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Spritzen69

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Everything posted by Spritzen69

  1. I know perhaps this doesn't help our over-seas friends; but what did make me laugh is that the gold pack is the more or less the same price as buying the collectors edition and Ice and Blood separately on Amazon UK. I just bought my brother this as they removed pretty much all sacred 2 references from his Steam account he can't even update his Sacred 2 to 2.40. He was chuffed to say the least that he got the Artwork book and Graphics pack, which he wouldn't have done otherwise.
  2. I've been toying around with Nether Allegiance with ranged and the biggest issue was, which will apply here, is balancing the cool downs on the Combat Arts you want to use and the level of the skeletal warriors. The skills you've picked seem good, but I'd concentrate on aiming to reduce this cool down as much as you can with gear and the order in which you pick your skills. Tactics Lore Armor Lore Dual Wield Astral Lord Focus Concentration Constitution Death Warrior Focus Combat Discipline Toughness Astral Lord Lore Dual wield needs 5 points in tactics to open it up ,so you can't have that as a 2nd skill. Concentration needs 5 points in ALF to open it up as well. So that's the build I'd probably start with given your choices, and then it's a matter of carefully sinking runes into NA without increasing the CD on the CAs too much. Oh and I chose combat disc, simply for the 10%, would leave that until really late level before sorting out the mastery. Dual Wield I'd leave at 1 point until a higher level as well and sink primarily into TL early on for the extra melee damage.
  3. Yes I've found this quite a difficult balance and I'm actually abandoning this design. As has been highlighted SV turns off on standard attack, so that means you don't really need Ranged in the build. Also the balancing act between sinking enough runes for the skeletal warriors to be effective and maintaining a decent cool down on the Combat Arts is too counter productive and you end up with quite a weak build. You are better off imo either going for a pure ranged build with just RE, or SV & NA build. SV/NA as over powered as it is, is a little too dull for me, so I'm trying out a new Ranged build now.
  4. Hey don't dirty my name with your build design muhahah Personally, I actually would suggest changing a few of your last skills, seeing as I know you've already got this underway. Astral Lord Focus Malevolent Champion Focus Concentration Armour Lore Shield Lore Constitution Astral Lord Lore Tactics Lore Combat Reflexes Spell Resistance Astral Lord Lore will gain dmg on Skeletal Fortification and Tactics Lore will let you hit harder and give you some more damage output. I would take out toughness as you've got a lot of defence in there already and combat reflex would be nicer before you get spell resistance.
  5. I don't find switching targets to bad (I had a precursory build to this without the ranged), you see the first mob you want to target and then hold right click and hold left click, then move the mouse to the next mob you can see before the first is down. You can get the confusion with your skellies also being in amongst the crowd but I think in general you hardly have to reclick the mouse. I can see this working without Ranged in there but I do also like seeing lots of engery blasts firing off so I wanted to see how it faired. Also it'll make a difference on supporting the skellies with boss mobs, at least thats the idea
  6. It's been awhile since I've picked up Sacred 2 and I'm rediscovering the finer greatness of Sacred 2 again! With the following build I'm planning on no doubt a standard idea these days of a SV/GR/RE build variance with some Ranged thrown in to not make it too boring. I'll only spec out up to 75 at this point as it's a concept that I'll be putting in to practice and I'll see how he fairs around that level. Skill & Points by level 75: Astral Lord Focus 50 Malevolent Champion Focus 50 Tactics Lore 28 Ranged Weapons 30 Armor Lore 30 Astral Lord Lore 30 Concentration 1 Constitution 75 Combat Reflexes 1 Spell Resistance 1 The plan is to pick up the 4 skellies early by grabbing the first 2 mods, then move onto 3xmods in SV to get perma invis. In addition to this grabbing 2xmods in Frenzy and then 3xmods on RE. So by level 25 I'll be perma invis with 4 skellies out and RE up as well. I'll ease in TL & R to 5 points early and then push them harder as I get around level 50. It should be interesting to see how well I can balance some nice range dmg and keep the SV/GR/RE build working well.
  7. Well I understand how things go when you move on to other things, so if he doesn't fancy toying with it anymore, see if you can get permission to upload to your downloads and if someone can modify it to include DM and post that as well; obviously with full credit to the man for some excellent work. I'm making fairly good progress on sussing it out so it's just a matter of time.
  8. This is the point where I wished I had payed more attention to excel class 101! I've got so far on modifying this to include the Dragon Mage but I'm stuck on how to edit those darn combo boxes... I'm sure I'll figure it out at some point but if you(author) or anyone has a modified version with them in that would be great
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