Jump to content

chattius

Moderator
  • Posts

    6,561
  • Joined

  • Last visited

  • Days Won

    478

Everything posted by chattius

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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 .....
  10. 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?
  11. 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.
  12. Link to the picture in my german post: Sohei with Mind Strike showing a 100% blockchance for spells at a hit
  13. Magic coup has no guaranteed stray damage unlike shadow step. That was the reason that my daughter is now doing shadow step modifications before magic coup. In the AddOn you have regeneration per hit, so you can go for higher level in magic coup which will result in more damage, better chance of stray damage, more life leech, and better hit chance (even if you didn't modify for sure hits)
  14. Do you mean a picture what is displayed when I move my mouse on the combat art part of the menu which appears when I press 'F' ? Or do you mean a picture of an enemy after I hit it with a spell ehich has this shown effect? (I saw no visible effect other that somehow I wasn't debuffed in 40+ griffons in niob). I try to do picture if something is shown if it is the this what you want. If you have a mage with expulse magic modified to block Combat Art, do some expulse, stand inside the circles, press F, move your mouse pointer on the combat art and you should see block chance spells/Combat Art below the shown damage. Swap combat arts while the expulse are active. The Block chance should be displayed on all spells.
  15. I was firing cobalt strikes from inside some stacked expulse magic circles and pressing F and then moving mouse on combat art: showed 200 something % to block spells as an extra to cobalt strike. Expulse magic was modified to block spells. So now I wonder if it is same for dryads with a dust devil modified to block spells. Do their spells do this too while casting from inside? Are totems spells? Do totems hits have block spell effect if you stand inside a dust devil ?
  16. If you mod runes for combat art block and press F and then move mouse on combat art: extra stuff on hit (sorry I play german vesion, not sur what you read in english) : Blockchance combat arts x% where x% is nearl double the value from runes.
  17. I think I wasn't there for ages because of these traps. But enemies you know..... The picture looks as if when you trigger a trap Abishai is doing the corresponding combat art? If it is this way, might block chance combat arts actually work? About debuffs: I currently try to understand why my sohei (dragon mage: polearm mentalist) isn't debuffed. combat art block as extra effect at a spell hit
  18. I wondered why our Sohei build was never debuffed by the white griffon in platinum and niob. The debuffing from the griffon is a combat art, so I thought that runes of protection modified for combat art block would be the reason. The chance is shown as 48.5% for it. We have a bit more than 10% on the sohei's equipment, but never seeing any debuff at below 60% chance was a bit strange. I was already thinking that runes of protection would have another effect which is not shown in the tooltipp, like the 220% it adds to defense value at my 68.3 runes. But this effect is at least shown under the sigma sign, but a higher blockchance than the 48.5 isn't. Then I thought it might be my mindstrike which has a chance to reduce combat art regeneration of an enemy, so I asked my daughter to use another spell: still no debuffs. She turned off runes and used just mindstrike and got debuffed. I pressed F, moved on the combat art, and saw something ( I have german version) combat art extra effects: chance to block combat arts 8.8%. I turned runes on and this effect jumped to 99.8%. !?! This is more than runes and equipment added. Now I wonder how this extra effect works: Is it the way that every time a spell hits its target the target's attempt to finish a combat is interrupted with a 99.8% chance? Or is each spell hit having a 99.8% block chance for a little while? How will spells with DoT do this extra effect thing? Which spells will do it? It seems all, not only mentalist ones for the dragon mage, even the maelstream lists it. Are there other classes with it: Elf : checked so far only the elf: it has blockchance spells. But crystal skin has Combat Art reflect, so no synergy. I have to admit that I forgot to try expulse magic in my 15 minutes playing yesterday. I was already at work when I thought about it. Dryad: no tests yet, but it is possible to modify dust devil for Combat Art-Block ..... Could the reason that our beloved Sohei plays so save is a feature? It is an RpT-Build which fires a mindstrike from a distance, approaches, recharges with a left click weapon hit and does the next mind strike. Mind strike is modified for area effect and better slowing of regeneration of the targets. Obviously I was able to approach in the time they were combat art blocked/slowed, then a quick left click and another mindstrike to block/slow them again. Debuffers were the most feared enemies for me playing hardcore. But seeing how the sohei, probably every dragon mage, seems to be able to avoid this is nearly a bit too easy.
  19. I don't get it: If an item has x% fire damage and you socket the blacksmith power , the y% damage of the power is splitted up into the different damage types and the original x% fire from the item will be shown as a sum with the y% from the power. If you have gold sockets it is like 15% more? Too close to end of work to look in wiki. So a 48% ring would be like 55%. You have 2 rings this makes 110% from the 2 fire rings, add a blacksmith power with like 60% to all 5 damage types and you are at: 110+60 = 170 for fire, and 60 for the other FOUR (not 5) types.
  20. The dragon mage has not a single combat art which works with a weapon. So the regeneration per hit is done with left clicks which have no regeneration time. What was my concern: The main attack may reach regeneration times close to its animation speed with this rune cap. But maelstream (which has a longer regen in 265) and others still win from RpH. I think I will add variants of the sohei for people who don't like alchemy. But they will be untested and would be more a skeleton to build your own characters. The idea of these characters is to use RpH on normal attacks to recharge the combat arts. The main damage will come from spells so the weapon is mainly to recharge spells and less for damage. Of cause we will use x% lifeleech damage if a weapon has it. We would be fools if not. But Lifeleech gets nothing from tactic lore and like the elf it doesn't give any modification points for us. We really don't need it. Several people don't like alchemy, some don't like melee combat, some prefer bows, some want to use staves, some want a shield, .... Lot of different stuff, so I will only do 3 variants, all without alchemy: Variants of the Sohei 02 concentration (1 point- 2 buffs early on) 03 armour (unlock modifiers on equipment before we get sets, later unlock shield) 05 mentalism lore 08 dragon magic focus 12 mentalis focus 18 polearms (Variant A), Staves (Variant B), Tactics (Variant C) 25 speed lore (x% life leech shuriken and no ranged lore) 35 dragon magic lore (Variant A), constitution (Variant B) 50 shields (1 point for a long time to unlock block chance on yellows) 65 ancient magic (late, but we will master it as 3rd or 4th skill) Fighting Bosses, all variants: use an x% life leech shuriken with a proper shield. Leftclicks to recharge fitting combat arts. For normal enemies: Variant A: This is a melee character. RpH is done at close range but without a shield. But the polearm has life leech. This allows to choose dragon magic lore instead of constitution so the hitpoints from the dragon buff can be like the one you would get from constitution. So we get an additional damaging attack: the dragon strike which also lowers attack value of enemies. Choosing some dexterity as attribute gives damage to the weapons and better defense value and we don't have a shield. Doing kills close to you means less time needed to collect the loot. Variant B: This is a mixed character. RpH can be done at close range and with staff shots. But staff shots may miss moving targets. Staves have no life leech so constitution would be my choose for its combat regeneration. Staves win from intelligence so they can do decent damage for this character even without tactic lore. Staves may have modifiers which help your spells. Variant C: You like ranged weapons more than any other weapon. In this case a weapon lore would be a waste and tactic lore would unlock speed lore. If you do only shuriken with life leech you could do dragon magic lore. If you don't use life leech weapons all the time, like bows, then do constitution. You can do more damage with your weapon and you dexterity instead intelligence could be an option. Edit: was tired when posting this, so I changed all ranged lore to speed lore which is the only offensive skill to raise ranged chance to hit.
  21. You play console, hmmm. On PC my shoppers are normally fun characters. They have the purpose to reach a certain level like 80 and then stay at this level supporting other characters with equipment for this level area. Because they are sooner or later stationary I do fun builds, trying out some ideas, so idon't ruin a good character if they fail. Then there are shoppers who level together with the character of a friend or your main character. A funny stationary shopper for up to level 90 is a kungfu dryad, a character you probably won't play to level 200, but which is fun to play for a while. A friend at firefighters plays such a character (PC-build, because of alchemy): 2 alchemy, 3 concentration, 5 bargaining, 8 tactics, 12 reflexes, 18 armour, 25 nature magic lore, 35 hunter focus, 50 nature magic focus, 65 constitution We had the idea when discussing a kungfu build: it need rings like (x-x damage/+y all Skills) to get a decent base damage value. Also jewelry for attack speed, enemy can't evade, ... because there is no unarmed weapon skill. We decided for alchemy to unlock bargaining: trophies can boost attack speed, hit chance, reg per hit for a boss fight. Also the x% life leech of the detheya set is a big amount of damage versus bosses. So at Bosses we use a dethaya set socketed with defensive jewelry and get the offense from trophies for a saver playstyle. At normal mobs the sockets of custommade (rather custom bought) rare gear are filled with more offensive stuff like attack speed, enemy can't evade, damage x-x, .... So the Kungu dryad needs a shopper and it was nice that she was the shopper for her own. I don't know how high you want to play your shopper, but if its just up to platin I would go for a fun character. You learn a lot of play tactics with fun characters. On the console alchemy is ugly, sadly. But there are more fun characters to be discovered, a boss hunter with divine devotion ?
  22. My daughter played a bit with the character at weekend, 13th Combat Art modification was mind strike to bleeding damage. After ancient magic as fourth mastery mentalism focus was brought to mastery at 5th and currently she is working on dragon magic focus as 6th mastery. She made a discovery that runes of protection seem to affect the enemy's chance to hit you, which is not shown in the combat art tooltipp. Further tests have to be done. Sadly our oldest dog died at saturday, a 14+ year old mix of a saint bernhard and a traditional german shepherd (the long hair variant). So we all were not really in the mood to play. We really miss the babysitter of our kids, the 130 pound beast with the long fur our kids were grapping when they learned walking. And when we searched them when they were in kindergarten age we found them sleeping at the dog who curled around them. We will remember our Tarzan. He got the name as a pup when he bite into a rope hanging in the barn and not letting it loose even he was swinging wild through the air.
  23. My daughter told me that she noticed that turning of runes of protection buff changed the hitchance of the enemy in the last kill tooltipp. She was playing my sohei character which had runes of protection modified to stun, arrow and combat art block. I read nothing in the combat art description which could lower the enemy chance to hit?
  24. If you play the AddOn: A combination with Raging Nimbus and Magic Coup is very very powerful combined with a high regeneration per hit. Probably the coders had that in mind when they added regeneration per hit into the gloves of the storm magic set. Regeneration per Hit builds needs a high hit chance. But the hit chance of magic coup climbs with more runes so it is worth to put some thought to play this build as a hybrid in the AddOn. For example: Have Nimbus and Magic coup at 3 seconds, RpH at 3 seconds and if you hit with magic coup your combination is recharged the same moment.
  25. I think OO-Defrag can do MFT and other elsewhere blocked files. There are free defrag for single files and write protected files at sysinternals: PageDefrag But they are 32bit. Don't know if they plan to update their programs.
×
×
  • Create New...
Please Sign In or Sign Up