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Loveless54321

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Indium Shaman

Indium Shaman (4/20)

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  1. Cool, you confirmed my thoughts. I was wondering why I wasn't seeing any significant changes with my mount. Thanks for responding.
  2. Cool, thank you. I'll wait for you to put up the information.
  3. http://www.sacredwiki.org/index.php5/Sacred_2:Riding I'm trying to understand what this means, the second bullet of the page says, Reduces the regeneration penalty for mounting, which is displayed on the mount as "Regeneration Time of all Combat Arts +X%" (a horse with +30% regen penalty, will have only +5% penalty at higher Riding skill). This bonus is diminishing, so you get less benefit at higher levels (don't expect to hit 0% penalty). You can see a full table example of this effect here, for a mount that gives 30% regen penalty. and the 4th description says, Does not affect regeneration of Combat Arts. Is the information conflicting? I know that the average mount adds about +30%. But would putting 5 points into the riding skill would diminish and negate the negative effects of just the mount? (Since at 5 points the bonus is 30%)
  4. Yeah it's me again, asking for more advice from my favorite people. I hope I'm not using the forum wrong by asking these questions in the SW forum, but it seems appropriate so here it is. My SW build is coming along very nicely, I'm level 53 all my stat points have gone to absolutely nothing but Endurance from the beginning, creating a regen time of over 450+% My skill points have been put into nothing but Astral Lord Focus (53 points, level 60 with items) Astral Lord Lore (53 points, level 64 with items), Concentration (54 points, level 58 with items) and Armor Lore (16 points, level 20 with items.) I should probably start considering putting my points into something else, but nothing seems appealing to me, so if you also have input for my next skill to invest in, please suggest away. But yeah, with my skeletal fortification, rallied souls and nether allegiance fully modded, I got another 2 points to put into modding and as an afterthought I think I *really* should have started with shadow veil from the get go. But yeah, my goal is to not do any of the fighting myself and I need a second opinion on how to wisely use my points. Wiki says that if I sink 20 runes, then I can just get 100% invisibility, but the cooldown scares me because I use the CA as an escape tactic. But in the long run, would cooldown matter if it becomes a permanent buff? I'm thinking I want to go avoidance, nimble and sinister pact for my mod tree. I'm thinking this because I'm assuming I won't get detected with 100% invisibility and there is no need to reduce the detection radius if Shadow Veil is going to become a permanent buff. Is this the wisest way to go? Thanks again guys, the community has helped me build a really enjoyable character to play. I just wish that 4th spectral soldier would stop being lazy and fight with the other 3 I call out lol.
  5. My initial reaction was, "AWWWW NUTS." So I guess it would be wise to not sink points into Tactics Lore since I'm Astral Lore spec. Thanks for the response Zinsho. So since the question of if it assists modification of Astral Lore is answered, I'm still wondering if the mod bonuses (attack and crit bonuses) will effect all summoned minions like the spectral hand, zombies, arrow tower and summoned soldiers.
  6. Oh man, so you're saying that I was misunderstanding the Focus description in thinking that it decreased regen time? So what it actually does is stunt the regen addition? WOW. That kinda blew my mind. So there is absolutely nothing that reduces cooldown other than the hard cooldown modifications? If you liked, NGE, then I suggest you look up Gunbuster. It's the 80's mecha alien scifi that defined the NGE series. Madlax, which was created by the producers of Noir wasn't very good.
  7. In the Wiki Sacred 2:Combat Art Modifications page, there is a passage that reads: "The only exception to this being the Shadow Warrior which will only need 398 (199 points in Tactics Lore fully modifies both Malevolent Champion and Death Warrior aspects + 199 points for Astral Lord)." Here is direct link to page for reference. http://www.sacredwiki.org/index.php5/Sacre...t_Modifications What I'm reading it as is that if I put points into Tactics Lore, I will actually receive modification points for my CA faster than if I just focus on putting points into just the Combat Arts Lore and Focus. Am I reading that right? I'm focusing on Astral Lord, and have 9 extra skill points I haven't used. (Only focused on Astral Lord Focus and Lore and nothing else.) I was considering putting it into Concentration to shorten regeneration time, but if Tactics Lore actually effects the damage and crits of my minions, AND provide additional modification points for my Astral Lord Combat Arts, I might just consider sinking my points there instead.
  8. Thanks for the replies Frost and Soldats. (Any chance you watched Noir the anime?) Considering you both suggested cooldown, I'll probably go with that. Right now I'm a level 24 SW with maxed out Astral Lore Focus (24) and Lore (25) so regen time is reduced by 46.6%. I haven't gone past the level 18 spell level because I don't know how severe the penalty is. All my points are going into Stamina so regen time is 92.8%. It looks like I will be going cooldown, magic damage and extra projectile. I forgot to consider that some enemies can be resistant to ice damage so that wouldn't be too useful and Perforate isn't too useful since I rarely line up enemies at all. I'm usually running in circles away from the bad guys while my summons do my dirty work lol. So now that I pretty much decided my fortification build, I still got 1 more point. What would you go for next? Spectral Hand or Rallied Souls?
  9. I'm still working on my all summoning spec Astral Lord SW, and with all the points I've put into Astral Lord Focus and Lore, I got 4 points to spare. I already maxed out Nether Allegiance with 2 additional skeletons with plus armor. So now I'm thinking the next best one I'm going to sink points into is Skeletal Fortification. I don't mind the cool down so Imight go for rapid fire first, but I can't decide between ice or magic damage, then scatter shot or Perforate. I'm thinking that Scatter Shot might be more beneficial than Perforate but I would like your opinion on the best mod build. Or if you think I should put my points elsewhere on the Astral Lord build, please let me know too. Thanks guys!
  10. Even with looking at the tables that are on the wiki, I'm having a hard time deciding which modifier to choose for Nether Allegiance. I'm following the SW minion route but if anyone has any preferences they would like to share, that would be great. I think the Def up would be better than HP regen because so far I haven't really run into anything that would kill off my 5 man party, but I haven't gotten that far into the game yet and haven't played anything other than silver.
  11. That build is just PERFECT. I restarted my SW and renamed him Fisty McFurious and now he's got his angry mob wherever he goes. Thanks for this!
  12. I love the information provided on this site so I figured that I would at the very least say thanks and hello! I play on the 360 myself and I'm always looking for good information that will assist me in eventually getting 1000 GS in this game. So I think I'll be visiting often. I started with a seriphim, but it turned into a healbot for my friends. Which isn't a bad thing, but I'm not sure if I'm building her correctly. But the information I really want to find is how to build a good SW where I can just let all my minions do the fighting for me. I enjoyed the playstyle of the necromancer in Diablo 2. Also trying to learn who can make the most cash, and my friends are saying that the druid makes the most simply because of all the shrunken heads that they pick up. But yeah, just saying hi and thanks and I hope to be able to contribute!
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