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StiCk_eM

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    Milk for growing boys
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    Sacred

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Radon Master

Radon Master (7/20)

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  1. It is from the electrocute mod. The text on that mod is a little weird, but what it really does is add a DOT to Baneful Smite. Hope this helps, StiCk_eM
  2. I would take the general one not any of the aspect ones because of the shield regen bonus that it gives. Hope this helps, StiCk_eM
  3. Like you said the sockets are amazing, but if you were to use this piece as an actual piece of your battle armor the amount of protection you get from this helmet is deplorable compared to what you could get on a 2 socket helmet from the shop or from a set...And we like to have a high armor rating even if it means sacrificing sockets, in my opinion that is. Hope this puts a new spin on it, StiCk_eM
  4. Here is an update to the guide I have a few changes to make to it all...This first part is a quick outline of the changes while the following sections are the actual sections from the guide with the changes within them! Mod Order: 1) Combat Alert – Assault 2) Combat Alert – Riposte 3) T-Energy Shroud – Derogate 4) T-Energy Shroud – Reduction 5) T-Energy Shroud – Reflection 6) Primal Mutation – Theurgy 7) Primal Mutation – Helpless 8) Fiery Ember – Incinerate 9) Icy Evanescence – Icy Needles 10) Deathly Spears – Gore 11) Deathly Spears – Occult 12) Deathly Spears – Jab 13) Jolting Touch – Life Leech 14) Jolting Touch – Voltage 15) Jolting Touch – Shelter Skill Order and Order to Master: Blacksmith (3) – Take to 140 Devout Guardian Focus Bargaining (1/2) – Take to 140 Armor Lore (4) Tactics Lore Source Warden Lore Warding Energy Lore (1/2) Source Warden Focus Combat Discipline Lost Fusion Focus Changes to Mods: T-Energy Shroud Bronze -Derogate Silver - Reduction Gold - Reflection Jolting Touch Bronze - Life Leech Silver - Voltage Gold - Shelter Primal Mutation Bronze - Theurgy Silver - Helpless Gold - Helpless Deathly Spears Bronze - Gore Silver - Occult Gold - Jab Fiery Ember Bronze - Incinerate Silver - Churn Gold - Icy Evanescence Bronze - Icy Needles Silver - Deep Frost Gold - Changes to Combos: Combo 1: Deathly Spears > Dedicated Blow Combo 2: Primal Mutation > Archimedes Beam > Jolting Touch Combo 3: Fiery > Furious Emblazer > Deathly Spears Combo 4: Icy > Furious Emblazer > Deathly Spears Attribute Changes: Vitality All the Way! Okay! So I know everyone has been waiting for the update and it is finally here I will just re-post the sections that have changes in them! #3 Skills Level 2: Blacksmith (Master 3rd) We pick this first so that we can unlock Bargaining as soon as possible. Blacksmith will allow our TG to be more self-sufficient along with being able to socket rings and amulets in more sockets. Keep this skill at half your level so that it does not take up too many skill points needed in other areas. Take it to at least 75. I will be taking mine to 140 personally so that I can benefit from it even more! Level 3: Devout Guardian Focus (Master 6th/7th) This skill will allow us to have higher level combat arts in the Devout Guardian aspect. The reason we pick this skill so early is because we rely on our melee aspect early on because the TG is predisposed towards melee. We will pump this slightly early on to get modification points, take it to 75. Level 5: Bargaining (Master 1st/2nd) Since we are relying heavily on equipment we must have Bargaining early on and it must be kept at our level. Bargaining really shines in the early levels by getting us all the equipment we really need, especially the socketables. Keep this maxed until 140. Level 8: Armor Lore (Master 4th) At this point in our character’s development we will start getting some armor that has significant regeneration penalties. We will add a few points early on to combat the regeneration penalty of the armor and to let our TG move a little more quickly. Add points when you feel necessary and end up at level 75. Level 12: Tactics Lore (Master 10th) This is still the early stage of our TG and means we are still relying on our melee. Not only will Tactics Lore add to our melee damage as well as our Deathly Spears, but it will also give us more modification points in the Devout Guardian Tree. Take it to 75 at your own pace. Level 18: Source Warden Lore (Master 8th/9th) This begins the transition from melee to hybrid by pumping the weak damage of our AOEs. Source Warden Lore will add damage and casting speed to our huge AOEs as well as modification points in the Source Warden Tree. Take this to 75. Level 25: Warding Energy Lore (Master 1st/2nd) This skill has arguably one of the best masteries in the whole game, in combat health regeneration. It will be important for our defensively lacking character to have this health regeneration as soon as possible. We will get this skill to level 75 at 75 and let +All skills take over from there. Level 35: Source Warden Focus (Master 6th/7th) We will begin lowering the huge regeneration times of our AOEs and gaining more modification points in the Source Warden tree with this skill. The other big benefit of this skill is that it raises the maximum combat art level in the tree, as all focus skills do, but this is particularly important in the Source Warden tree. Take it to 75. Level 50: Combat Discipline (Master 5th) As a hybrid build we would be stupid not to take this skill. It adds damage to all of our combat arts whether they are in combos or not and it also lowers our regeneration times in combos. A further bonus is that we gain more slots in our combos making for even deadlier and more versatile combinations. Take it to 75. Level 65: Lost Fusion Focus (Master 8th/9th) This will round out our TG and lower the huge regeneration times we have on the Lost Fusion tree at this point due to raising the level of the arts without having a focus skill, we will see instant gratification when we pick this skill because the combat art levels will rise significantly. Also we will be able to modify our final aspect. Take it to 75. Now you are probably saying to yourself that does not add up to 911 skill points…well you are right! After taking all our skills to level 75 except Bargaining that we take to 140 we have a total of 106 skill points left over. At this point in our character’s development we will have a significant amount of +all skills and the points we will add will most likely be insignificant, but obviously we should use them…so spend them wherever you see necessary. With me taking Bargaining and Blacksmith to 140 and every other skill to 75 we have 41 skill points left and I'm not sure how I will spend them yet. Just to give you an idea of where I'm heading...At level 140 I will have my skills at the following levels: Blacksmith: 140 Devout Guardian Focus: 54 Bargaining: 140 Armor Lore: 75 Tactics Lore: 1 Source Warden Lore: 16 Warding Energy Lore: 75 Source Warden Focus: 15 Combat Discipline: 75 Lost Fusion Focus: 9 ATTRIBUTES – Since we are spreading ourselves thin with our skills we need to use our attributes to make up for some of that. Defensively we need to make up for it by getting some more hit-points by pumping Vitality. Pump Vitality all the way! #4 Combat Arts With regards to reading runes: We can pretty much read at our own discretion because the timers on combos are determined by the combat art with the highest regeneration time within the combo. So then reading runes becomes a simple matter of a decision, would we rather have a spammable weaker combat art or a longer regenerating nuke? You decide. Devout Guardian Dedicated Blow – A strong single hit combat art that is used in combo with Deathly Spears to take out any survivors after. Eventually this will replace Battle Extension because this will have an incredibly low regeneration time and will deal an enormous amount of damage because so much of the damage will be converted. Bronze – Transformation (top) - Converts more damage to the least resisted element. (50% + 5% per CA level converted / 100% increase from base value) Silver – Confident (bottom) - Significantly increases chance to hit. (15% chance of sure hit) Gold – Enforce (top) - Dedicated Blow does increased damage. (16.7% increase) Battle Extension – This is our savior in the early levels because it gives us two hits for every swing. We will discontinue the use of this combat art in the later levels because our left click attack will deal insignificant damage. So no real need to mod this, but if you do, do it this way: Bronze – Double Attack (top) - Chance for two hits on each strike. (15% chance) Silver – Impairment (bottom) - Reduces target's evade chance. (30% + 0.3% per CA level chance) Gold – Double Attack (top) - Chance for two hits on each strike. (15% chance) Deathly Spears – This is our shining star from the Devout Guardian Tree. This becomes not only an excellent Area of Effect, but also a great boss killer. The damage that can come out of this combat art is truly amazing. Bronze – Gore (bottom) - Increased damage when TG is wounded. (80% + 4% per CA level, max at 25% life) Silver – Occult (bottom) - Adds magic damage. (34.7% from base damage, damage type magic) Gold – Jab (top) - Adds an additional attacks(Jab will add 1 extra attack at CA level 1-15 you will get 2 waves, at CA level 16 Deadly Spears will have 3 waves, at CA level 42 with Jab you will have 4 waves of spikes and continues to add extra attacks every 20 CA levels after level 42.) Combat Alert – This combat art will take us back to the good ol’ days in Sacred: Underworld where we had to recast our buffs. This gives us a monster bonus to our attack rating and a decent boost to our defense as well which is great for our low on defense TG. Bronze – Assault (top) - Doubles attack bonus to all weapons. (20% + 5% per CA level increased attack value) Silver – Riposte (top) - Melee damage reflection. (50% + 4% per CA level chance with significant diminishing rates of return) Gold – Party Protection (top) - Extends the benefit to party members. (40% + 0.2% per CA level effectiveness to party members) T-Energy Shroud – The point of this buff is not to stop a whole lot of damage because it will not do that without the Warding Energy Lore skill, but what it will do is put out a little more damage for us and it will have the chance to stop some of those super powerful combat arts that monsters use against us which is where it gets most of its value. Bronze – Derogate (bottom) - Adds close combat damage. (14 + 7 per CA level magic damage (+damage modifiers)) Silver – Reduction (bottom) - Further reduction to incoming damage. (5% + 0.1% per CA level damping) Gold – Reflection (bottom) - Chance to reflect spells. (15% + 1% per CA level chance) Lost Fusion Furious Emblazer – Another one of our Area of Effect spells, this combat art shines with Fiery Ember especially. This really allows our TG to pump out more damage allowing us to move quickly from mob to mob rather than having to stand around. Bronze – Accelerant (top) - Increases fire damage. (33.3% increase) Silver – Incapacitate (bottom) - Chance to stun. (10% + 0.2% per CA level chance) Gold – Intensify (top) - Increased damage. (50% increased hits per second, same duration -> 50% increased damage) Jolting Touch – This is one of our boss helpers. It allows us to hold the boss in place and smash them to pieces with our Deathly Spears. It may seem like a small thing, but many bosses like to move around and some move around to cast their spells, so if this is holding them in place they will not cast spells as often. Bronze – Life Leech (bottom) - Leeches back health from target. (5 + 3 per CA level) - This works exactly the same as Life Leeched +X and is modified by Lost Fusion Lore, but not by +% Damage. Silver – Voltage (bottom) - Each damage pulse increases Combat Art regeneration. (2% + 0.1% per CA level) Gold – Shelter (top) - Reduces incoming damage while active. (25% + 0.5% per CA level damping) Archimedes Beam – This is another one of our debuffs. It allows us to slow down the boss and lower his attributes and hopefully get off those nasty reflect buffs that they have sometimes. A great addition to say the least. Bronze – Paralyze (top) - Decreases target movement speed. (30% + 0.1% per CA level decrease) Silver – Weaken (top) - Significant chance to decrease target's attributes. (30% + 0.3% per CA level chance) Gold – Annul (bottom) - Significant chance to dispel beneficial spells (buffs) from target. (50% + 0.5% per CA level chance) Source Warden Primal Mutation – This is our big boss debuffer. It makes a huge difference! When we take down their attributes, their health goes down, their damage goes down, their resistances go down…what more could we ask for? Bronze – Theurgy (bottom) - Converts physical damage into magic damage. (50% + 2% per CA level converted) damage. (50% + 2% per CA level converted) Silver – Helpless (bottom) - Briefly reduces target's attributes. (10% + 0.2% per CA level decrease) Gold – Helpless (bottom) - Briefly reduces target's attributes. (10% + 0.2% per CA level decrease Fiery Ember – This is one of our shining AOEs. It is wonderful and I love hearing the sound of screaming monsters as they all fall to the fire. Is that wrong? Bronze – Incinerate (top) - Increases fire damage. (50% increase) Silver – Churn (bottom) - Further reduces target's fire resist. (20% + 0.1% per CA level decrease) Gold – YOU CHOOSE! Icy Evanescence – Our other great Area of Effect. This one we use to kill monsters who are resistant to fire, but we also use this one in situations where we would fight a certain type of mythical creature that spews fire at us…yes I mean a dragon. We can practically stand in the fire and not be hurt, it is pretty fun! Bronze – Ice Needles (top) - Increases ice damage. (50% increase) Silver – Deep frost (bottom) - Further reduces target's ice resist. (20% + 0.1% per CA level decrease) Gold – YOU CHOOSE! #5 Some Strong Combos and Our Active Combat Slots Combos: Combo 1: Primal Mutation > Archimedes Beam > Jolting Touch – Boss debuffs Combo 2: Deathly Spears > Dedicated Blow – Area of Effect or huge single target nuke Combo 3/4: Fiery/Icy > Furious Emblazer – Our Area of Effect Active Combat Slots: Slot 1: Battle Extension/Dedicated Blow – Spam against single targets Slot 2: Combat Alert – Buff Slot 3: Combo 2 Slot 4: Combo 3/4 or Combo 1 Hope this helps you on your journey! Thanks for listening, StiCk_eM
  5. Sounds good just let me know! Good luck again, StiCk_eM
  6. Pure Celestial is a tough build! I do not know how it would handle in the higher difficulties, but I had one at level 50 for a while that was doing fairly well, but I decided I wanted to re-create, but I got side tracked by other projects so never really got around to it! The damage is an issue sometimes and especially early on you have to rely on melee a lot more than you would like to. One thing that is nice though since you are focusing on a single aspect you are able to be more defensive minded and even take some general skills if you are into that sort of thing! I think what happened is I just got kinda bored with the build, it is definitely one of the more difficult Seraphim builds because the damage is not stellar! If you have more questions I would love to help. Good luck, StiCk_eM
  7. Combat Discipline will increase the damage done by this aspect and will lower the regen times on stuff when you put them in combos which is great for any magic build! Sadly Ancient Magic is not available to the Seraphim, but it would deff be good for this build if Seraphim was able to choose Ancient Magic! Hope this helps, StiCk_eM
  8. To start, one of the greatest thing about the Sacred series is that there are so many possibilities with every character. I do not think it is necessary for the Seraphim or Inquisitor to gain Ancient Magic (even if it doesn't make sense that the oldest character doesn't have ANCIENT Magic ). There have been caster builds on both of these characters, they may not be the easiest builds, but they can be done even without Ancient Magic. First off, it sucks getting penalized to party up with others! When we party together we should get more items more experience...simply more of everything, not less and less and less...it sucks this way, where is the value? I think parties should be able to be bigger just to have the option because Sacred has a pretty tight knit community and people tend to play with the same people often, but maybe being able to incorporate others into that common group of friends would be nice so that we can have an even bigger party...and it would allow for even more fun at events such as the Kami! Would love to see one big party rather than having to make groups and dividing the event up... Simply, yes! In FREE Play it should be allowed, obviously not in the campaign because the two characters are working for different goals, but in Free Play, the two sides are working for the same goal, to become more powerful and to gain more equipment, so why not let em team up? I think the living items would be a very cool addition (maybe you could only find this 'living' trait on legendaries? Or maybe it would be a trait of ALL legendaries...hence 'legendary'!) So yes I think the living item is an awesome idea! I'm not too crazed about any memorabilia, but if others want them I don't see why not since Star Wars fans got light sabers... I think this would be a great addition as well...obviously this is dipping into the MMO realm, but I think if we make it so people can have bigger parties it would encourage us to fight these big bosses and would tighten the community even more...give us another thing to do at Kamis! And I always did like the feeling of needing someone else to help me out rather than just being able to beat everything on my own! Obviously these super-bosses would have to be activated by quest and could not be part of the campaign...just a side thing really. I'm one of those people who will do the Xmas quest once and that is enough for me...So no I do not really care for more 'events'; rather see more of other things and less bugs . Once again I think if people are intrigued by the one event and so hooked on it that they want it year round that they might be missing a lot the game has to offer...so I'm not too event crazy... Less bugs, more content (quests, areas, monsters, items, the works!) I know that is asking for a lot...but, baby steps. Just don't get too carried away and add a myriad of bugs thus sacrificing playability for content...we don't want that. Hope this helps, StiCk_eM
  9. Found another thing to fix The mod point part isn't working on my HE page, but it is for all the others...? (except Dryad because I don't have one of those planned out). Keepin' ya busy, StiCk_eM
  10. Awesome support even better than a certain company that this particular tool helps lol just kidding! But thank you so much for getting back so quickly and helping me to continue to use your tool! Thanks, StiCk_eM
  11. This tool has become one of my favorites I use it for all my characters! Is there anyway we can transfer our characters from one version to the next easily? Thanks, StiCk_eM
  12. You should focus on combat alert and t-energy shroud from devout guardian aspect and icy/fiery and carged grid from source warden. Hope this helps, StiCk_eM
  13. I think beyond 30 you can find your way for yourself In the skills section it mentions which skills you are going to want to master first, second, third, and so on which should give you a clue as to where you should be putting your skill points. So you have Source Warden Focus and Source Warden Lore? Yes you better restart now or the character will NEVER work! I'm just kidding with you it should be fine just make sure to take Constitution next and move on from there. The guide is more of a recommendation than a hard fast rule... And about your hit chance...to fix that I would do 1 of 2 things or do both: 1) Get more -enemy chance to evade 2) Up your level of Combat Alert Hope this helps, StiCk_eM
  14. There is a quest called Better Yields on the Seraphim Island that is worth doing for just a few laughs. The scenario is that this Seraphim is trying to create pumpkins that will make bigger and more resistant. We get teleported to a field where there are farmers walking around and then four of them suddenly explode, then you talk to another NPC who explodes and then you are teleported back to the Seraphim Island. When I did this I was just like ROFL it was great. Keep Questing, StiCk_eM
  15. Whats your rig like? And yes you should join us online! Ever curious, StiCk_eM
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