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Stéphane

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Posts posted by Stéphane

  1. Hi,

     

    Catharsis for the slots and armor bonus; illigard's boots for gruesome inquisition focus and evade chance; the belt for slots, vitality and +xx gruesome aspect and the arms for the set bonuses Regeneration Time: Gruesome Inquisition (3 items)

    The deylen's gloves for the deathblow chance (before Ice&blood ><) and the bonus to Astute Supremacy's Combat Arts.

     

    If you find a better balanced set of items, feel free to share! :Just_Cuz_12:

     

    Greetings,

    Stéphane.

  2. is this build playable after the addon ?

     

    or is the damage now to low ?

    This build is not very affected by the add-on, it's mostly a build based on weapons damage with the tower and the spectral soldiers/rallied soul as support, in stealth mode. :drool:

    The deathblows/crits rings are still working perfectly with frenzied rampage.

     

    And the rune level limitation doesn't affect the efficiency of the build.

     

    and which weapons you use on this build ?

    Two Officer's Saber or two Nadjii's Splitter.

     

    I think I want the skill Blacksmith in this build.

    which skill we can change ?

    You can change Ancient Magic, however your tower will be less effective.

  3. Hi guys,

     

    Grate build. I was just wondering if you ever found out or are close to finding out about adding a extra skel. warrior to nether allegiance and taking out tower shield?

    Yes you can drop the tower shield (defense and physique Armor) for a third spectral soldier instead. ;)

     

     

    Steph, in regards to your earlier comment about Silver modding Spectral Hand: the best being Chill....!?! Wouldn't Crits be more powerful that 4% ice?

    Silver : Chill - The spectral hand inflicts additional ice damage. (4% + 1% per CA level)

    4% at the first, but then 1% per level, meaning if you have a spectral hand level 100, it's +104% in damage! 150 = 154% and so on.

    You will have crits with your lore already.

     

    I know I proberly sound stupid saying this but is shadow veil supposed to turn off when you hit with your sword (ive made it into a buff)
    This shadow warrior is invisible. You have to use CAs if you want to stay invisible

    Only with normal attacks, if you hit with Combat Arts the buff won't go off.

     

    Greetings,

    Stéphane.

  4. That's what I said in my first post ^^ "First of all, this build is not easy at first, but when you will be high enough, this will be a pleasure!"

    The first levels are hard but you can level up very fast to the level 100, 2-3day of playtime. (Yes you need some xp rings/amulets and mentor :))

    After that it's easy :)

     

    This chars was tested on 3 characters (level 50 level 100 and 200) with the approximate same equipment. My own character in closed net is near to 80.

    The gobelin near ruka and the jungle are the best spot to level up fast with Custering maeltrom.

     

    It's an hard build indeed you have to be careful with regen and damage. But it's the funniest build I have played with. :P

  5. A request from Gogo (Resistance is futile), Inquistor build, here I come! (two others build will follow)

     

    Attributs:

     

    200 in Intelligence 200 in Stamina.

    Bye bye regen penalty :)

    This build was tested on a level 200. No problem with the regen and the three buffs ^^ + all skills and others good amulets and it's ok.

  6. Well, with Ascaron gone, it's only the publishers that are paying to keep the servers going. lol, I shouldn't have posted that End of Days quip in my post above perhaps...

     

    I'm sure we all have at least a year...and there are always options if there is interest. (Indeed we can create them! :))

     

    Private HC servers for this game existed for the first Sacred, and I'm sure they'd be available for rent if asked for.

     

    :)

     

    gogo

    Sound depressing gogo ^^

    Even when Ascaron was still there, it was the publishers that was paying the servers. Nothing have changed here.

    CDV and Kochmedia are both in good health.

     

    The first Sacred 1 closed servers last for 5years and the OpenNet lobby is still available. However Ascaron was still "alive" and with projects, that can help the publishers to decide to support/pay for a server.

    But I don't see them shutting down the servers for the moment. :)

     

    There won't be anymore Sacred with Ascaron on the box but there could be new "Sacred" games thanks to the publishers. :P

    Sorry for the hi-jacking. :)

     

    Long live Sacred and Darkmatters!

  7. Steph, I just updated your guide with links to wiki and pics of the skills and Combat Arts with some of Schot's new magic Sacred 2 code ^^. Hope this helps?

    Indeed it's look very nice ! Thanks gogo :)

     

     

    looks very nice with the pics gogo. :)

     

    I'm using this guide for my Kami Character and its a lot of fun. I've been using 2H weapons with a few more gruesome inqui Combat Arts but still chose all the same skills.

     

    thx again for this cool inqui build steph.

    Your welcome, have fun mate!

     

     

    Clustering Maelstrom + Levin Array + Eruptive Desecration + Raving Thrust - the combo you pointed out does (especially if your cast spd and CA execution is high):

    I'm using this combo to gather mobs (Clustering) and dealt huge damage (clustering+levin array) and then if a mob is alive, most of the time, a champion, he will recieve the blast from a corpse explosion (eruptive) and be sent away from me (raving thrust).

    I admit that with eruptive desecration in the third place, I don't take benefit from the Area of Effect of this CA. But it's already a deadly combo :)

     

    Having tested these combos a bunch of times, I would propose that you switch the Combat Arts a bit like this - I'm giving you my mods just for reference):

    1. Clustering (modded for Chaos + 2xVortex)

    2. Raving (modded Bedaze, Vehemence, Lesion)

    -> the idea is that mobs are closing on one another already, so raving will have them collide into one another before the main collision from maelstrom for quite some damage! And it works like a charm.

    3. Levin array - if someone survived, this is the CA to finish him off or weaken him for the last step.

    4. Eruptive desecration - now this will work, because the previous 3 should be fully executed and there will be bodies on the battlefield.

     

    Suffice to say that with Clustering-Raving-Levin and 70% deathblow, ca level 3-5 + 22-26 from items (even on pre-level 75 build, so no masteries yet, so it's going to get better and better) the orc champions in the orc cave die in just 1 combo, which makes some great powerleveling - the cave is empty in less than 15 seconds and you're ready to re-enter.

    Sweet combo, I will try it. Maybe the raving thrust will be more effective than levin array in 2nd.

  8. supremealpha1> I don't remember saying that, are you sure? But indeed you can't put reflective emanation in a combo because it's a buff, however those two CA can made a great "combinaison" (not in the combo slot though) thanks to the minions and the damage reflection from reflective emanation that you can share to them.

     

    You mentioned the SW is invis and you need to use CA to stay invis. Since you are invis, does that mean you never attack? Do you sit back and watch the minions do it all? Does that work on bosses as well?

    To attack opponents without losing your invisibility you need to use CA, you can use scything sweep/demonic blow and frenzied rampage to attack, but you can not use the normal attacks (left button)

  9. Always running both buff at once. ^^ Immortal shadow warrior!

    76k of health (96k on mount)

    4.1k in health regeneration

    80% to reflect.

     

    Demonic blow level 120 (100 runes) : 3.8s (3s in combo)

    Scything sweep level 120 : 3.8s

    Frenzied rampage level 100 (100 runes memorized) : 4.3s (3.4 in combo)

     

    With the two buffs on.

  10. Grim resilience have a regen mod, a very helpful one, without this regen mod you should have the same penalty as reflective emanation.

    At high level I can have a grim resilience at 190 with 12% of penalty (thanks to the mod 2b Discipline) when my RE have already 42% of penalty with a lower level ^^

     

    Here is the difference between health mod and health regeneration mod at high level :

     

    Tactics lore level 424

    Grim Resilience level 211 without mod : HP = 30753 Regen HP = 683/s

    Grim Resilience level 211 mod Fortify : HP = 46130 Regen HP = 1024/s

    Grim Resilience level 211 mod Rejuvenation : HP = 30753 Regen HP = 3141/s

     

     

    As for RE I have a full reflection (melee, ranged, and CA/spell) around 80% with the mod 3b Idol, because I like to share :)

    But you can reach 95% of melee reflection with the mod 3a Riposte if you want :)

     

    Most of the time opponents can killed themselves on me (when I don't kill them myself faster)

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