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focus0101

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    Final Fantasy 7
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    chris colson
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  1. There seems to be an issue on Xbox where RI and DA don't calculate off of your normal weapon damage with close combat weapons, especially these INT based staffs. This is the reason why I scraped my build :-/. so...another thing they should solve with the future patch:)I wanted to do a Dual wield- staffs int. based build dryad, but , like with TG and lost fusion(jolting touch ) build , I´ll have to wait .Thx Ascaron.Hope at least the future patch will solve all these problems, well, hope at least we get a patch. tbh I only messed around with it with ranged weps dunno if its a ranged weps prob with dryad or the Combat Arts are truly screwed but I have no problems with ranged weps on sw or ser which leads me to believe its a dryad CA problem and I cry everytime I see someone lvlng a dryad over 100, which can be done you just gotta stack base dmg rings in gear. can also get creative with the skills you choose to maximize dmg combat discipline(it's a % btw it's labeled to look like base dmg just add a . in front of the last number) and tactics lore are a MUST with ALL weps dmg also speed lore is mislabeled(those are % not base to attack defense) a must for dryad and her weak attack WHY! does a ranged char have such weak attack hope that helps I made an Int Dryad before seeing this information. Does this glitch make DA and RI essentially useless? As far as I can understand, DA and RI will cause less damage then a normal swing for an Int Dryad. Does this problem only occur on melee weapons? Do DA and RI ignore ranged weapon damage as well? The reason I ask, if Int Dryads are burdened by this, I will make a ranged dryad. If they suffer from this as well, I'll make a BFG seraphim. Thank you to anyone who help me better understand this glitch.
  2. I Have a TG in his teens. Im generally following Trickyz123's TG boss killer set up and I have a good question. Tricky states, "The attack speed from sword/hafted effects the cast times of all Combat Arts in the Devout Gaurdian aspect, again not sure why but thats what it does." This struck me as odd but I'm going to assume he/she did the testing and found this to be correct. Do you all think the same results would come from Ranged Lore? I hate my temple guardians generic gun. it seems slow to fire, does less damage then melee, and is easily evaded. I was just playing around, picked up a modest pistol and had a much better time with it! I'm willing to give up my generic pistol based Combat Arts if they wont function with a ranged weapon in hand. I find a ranged weapon much more custom to my play style. Its great for taking out the small packs of 3 or 4 and if I'm faced with groups of larger sizes I'm spamming Area of Effect's and not much melee is being done anyway. Do you all feel this would be a mistake or am I correct in my assumptions?
  3. Thanks for the advice. I took Concentration and so far I'm enjoying it. I actually made use of the second buff by picking up Warding Energy Lore. If yall dont mind, no one post anything stating how another way is better cause I already chose and I dont wanna know!
  4. I Have a 65 DW Seraphim strictly speced for exalted warrior. While this question is regarding my Seraphim it isn't exclusively about this particular class so I'm putting it general My seraphim has Combat Reflexes, Constitution and Toughness I have one free skill left and I'm having a difficult time guessing which skill to take. I see it two ways. I can take Concentration to lower all my Combat Arts regen time and pump Willpower to make up for my lack of Spell Resistance. The ability to have 2 or 3 buffs is useless to me. I wont use it My second choice is to take Spell Resistance and pump Stamina for lower regen times. Its my goal is to keep VERY low regen times on all my Combat Arts (ie. even none EW Combat Arts) while still holding enough Spell Resistance to survive against Niob bosses. Which do you all think would be more efficient?
  5. There seems to be conflicting opinions on what the skill does. Many say adding points into this skill alone will enhance your chance to find valuables. Others disagree, claiming that this skill only works as a modifier for “% to find valuables” on equipment. I have this skill on my seraphim. I'm afraid to pump points into it if the only return I'm gaining is “Increases chance of "seeing" invisible monsters and "magical hiding places."”. I picked this skill solely for the purpose of acquiring more valuable gear. Does anyone have any evidence proving one way or the other? While I'm here, one final question. Is blacksmithing still broken on the Xbox version of this game?
  6. focus0101

    Soul Hammer

    My DW, seraphim's main attack is Pelting Strikes. While this CA is amazing for clearing large mobs, it seems a waste on bosses when SH is readily available and receives all the bonuses from ECF that Pelting does. I was hoping to mod SH to be a very large (high regen) attack with chance for deep wounds. This way I could throw it out occasionally (between pelting) and keep a constant dot on the boss. Here's my dilemma, I modded Aim with the thought that Wounding and Incision are overkill. This was until I realized that Incision is only a 25% chance for deep wound and to make SH an effective dot I should have picked wounding. My question to all you experts, should I continue with my first plan and take Incision or, now that I'm stuck with aim, is Coup de Grace more efficient?
  7. Im fairly new to Sacred 2. I play on Xbox and have DW, Seraphim. Reading through the forums, I often here people say they only eat one or two runes, but at the same time using heavy + skills for their CAs. Is there a difference in the Regen Penalty if I eat a rune such as Soul Hammer compared to an item with +1 Soul Hammer? A lot of people say they only ate two runes but have as much as a +10 from gear and I dont see the difference. Why not eat 10 runes and get gear more focused on other skills?
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