Jump to content

ka243

Members
  • Posts

    366
  • Joined

  • Last visited

Posts posted by ka243

  1. If you go up two levels whilst being afk you wont get the added 10% or however much it is from spending the first levels attribute points....if you get what I mean.. :D

     

    Spending attribute points does not make you earn more attribute points on level up. Each character class earns a set amount of attribute points in each stat (that are automatically distributed) and some that can be freely distributed at levelup regardless of whether the attribute points you are free to distribute from previous levels have been spent or not.

     

    Thus, if you compare a character who spends every point in vitality after each levelup to a character who never spends attribute points until level 200 and then adds all their points to vitality, the 2 characters will have the same amount of points in vitality (and other attributess).

  2. What does Cabalistic Voodoo Lore really do for you here? What would you think of this build?

     

    Nature weaver lore: 75+

    Cabillstic voodoo focus: Enough for mods early then more later to up VD effectiveness

    Ancient magic: 75+

    Combat disicpline: 1

    Concentration: 1

    Nature Focus: 75+

    EP: 5 (unlock Bargain)

    Bargain: Max

    Combat Reflexes: 5 (unlock ArMOR)

    Armor Lore: 75+

     

    basically throwing Voodoo Lore overboard for Armor.... I am not sure how much effect Lore has on VD however.

     

    Cabalistic Voodoo Lore doesn't raise dmg of Viperish Disease.

  3. What things effect the items that a merchant will have for sale for me to buy on the 360? My understanding is that they are as follows:

    1) My level

    2) My Bargaining level

    3) Difficulty level

     

    Is that it or can other skills effect mods on items? Example, can having a mastery in ARMOR LORE open up mods on items being offered or will the items being offered be the same, its just that we wont be able to use the mod?

     

    Thanks

     

    Someone can correct me if I'm wrong, but to my understanding the three things you mentioned are all that effect the items offered. Just because you have a skill selected or even mastered doesn't mean the rings/ammys a merchant has available are going to be more likely to pertain to that skill. That is why whenever you go to a merchant, half of the rings/ammys there in no way pertain to your skill set.

     

    I just wanted to make sure that I didn't need ARMOR LORE to get things like MITIGATION damage on armor at the merchant. I am still debating starting my shopper/VD dryad over and somehow getting ARMOR LORE into that build.... however, not 100% positive I really need it since all I really do is run around the desert trying to avoid conflict! LOL

     

     

    You do need armor lore mastery to unlock damage mitigation bonuses on some high level rare armor. Having the armor lore skill will not affect whether these items will appear at the merchant or not but if you do not have the armor lore mastery skill, you will not be able to see how much damage mitigation comes from these high level pieces of armor and as a result you will not know how good they are(!).

     

    I find armor lore to be a very helpful skill and I generally try to master it early.

  4. Here are 3 Celestial magic builds in the seraphim section:

     

    Sariel: Invincible Flying Tankmage Thong Princess

    StiCk's ALL Magic Seraphim

    Sacred 2 Guide - Celestial Technobabe by soldats

     

    If you want a BFG build, There are also some BFG builds in the seraphim guide section.

     

    If you want to mainly use your weapon as a primary source of damage, consider using celestial magic as a support aspect only (pick only the focus skill in this case). If you want to use magic as your primary source of damage, I would advise you pick a one-handed weapon (with lots of sockets like an officer's saber) and shield for the extra defense from the shield (consider picking shield lore in this case also as one of your defensive skills) - obviously no weapon skill is used in this case.

  5. Firstly, thanks for the welcome guys :D been doing some thinking

     

    didnt want to edit previous post cause I like to seethe flaws, well, without further ado lets see how shes going

    Currently level 57, new stats in [ ]

    Skills

    -Tactics Lore 9[55]

    -Sword Weapons 1[1]

    -Dual Wield 15[35]

    -Warding Energy Lore(ESSENTIAL to keep at max level) [37] (slowed down on this a bit when I read about the revered tech focus... didnt know it did that, gonna be my 65 skill

    -Concentration (Level 1 only - For two buffs) [1]

    -Armor Lore (Helpful but not essential - upgrade when spare points are around) [16]

    -Revered Tech Lore (only level 9 ) [35] (see below)

    -Celestial Magic Focus [9] healing mods :)

    -Speed Lore [14]

    -Empty

    ;

    Moved on from Flaring nova to Archangels wrath for the massive increase to damage it gave me, (Mods:Twin Fireballs, Homing, greek Fire)

    pelting strikes remains (Mods:Thrust, Focus, Precision)

    advice taken, now using Dashing Alacrity, and its awesome :) (Mods: Sprint, Delay)

     

    oh, quick question, is there a cap on run speed? at the moment with dashing alacrity and my +runspeed% items I can run faster than my friends Monitor Lizard :)

    Speed Lore is there mainly for the +run speed and Def Value

    ive moved away from the tanking spec and im relying a lot on mobility as well as my shields. damage is about 1.5k/2k per hit with 2 swords

     

    so, update is here, any new tips?

     

    There is a very big difficulty boost between plat and niob which is why you will need very good defense/armor/reflection/Mitigation/hitpoints/energy shield or divine protection levels at that point.

     

    If you want to construct a dual wield seraphim with no bargaining ON CONSOLES, I would build it like this:

     

    -Tactics Lore (character level til 75)

    -Warrior Focus

    -Dual Wield

    -Rev tech FOCUS (Divine protection levels - mod for capacity, boost and Combat Art Block ASAP and then pump those divine protection runes forever....)

    -Armor lore

    -Concentration

    -Warding Energy Lore

    -Constitution

    -Toughness

    - Open - Suggest: Combat Discipline

     

    Mod battle stance for hit chance.

     

    Actually, chain-castable divine protection is about all the defense you'll need on console but the other defensive skills are nice and will certainly help.

    I would use only battle stance buff for the most part. The concentration is there to help with the regen times in the early game.

    Divine protection duration got nerfed in PC version 2.40 because the developers decided it was too powerful with the capacity and boost mods... So its too bad not to take advantage of its power on console versions where it is not nerfed at all unless you want to intentionally make the game harder.

     

     

    If you want bargaining, drop concentration and the last skill for EP and bargaining and get them early.

     

    I can't justify sword weapons for only unlocking sword modifiers or speed lore for only hit chance. You'll have plenty of defensive power with the skills above and run speed is easy to get from gear and chain-castable dashing alacrity makes it a non-issue anyway. You can get lots of hit chance from the dual wield skill and from battle stance mods.

     

    Combat Arts:

    - Dashing + Divine protection combo

    - Soul Hammer + Pelting Combo

    - Divine protection alone

    - Dashing alone

     

     

    This could easily be made into a 2-handed build by subbing either polearms or sword weapons for dual wield. Polearms would be the better choice in this case due to the types of polearms available.

     

    ... but I'd rather have a BFG since I find melee targetting on consoles to be very annoying. My console BFG build in my guide.

  6. EP is somewhat of a waste of a skill IMO. You can find lots of sets by miniboss farming or uniques just in general even without EP. Plus, with every additional character you create, you just get more and more items to stockpile and your chest will be full before you know it.

     

    I also used a build similar to that and wish I had the ice focus to get ice skin instead of EP, or combat discipline or arcania lore for Expulse and GI power if you're opposed to the ice focus skill.

  7. In one of the guides it talks about having some MASSIVE armor rating that I just don't see possible. We are only around 6 to 8K armor at level 64... I believe I read somewhere where people had like 10 times that value. If that is the case, I am missing something about this game.

     

    Was this a guide I wrote? Not sure what's referred to here.

    The nicest about the BFG is that its the only weapon you can use waaaaaaaaaaaaaaaaaaaaay above character level. All other weapons have a limit on the level weapon you can use at a certain character level.

     

    Here's a table of maximum weapon level (other than BFG) that can be wielded at all character levels:

    http://www.sacredwiki.org/index.php5?title...ble_Item_Levels

  8. For the lores, Pick either fire or ice, no use getting both as you will want to focus on one element for damage and you only have so many Combat Art slots that can be active at once in any case.

     

    Getting both focuses can be useful though if you want to have both fire and ice skins available (see chattius's builds). Using fire or ice skin situationally can be quite interesting. Ice skin is very nice for the orc cave for example (orcs deal only physical damage - OK the spiders do a little poison but they're wusses).

     

    Fire lore + fire focus + Ice focus + delphic focus

    Ancient Magic + Concentration

    Shield lore + Constitution + Armor

    Bargain OR Combat Discipline OR Delphic lore

     

    ... Sounds like a good build to me....

  9. The HLCWAP data was posted to help but what I wanted to know was highest Combat Art level achievable/acheived, regardless of penalty given the 200 rune limit.

     

    Well, the first thing that will increase Combat Art levels is rune eating. The 200 level character would need to eat 200 runes as a start to see how high this could get, then add +Combat Art.

  10. Given that the player can only read 200 runes, what is the highest level Combat Art achievable in ice & blood?

     

    Highest Combat Art Level Without Penalty (HCALWP for short) refers to the maximum level a player can have in a specific Combat Art without incurring any penalties.

     

    Calculation of HCALWP

    The exact formula for calculating the Highest Level w/o Penalty is not currently known. The two things that affect the end result are the character's level, and the level in the focus skill for the aspect of the Combat Art in question.

     

    The approximate progression of HCALWP from character level only (0 points in the focus skill) is as follows:

     

    * Character Level 75: Highest Level of 21

    * Character Level 150: Highest Level of 40

    * Character Level 200: Highest Level of 52

     

    The current rule of thumb on the Focus skill is: 5 points in the focus skill yields one additional Combat Art Level without penalty. Therefore, a level 150 character with 20 points in a focus skill would have a HCALWP of approximately 44 for that aspect. A level 200 character with 200 points in the focus skill will have a Highest Level of 98.

  11. Barristan, is that "DP cooldown" as listed meaning in fact cooldown + regeneration time or is there regeneration time ON TOP of the cooldown you listed there? I think cooldown with capacity + boost is a flat 40 seconds on PC version?

     

    Yes, the 200 rune limit will screw with this, probably. On console version only Combat Art level 34ish is needed to achieve chain casting.

     

    Would be interested to see some stats for Ice & Blood characters with 200 runes read into DP - Combat Art level, duration, cooldown time, regen time - if anyone has them.

×
×
  • Create New...
Please Sign In or Sign Up