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chattius

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Everything posted by chattius

  1. Well I didn't say that your idea is not working, its just that fire or ice allone with ancient magic mastery is enough to kill everything. I play a dryad with all 3 aspects fully developed because I lack time to play. Weapon or nature magic would be enough on their own too. I did it like: playing silver with hunter aspect, gold with hunter/vodoo, platinum with vodoo and niob with nature magic. So by developling one aspect after the other I kinda played a different character at each jump in difficulty. The character became not boring this way and I was able to test out build ideas from others in one character, not with as much power, but with enough to play niob. The shield maiden is doing 2 full aspects: ice and arcane, arcane mainly for melee and a half fire tree for support. The reason that people who search for power focus on one aspect mainly, doesn't mean that a multi-aspect is no fun. If you have no time to play different builds, or don't need the 20% more in damage if the character is fun to play, why not. The main reason on multiaspect in different classes is that sometimes you have to choose damage or stun, damage or slowing, damage or weakening, ..... With playing 2 aspects you can modify a CA in one aspect for the damage and a similiar CA from another aspect for the weakening/stun/.... Like frost flare for damage and meteors for stun at the elf. We were the opinion that the fire tree support Combat Arts don't need the lore to do their effect, but we decided that with the idea of an ice/melee hybrid in our thoughts. A ice/fire caster build needs different thoughts and is probably playable too. Perhaps even an archmage with full 3 aspects, if you plan some spells for defense.
  2. Natural damage is this bar you see at the weapon statistics before socketing. If a part of it is red and not yellow then it has natural fire damage. You can push only this natural fire damage with + x% fire damage from jewels or fireskin (gold mod) or firedemon buffs. Analog cold and crystal skin gold mod. the damage calculation goes kinda like this: natural damage types apply +x% damage stuff to all natural damage, and +x% fire/ice... damage stuff only if it is natural to the weapon If a damage modifier is socketed change all non physical damage to the type of the modifyer. If a damage modifier is socketed change x% of physical damage to the modified damage type and add it to the damage from the step before Extra step for magic coup: change all non physical damage from above to magical damage and part of the physical damage too Because of the 2 times changing part of physical damage to magical a weapon with a modifyer does nearly 100% magical damage late in game with magic coup.
  3. Most people give up the fire/ice idea because once you have ancient magic, you don't need a second damage type. So you would need the second aspect mainly for support, not for damage: Like modify your meteors mainly for a long lasting stuning shover and not for damage. Now look at the other support spells in the fire tree: fire skin, fire demon. Both need no pyro lore. If you want another attack spell you can use cobalt strike, using the arcane lore and focus to have a nice healing buff which also speeds up regeneration. The crystal skin wins from the lore, so we would have focus and lore in the ice/storm aspect. So we have already: pyro focus, ice focus, ice lore, arcane focus, arcane lore, concentration and ancient magic. Now add armour lore, shield lore and constitution and we got 10 skills already. We did these calculations too and created a shield maiden build for our daughter who wanted to play sacred2 too like her older sister. We have no experience how good or useful a build will be, which changes arcane lore for pyro lore in the shield maiden from above.
  4. Virtual Hitpoints If you take away life leech attacks and some combat arts with strange DoT, then you can consider multichannel mitigation as virtual hitpoints. If you have 50% mitigation you can take double the damage till you die, at 66.7% mitigation you can take 3 times the damage, at 80% 5 times, at 90% 10times the damage: virtual_life = (life *100)/(100-mitigation%)) So you start to wonder if you still need constitution. It looks like a waste if you can reach mitigation values above 60% without toughness. So my question would be, if I have have only one choose: toughness or constitution, what would be the breakpoint in mitigation to take toughness and not constitution. If we put mitigation from toughness at 15% and say that constitution doubles the hitpoints: Constitution: virtual_life = (life*2*100)/(100-mitigation) Toughness: virtual_life =(life*100)/(100-mitigation-15) So Constitution is better if: (life*2*100)/(100-mitigation)>(life*100)/(100-mitigation-15) 2*(100-mitigation-15)>(100-mitigation) 100-mitigation-30 > 0 70 > mitigation So if the mitigation without toughness is below 70% constitution would be the better choose. The calculation becomes more important if the mitigation addition which is now undampended will get dampened to never reach 100 in a possible patch. Perhaps someone can do a diagram at which mitigation% and which % of extra hitpoints from constitution constitution wins. Of cause this calculation ignores that constitution gives in combat regeneration and that the extra armour from toughness gets more and more important the less damages passes because of mitigation. I did this question because of a melee-dragon mage my daughter is playing: Dragon mages have no combat arts which use a weapon, so staff lore, tactics, damage lore and alchemy to hit and damage bosses was a must, 3 buffs and concentration and you have only room for armour lore and 1 more defensive skill.
  5. Both my daughters (11+14 years old) say that the dragon mage is too easy. So the oldest is playing the dragon mage now bojitsu style, fighting with a staff and no spells and already at level 83 in two weekends and around 16 hours playtime. I can even babysit while playing my elementalist dragon mage (level 153) with riding and alchemy: Switching the companions to swarm out, use target seeking whirlwinds and destroyers, do a mahlstrom around you to slow approaching enemies. Then all you have to do is to press 1 (quick casting) for destroyer/gust of wind combination every 2 second without even looking. After a minute an area 9 times the screen is emptied. Gust of wind is pushing the approaching enemies out of screen and the destroyers are following them. So they sooner or later pull all enemies in a wide wide radius to the dragon mage. I stumpled accidently on this playstyle: I wanted quick spells, I had nice riding speed from mastery, so I did some gallopping to get a distance to tracking enemies and then I fired some quick destroyers and gust of winds. I wanted them quick regenerating because speed was my main defense. Then with finding the ice shield, toughness at mastery, set piece and 2 jewels with multichannel mitigation I tried out if I could fight stationary and it was really easy. Considering that I have riding and alchemy, a full 3 aspect dragon mage might be easy to play with even way more power. There is a thread about an unskilled dragon mage in german forum, level 50 or so. At least it was level 50 when I last looked.
  6. No, only damage natural to a weapon is affected. If you have a Staff with natural half physical and half ice and socket a lava piece: +x% damage will work on physical and ice +x% physical damage on the physical part +x% ice damage on the ice part +x% fire damage will have no effect Doesn't matter if it are jewels or buffs. Damage over Time modifiers however uses the converted damage type. Magic coup for a high elf for example can use fire skin and fire demon to raise the natural fire damage of a weapon before magic coups changes all into magical damage.
  7. The AddOn has chest-carriers, so it is possible to re-equip on the battlefield. Has anyone experience with the Detheya-Set and its x% life leech in combination with 2 staves versus bosses? I play a totally different build than this one: nature focus+lore, vodoo focus+lore, hunter focus, tactics, shield, armour, alchemy and ancient magic and all points into vitality My normal boss approach are dust devil modified for damage, 2 totems, power up acute mind and use alchemy boosted left click attacks with life leech shurikens. Now I wonder if using a single staff with the life leech from detheya might be even better than the shurikens. X% life leech is not very useful against normal mobs. But its damage is calculated from the maximal hitpoints of your target: 2% leech at 1000 is 20 extra damage, but at 1.000.000 its 20.000 extra damage each hit. Extra damage can't be resisted so the combination of the high staff damage in combination with extra damage from detheya and doublehits should finish each boss in less than 20 seconds. (50 hits with 2% leech would alone be enough)
  8. Dethaya-Set for even more Life Leech? If you play the dryad, that is. In my german thread about my full 3 aspect Dryad I got the tip that with the AddOn and the chest carrier using the dethaya-set in combination with shurikens would result in more than 5% leech against bosses. Alchemy boosted left clicks at full attack speed, +1000% attack value results in close to 12.5% life leech a second: 8 seconds to finish a boss. Just avoid the reflects. Normally I use rare yellow gear choosen to look good while having the needed modifiers. My 3-Aspect dryad is more a mage, using the dust devil as main damage dealer. But with the chest carrier quick re-equipping at bosses is easier now. As soon as I have some time I will try out the set for my horse dryad too. Thanks to GoGo's shuriken found I am now sure that my saying at the sacred2 party in our firefighter building from may2009 is even more valid: If your character has access to x% life leech and alchemy, all you need to kill a boss is alchemy and enough defense. No need for a combat art.
  9. Yes, you need a feeling for the game, you have to try out stuff and find what is working for yourself. But you should also avoid the biggest mistakes when trying to save frustration. The shield maiden I put 2 posts above is a robust build to test most stuff an elf has, and if you lack the time, it is able to be played well into niob, even in the AddOn if you like the character. It may be no Suzuki Hayabuza in experience rate, but it would be at least a BMW GS motorcycle. Fast enough on the Autobahn, but still rock solid if you have to use a secondary or a country road because of an patch or AddOn.
  10. Both classes cover a wide field of possible builds: both can be played as fighters, archers, casters, ..... You can look in the guide section for a build which you like. But most guides there are highly optimized builds. I do not know of a collection of builds which are designed to test most of a class before you decide to go for a highly optimized character. In nearly one year playing sacred2 I did only 3 classes above level 25 because lack of time. To be able to discuss sacred2 with my kids, friends or here in forum I did characters which sacrifice some damage for more flexibility, so I could try out several ideas in a single character. The character I made for my 11 year old daughter to try out several elves: The Shield Maiden My Dryad to test out nearly all a Combat Arts: The Witch: Vodoo, Alchemy and a cauldron The 3rd character is a riding dragon mage with alchemy in the (german) AddON.
  11. It's a question of personal taste: Keep the regeneration time of magic coup around the animation speed so you don't have to do left clicks: 0.6-0,7 seconds. For the supporting attack spells: if they are only supporting -keep them quick, like the nimbus, there is not much extra slowing effect later (char level 80+) between 0.4s or 2s regeneration time. If you use the spells for hunting: some prefer 2-3 quick shots(regeneration like animation speed) , others one-hits but longer regeneration rate. How much runes to read is a philosophy: Some say only 1 for attack spells and get rest from equipment. If you use mainly set stuff this is working nice, you learn which sets give which bonus and you can calculate with this numbers. Then there are people who are told by their family that the only reason they play elves is that they are half naked. So these people (like me: 4 daughters and a wife) use yellow (rare) stuff and dress the elf more like a warrioress. For rare stuff you can hardly predict what boni you will get, so we are looking for damage and protection but not for combat arts. So in this case every raise in a combat art is done by reading a rune and following rather the quick shot approach than the one-hits.
  12. Frost Flare is of cause nice, but as you can see I was only doing around level 75. You can fully modify all storm, all arcane and 3 of the pyro spells. As long as Ancient Magic is not at its mastery life leech shurikens are nice boss killers. Combat discipline would boost the damage,but you would have to leave a skill behind for it. The idea behind this build is that it is more robust in playing, offering some damage. In pre patch 2.43 and still on the console a magic coup can easily do damage way beyond your hitpoints. Hitting a reflecting turtle may result in sure death, so why add more damage to magic coup. If DoT kills in 1 second or in 2 doesn't matter much if you have a good protection, so again I prefer the protection and DoT isn't reflected back to me.
  13. I accidently created a dragon mage in the AddOn which I can play while reading a book, programming, ... . It kills a very big area in one minute, but not with a single combat art: I ride in a wide circle collecting mobs, move inside, do a mahlstream, a whirlwind and then I press every 2 seconds the hotkey for my combination: Destroyers and the pushing wind Destroyers are set to swarm so they are seeking their targets in a wide area, the wind pushes closing enemies far far away (+50% combat art range on equip). The destroyers follow the blown away enemies and so they sooner or later kill an area which has double the radius of the screen. It wasn't planed for this playstyle: in fact it was a dragon mage with alchemy to unlock riding. I wanted quick combat arts to keep being mobile. Keeping the enemies away by being quicker -having riding mastery. And then send out target seeking destroyers and whirlwinds. But at level 120 the protection was good enough for a stationary and blind fighting. Just pressing the combination key every 2 second. Looking at the screen would be more experience because I just keep pressing till I have read a page or finished something even if there are no more monsters anymore. But even the experience rate per minute may not be optimal, the rate per week is: I can play when I would normally have no time to do it. So I don't know if this qualifies as an Area of Effect build, but its the most lazy build I ever played.
  14. Those turtles were the only beasts I feared with my polearm elf: magic coup stray damage, polearm chance to hit extra enemies and I could hit turtles which weren't even on screen. I had a combination of expulse magic and magic coup just for this island. Patch 2.43 lowered the damage from reflects luckily.
  15. The Shield Maiden - A Valkyrie from the land of Fire and Ice Edit 16.03.2010: This character was created on PC patch 2.40. Console and AddOn players should consider to use regeneration per hit to recharge combinations with successful weapon hits. Edit 27.04.2010: Added a link to the build in attack value of Magic Coup, a link how to use an Artamark's Star, both from the new 'Lady in Black'-Character. The history: This character was custom made for my 11 year old daughter in may 2009 when she started playing sacred2. So it came with a (german) fantasy story and it was planed that the character would be good to try out some different elves: being able to play melee, archer and caster styles. So no time would be wasted if she noticed that a certain playstyle was nothing for her. The character is giving away higher possible damage for more defensive and more flexibility. It includes an archer, an ice elf, a melee elf... The build had no bargaining, because my daughter had access to a chain of bargainers and a niob smith. She is around level 140 in niob now. She did both new AddOn Bosses with the character. Playing was mainly in 2-3 people LAN. The idea: After playing melee elves for 9 months, I know that a weapon skill is not really needed for a melee elf: Double hits from mastery have no affect for magic coup. Weapon speed for magic coup is arcane lore. Magic coup has a modifier for sure hits and has a buildin not shown attack value climbing with its level. Most unique one hand weapons have nothing unlocked from a weapon skill. We will have equally hit chance with all weapons, so we can use a bow for distance, sword and shield for close combat, or shuriken for intermediate... . If we miss too much a few jewels with 'enemy can't evade' will be easy to get. So we won't take a weapon skill and we won't take bargaining. Let's see if we can attach a full melee elf to an ice elf. There is more about the buildin hit chance of Magic Coup in this thread. Looking at Pyromancer and ice mages I saw that many of them did both: arcane lore and arcane focus for better hp regeneration and modifying the arcane spells for better defense. Ice (and to a lesser degree Pyromancer) mages suffer from the fact that it needs some time to get quick and powerful attack spells, so the first levels are hard. A melee elf starts a bit easier: GI hp regeneration helps a lot in beginning. So why not change the priorities: Not starting with ice and working on arcane later, but to start with arcane and work out the ice tree at high levels when you have way better regeneration and a good defense already. The Attributes Every point till level 75 is put in vitality. Life leech from magic coup and hp regeneration from GI, our 2 main defense won't have any effect if we are dead because of too low hitpoints. If you decide to go ice do a mix of stamina and vitality later on, for melee continue vitality. The Skills 02. arcane lore (75) [4] 03. armour (75) [9] 05. arcane focus (125) [3] 08. concentration (75) [10] 12. ice focus (100) [1] 18. ice lore (100) [2] 25. shield (75) [6] 35. constitution (75) [8] 50. fire focus (75) [7] 65. ancient magic (75) [5] That are 850 points, at level 200 61 would be left free for distributing them. The distributing of the first skill points 5 points in arcane lore to unlock arcane focus 5 points in armour to unlock shield 26 points in arcane focus to modify GI-regeneration buff and magic coup 1 point in concentration to get a second buff ice focus + ice lore: after having done all the other skills as described here, all free points move here till we reach 100 1 point in shield to unlock shield modifiers 1 point in constitution, let +allSkills do the rest till reaching mid/end game 5 points in fire focus to modify fire skin for melee reflect 1 point in ancient magic, we need it later when we perhaps fight fully with spells After this is done you can bring the skills to mastery following roughly the order in the [] brackets. Modifying the main combat arts GI-Buff: ice[1], life regeneration[2], ?[9]- my daughter has speed for an easier start Magic coup: hit chance[3], life leech[4], stray damage[5] raging nimbus: hurricane[6], roar[7], extended nimbus[8] glacial thorns: fussillade[10], pierce[11], fussillade[12] crystal skin: mirror[13], focalize[14](works on arcane spells too and we don't focus in intelligence), frosty breeze[15] fire skin: arrow block[16], melee reflect[17] [] order in which modifiers were done. This character was made to test out different styles in a single character. So there are no hard rules which modifiers for a combat art are best for this character, it depends on your playstyle. Glacial Thorns are modified to kill big groups, but still powerful enough for bosses. Raging Nimbus is modified to assist a hybrid style with a bit more defensive orientation. Without lore the Pyromancer spells are chosen for defense. The early playstyle [] are the modifiers from above. [0]-[5] Without runes it is best to start with a bow and shoot from a distance. Once we have thr needed runes: Mainly melee with magic coup and GI as buff. At level 8 take crystal skin as a second buff. [6]-[9] Hybrid style: Slow and damage close enemies with nimbus and finish them up with magic coup. With speed from [9] collect the enemies first and use your speed advantage over the slowed enemies to dictate the combat. [10]-[15] You can start to train using glacial thorns and you still have melee as a backup if you fail. [16]-[x] You should now be able to play as a pure ice elf [17]-[x] You should now be able to play as a melee elf Boss Fights X% life leech weapons, meteor stuns, expulse magic, raging nimbus, cacading shroud, teleport, mastery in ancient magic, 2 different skins... . Just choose what you need, depending on the defenses of your enemy: The boss reflects melee: life leech shurikens, spells The boss reflects ranged: life leech shaft weapons(1 unique), spells The boss reflect spells: life leech weapons..... Block his Combat Art's with expulse magic, keep him stunned with meteors, slowed with nimbus, ..... The equipment She has a chest, she is a girl and so she spends a lot of time choosing the optimal dress for the day. The easiest is to have a caster and a melee equipment and equip yourself for the playstyle you like for today. In the AddOn there is the chest carrying imp you can call, so you can redress mid on the battlefield. Alternativly you can design a more general equipment and can do some tuning with the weapon slots: Putting all hit chance jewels in the weapons and shields you use for melee and ranged, leaving general damage jewels for your bodywear. And use caster weapon slots for power slot buff doing or combat art range and something like this. There is one amulet which should be taken if you have it: The Artamark's Star. Why Pyromancer focus? Fire skin because of its melee reflect is better for close combat. With 75 points for mastery it will be enough to modify the Pyromancer spells which don't profit much from the lore: fire skin, meteor for stun(not damage) and the fire demon very late in game (level 180+). In the AddOn crystal skin with reflecting combat arts ( = spells) is very good at these nasty life leechers. So by not doing bargaining and taking the focus of a third aspect the character is better able to adapt to changes because of an AddOn or a patch. Pro and Contra of this build: The disadvantages are no bargaining and with not having combat discipline you lack some damage. The advantages: you have an ice elf which has very good melee protection if needed at the price of lower damage, you have meteor showers (modified for optimal stun, duration and numbers) to help you at bosses, you can play melee or hybrid, .... This was a quick transformation from an answer I put in the general discussion of elves. I may not always hit the correct english terms for modifiers and skills - if I have some spare time I will work this out a bit more. I have the german version with the AddOn already, and the character is still playable there.
  16. Hope I can help you with this the following build, its ice, so you have to change ice lore for pyro lore. And sort the skills in a bit different order. I think that doing pyro lore and focus and take only ice focus to modify the skin, nimbus and cascading shroud for protection is possible, but not tested. The Shield Maiden - A Valkyrie from the land of Fire and Ice This character was custom made for my 11 year old daughter in may 2009. So it came with a (german) story and it was planed that the character would be good to try out some different elves, but able to play both styles. So no time wasted if she noticed that melee playstyle was nothing for her. She is around level 140 in niob. She did both new AddOn Bosses with the character. Playing was mainly in 2-3 people LAN. Since I am at work, only used to german skill and CA names I will write this hopefully in a way that you know what I am speaking from. The idea: After playing melee elves for 9 months, I know that a weapon skill is not really needed for a melee elf: Double hits from mastery have no affect for magic coup. Weapon speed for magic coup is arcane lore. Magic coup has a modifier for sure hits and has a buildin not shown attack value climbing with its level. Most unique one hand weapons have nothing unlocked from a weapon skill. Looking at pyro and ice mages I saw that many of them did both: arcane lore and arcane focus for better hp regeneration and modifying the arcane spells for better defense. Ice (and to a lesser degreee pyro) mages suffer from the fact that it needs some time to get quick and powerful attack spells, so the first levels are hard. A melee elf starts a bit easier: GI hp regeneration helps a lot in beginning. So why not change the priorities: Not starting with ice and working on arcane later, but to start with arcane and work out the ice tree at high levels when you have way better regeneration and a good defense already. This character is not using bargaining, our family has a chain of shoppers and a niob smith. And she likes to find stuff not to buy it. The Attributes Every point till level 75 is put in vitality. Life leech from magic coup and hp regeneration from GI, our 2 main defense won't have any effect if we are dead because of too low hitpoints. If you decide to go ice do a mix of stamina and vitality later on, for melee continue vitality. The Skills 02. arcane lore (75) [4] 03. armour (75) [9] 05. arcane focus (125) [3] 08. concentration (75) [10] 12. ice focus (100) [1] 18. ice lore (100) [2] 25. shield (75) [6] 35. constitution (75) [8] 50. fire focus (75) [7] 65. ancient magic (75) [5] That are 850 points, at level 200 61 would be left free for distributing them. The distributing of the first skill points 5 points in arcane lore to unlock arcane focus 5 points in armour to unlock shield 26 points in arcane focus to modify GI-regeneration buff and magic coup 1 point in concentration to get a second buff ice focus + ice lore: after having done all the other skills as described here, all free points move here till we reach 100 1 point in shield to unlock shield modifiers 1 point in constitution, let +allSkills do the rest till reaching mid/end game 5 points in fire focus to modify fire skin for melee reflect 1 point in ancient magic, we need it later when we perhaps fight fully with spells After this is done you can bring the skills to mastery following roughly the order in the [] brackets. Modifying the main combat arts GI-Buff: ice[1], life regeneration[2], ?[9]- my daughter has speed for an easier start Magic coup: hit chance[3], life leech[4], stray damage[5] raging nimbus: hurricane[6], roar[7], extended nimbus[8] glacial thorns: fussillade[10], pierce[11], fussillade[12] crystal skin: mirror[13], focalize[14](works on arcane spells too and we don't focus in intelligence), frosty breeze[15] fire skin: arrow block[16], melee reflect[17] [] order in which modifiers were done. The early playstyle [] are the modifiers from above. [0]-[5] Without runes it is best to start with a bow and shoot from a distance. Once we have thr needed runes: Mainly melee with magic coup and GI as buff. At level 8 take crystal skin as a second buff. [6]-[9] Hybrid style: Slow and damage close enemies with nimbus and finish them up with magic coup. With speed from [9] collect the enemies first and use your speed advance over the slowed enemies to dictate the combat. [10]-[15] You can start to train using glacial thorns and you still have melee as a backup if you fail. [16]-[x] You should now be able to play as a pure ice elf [17]-[x] You should now be able to play as a melee elf Fire skin because of ist melee reflect is better for close combat. In the AddOn crystal skin with reflecting combat arts ( = spells) is very good at these nasty life leechers. So by not doing bargaining and taking the focus of a third aspect the character is able to adapt to changes because of an AddOn or a patch. And its good for people who are not knowing yet if they want the elf as melee or caster. This build allows both styles. The disadvantages are no bargaining and with not having combat discipline you lack some damage. The advantages: you have an ice elf which has very good melee protection if needed at the price of lower damage, you have meteor showers (modified for optimal stun, duration and numbers) to help you at bosses, you can play melee or hybrid, ....
  17. Flügel = wings: so a helmet which has wings attached to it. Like the one Asterix wears in the comics, The roman god mercure often wears such a helmet. Flügelhelm Click at other languages 'Deutsch' at this page and you are at the german wikipedia for Flügelhelm.
  18. For spells its like (base damage) * (modifiers) To the base damage adds only: Level of the CA and perhaps intelligence (for some CA) To the modifiers % values add: combat discipline, ancient magic, +x% damage from buffs or equipment, +x% fire damage from buffs or equipment if the spell has fire damage( then only to the fire damage -other damage types equivalent), the magic lore which affects your spell So for spells you need higher level CA for more base damage, but that longers the regeneration time. Then there are some pseudo spells: magic coup, this serafim CA ( sword fire?) which are a mixture and weaponclass adding to base damage. Then there are weapon Combat Arts were weapon class and damage x-x equipment adds to the base damage too. .... Hope my early morning english did not add more confusion than removing existing one.
  19. INCANDESCENT SKIN is not reflecting spells (what I understand under CA). Like the attack from these orbs in dryad jungle. I would choose reflect melee and more fire damage. Out of my experience you will need too much sockets to replace reflect melee with jewels. Later (platinum, niob) in game the balance between more damage from the buff, or more damage from higher spells because of better regeneration from the buff turns to modifying for damage. Early in game lower regeneration times seem to be better. GRAND INVIGORATION: I was deciding for life regeneration, because I hate it to depend on a heal potion, which have a delay, is not healing for 100% later in niob, and so on. A more end game decision for my personal taste. BLAZING TEMPEST: People use it in many different ways: many waves or a big one and let enemies die on DoT. A friend at firefighters use DoT approach and he uses equipment with knockback to keep enemies at distance. I never played a pyro myself.
  20. Crystal skin bronze can reflect CA, fire skin can reflect melee and block ranged. So she is using the skin which fits better to the area. She has both skins modified.
  21. I took the road of no return. I am playing the AddOn now and can't test 2.43 now anymore. If you plan to make your character fit for the AddOn: Runes are capped at 200 now. DoT is calculated different now, good for characters with damage lore, good for enemies with damage lore too it seems. You need better protection against DoT. Some enemies now have nasty life leech Combat Arts, so block/reflect CA is only protection,..... Regeneration per Hit now seems to work on PC, so you could charge Combat Arts with melee hits. My daughter was not choosing any regeneration time modifier on her shield maiden and she plays the AddOn in Niob now: Her Character is an Ice/Melee hybrid. Starting the melee route and around level 75 full capable to play ice elf as well. arcane lore armour arcane focus concentration ice lore shield lore constitution inferno focus ice focus ancient magic We have smith and bargain characters. The inferno focus is there because fire skin is the better protection if she plays melee. But even in melee, at casters swapping to the crystal skin and its ca-reflect is an option. Even if she does the crazy idea and plays with ice spells while having fire skin she wasn't complaining about too long regeneration times.
  22. I bought the AddOn. This is a one way street: all my 2.43 savefiles are now 2.64. So I can't do any testing with the 2.43 version anymore. The Character survived both new areas in the AddOn in Niob only because of high Hitpoints, and carefully placed expulse magic. Damage over time is now less dampened by resistances or mitigation, if at all. Some monsters have high life leech Combat Arts and if they appear in a group and decide to do a synchronized attack you are in deep trouble. Runes are capped at 200. You now really need: Reduction of DoT, CA-block/reflect.So its best to modify in this way. I have no time to start again, but if I would do a new melee elf for the AddOn: 02 bargaining 03 arcane lore 05 arcane focus 08 armour lore 12 constitution 18 concentration 25 storm focus 35 shield lore 50 inferno focus 65 alchemy Storm focus will bring an alternative skin with CA-reflect, cascading shroud and raging nimbus modified.
  23. The AddOn Blood and Ice -PC2.64 The AddOn brought following changes for horses and the dryad: 2 new horse types: unicorn and flame horse, both share horse-Combat Arts with the war horse regeneration per hit seems to be (better) working in the pc-version now recharging a long loading horse-CA with reg.p.hit might be an option Dryads got staff lore now. Staff lore allows left click shooting with a magic staff. Runes are capped at 200. Damage over Time seems to work better now, less influence on it from mitigation or resistences. Warning this works both ways: your barkskin doesn't help much on Damage over Time now. Not for this character, but for riders: Serafim and Inquisitor both got ancient magic in the AddOn, so more powerful horse-Combat Arts now possible for them. New class: Dragon Mage: alchemy left, riding right, has ancient magic, high intellince, toughness, reflexes, shield, but no double wield The AddOn is a one way street, my savefiles are converted into 2.64 now, so I can no longer do any testing with 2.43.
  24. Rogue, Hack , Nethack, Moria, Angband, Tome, Adom, .... I knew that I played too much nethack, when I start to shiver when I read an email like D@gmx.de - left a Dragon, then the player @, right a golem a mintotaur a xorn , an empty space and a flloating eye, help My first was a used Siemens 65, similiar to the Rockwell AIM 65, but in a hardcase. 16KILObyte Ram, a 20 digit alpahnumeric LED display, a thermoprinter like the one from a supermarket, and a casette recorder as mass storage. I worked whole summerbreaks to get the money for it. The machine still exists and is working, used as an interface for the knitting machine my daughters use. Learned assembler programming on it. When I studied 1 year before I was drafted to army, we had Cyber 176(?) at university. 56 Bit machine. The Fortran manual was 900 pages and in an unknown language named english. 1000 Pages for the NAG mathematical library, and most important, 300 pages of an error manual where all the known compiler bugs were mentioned. I liked the post mortem dumps I got when the program failed. And I cursed the old Honeywell terminals because I was never able to see if I typed a O or an 0, looked same on the monitor. And I was forced to learn 10 finger typing at school, using shift-o for the 0. I needed a year to stop my old habits, ... good old times.
  25. Regeneration per Hit is said to be working in the AddOn. So you should be able to use weapon hits to recharge high power stationary Combat Arts Or, what I am planing to try: Rescue my Melee elf, so a hit recharges her magic coup right again if regeneration per hit can recharge the LONG regeneration horse-Combat Arts if regeneration per hit from alchemy trophy will allow a dragon berserker playstyle with nearly permanent right click attacks Somehow I had luck with my intuitive dragon mage build, I can test out a lot in a single build, and its unique, I know noone else who did riding on a dragon mage.
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