action, and when you hunt a long time in an area, you may be forced to travel a bit till you manage to find or gather a new mob, and by that time, the souls may have faded away. Still, it's a matter of personal preference. About the staves - it's all about luck. Sometimes, rare staves can do just as well as unique ones. I'm sure you're aware that you're not limited to dual wielding staves - there are plenty of decent swords to carry around, for example.
  9. The way your build goes, if I were you, I would pick: - combat discipline - more CA in a combo, regen time reduction, improves CA damage - ancient magic - improves the damage of your combat arts - toughness - great damage mitigation when mastered, combines really well with some of the inquisitor's gear (Damage mitigation % = % of the enemy damage is chalked off before any other calculations kick in) - NN focus or GI focus - if you pick NN focus, you can make a solid caster build - and since you picked the lore, getting the focus is preferable. GI focus can do wonders for a caster build, because if you mod it for Inure, you'll get even more damage mitigation to go with toughness. ZD is good as permanent buff if you play softcore, as when you die, you won't have to lose any campaign/hunting progress. I personally pick it as a temporary buff, because the ZD tends to be the focus of the enemy mobs' attention, which can be bothersome when you round up a big mob for your favorite Clustering + Raving + Levin + Eruptive mass kill combo.
  10. 5 stars from me Amazing work, topped by the fact that Slevin is one of the few extremely dedicated players who get their builds far deep in niobium - or all the way up to 200, even if it takes lots of days game time. That's a real testament for his patience and hard work. Well done.
  11. In that case, you're probably aiming for a caster inquisitor. There are a number of builds in that section that will help you. You will need to make some additional choices though... Like: - how many aspects do you want to use? - how many aspects are you really using now? - which are the combat arts that serve you well and what are their corresponding aspects? - how many buffs are you using, and how many do you plan on using? I suggest taking a look at these: http://darkmatters.org/forums/index.php?showtopic=17814 http://darkmatters.org/forums/index.php?showtopic=16326 http://darkmatters.org/forums/index.php?showtopic=17206 http://darkmatters.org/forums/index.php?showtopic=11233 http://darkmatters.org/forums/index.php?showtopic=12492 It will take some reading, but I'm sure you'll find the player's insights into their builds useful.
  12. It's good for making a hybrid or caster inquisitor. Your choices have been very solid and consistent. If you need some further help - in terms of player experiences and similar builds - you may want to check the Inquisitor guides section: http://darkmatters.org/forums/index.php?showforum=375 However, before you do, it would really help to have an idea what do you want from your character - closed or ranged combat, fast killing at the price of defense or slower killing combined with tough character, being able to be self-sufficient or thrive on drops... There are plenty of choices you need to make in advance
  13. That's a good point, gogo What really made me love Sacred 2 was the limitless boundaries for creative builds. There are so many strings to pull in this game, that no two builds ever look the same. LL% is awesome, it's groundbreaking, but it also is a free pass to level 200 and many players - myself included - get strongly tempted by it. This kind of forces the players to get a bit lazy - use the best LL% stuff and live long - rather than get creative, actually put their heads into the game and come up with a great build - like the secret agent, for example. Still, what's good about LL% though, is that it can take a utility char deep into the game without much trouble. Since taking many utility skills hinders the build, LL% is what provides the leverage for them.
  14. There is only one I would change - that's remove LL% from the game and enable deathblow on everything to compensate for it. Really, seeing the biggest and baddest drop down in less than 10 seconds is a nuisance
  15. SacredWiki is your best friend http://www.sacredwiki.org/index.php5/Sacred_2:Fallen_Angel and this should answer your question: http://www.sacredwiki.org/index.php5/Sacred_2:Attributes In my opinion, you can never go wrong when pumping vitality - maybe unless you play a hard to balance caster build, but the one you're going for isn't like that at all.
  16. To me, vitality is always the best choice. Granted, strength will improve the damage, but vitality improves HP, which means you are much less likely to die. That may not be an issue for softcore players - but even losing the hard-earned survival bonus and the boni from it is dreadful, really, and does feel like a hardcore death
  17. You should be able to dual-box on the PC. Simply start the game twice, make a password-protected server (just in case), log in both accounts and trade between the chars by alt-tabbing between the Sacred 2 windows. That should do it
  18. In my opinion, it all boils down to kill speed and xp gain. Weapon based builds are usually tough, but have few skills to allow for mass killing and quick leveling. On the other hand, caster builds do better as quick killers if you can keep them alive long enough - which, fortunately, is not as hard as it seems All you need to do is exploit their positive sides - damage mitigation, reflect, block, the works. On the positive side, close combat builds make great boss killers. This is usually a path that leads to quite a bunch of set, unique and legendary items, which some of the caster builds cannot procure as easily. The negative side of boss hunting is that from level 165 on, even with tons of XP per kill, it takes very long time to gain a level, while questing and mass killing seems to do the job easier.
  19. If you play online, the lightsabers can be procured only from shopping. If you got bargaining as your last skill pick, and leveled it up well enough, they should start popping up at merchant's stores. The masteries are up to you. I would personally master armor lore, constitution and concentration by level 75, and keep all the foci at 21 points for starters (this way you can improve the regeneration of combat arts and max ca level for the buffs), and level them up later. If you feel like lacking in the attack value department, you can master dual wield instead of armor lore.
  20. 5 stars from me for this network upload. This is something that will help everyone who plays single/lan
  21. My first vote is for seraphim's hard battle music. Second place goes to Inquisitor's music. I see most players think alike However, there is a way to hear the music without playing the game. The music is packed in a zip file in the game directories under a musichq or musiclq file. Just open it and select the track you want to hear. And is it my imagination, or the seraphim hard battle music has a "semper fi" (semper fidelis - always faithful) is the beginning of the track?
  22. Well, it's unlikely they will fix it, but it's nice to see that their database is still intact And that also reminds me that I should make up something to get on that roster too... I've been asked a 1000 times and still did nothing about it
  23. I hope you like it I'm really very sorry I had to do this as a speed-run - this is why the inquisitor has relatively low survival bonus - but still, it was all about seeing how the build will pan out and having the people actually test it and run it themselves
  24. File Name: Scaredy-cat Inquisitor File Submitter: Dobri File Submitted: 25 Feb 2011 File Category: Ice & Blood Inquisitor Builds A quick-run test scaredy-cat inquisitor build, requested by some posters here on the darkmatters forums. The aim is to achieve relative immortality asap. Name [D.a.r.k] Otec Proquinei [Dobri] (on a side note, "Otec" is "Father" in English) Character level: 127 Close reflect: 65% CA reflect: 62.3% Toughness mitigation: 28.6% Chastisement mitigation: 17.7% Armor mitigation: 59% physical, 23.5% fire/ice/magic/poison Which means: 105.3% physical mitigation (IMMUNE!), 69.8% fire/ice/magic/poison mitigation, and about 2/3 close and ca attacks reflected! Build link on FDM: http://darkmatters.o...showtopic=17814 Click here to download this file
  25. Version 1.0

    245 downloads

    A quick-run test scaredy-cat inquisitor build, requested by some posters here on the darkmatters forums. The aim is to achieve relative immortality asap. Name [D.a.r.k] Otec Proquinei [Dobri] (on a side note, "Otec" is "Father" in English) Character level: 127 Close reflect: 65% CA reflect: 62.3% Toughness mitigation: 28.6% Chastisement mitigation: 17.7% Armor mitigation: 59% physical, 23.5% fire/ice/magic/poison Which means: 105.3% physical mitigation (IMMUNE!), 69.8% fire/ice/magic/poison mitigation, and about 2/3 close and ca attacks reflected! Build link on FDM: http://darkmatters.org/forums/index.php?showtopic=17814
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