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chattius

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Everything posted by chattius

  1. Horse-Combat Arts are spells. So Riding, Ancient Magic and Intelligence give most to their damage. A dryad with acute mind can power it up, mount, charge down and kill a whole group with a charge and perhaps a rear up for the surving champ and then loosen and keep distance for the minute of regeneration ................................................................................ ................................ Oh my god, I got an idea The AddOn is claimed to have working RpT Regeneration pro Treffer, RpH? regeneration per hit now. So it should be possible to recharge charge with a few melee swings. I need more time for testing and playing than the 20 minutes a day I have. Given that our dryad used alchemy to unlock riding, and a demon tooth trophy gives 4.5 seconds regeneraton per hit at niob for around a minute at high alchemy. Even my Dragon mage has alchemy to unlock riding, so RpT could be useful. Alchemy is the only thing which works in dragon form, so hit ,fire breath, hit, fire breath till the effect of the trophy is over, which is quite exactly the same time he can transform into a dragon.
  2. Nice Video. Too bad that our computers are quite outdated, even at lowest settings, as soon as I try to do a video its close to a stand. I wanted to show a Rider which is killing a group with a horse-CA. But because of stupid german laws a new car is currently way more important, cities no longer allowed for our diesel engine driven 9 seater van. Grmbl Polution, CO2 aoutput, grmbl, if my wife and me would each drive a normal car to transport our 5 kids, the output would be even higher, because we would need 2 cars instead one van, grmbl I prefer Wagner on my Headphones, loud, impressive and at least 5 minutes not hearing any whining from my kids. Ride of the Valkyries When I am playing to calm down any private anger, pure hack and slay: Genesis, 'The Knife' from the 1970 'Trespass' Album, when they were still 4, and Peter Gabriel not left. For the 30 minutes time playing I have currently, inclusing power on and shutdoen of computer: Kraftwerk, Autobahn from 1974
  3. With resorting equipment, using new weapons (axe with x% life leech) to buffer my lower hp regeneration from lower GI BUFF on my elf, I am close to only magic coup again with already the same damage. So my melee elf is axe again, funny. And I needed 30 minutes to do it, well the axe was found by my daughter with her character, but still its doable. Both elves from my daughters proved to be still playable in NIOB, new areas. The Character of my oldest daughter: A mainly melee/arcane PvP-build for youth club duells, characters restored after each duell: bargaining, arcane lore/focus, inferno focus, storm focus, concentration, armour lore, shield lore, alchemy, ancient magic And the shield-maid (nick name: valkyrie from the land of ice and fire, because of both elemetal foci) from my second daughter, starting melee and being able to play full ice, or full melee in high levels. arcane lore/focus, storm lore/focus, inferno focus, armour, shield, ancient magic , concentration, sword lore Both builds were started before the AddOn. The PVP got both skins to adapt to different players classes, and used alchemy because of this reason too. The Shield Maid got both skins, because fire skin is better in melee, while crystall better if playing an ice elf. So it was not planed that the now more frequent CA users can be countered by changing the skins. But noticing the new danger it is an option. Combat disciplin would have been better for optimizing the damage, but I wanted by Kids to be able to adapt to changing situations. Sometime I even ask them if they can play Platinum or begin NIOB without buffs, and stuff like this. I already found a unique breast armour with +x% intelligence for the dragon mage, and my playtime is 11 hours only total in the AddOn. So there may be more hidden new stuff, like direct damage modifier on weapons. Starting the Dragon mage I didn't modify my runes for physical armour, but for stun, arrow block and CA block. Because CA-Block/Reflect seems to be very useful now. And enemies with life leech attacks are now a factor to calculate with.
  4. Only my Alchemy, weaponskill less Melee elf was affected, but she was hit hard: I didn't want to be called by my wife and my daughter that I prefer to play half naked characters. So I was only using yellow armour on her to make her look like a gladiatrix. In difference to set stuff, you can't really predict what you will get on yellow armours. So I read each rune into the combat arts I needed. She is Single Player Lan Parties, so the she can't reset magic coup it seems, she just can't eat more runes once she is above the limit. With +allSkills halved she is now way beyond her malus in Magic Coup, so that I can do now 2 left clicks for one magic coup. The build has no tactic lore since it was useless for fast magic coup. I am forced to reduce defense gear for more damage. I use meteor now (which I had luckily modified for stun, duration and quicker) to have a bit saver playstyle. I think I can rescue the character, I like challenges more than fast leveling, because it trains my brain and not my hand to eye coordination. (Eye surgery and hand surgery this year) I was not restarting my new dragon mage after I noticed that the ideas I had for it failed: Do long lasting whirlwinds and transform into a dragon and have the whirlwinds still around you for more damage. At transforming you loose all active combat arts (the whierlwinds vanish), buffs, trophy effects, bonus from your equipment, ..... Its like transforming in a new character, leaving all behind you for a minute. So first thoughts of starting the character new. I had alchemy on the build because I wanted to use it to unlock riding and test if a dragon mage can be played on a horse, with whirlwinds casted before mounting. But the Horse-Combat Arts are still untouched in the AddOn and in difference to a dryad the dragon mage looses its intelligence boosting CA at mounting, because it is a buff. I was considering restart again. I planed a last 20 minutes with the character (currently all I can spend a day) , transformed into a dragon and was trying to hit an enemy with left clicks while his dragon breath was recharging. I was not hitting and hammered T ( my key for trollteeth= attack value trophy) which I was used from my alchemy melee elf. I was buffed when I noticed the trophy aura appeared. You have to know, in dragon form you have no access to equipment and the potion slots are removed, but using them with a key still worked. So now, the character changed its playstyle again: I will try Transformer with the character and if this fails, I will turn the character into a riding wind mage, with riding mastery for more speed and faster regeneration on a special mount, and if this fails, ... I am sure I find something still working. 2009 is the international Darwin-Year. And Sacred2 helps us to remember this by making the environment harder so that only characters which can adapt to the changes can survive. I am a cockroach and not a cheetah (writing?) which is optimized till the bitter end.
  5. We have 5 kids, so a copy of sacred 2 costs as much as one visit at McDonalds or at a cinema with whole family. But is has been great fun for the most of our family: My 14 and 11 year old daughters play, my wife and me too (if we get the time) beginning in decembre 2008. Our 7 year old daughter prefers to play Zitter (austrian/german music instruments with 42 strings) and our mixed twins with their 18 month are too young. So its really a game for whole family, 2 game computers and one multimedia computer in living room, so we can play on 3 computers with our 2 copies in a mini lan. Or use 2 computers to play online. I know the age is claimed as 16, but I even use sacred2 for teaching problem solving. So I ask my kids to turn off a buff and try to play without it. I would be against blind mass slaughtering, but using creativity and wit to play funny, away from mainstream characters is okay for me as a parent. And luckily sacred2 allows it, to get an idea for a character and try to play it. Sacred2 has no ninja, but you can try to turn a dryad to look like a ninja and to fight like a ninja with bare hands. Modifying combat arts, choosing fitting equipment to play your idea, I like it.
  6. I was speaking about alchemy because I use it for half a year now. Specially for the unarmed KungFu-Characters which have no weapon skill to speed up attack speed and hit chance, alchemy can do this with trophies for nearly a minute in niob per trophy. The dragon mage will have alchemy left, same as the dryad. He has 2 combat arts which allow him to shape-shift. Shape-shifted you can't use normal ca, equipment, buff's. Even long duration Combat Arts like whirlwinds are stopped, all active trophies and so on. The Weapon Slots and CA-Slot are deleted and only the 3 or 4 for Shape-Shift combat arts are shown. Also the 6 slots for potions are gone. All what is working for the damage in this form is your level in dragon or berserker form. But I stumpled above, that even the potion and trophie slots are gone, you can still activate them with the keys. So, at the current patch level, you can use alchemy while shape shifted. And alchemy is the only thing which seems to work in these forms. So use the time till the AddOn to play around with alchemy a bit if you want to play a shape-shifter. Sadly I can hardly play more than 20-30 minutes a day anymore. My daughters visit new schools, which can't be reached easily with bus or train, so I have to cut 90 minutes of my spare time for transport drives now. I plan to test regeneration per hit trophies (4.5 s in niob at high alchemy) and if they help to recharge the combat arts you have in berserk-form.
  7. Hmm, I may be wrong, but you are not using alchemy on your ninja? I don't see the trollteeth (attack%), leatherhat (attack speed%) ,demontooth (regeneration per hit) or skull (critical%) from trophies. Are you really playing this KungFu-dryad or is it a proof of concept? I have not much time to play, so I build a universal dryad ,and I was doing unarmed with trophies, 150% attack speed. The trick on ninja is to find an optimal equipment with a lot of damage x-x and then when you have a base damage x% damage jewels. I played 3 levels pure fist combat, they have nice animations. I have a ninja equipment, a caster equipment and a staff combat gear for my multi-dryad.
  8. I totally agree whith Chrona. The character of my daughter nearly got killed there. If it is the same place I am thinking off: second wave of enemies at a certain quest. Looked like x% life leech ranged combat art, spawn delay (AddOn has it, or our computer is too slow), and then they fired a near synchron salvo. 6 shots, 5 reflected or blocked (ShieldMaiden build, with crystal skin and expulse magic !) 1 came through and robbed nearly half her hitpoints. No mitigation, no resistances are working on this damage type. Hitpoints and even more Hitpoints and block/reflect CA have to be considered as very important now. Too late for my horse-dragonmage who was planed for the mitigation approach. And since I have only 20-30 minutes each day to play this autumn, I won't restart. At least I modified one buff for CA-block, rest has to come with sockets and specially chosen equipment for this area.
  9. Dobri, remembered when I wondered how the PvP character of my daughter would approach your serafim? Life leech from magic coup? The AddOn has a quest, which spawns 8-10 demon-eye like creatures. They behave like the small blue balls in the dryad island (can't remember the english name at the moment). But their damage looks like x% life leech combat art. The Character of my daughter nearly died at them, they fired a salvo of 6 and only 5 of the salvo were blocked by expulse magic or reflected by crystal skin. The one which passed this defense got unhindered all the way to the hit points, because there is no mitigation for this damage type, no resistances, ..... Well, at least I have found no new modifier giving stuff like this in the new items. So everyone who wants to bring a character into the Addon should know that the mitigation approach has one big weakness. I started a mitigation dragon mage without constitution and I have not enough time to restart him, now with the new knowledge. Luckily I modified one Buff for CA-blocking. I hope that I can do the area at high levels with the buff and reflect/block-ca socketed and willpower from the companion. I think the chest carrying imp will now be really used, to equip the character fitting for the challenges of the next area.
  10. A bit playing around with my melee elf, 5 minutes, absolute no time these months: There are new weapon modifiers: direct damage. And I wonder if this modifier brings the balance between tougher opponents and less melee damage.
  11. If an enemy strikes at you: You try to reflect it, block it, evade it, defend it. If you are hit damage mitigation jumps in, then resistances and what is left reaches your hitpoints. As an Ice Elf you don't have reflect, but you don't have block from shield lore too, and that are 2 big holes in your first defense line. If you don't have already started I can give you a link to the build my daughter used to test out several combat arts of the elf, it is a full ice elf, and can be played melee style if you optimize your equipment for it. For melee style she can use fire skin and in hybrid playstyle fire skin and ice spells or each variant. She calls the character : The Shield maiden, a valkyrie from the land of fire and ice. Read post 9 for the shield maiden. The idea was to use a single character to combine a lot of variants. There are several reasons that a melee elf doesn't really need a weapon skill: attack speed for magic coup is arcane lore hit chance you get from bronce modifier and magic coup has a build in hit chance, which comes to work the better you are in magic coup double hit from weapon skill mastery don't work for magic coup too high level in a weapon only reduces attack speed, which is not needed for MC, see above there are nearly none modifiers on weapons you need to be unlocked for magic coup, most unique weapons have all unlocked Tactics lore adds nothing to the damage of magic coup, it is just for left clicks. So if you want to play melee elf with the build, just socket some runes with 'enemy can't evade' or stuff like this to raise your hit chance. She never died with the character and is level 140+ now. Since she is only near 11 and was choosing english only as her 3rd language, I doubt that she will be able to write a full guide in near future (2 weeks english now, just started after summerbreaks). We play the PC-versions with no experience from consoles. So feel free to do a mix of your idea, her idea and your experience with consoles and transform it into something useful as a guide for console players. There are too much differences now between the console and the AddOn for PC(It's out here in germany). So I dare to give advices nowadays for game variants I do not play myself. Main Differences for melee elves: Console has still the high reflected melee damage from PC 2.34/2.40 Console has not the stronger monsters in PC 2.64 Console has not yet staves which can shoot (PC 2.64) with left clicks ( sadly no shooting with magic coup) Alchemy which I use for my own Melee-elves is ugly to use on consoles Consoles have more room for orbs and more hotkeys, PC has only 4 (AddOn 5) .... So a guide for consoles would be really nice, the difference sadly became bigger and bigger.
  12. Seeing Chrona's Elementalist Video, considering my daughter's wish to play a character which uses a horse, I wondered if riding would be a nice addon to Chrona's character. For Elementalist playstyle is needed: Elementalist lore and focus, ancient magic For horse-ca playstyle is needed: riding, ancient magic For buff defense is needed: concentration, elementalist focus, mentalist focus, dragon focus To unlock riding: alchemy Killing ability, which can't be blocked by block/reflect-CA alchemy That are 8 skills, 2 left for protection. With better healing because of alchemy, hitpoints from the dragon buff, constitution might not really be necessary. Armour lore is a must have. Seeing that the dragon mage can use a shield (ice-unique with mitigatiion), has set items with multichannel damage mitigation and 2 buffs to give physical and fire mitigation, I will give toughness a try. This sums up to: 2 elementalist lore 3 armour lore 5 elementalist focus 8 dragon focus 12 concentration 18 mentalist focus 25 alchemy 35 riding 50 toughness 65 ancient magic Starting with whirlwind for long lasting damage in early game. Getting the dragon companion for intelligence and hitpoints. Add protection runes as 2nd buff, build up destroyers. Alchemy to have riding, to lower regeneration times of a elementalist special horse down to near zero penalty or even a bonus. Toughness may be more important than ancient magic around level 50. Ancient magic to break immunities in the higher difficulties. Alchemy will allow left click attacks with life leech shurikens against bosses. There is nothing a transformed dragon mage can do: except using his dragon/berzerk Combat Arts and ALCHEMY! So the 75 points for dragon focus mastery will be used to modify the companion and the 2 transformations. The transformations gain nothing from the lore and so we don't have wasted Combat Arts here. The mentalist tree will give protection runes and combat trance. I am not sure what to take as number 3. I hope this build combines: horse, elementalist and transformation to have some variety in playstyle. Sadly we lack the time to play high specialized characters, so we try to test a lot of stuff inone build. The build idea above was done before seeing the videos, because long lasting Whirlwinds are more or less the only way to raise the damage of a horse-rider. So only 50 and 65 are still open and ancient magic is a must have. Feedback is welcome, because I lack the time to play more than 20-30 minutes a day for next months. So if you know of sever problems this build will suffer from, please tell them before too much time is wasted. Lot of time to read and post and think, but none to play.
  13. I get multiple reports that Combat Arts in the AddOn are modulo 200 now. So 201 runes count as only 1. I haven't noticed this yesterday at playing, but perhaps I was close to 199mod200 with GI-Buff for my elf - have to check it out when I am back from work. seraphim and Inqui got Ancient magic, the Dryad staff lore in addition to their acute mind. If you look at hybrid builds: seraphim has 29 Skills to choose from, and tactic lore is a dual purpose for left and right clicks and helps to modify. An Elf has 26 and no dual purpose skill and now lower +allSkills, less melee damage, stronger monsters. The funny thing now is: The character which has a staff in her hands in all the pictures has the least use of a staff for fighting. No int-boosting buff or CA like dragon mage and dryad, no dual purpose tactic lore to modify the weapon combat arts and staff shooting doesn't work magic coup. And an elf will probably not spend 2 skills for staff shooting left clicks to do decent damage: tactic lore and staff lore. The pre AddOn reason to don't use a weapon skill on magic coup elves is still valid: All you need a weapon skill for is to get a tiny hit chance and to unlock weapon modifiers. The staff shooting is useless for magic coup, so the old 2.43 saying is still valid. It seems the AddOn made TG and melee-elves a lot harder to play now.
  14. I can try riding with special mounts when I am home from work. I tried a horse riding dragon mage with whirlwinds. Riding is right so I used alchemy to unlock it. With alchemy I got boss kill abilities this way too: x% life leech shuriken with attack value and attack speed from trophies. I hope to reduce reg-penalty with riding mastery and having the elemantalist special mount so that they turn into a bonus, specialized in one aspect. After noticing that transforming into a dragon stops all effects, even active whirlwinds, and horse-ca#s still untouched, the dragon mage has at least a mount which looks a bit like a horse. So my daughter decided to give a mounted dragon rider a try. Alchemy, riding elemental lore/focus, dragon focus, mentalist focus, ancient magic, concentration armour, toughness Idea: fire and physical mitigation from buffs, together with toughness and equip, Protection rune to stun nearby enemies. The idea is to defend with buffs and speed.
  15. Staff, staff lore and melee/ranged CA: If you have staff lore and use Magic Coup, it will not use the staff for shooting, it's only melee. Not tried with other classes yet, so shooting with staves might be only left clicks. You can modify hairstyle, haircolour for females and skin-colour for all now. The experience of my daughters: Hairstyle and colour are saved, skin-colour only for the dragon mage. So sadly no blackblue drow elf with white hair playing the dark-campaign with staves.(Was the character to test staff lore and magic coup) If a dragon mage transforms it seems to turn into a new character and all from the old vanishes: Whirlwinds, eternal fire, alchemy effects, .... The Unicorn and Flame Horse are war-horses with just new looks. The horse-Combat Arts were untouched so they behave as in Patch 2.43. All three buff's of the dragon mage are useful, so a multiaspect is playable. No need for high specialisation. Some quick bargaining done, and even it is way lower now I still seem to get as much useful stuff as before. So the shops are adapted to the fact that you get less +allSkills stuff now. At least it seems so. It seems most characters got new skills (mainly staff and ancient magic), but not the elf. She is still the class with the fewest skills to choose from and for the melee elves melee damage is now reduced too while enemy do more damage. My melee elf was luckily all vitality, shield lore and fire skin reflect and fire mitigation to 80% so I have a few areas to hunt still till I know what beasts I have to fear.
  16. PC PC with AddOn Console There are 3 variants of the game now. So please, not only you, everyone, including myself, should put the variant into their questions. I have to get used to it too. Many people hesitate to answer, because a good advice for one version can be a bad one in another. In PC and Console arcane lore would be a good choose: You can modify all your arcane combat arts, have a better Life Regeneration with your Buff..... In PC with AddOn Nobody has much experience. The Enemies are way tougher and have more hitpoints in niob. So the tactic preferred from many ice-elves: 'Defense? I kill before they reach me!' it not really valid anymore. +allSkill equipment is reduced and so you have to put way more hardpoints into skills you need. Arcane Lore is not wrong here, but maybe inferno focus to have a reflecting fireskin may be an option. You reduce your damage a bit, for better defense in melee range. But I have only 12 hours in the AddOn, and most of them trying the new dragon mage. My old alchemy using melee elf survived the new areas in the addon in niob. She is using fireskin with a high reflect rate together with a shield to block with nearly 85%. EP seems to give magic find in the AddOn now. But you have to survive to find stuff.
  17. Changes in the AddOn: Dryads can now get staff lore. You can now shoot with staves at distant targets if you have staff lore. Dual-wielding and staff lore together and wielding 2 staves is however only one shoot and not 2 per click. Staff and shield is now a nice option for more defense.
  18. Tried before doing homework with kids: Whirlwinds vanish if a dragon mage transforms. Too bad, was a nice idea. A dryad with dual wield and two staves with staff lore (new in AddOn, dryads get staff lore) shoots only once, if she clicks at a distant target, there goes another good idea.
  19. Well the difference between a dragon mage and a battle mage is that the high elf is the battle mage. The dragon mage has not a single combat art for melee combat. Closest to melee combat is dragon berserker form, but then this is same for everyone. Alls what is effecting berserkerform is dragon magic focus, no equipment, weapons, attributes.... count. And people playing the berserker say that he becomes weak very quickly. When I am home from work (3 more hours) I will try our horse dragon mage as a berserker. The idea of the horse mage was to have long lasting whirlwinds while on the horse. So I wonder if doing a whirlwind and then transforming will add some more combat power. Someone in the german forum said that reducing +allSkills, deathblow, making the opponents tougher, bosses having more hitpoints,... killed all the fun builds and only serious builds will survive. I hope to prove the opposite. I will start a character which combines berserk and whirlwind. What is a bit sad: You can choose hair colour and hairstyle for female characters in the AddOn, but it is not saved somehow.
  20. I am currently at work for 7 more hours. And I had a stupid idea. We tried a horse using Dragon Mage with whirlwinds following it. But knowing that the dragon forms don't allow you to use buffs or normal Combat Arts that is quite the same as with horses. So a possible build idea could be: Storm Dragon Do whirlwind modified for radius and duration and transform into a dragon while whirlwinds are active. It will be a multiaspect Character, so even if the idea fails it will still hold a lot of possibilities: elementalist lore - whirlwind for radius and duration (it should last while we are a dragon) armour elementalist focus dragon focus - the familiar buff for more intelligence while we fight on feet with whirlwinds, more damage for staff melee too in early levels concentration - for familiar and protection rune buff mentalist focus - protection rune buff ,bronce on stun because I hope for working mitigation later on, arrow and ca block mentalist lore ancient magic toughness ? -- constitution if the mitigation idea fails- alchemy, bargaining (well for people who know that it works and can choose it way earlier) or dragon magic lore are options I consider. No shield lore, useless in dragon form. Can't decide on gold mod for whirlwind. Is disarm working, will enemies loose their weapons so you can pick them up?
  21. The new(or very old) CA system: If you do a CA it regenerates faster, but you have to regenerate in all 3 aspects. In combinations I use one high power CA in main aspect and some low power ones in others aspects. Combination regeneration time is from the longest CA. The dragon mage plays like a mix of diablo2 druids and sacred1 wind mages, transforming in a dragon (not bear or werewolf) and have whirlwinds around you, as one possibility. +allSkills jewelry was tuned down, so getting high bargaining is way harder now. There are now play-tips at the start of the game, one of them read: The sortiment at shops will be better if you did a lot of quests in their surroundings. So one future plan is to find shops with lot of quests around them and compare the sortiment with a shop where I didn't a single quest. Perhaps that is the reason why I found laser sword mainly in the elven capital when I play campaign. Played only our family dragon mage: Equus N'Draco (horse no dragon), because we wanted to try out if a dragon mage has use for normal horses. 2 elementalist-lore 3 armour 5 elementalist-focus 8 mentalist-focus 12 alchemy 18 riding The idea is to use long lasting whirlwinds(modified for radius and duration) and combat trance and mount the horse to keep distance while whirlwinds do their work. If the (buggy) horse ca are charged up you can either kill a second group with charge or lead enemies to your whirlwind and then do a charge to keep them stunned near the whirlwind. Horse-Combat Arts are untouched in the AddOn, still way too long regeneration times. The Flame-Horse and the Unicorn are war-horses, just with another look. First tests didn't show any modifiers on them war-horses couldn't get too. But is a long way till riding mastery, so I am not knowing now what offers I will get at the horse shop with mastery. Our experience with this character: Whirlwind is nice in beginning. You can have its regenerationtime as short as its duration very quickly. So a start with whirlwind supported melee on first levels is quite easy. The second started character is a multi-aspect dragon mage for a first testing. The dragon mage seems to be able to get 100% physical damage mitigation later on. One of its set piece has multichannel mitigation, he can get toughness and one gold-mod gives physical mitigation for a buff. So my test character won't do physical protection on the protection rune buff.
  22. Since my daughters wanted to play characters using a horse, we tried out the new ones. There was no change on horse-Combat Arts in the addon. The Flame Horse and the Unicorn are just different looking war horses. So the horse Combat Arts are still way too long. The horse dryad (see the dryad guide section) is now using a unicorn-warhorse with block-ca ability. Currently testing a possible horse build: Doing long lasting whirlwind(s) and do a charge into a group to keep the group together with its stun. Whirlwind can then catch up and do its work. Only level 23 by now. Spend most of weekend with real life horse sport: Our sport for the whole family The horse breed we are using So living on country side and grewing up with horses my daughters have the wish to have useful horses as in sacred1.
  23. Yes, I never had english at school so I have not that big vocabulary. When you ride a war horse and move your mouse on the charge combat art: you see something like 8 seconds. Then you do the charge and stop the time it really takes: more than half a minutes. Later you should have 2 seconds regeneration times, which would make the character playable as horse-ca character, but its still several times higher than shown. You gave up on buffs and your normal combat arts when riding a horse, so at least the combat arts of the horse should regenerate quicker than god powers (having the god skill).
  24. Anyone managed to bring the actual used horse-ca regeneration times down to the ones which are shown when you look at them? Seeing 8 seconds regeneration time and waiting a feeled minute is kinda preventing everyone to try a rider who uses the horse-Combat Arts.
  25. Alchemy: Mentors lasting several minutes. The cave Dobri mentioned is enough to get my supply of mentors and trollteeth for higher attack value, experience and items. I replaced all my sockets I filled to increase hit chance with experience ones if I hunt just in the cave. Enough trollteeth and mentors to level quickly. My melee elf has bargaining, alchemy and perception, but no weapon lore. If you have too much time to think at work, but can't play: Think of the most craziest characters and how to make them playable. I don't want to waste my time with characters others played already. But it becomes harder and harder to create unique characters. Weapon less Kungfu Dryads, Horse soldiers, melee elves without a weapon skill, a dryad who will have every 15 combat arts fully modified and reached level 141 hardcore now, .... But in 9 month playing sacred I had only time to test elves and dryads by now. Half a year per character class and 1-2 AddOns should fill the gap till sacred3.
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