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chattius

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  1. You want to play your first dragon dragon mage? But you are unsure which aspect is the best or which is the playstyle you will like the most? I played a riding Elementalist and a polearm swinging mentalist and I can hopefully give some advice: The elementalist can do a lot of damage , single and multi target, but lacks a buff with a good defense. The dragon magic specialist has a very good buff which gives spell damage, spell resistance and hitpoints. But it has only 2 attack spells. The dragon strike is clumsy to use in caves and at obstacles but can do nice damage and it reduces hit chance of opponents. Eternal fire lacks the damage boost from the lore in the current patch. The transformations are fun and nice to play in the early game, but lack defense as soon as they run in mobs with non physical damage. The mentalist has a nice buff which gives physical protection, can stun and block spells. Its Maelstrom slow opponents. Mind strike modified to area effect is very quick and sometime enough to kill small groups except the champion. I will describe some possible builds. Dragon magic specialists Dragon magic specialist lack a single target damage spell later in game. So the easiest way to get this would be to add mentalism tree, because we well need mentalism focus for the buff anyway we offer just 1 skill to add mentalism lore for single target damage. We win better physical protection this way too. So Dragon magic specialists are either mentalists or elementalists. There is no pure dragon magic specialist. The mentalist: The companion from dragon magic tree gives a BIG boost to intelligence and therefor damage. It can give a nice boost to hitpoints too and a even BIGGER boost if we take dragon magic lore too. Since the hitpoints are protection and the intelligence will boost all our yet unmodifed spells we will take dragon magic aspect first and modify companion as our first combat art. So a mentalist or dragon magic specialist would look like this: 02 concentration (companion and protector if having the runes from a common chest) 03 armour (unlock modifiers on early no set-armour) 05 dragon magic focus - its fun in the beginning to fight as (unmodified) berzerker 08 dragon magic lore - not really necessary for a mentalist with enough defense 12 mentalism focus 18 mentalism lore 25 constitution 35 ancient magic 50 free , if bargaining take it way earlier 65 free The elementalist 02 concentration (companion and protector if having the runes from a common chest) 03 armour (unlock modifiers on early no set-armour) 05 dragon magic focus - its fun in the beginning to fight as (unmodified) berzerker 08 dragon magic lore - not really necessary for a mentalist with enough defense 12 elementalism focus- modify destroyer first 18 elementalism lore save 8 point to modify protection runes at 25 25 mentalism focus 35 mentalism lore 50 constitution 65 ancient magic I would consider the elementalist build as the best way to test a dragon mage: all aspects of it and you won't have to worry that you did anything wrong if you want to play the character into niob. For attributes, there are several ways: You will get hitpoints, willpower and intelligence from your companion.So stamina mixed with vitality would be a possibility. Or you decide to do some sockets with '-enemy chance to evade' and some sockets with 'regeneration per hit'. So each time you hit an enemy with a weapon your spells will be recharged a bit. You don't have a weapon lore or alchemy so hitting bosses will be a little difficult. But you can modify all 15 spells, so you can keep either gust of wind or mind strike at low regeneration times to be used without recharging from a weapon. For this regeneration per hit design stamina is not needed and we can put all in vitality. Final Words: The elementalist has not much possibilities to free a skill to insert bargaining. Removing constituion or dragon magic lore could be considered by non hardcore players. The mentalist allows the most flexibility in skills. The dragon magic specialist needs support aspects.
  2. Changes in the original Guide I would do now Seeing how rarely (very close to never) I run into loosing my buffs at higher levels, I would now take dragon mage lore instead constitution. Hardcore players who fear debuffs can stay with constitution. The companion gives a way bigger amount of hitpoints with the lore. And seeing the high hitchances we will leech enough life in most cases if aiming at the champion in a group with our weapon to recharge mindstrike. So a non hardcore Sohei would now look: 02 concentration -5 03 armour -1 05 polearms -75 08 mentalism focus -9 12 dragon magic focus -9 18 mentalism lore -75 25 dragon magic lore-1 35 alchemy -1 50 speed lore -75 65 ancient magic -75 This will add an impressive dragon strike to the build. At remember a dragon strike is also giving defense already.
  3. Yes, first look ugly, but then pigs can eat anything to survive, and the enteloton was not prey it was a predator at least till the bear dogs appeared. 5 kids so lot of discovery, national geographics, BBC and bayern alpha
  4. Are BFG-shots ranged damage? Rare shield with scaling block chance (ranged) and harpy feather trophies. Start combat while standing in your expulse magic circle and fire cobalt strikes and use a bow with magic coup.But you ask the wrong person. My daughter spent dozens of hours in duels in summer breaks. Spells fired from inside magic coup have an extra chance to block spells, what ever this does.
  5. shadow step to enemy,become invisible (2nd modifier), expulse magic for debuff and get combat art block, cobalt strike for weaken, meteor for stun, raging nimbus for slow, magic coup to recharge spells and do damage. combination 1: shadow step, expulse magic, cobalt strike and magic coup combination 2: meteors modified for stun, magic coup combination 3: raging nimbus, magic coup combination 4: depending on skin frostflare and coup or blaze and coup A high optimized magic coup elf can do 8000+ life leech damage a second and even she has only arcane lore she can add damage via the skin for the other aspects. But modifying meteors for example would be rather for keeping the enemies stunned and not for maximal damage.
  6. My oldest daughter does PvP duels at a 'local' youth club. They do some rules like: After each duel the savefiles are restored. Best of 5, so after each duel you have time to learn from mistakes, take different equipment and such No healing potions .... My daughter uses a melee elf with all 3 magical foci and alchemy. She says alchemy helps to block root effects, boosts hit chance, empties sockets you could use with diffrent stuff which is not in trophies, because a fight ends in the duration of trophies, you can heal with trophies, .... But this character was totally optimized for the above LAN-Duell rules Expulse magic to block spells and debuff, fire skin to reflect melee or the option to use crystal skin against against casters. High life leech damage from magic coup which totally avoids damage mitigation and heals you, no weapon skill, so you can use any weapon, shurikens against melee reflectors, .... For PvP in these rules you have to know the possibilities of your character and the ones of your opponent. About PvP outside thee rules I have no experience.
  7. I hope no Freud like psychiatrist analyses this: If the second part of JOAT as Jack of all trades, master of none keeps english speaking people away from allrounders while a boy from germany's country side sees the benefits of such a pig I normally do multi-aspect characters to play a character class into niob for the first tries of a class. I take alchemy for the damage against bosses and try to get defense by using all 3 aspects rather than skills. When I think I found a combination and playstyle I like I do a specialist. But some of my pigs seem to be entelodons....
  8. For a weaponless Kungfu style Character you have no weapon to give base damage which you can boost with +x% damage: these rings and strength are the only source for base damage. If you have a single damage combat art which is based on pure weapon damage these rings could boost the base damage too. If you have 15 sockets, and could socket either (40 damage) or (60% damage) and the weapon has 600 base damage. Then the very simplified damage formula is (600+40*x)(15-x)*(1+x*.6) would have to be maximized: 10 x-damage rings and 5 smith-arts would be best for 0 base damage 9 x-damage rings and 5 smith-arts would be best for 200 base damage 7 x-damage rings and 8 smith-arts would be best for 400 base damage 8 x-damage rings and 7 smith-arts would be best for 600 base damage 8 x-damage rings and 7 smith-arts would be best for 800 base damage I have to admit I liked my (x-x damage/+y all Skills) in 2.40. The ones in my chest were destroyed in 2.43 and I never saw them again.
  9. Our really old family smith (started in 2.34) was reactivated recently to gain some more levels. It had lots of unused modification points. So one possibility we considered in a mainly astral lord build, but with tactics and malevolent champion focus: Shadow veil was for not permanent use, but we could do shadow hand to recharge Combat Art's. Shadow hand and fortifications also said to feed the killing spree. So doing invisible melee combat with shadow hand and killing spree for the Area of Effect is a possibility we never considered with the character before the AddOn. The Character has ancient magic but alchemy instead of a weapon skill. It used alchemy boosted life leech shuriken for boss fights. So the big question is now: How to modify killing spree fot this JOAT character. I think in english it is jack of all Trades, Master of none. In german it would be 'eierlegende Wollmilchsau' = egg laying wooly pig you can milk, the only animal a farmer needs. The character can be played with weapons, as astral lord, ..... So attack speed would be good for the weapon part, while non physical damage looks good too....
  10. It highly depends on the build: my bargaining melee elf is dressed up with rare gear to look like a gladiatrix and not like a model for victoria's secret or how ever the shops are named on the other side of the pond. The rare gear is even better suited for the melee elf than the sets because I put a lot of time to find nice looking stuff which has also good modifiers on it. Then there are builds who really need certain sets: A weaponless Kungfu Dryad needs x% life leech. Since she has no weapons it has to come from the armour. And the only chance to get it is to wear a full Dethaya. In the AddOn there are now unique armour which are also nice, like boosting intelligence by 20%. I never saw this modified on shopped gear. So all depends what you want to play. The only piece of armour I really use at least in one socket in all builds is the unique artamark amulet which adds armour to all damage types. If my armour formulas prove to be correct then getting hit with no armour against a damage triples the damage you get in niob. Several torso set armours offer all damage type armour for all classes, but sadly none for the dragon mage I played the last 2 month.
  11. Thanks for clearing the mists. Our whole family decided more than half a year ago to play a smith for everyone of us. So everyone did some wishes, because everyone played a bit different. The smith was started in june played to niob and then was only used for smithing but no longer playing. It was played with skeletons and fortifications and at bosses with alchemy enhanced shuriken throwing. I wanted alchemy, my oldest daughter some weapon combat, my second easy playing with the shooting towers and my evil wife a bunch of skeletons and undead minions. So the build wasn't based on a single playstyle and then optimize this foir power. It had to be versatile and offering a lot of possibilities in playing without doing the super experience rate. But a smith has to be played till niob, and boredom is a big brake. This character never become boring. As you see: after nearly half a year I recognized that the character can be played with temporarily invisibility, shadow hand and RpT to recharge fortifications and killing spree. But with RpT now fully working on the PC I wanted to test out its possibilities and perhaps play a few more levels and find perhaps some more tricks. The build: 02 Taktikkunde= tactics lore 03 Rüstung= armour 05 Astralkunde= astral lore lore 08 Konzentration= concentration 12 Astralfokus= astral lord focus 18 Schmieden= blacksmith 25 Fokus Taktischer Kampf= malevolent champion focus 35 Alchemie= alchemy 50 Konstitution= constitution 65 Alte magie= ancient magic So in theory this build could add killing spree, even it was never used. Enough modification points left. It has no combat discipline to boost power of shadow hand but perhaps killing spree can add at least some Area of Effect. This smith was never planed to be played alltime invisible, so shadow veil was only modified till silver since the character has already 3 buffs. Nice that you can use killing spree too, even it is not in this build but in your other.
  12. Was accidently. When I am tired I forget to set the hook at stay logged in and dependant on browser/forum sometimes it remembers the text I typed and and sometimes not. So sometimes cut and paste result in two times the same text. GRMBL Not much sleep at night. We were called out at 1am at volunteer firefighters when a car was hit by a branch of a tree at the storm we had. And now it is 5pm short before leaving payed work to do washing and ironing at home as long my wife has her arm in a cast. EDIT: I checked and it was a single post. If this is a double post again ... I will flame it to Klabautermänner, Kobolde, Wichtelmännchen..... EDIT2: I had a question about shadow warrior: spectral hand used to recharge combat arts with rph. I was thinking if spectral hands counts as a weapon attack for rph and life leech if it would count as a weapon attack for this Killing Spree thing. So the Shadow warrior could stay invisible, doing single target damage with spectral hand and area damage with Killing Spree.
  13. My wife has an infection in her arm, so when I arrive at home I am quite busy with washing, ironing and feeding our 22month old mixed twins, ..... and no time to play. So I want to put a question here: Killing Spree Is spectral hand as a weapon based combat art able to bring damage to this combat art? And if yes, stay you invisible if it activates?
  14. Well that kicks in the question which of the 2 is valid: Is casting speed first adding all boosts, then caps at 150% and then does the Malus because of too high level Is casting speed adding all boosts and the malus and then does the cap Possible solutions: My dragon mage sohei has the companion modified for higher casting speed. Staves with casting speed are very common and for some builds you only want the Reg per Hit, not necessarly the weapon damage. If you go for really high buffs and keep the Combat Art's low, which effect on casing speed will this have? -Example dragon mage who can boost intelligence=damage with a buff.
  15. I normally consider combat art block as too important to be ignored at expulse magic (*). But at 1 of my melee elves I had expulse against T-mutants. Tipp1: You can lead normal enemies in t-energy swamps. Tipp2: Its spammable in a combination with magic coup with regeneration per hit at a really high combat art level. (*) Ever tried to stand in a few expulse magic circles which are modified for combat art block? Choose something like cobalt strike as active combat art. Press F on your keyboard while you are standing in them, click your mouse on the damage screen for cobalt strike in the F menu. You see spell intensity, casting speed and listed as extra effect: Chance to block spells by x%. And X% can be in the hundreds. The combat art block from expulse magic appears as extra in all your active spells. I still don't know how this blocking spell at a spell hit is actually done, but it looks impressive. If you get the combat art block from equipment it is listed too.
  16. The shooting of a mage staff is only for normal attacks not for combat arts like magic coup. The bullets/shots take some time and its really tricky to recharge with shots on a moving target. Well I have to admit that I had an eye surgery because of an accident at my navy time and that I prefer close combat for my RpH builds because of this. The character my oldest daughter played to get her grahpic card was an elf without concentration or regeneration buff in late game. I did some nasty rules like all 15 combat arts had to be fully modified, no concentration, hardcore into niob in 4 player games... She did a magic coup build with mana steal and RpH and traditional regeneration system. RpH brings dozens of new ideas to sacred. I really like it. Śadly I had no time to test yet if it works with horse Combat Art's.
  17. The bargaining Sohei - A Diary This post is sort of a diary, describing the experiences of my 12 year old daughter with this, her seconds character, in sacred2. Her first one was the shield maiden. Don't search too long for defensive skills: Life leech and tons and tons of hitpoints. The Attributes: She put all points in vitality. God: She did Forens. Regeneration System: Traditional The Skills bargaining -BA concentration -CC armour -AR mentalism lore -ML dragon magic focus -DF mentalism focus -MF dragon magic lore -DL open1 -O1 open2 -O2 open3 -O3 Ll level, MOD modification number, RpH Regeneration per Hit, ECTE -enemy chance to evade, ECNE enemy can not evade# LCA left click damage, MSD mind strike damage Ll HA BF RÜ MK DF MF DK KO AM AL MOD RpH ECTE ECNE LCA MSD 05 5 1 1 08 8 1 1 5 1,2 12 12 1 1 5 6 3,4 14 14 1 1 6 9 5 16 16 1 1 10 9 6 1.5 43.0 18 18 1 1 14 9 1 7 1.5 59.2 22 22 1 1 22 9 1 8 2.0 54,4 25 25 1 1 25 9 5 1 2.0 54.4 5.0 26 26 1 1 26 9 7 1 9 2.0 54.4 5.0 164 223 Modifications of Combat Arts: mind strike -weakness mind strike -expansion -fast Area of Effect Damage familiar -firebug - socket weapon with lava, so increased chance to burn. experience-modifier is currently bugged familiar -protection from fire -all Combat Art's have a lore to speed up casting familiar -life force - more hitpoints runes of protection -awe - stun works even if the enemy does non physical damage runes of protection -protection - against a group of archers we can use maelstream runes of protection - runes - Combat Art block mindstrike -drill - adds damage over time to our main attack Playstyle: She plays the character in our local youth club, so no access to our family chest or family smith. So some of her skill chooses or the order of early modification reflect this. Early levels in bronze difficulty: She did Melee and energy blaze first. The first runes she found were whirlwind and berzerker-form. As long berzerker was regenerating she was gathering mobs and used whirlwind to give some extra damage while doing melee combat. She found runes with companion and protector and changed four unused for mind strike. A tlevel 8 she used mind strike with area effect, a shuriken with 11 life leech and a bit RpH. She bought a protector and a berzerker rune. Silver: She found gloves which transformed physical to fire damage at level 9. She hoped that the firebug modification from the companion would work on the fire damage on her spells she got this way. But this proofed to be wrong. So mind strike would have a focus for some levels more. So she read more berzerker and whirlwind runes to continue the playstyle she did the levels before. She tried to buy more RpH items. And was mainly following the main quest to reach gold and its better items earlier. The clay golem: At level 13 she had one rune read into each combat art. She was trying the clay golem with fix 13 life leech on a shruiken, mind strike, energy blaze and maelstrom. The golems energy shield was rather unimpressed. She tried to add some burn damage and wanted to use a dragon strike. Her combat art slot was still filled with berzerker instead dragon strike. So she suddenly turned into a berzerker in front of the golem. She got hit a lot, but the golem took damage to her surprise. She had to transform to berzerker 2 times to finish the golem. The octopus in silver: At level 17 she had still not a single weapon doing x% life leech. So she read some more berzerker runes and was berzerking to do damage while the other spells were mainly to avoid the octopus from healing too much. She needed 3 transformations to finish it. The next bosses till the 2nd mist in swamp: At level 19 she finally found a two-handed sword with x% life leech at a shop. She had mind strike, energy blaze and maelstrom around 4.5s regeneration time at 2s RpH. Her dragon strike was at malus for big extra area damage. So she did 2 sword strikes at one mind strike. I asked her why she wasn't having mind strike at 2.5 second to recharge it with one weapon hit. She answered that 2 strikes with a sword look more pretty than strike with sword, stand for a spell, strike with sword and and stand for the spell. Two strikes are more dynamical, more fighter like.... At least at this point you should have recognoized that this is not a guide to super power but more a diary. X% life leech did the dragon and the demon while the summon from the mists were done with energy blaze and dragon strikes. Still no x% life leech shuriken was found, but a lance with the modifier. She prefers the sword, because even the sword seems to have a bit longer animation the character is loosing less time to orientate towards the enemy in a certain angle or position. I asked her why she was still using the sword at bosses, because once she would have a good and working position there is not much time lost after the first orientation. She said: 'Papa, I like the sword animation more!' The equipment: She has a shopping equipment with bargaining close to 2.5 times her character level. For the battle gear you should avoid stuff with scare enemy which is even on a part of the mentalist set. You can't recharge on enemies which ruin away. Its even more frustating if you use shurikens. Edit 24.11.2009: My daughter only shops for new gear if she is really low on damage. At level 26 she had not socketed any x% damage, be it from jewelry or smith arts. So I added a left click and a right click damage column in the code section of this post. The left click is for the weapon used while traveling the lands and not the boss fighting one. The right click is for mind strike. The damage columns start with level 26 and they are for people who want to compare their damage with hers. Her low mind strike damage is part because she is mainly running the roads to finish main quest and stops only if she thinks that the chazing mob is too big. She then calls for air support and a dragon strike, in the flames she does some mind strikes. A colum nwith hitpoints will probably be added too since this builds uses high hitpoints and life leech as a defense.
  18. I haven't tested all classes yet, but you can't shorten the cooldown of a dragon mage transformation, can't shorten god power and I saw no effect on whirlwinds too. So I really think that the cooldown is fix and wasn't planed to be shortened because of balance reasons. So if you see RpH only working once: That is because regeneration time is before cooldown. So you hit, all regeneration time is done and what is left is cooldown. And on Cooldown RpH seems to have no effect.
  19. If a spell has a cool down: first it counts down the regeneration time and after this the cooldown. The new ergeneration system with splitting up the regeneration on all 3 aspects has to be researched with RpH and compared to the old one using RpH. The sohei build in the guide section is an RpH based build. Since the dragon mage has no weapon based Combat Art it was designed to use left clicks with a x% life leech weapon. It has no tactics lore because the main damage is melee range mind strike modified for area damage. At friday my 12 year old daughter reached level 178 with her shield maid never died and killed all niob bosses and did 500 quests. She started the character before the AddOn and with RpH not working. So she had splitted regeneration. In the AddOn she uses RpH to recharge a combination of nimbus and magic coup in no time, having up to 6 nimbus' active at a time. Saturday she started a new character: A Sohei Shopper. The character should be playable with all weapons, a thing she liked from her shield maiden. It should be a shopper and even her school friends don't play hardcore she really hates it if a character dies. So we talked a bit how do do such a character and she said she didn't want any help from the family chest or the family smith. She played the character 8 levels in bronce,turned to silver and followed the campagne in 4 player LAN. She is level 26 now, just killed the 2nd mist. I will put her notes about the character in a post in my sohei thread. Some of her ideas are strange, she never socketed damage: be it from blacksmith or in a jewelry. She has mind strike at 4.5s at a RpH of 2s because she says it looks better if the hero does 2 swings before a mind strike ( sacrificings tons of damage for combat better look, girls) She has equally good hit chance with all weapons, so she tried out several weapons. Currently she prefers her two-handed sword. One reason is that it has x% life leech. But her halberd has it too. But she says that even the animation of the sword seems to be longer the time needed to orientate to an enemy seems to be shorter with the sword. The lancer seems to move to be in a correct position to thrust at some animations while the swordsman just swings. Shurikens are really quick, but troublesome if the enemy is alerted and runs away. Bows can be used nicely if you do a maelstream from a distance to slow, shoot to recharge at the slowed enemies and do a ranged mind strike into the slowed group. But flight time of arrows are a factor in an RpH build too. Don't think I will open another thread about best weapon for RpH use. I would like to have it all together in one thread.
  20. You can do some very interesting starts if you think outside the role: socket totems or animus, they give life leech to your weapon and do some nice extra damage modify dust devil for damage as first Combat Art. nice mass killer, collect mobs to a big group and let dust devil kill them. gives some protection too while you are inside. using unmodified voodoo Combat Art's and add to their level with socketed runes is a great support to throwing from inside a whirlwind for damage.... It all depends if you want to play fighter ,ranger or caster style if you can use all of the above. But our all aspect dryad started with whirlwind as first modified Combat Art and it was really funny to play, especially with regeneration per hit recharging Combat Art's in no time. all aspect dryad If you play consoles I would stay away from alchemy. But this post is mainly to show that you can do different approaches at start.
  21. When my daughter found "The Impervious", "Der Undurchdringliche" in german, she said that she can unterstand now why the game is classified as above 16 if they give a chastity belt this name.
  22. What I know from my melee elves: Weapon combat arts seem to have a build in hit chance which raises with level of Combat Art. Last kill shows only the chance for left clicks= normal attacks. The hit chance for weapon Combat Art's is higher. "chance that opponent's cannot evade attacks" : It seems that these percent are directly added to your hit chance after all other modifiers. So it keeps its full effect even at enemies with evasion. But at enemies without it is weaker than "-opponent chance to evade". "-opponent chance to evade" : It seems that this modifier is less effective if the enemy has evasion. If it has not, it will get negative evasion which will greatly boosts the chance that you can hit it.
  23. A Sohei with bargaining I try to redesign the Sohei a bit for my second (12 year old) daughter who wanted a shopper. Also I prefer close melee combat because of my eye surgery, my daughter wants to experiment. With the experience I made with playing my Sohei and to bring the wishes of my daughter into this build I do a rather unlogical approach: It should be a master of all weapons: bow, lance, sword and shield, ... I could either do tactics and speed lore to have an effect on all weapons- or I play a master of all weapons without an offensive skill, knowing that I just need to hit and the damage comes from x% life leech and the spells. Deciding against offensive skills gives 2 skills I can play with. It should have bargaining, luckily bargaining hasn't to be unlocked. 02 bargaining (stays at level) As my daughter she has access to the family chest,so she will have all runes she needs to start with: 03 concentration (1 point, we need only 2 buffs, and in beginning the points are for bargaining anyway) Probably wielding a bow and having protector and runes as buffs at this level. Combat art on right click would probably be destroyers. Since bargaining is still eating all the points we will unlock modifiers of the bought armour by 05 armour lore (1 point) Hopefully we survived till now and can do: 08 mentalism lore (5 points to unlock mentalism focus) We modify mind strike to weakness and expansion and will use a sword and a shield and some regeneration per hit if we were lucky. 12 mentalism focus (4 points) We modify runes for stunning and continue our playstyle. 18 dragon magic focus (9 points) We will modify the familiar to fire bug. Now its time to socket fire in our weapon which can be a shuriken with life leech already. So we have a high chance to ignite an enemy. We continue modifying familiar with protection from fire and life force. We want more hitpoints and so we do: 25 dragon magic lore (1 point) Together with some +all Skills stuff this should boost our Hitpoints already. But since mind strike is more important for us we put all the points we have left in mentalism focus. We try to find a good balance with regeneration times, regeneration per hit, defense and hit chance. We may need a better hit chance against bosses now and give alchemy a try: 35 alchemy (1 point to unlock trophies) We try to have bargaining, mentalism lore and focus at level till mastery from now on. To have even more hitpoint we choose constitution next and bring it up with +all Skills. 50 constitution (1 point) Same playstyle, still keeping the 3 skills mentioned above at level 65 ancient magic (1 point) All left over points are put in dragon magic focus So at 75 there should be mastery in bargaining, mentalism focus and lore. Around 85 in dragon magic focus, 103 in ancient magic, 121 dragon magic lore, ... The modification list would be close to the one in the first post,except familiar would get protection from fire sine this character has dragon magic lore for castring speed. As you can see, the character is a dual aspect caster build. But because of alchemy and enemy can't evade jewelry it will hopefully get the needed hit chance at bosses. It will have very high combat art levels, but some x% damage jewelry has to be sacrified for hit chance. The character will be barbie's Ken and be redressed for different places: shopping gear: +all Skills, bargaining to the maximum boss gear: no damage but defensive, because main damage is x% life leech experience making gear: damage, hit chance just high enough to hit champions and not bosses with 100% The atribute points will be vitality. It has no attack speed, so it needs a close to level x% life leech weapon (bosses) or magic staff (boosting spells for exping). Playing my sohei I noticed that in average it are like 1.5 spells per left click. It are more spells than fifty/fifty because if you have to run to a new group the spells may have recharge already, so no need to do a weapon hit. If I really miss the weapon speed some jewels with attack speed have to be socketed. Not played yet, defense would be mainly by huge amount of hitpoints, runes of protection and bargaining for defensive jewelry. Perhaps the character will be started at weekend, depending if someone else comes up with a good idea to improve this. The possible playstyles with this character: Dragon Mage-Sniper This character allows slowing a group from a distance with maelstream, use a bow to recharge spells with an arrow at a slowed enemy, firing a mind strike or energy blaze at distance into the group... Dragon Master Use your sword to shed blood so your dragon smells it and is more quickly back into combat by burning the enemies.... Mental-Berzerker Low armoured and protected, but his rage stuns the enemies and his chi does high damage to his surrounding whenever he hits an enemy... Transformed .....
  24. I wonder if there is different effect on enemies with high evasion: If an enemy has no evasion than the negative evasion from 10% enemy can't evade makes him an easy target because of the hit formula. But if it would have say 90% evasion, isn't then 10% enemy can't evade just reducing this 90 % evade to 80% evade but the defense value stuff is untouched and the hit formula hasn't the nice bonus from negative evasion?
  25. I had a good laugh when I saw this bus stop with the skeleton on the resting bank. Probably they were so advanced they build bus stops befor they invented a car engine. The cars at the automobile exhibition at one place obviously lack the piston engines. I paid 10 euro for a booklet with 48 soccer cartoons and I bet sacred has more hidden jokes than this booklet.
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