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super-avianti

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Everything posted by super-avianti

  1. Thanks again, by the way really interesting thread in regard to DS So Chattius thinks it's a bug. Still I think it's still worse it, 25% @level 11 isn't shabby for a class that has no mean to lower its regen time
  2. Ok sorry if I post a lot. I tested yesterday night the various mod for DS on the 360 so here are the results: On the 360 the wildfire mod seems do what he should as you suggested Essjayehm. The stimulate mod seems to work too. So I got to change my mod selection for DS from max damages to max debuffing. I owe you quiet some thanks Essjayehm, level a character takes time I would have been piffed off to realize only too late that I didn't have the right information to begin with. I also test IS and it works as you implied too ie the Inquisitor doesn't wait till the end of IS to finish the combo => the critter is helpless during the combo execution which is cool . I'm more iffy about the "loathing" mod for MP (lowering armor value). Some extra testing is too come about that (I plan to fight the "chief gobelin/ogre" and see if damages and see how damages compare between CE and CE after MP basically). After that hopefully I should be done and make the final decision between ranged or melee.
  3. Thanks, I try hard even though logic should have pushed me to build a Dryad I'm not sure if you say that "in absolute" of in regard to my concerns about the zealot mods? I don't plan to run SR in Boss fight where the boss is not surrounded by minions. For boss fight my plan was to really more heavily on the NN aspect to boost my damages. That's a quiet serious statement, are you saying that console and PC are different in regard to the wildfire mod? I (plan to) choose those mods after reading the guide "corpse explosion necro caster". The author states that wildfire mod description is broken and instead it adds meaty (really meaty according to his measurement) physical damages. I'm indeed not interested in the mod if it works properly especially if I go ranged. As a ranged fighter I will rely on DS a lot less, actually mostly for really tough champions and bosses, so I don't plan to match its duration with other CAs (vs what I would do with a melee build) I planned to maximized its damages. If console version differs in this regard I've to change my plan. In regard to the "stimulate" mod, it works on console? On the wiki page they state that the mod might be broken. Overall, I planned to use DS for damages but if you confirm me the differences between PC and Console I might maximize its use as a debuff (ie spite/deprivation/stimulate <= if it works that's it). Interesting what you say is that if I put IS early on console I'll still execute the other CAs in the combo before IS is "done"? If that's so thanks for the advice, the sooner one critters is incapacitated the better Indeed I'm happy I didn't start the build and that's I'm still testing, thanks a lot I'll wait for your response or test DS mod for my self (even if I mod it first it still can be "long").
  4. On the 360 while playing a inquisitor dual wielding staffs I noticed that the second strike of CE can hit opponent way out of range. A bug for sure but a convenient one for sure
  5. What kind of Gear and smithing? hum... I did extra testing with dual wield since my last post. I've to say that whereas it is less comfortable than shooting things in the distance it's more effective. There are multiple reasons: * I realized than I should not care for staffs and the int modifier, using the best one handed weapons you can find wield better results. * You have a lot more choice in regard to weapons while dual wielding whereas finding good ranged weapons is plainly tough. * while dual wielding, CE does hit two times (by the way on 360 there's a bug with staffs too, it affects CE the second hit can hit critters that are out of range). Basically you pretty much CE everything whereas I tend to use RM a lot more with my ranged build. Overall it's impossible for the ranged build to match the damage output of the DW one. Actually it may not be true for the average damage output as you don't have to run after your preys but I still find the build less effective against mobs. On the other hand I feel like the ranged build levels a bit faster The ranged build faces another disadvantage: being ranged limit the use of "dislodged spirit" as you may want to avoid contact. Anyway I think the build should workable using either ranged weapons or Dual wielding as long as you adapt your tactic and the mod (and their ordering). With my test character (@lvl25 now) thus a DW build SR aside I don't have to rely on the NN aspect, I pretty much CE everything. One should act different with a ranged build. Whether I choose ranged or melee, later on I'm to use mostly the same combo and tactic. There are two distinct set of combo I plan to use depending on "mood". One that I would call "Army raiser" 1)CE+IS on weak critters 3)MP+CE+IS on tougher critters 3)MP+CE+DS+IS on toughest critters The other would be "corpse explosion" 1)CE+ED on weak critters 3)MP+CE+ED on tougher critters 3)MP+DS+CE+ED on toughest critters The fourth slot should be FF+PD in both cases. So due to his lower damage output the ranged build may end more of a army raiser than the melee one, he is likely to need more the extra damage output minions provide and more importantly as it takes down opponents slower minion getting some aggro should help his survivability. I've a more refined take on the mod I should take now and in which order: GI aspect CE: Bleed/Lacerate/Judgement. RM: no mod or mod last. MP: Loathing/Proclamation/Mortify. FF: Faith/resolve/relentless. PC: Mystic/Eradicate/Hallow or Irune (I'm undecided). we won't use PC early in the character life so, I would take "loathing"(MP) first. It will make MP+CE combo more effective against "tough" critters early on (especially on PC where you have way better control of the critter you engage than on console). Lowering armor should boost damages higher than what the first CE mods offer. Then I would take two mods for FF so till "resolve" as it will help a lot in situation where SR is no use to boost your attack value. Then I would completely mod PC. Then CE completely too. And lastly I would finish to mod MP and FF. That for the melee build, for the ranged one I would mod, RM first as deprivation is pretty convenient, the slower critters come to you the more hit they receive NN aspect I've more doubts here DS: gelidy/torture/wildfire IS: Brunt/Menace/probation for ranged build and Reclaim for the melee one? PD: :)/Decrepit/extension Should I go with lower resistances or attack value? Right now I'm considering Panic. But advices would be welcome ED: Restore/optional/optional I'm sure of first one, as ED has low regen time it will be easy to match its regen time with CE and MP =>10% healed Actually the damages are pretty low and the others mods are not that relevant. If I end up with enough mod points I may mod it for "max" damages (violence/plague). SR: I wonder about giving up on the sealot mods I test my lvl69 ranged Inquisitor running SR (@level 1 with no mod) I didn't have much problem keeping the buff fed. I can't pass on source as it's my only mean to offset some of the cost of running two high level buffs simultaneously. The loss in attack and defence may be covered by a more extensive use of PD+FF (which I notice I often forget to use...). So I'm wondering between: Death magic/Source/soul Imbiber for both builds Death magic/source/zealot for the melee build zealot/source/soul imbiber for the ranged build. In regard to regen time you might want to match regen time of IS/ED/DS with CE and MP ones (so eat less runes in NN than in GI). For the ranged build DS will be used a lot less so maximizing DS damages is an option ------------------------------ Other than that I gave up on pumping Int for the build. Attributes points should be dispatched according to the builds goals. *100% vitality for a HC build would make sense. * Vitality/willpower for a HC build playing Ice and Blood could make sense too. *Vitality/Stamina for convenience, as you'll end with less dependants on gear for regen time (<= I may go that route).
  6. Ok this is how the new build could look: Skills: 1) GI Focus (should be mastered 2nd priority). 2) NN Focus (should be mastered 2nd priority). 3) Armor Lore (should be mastered 3rd priority). 4) Tactic Lore (as high as you can while avoiding diminishing returns => at some point pump up CD). 5) NN Lore (as high as you can while avoiding diminishing returns => at some point pump up CD). 6) Ranged Weapons (spend just enough point to not incur a penalty). 7) Constitution (to be mastered @ lvl75 first priority). 8) Concentration (early on only Soul Reaver will be used, only 1 point till later level). 9) Combat discipline (idem only 1 point till later level). 10) Toughness or SR for survivability. CAs: NN: No change NN <= taken from "corpse explosion necro" build. DS: Gelidy/Torture/wildfire IS: Brunt/Menace/Probation PD: Despair/Decrepit/extension ED: Restore/Violence/Apocalypse SR: Zealot/Source/Zealot GI: CE: Bleed/Lacerate/Draw life (<= as it bypasses resistance) RM: Deprivation/Dolor/Frenzy MP: Loathing/Proclamation/Mortify FF: Faith/resolve/relentless PC: Mystic/Eradicate/Hallow I just changed MP and mod it so it distracts mob from me. I'm not sure it works properly as with my ranged build and lvl38 MP (un mod) the designated target is rarely attacked by other critters. If the test fails... well it will be disgrace" instead of "loathing".
  7. Damned I messed up while editing my spelling mistakes... Double post. EDIT I played test the game yesterday and Int modifer seems properly applied On the other hand being used to ranged weapon I'm not sure I'll enjoy running after my preys I switch pretty fast to the first ranged weapon I found, I kill faster no matter the lower damages per hit, I don't have to run after critters or aggregate a mob to be effective. It's too bad that the Ice and wind staffs exploit is not available on console (actually it's a bit cheesy firing "bug-less" staffs would be good enough for me). The whole thing makes me consider a ranged build once again. thing is I build a GI only (no other CAs used, level 70 gold as we speak) ranged Inquisitor and I know its shortcoming, it won't scale you have to use other aspects. I considered improvement for my ranged build but no matter how I turn it I finish thinking that the most scalable has to use three aspects. I don't want, skill points are spread thin, I've access to more CAs than I can map to the pad => I end up with powerful CAs I don't use... For some reason I hate that idea spending point on thing you won't use. Actually it's easier to come up with a pure caster focused exclusively on two aspects (AS/NN) than a meleer/ranged fighter. Anyway I haveto do an arbitration and stick to hit. Both AS and NN on their own compliment a ranged fighter. AS offer a great buff, all the CAs are "ranged" (no contact needed) and affect multiple targets. I can see a lot of synergy between AS and ranged fighter: *LA affects and weakens a lot of enemies (more than three at a time via RM) as they rush toward you, it will compliment nice RM. *RT too can be mod to affect and weaken multiple enemies, it also have a defensive value, pushing back opponents is perfect for ranged player who needs time to make up for lower damage output. *CM let say it has a lot of strategic value *If you keep it as a spell you can have an incredibly powerful ZD fighting along you (more than the caster ?). On the other side, running two buffs is expansive and those two buffs offer no way to lower their impact on regen times => You become really depend on gear, CM becomes all too tempting as it takes down a lot on foes at once and your attacking (as well as defence actually) is low. Overall GI is likely to become the support aspect for the build which is not bad per se but not what I would want. NN The buff is less powerful but it's a bit of a default choice, it doesn't offer the protection and damage output of RP but that the only way you have to up your attack and defence values and lower your regen. CAs compliment a lot less the ranged gameplay as AS CAs. *DS requires contact which reduces a lot its usefulness for a ranged fighter (still great for boss/champion). *IS is nice but as it locks down a single encounter for a while it also let you "defenceless" for ~10s. On the other hand minions collect aggro offering "protection" for a build not good at handling big mobs. *ED can add some Area of Effect damages which a build focusing on GI/NN would miss otherwise. It can heal the caster. But it's tricky to use (on console) and I don't expect it to offer much as far as damage output is concern. *PD (is buggy on console so has to be used carefully) has a nice synergy with the build and FF. Whereas it won't take down a mob like CM is offers a defence against it, it lower its damages output (they will attack less often). You would want to mod it to instil ear to your opponent, they'll fly away from you but as your a ranged warrior... not fast enough . Shortly in combo with FF, it's useful in many way. Overall, the damage output should be lower than a GI/AS build but the build should do better against potent single target. The NN will benefit to a way lower extend of the benefit of the PC purge mod (LA and RP with the mod "Sphere" seem to benefit a lot from it). Offence is the best defence NN won't let you kill mobs as well the CAs of the AS aspect (CM especially) but it still covers some aspects/weakness. More importantly (for me not in absolute) it doesn't out-shine the GI aspect while taking away the gameplay I pursue. I could also say that Chattius is right (not surprising ) once you start using the dark side of the force extensively the AS aspect, it makes more sense to use all three aspects and to give up as well on the ranged weapons. So I think I'll settle for GI/NN as well as as giving up on melee (which by the way makes the title of this very thread obsolete... ).
  8. Thanks for your help, I read about this build already and it's really to bad alchemy is not a option on the 360 It brings quiet some boost to the class. I love pole arm too but I don't know I use them often for my ranged Inquisitor as due to some bugs some (flying most often) creatures are almost impossible to hit. Pole arms in those case do pretty well as they benefit from my build high dex, and the range is... Still I want to try something else, I'll create a character or two tonight to see if the int bonus looks properly applied on the 360 whether you wield one or two staffs, if yes I'll go with staves (possibly dual wield for the flexibility). By the way I know you have extensive knowledge of Sacred 2 (read quiet some of your posts and guides), do you know the answer to my last question (about how "xx lore" affects (or not) CAs secondary damages (related to mods)? Thank for the help EDIT I missed you response So I've to invest more points in a "weapon skill". Thank
  9. OK I already have some others questions... Do CAs like CE, RM, MP have a built in attack value like "magic coup"? I ask because that would help me to save skill points and as opposed to Kudo25 build I should rely a lot less on standard attacks. I also have another question in regard to "xxx" lores and damages bonus they grant as opposed to the damages granted by combat discipline. Tactic lore ups the amount of life leech by properly mod CAs as CE or RM, Combat discipline doesn't. Is the same true for other CAs? I'll use an example, does NN lore ups the damages done by the "torture" mod for dislodged spirit? (I know CD won't). I ask before once again that may allow me to save quiet some skill points. using Kudos25 formatting the build could looks like this @level 75: Level 75: 296 Points Total NN lore: 50 Tactic Lore: 50 Weapon skill: 1 Armor Lore: 18 concentration:1 Constitution: 75 NN focus: 50 GI focus: 50 Combat discipline: 1 Spell Resistance: 1 296 points in total, do you (dear members) see something wrong with this?
  10. Hi, I'm done for now with my GI/ranged Inquisitor for various reasons. I'm considering starting a new melee one. I plan to pass completely on AS for various reasons (when I say pass it's "pass" I won't read a single read for those CAs), so the focus should be on NN and GI. I'm in search for various advices. EDIT: I changed my mind and decided to stick with a ranged build focusing on the same aspects GI/NN.
  11. You chose "Irune" as gold mod, right?
  12. Looks like an awesome built. Powerful and focusing and being viable (latter on) while relying on one single aspect, kudos I'm willing to try it.
  13. Interesting I started a build a bit like this one a while ago but I choose to focus on Gruesome Inquisition and only Gruesome Inquisition (ie I don't learn/use CA from other aspects). It's too bad I didn't find you post a long time ago as I restarted the build more than once Anyway I've a question in regard to Ruthless Mutilation which is indeed critical to the build: For the bronze I went with deprivation (vs extra damages) as it makes the whole thing way more comfortable (early in the game you can run around the mob) and the effect scales as you're leveling. (I don't want either to be stuck using weapons dealing ice damages). For silver I chose Dolor too, the life leech effect adds some extra damages and seems triggered all the time The real question is for the gold mod, I chose Smolder which works well for me as I mod PC to boost fire damages. But I could have take another road as Frenzy should allow for more damages but (1billion dollars question): Does range weapons allow for double hits? I've more generic question about my build (which is "close" to your's). First a quick sum-up of my build: 9 critical skills: Tactic Lore(M) / GI Focus(M) / Ranged Weapon / Armour lore(M) / Constitution(M) / Toughness (M)/ Spell Resistance / Combat reflexes / Damage lore. 1 skill slot opened Mostly the same mods as the ones you chose Attributes: Stamina/Vitality So here comes the question, it's about encounter defence and especially their chances to reflect damages: 1)My CAs are considered ranged weapons, right? So I should not be bothered by critters that have chance to reflect Spells:melle damages right? 2) Do I have a way to protect my-self against those reflected damages? Is it consider a spell (damage reflection) and Spell resistance helps or I'll have to live with it? NB I know Shuriken can somehow be a work around but they not optimal in range and overall damages. Actually shurikens are my favoured weapons because they are less affected by terrain and but they fell short against Energy weapon damage and range and pistols piercing properties.
  14. I'm actually following this guide and so far I'm pretty happy with it The build is way more powerful than the last Inquisitor I built which was a weird experiment (a ranged GI only build really exclusive no CA learnt from the others aspects). I'm just taking some freedom in regard to attribute. I'm doing Int and Vit alternately right now (still only one point per level). Once I've 2 points per level I think I'll invest one point in willpower every level and alternate between Vit and Int. Latter on I think that depending on my success I'll give up on Vit and focus on Willpower and Int. Do yu think that this should be ok?
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