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ka243

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Posts posted by ka243

  1. What do you guys think about multiplayer for this game? Is it worth getting the xbox live subscription? I've been thinking about it.

    How do you communicate with eachother? I would probably not be able to talk through a headset as that would annoy other people a lot.

     

    Do you need a headset or is there another way to "chat" in game?

    If you get a subscription to xbox live does it last 1 year date to date or just go to the end of the year?

     

    Does it expire automatically or is it a big pain to cancel once you have it?

    How do you find the multiplayer experience vs single player on console?

     

    Thanks.

  2. Yes, Console exclusively... Really glacial mirror doesn't work? That would stink big time. Are you sure about it? It would definately make the glacial mirror mod worthless and mean taking the other is better on console. Its supposed to reflect/block things like poison/burn/weaken/freeze I think. I don't know if its supposed to reflect direct damage cas butthe wiki description doesn't seem to indicate that: "Glacial Mirror - Increases the chance to reflect incoming detrimental magical effects. (8% + 0.4% per CA level chance to reflect spell)"

     

    If that's the case you also might want to update your ice elf console guide with that.

     

    I'd want to be pretty sure about that before choosing freeze though because detreminetal effects reflect or even just detrimental effects block is way better than movement speed slow. If this mod works, it would enable us to choose run speed on grand invigoration without much regret at all since detrimental effects block would be covered by crystal skin.

  3. What I've done is added xx% element armor for the elements I don't want touching me like poison. Also I have 198% chance to evade.

     

    That's awesome. How much extra armor is from crystal skin? What items give xx% element armor and how does that work? Does it just increase the amount of default poison armor you have by a % or does it actually take a % of your physical armor and make it into ice/poison armor? How did you get 198% chance to evade:)

     

    What's the build and what level did you finish niob?

  4. No problem, if that's the case the wiki should probably be corrected. I'm still up in the air/on the fence about whether fire or ice skin is a better defense versus the last guardian. Say you have an equivalent level Fire skin modded for CC reflect and Ice skin modded for spell reflect (which gives a physical armor boost) - Opinions?

  5. Is the t-mutant set drop idea specific to ice & blood or do they drop more sets even in the normal game? 3 daloriels? I only ever found one, how do you get 3 are they all in the exact same room? If so maybe I thought there was 2 normal dudes and one daloriel cause I only ever saw one boss energy health bar. Problem with daloriel is he is very far from any type of monument or teleporter?

  6. Thanks for posting that. That's great to have confirmed. EP & MF will help us find more sets and uniques then in addition to rares, however, we suspect that Legendaries only drop at high levels and in addition if I understand that correctly, EP & MF will not have an effect on our chance to find legendaries which all high level characters will have an equal chance to find or not regardless of MF.

     

    I thought I posted exactly what you did directly on this topic. Sorry if there was anything that was misquoted or if I somehow misinterpretted something you said or if I left something out? The intention of this thread was to refer only to sacred 2 since it was in the sacred 2 general discussion forum.

  7. About niob - Let me rephrase the question - what is the lowest level you think you could beat niob with this build?

     

    About raging nimbus, why did you choose momentum instead of roar - Is it to keep the mobs stuck in the nimbus as long as possible? Do you use this against bosses? I think the other mod might be more useful if you are looking for a boss debuffer - which probably is not your case.

  8. Well first of im afraid you cant use indascent skin and crystal skin at the same time. CS only gives an armor rating to physical damage which is actually quite handy as physical damage is the most common type of damage. It does however reduce ice damage but will increase damage dealt by fire damage

     

    I think you have crystal skin and cascading shroud confused. Cascading shrould increases vulnerability to fire, crystal skin does not.

     

    Of course I know that the skins can't be used at the same time, but you could have both fire and ice focus, have a high level in both skins and use one or the other depending on the type of enemies you are fighting. I have played a high elf to niob but this elf took only fire focus and not ice focus.

     

    My question was whether crystal skin increases armor rating across the board (including versus poison and fire damage) for example because that's what the first sentence of the wiki seems to indicate. It says Crystal Skin "Improves armor rating and resistance against spells".... but it does not specify if this is all armor or only physical and ice armor.

     

    If Crystal Skin does improve poison armor it seems a better choice for the fight against the last guardian (who does lots of poison damage) and is the hardest one IMO, than fire skin.

     

    If Crystal Skin does absolutely nothing to improve your armor versus poison, fire skin may be a better defense versus this guy because of close combat reflect that can be gotten from the silver mod on fire skin.

  9. Does crystal skin give a bonus to poison or fire armor or only physical and ice? Does it innately before any modding give any bonus against spells?

     

    I noticed this in the description from the wiki:

     

    "Improves armor rating and resistance against spells".... but it does not specify if this is all armor.

     

    In fact, the next section says innate abilities at level 1 are:

     

    * Regeneration Time of all Combat Arts +35.0%

    * Resistance Bonus: Physical +40

    * Damage Mitigation: Ice 20.2%

    * Regeneration Time: Aspect Mystic Stormite -29.5%

     

    ... nothing about armor rating versus damage types other than physical and ice there and nothing about spell resistance.

     

    If it improves poison armor it seems a better choice for the fight against the last guardian, who is the hardest one IMO, than fire skin. What do you think? If it does absolutely nothing to improve your armor versus poison, fire skin may be a better defense versus this guy because of close combat reflect.

     

    Trying to imagine an elf that could beat the last boss in niob at the lowest possible level and I wonder if this should include ice skin, fire skin or both.

  10. Sounds like a great build. I'm lazy though and I don't like having to recast temporary buffs like dashing alacrity and divine protection. Would rather have permabuffs. If you don't mind casting dashing alacrity and divine protection all the time, this seems very powerful indeed.

     

    I want to try a build like soldat's seraphim caster build but that build is highly dependant on combos and combat discipline and my combos will execute so darn slowly because combo execution speed requires high attack speed which requires a weapon skill on the X360 ARGH.....

  11. Great machine: Watch out for temple guardian "fire traps" and fenn fires (those annoying little blue balls).

     

    Have a look at your armor values - how much armor do you have in physical, magical, poison, ice....

     

    The temple guardian fire traps do magic damage, not fire damage - isnt THAT logical... So equip relics that give you protection vs magic damage. The fenn fires do ice damage - equip relics that protect versus ice if you need ice protection.

     

    Those 2 types of damage are probably the most dangerous for you in the great machine from "normal" enemies.

     

    For the bosses, they each have a specific attack damage type and a specific weakness. The last boss is strongest and he does poison damage and is weak versus fire damage so make sure you equip 3 poison armor relics before fighting him and preferably use a weapon socketted with a physical to fire damage convertor, but you may not need it.

     

    For a melee character like shadow warrior, its easy to have 4 weapons - one with each damage type. Use the damage type against each guardian that he is weak against.

     

    Here's a link to see what kind of damage each guardian does and what its weak against. On the XBOX, you will see directly on the screen when fighting a boss what kind of damage he does and what he's weak against:

     

    http://www.sacredwiki.org/index.php5/Sacre...meless_Guardian

     

    True that gaining some levels will definately make the fight easier.

  12. Cool finally an advantage of playing on consoles however small it be... versus disadvantages like broken combat discipline for spellcasters with no weapon skill, not being able to socket alchemy trophies and broken blacksmithing. Blacksmithing def hurts the most, ugh.

     

    Very good to know that you can't pick up more potions if your inventory is full. That's another thing I didn't know and I'm starting to know quite a bit about this game.

  13. Ok, I found this from llama's conversation with a dev: http://forum.sacredeng.ascaron-net.com/sho...p;postcount=111

     

    "2)assuming an item drops, a random number is then calculated & what it is determins what quality of item drops (as an example, picking numbers of my ####): for a random number generated between 0 & 1,000, if you roll 990 - 1,000, you'd get a unique item, if you roll 960 - 989 you'd get a set, 920 - 959 & you'd get a rare, 860 - 919 & you'd get a magic item, 0-859 & you get a junk item (each "bin" getting smaller as you go up the item quality scale).

     

    MF increases the size of the unique/set/rare/magic "bins" at the expense of the junk bin. If the chance to drop a junk item reached 0, the magic item bin would be reduced, etc."

     

    That seems to indicate that ep, unlike bargaining, can give you a better chance to find sets/uniques if this is correct. Interesting that llama's explanation includes nothing about legendaries, only sets/uniques/rares. Perhaps he could confirm whether the conversation definately confirmed EP/MF gives a better chance to find legendaries/uniques/sets in addition to rares or if that was adressed?

  14. [Demonic Blow]

    a) Vehemence - Allows Demonic Blow to inflict area damage on nearby opponents. (745 + 5 per CA level area(?))

    This has no effect on ranged weapons, right? I tested it on my melee SW and it doesn't appear to, but I want to make sure.

     

    Dunno but I doubt it works.

    [scything Sweep]

    a) Knockback - Increases the chance to knock opponents back. If they tumble against additional opponents they will inflict damage upon impact. (12.5% + 0.2% per CA level chance / +50% from base value)

    I don't have this on my melee SW so I haven't tested it. Looks like it would be a fun mod for a ranged SW, I'd be disappointed if it didn't work.

     

    c) Rage - Each hit will store additional energy. This energy will discharge with the first successful hit after the Scything Sweep. (14.9% + 0.1% per CA level (?))

    From what I've read this doesn't work with ranged weapons. I'm just making sure this hasn't changed in a patch, hopefully it has!

     

    Dunno but I doubt it works.

     

    [Frenzied Rampage]

    a & b) Double Attack/Strike

    I tested it on my melee SW and I'm pretty sure it works. I'd still like someone to confirm it though.

     

     

    I think the rest of the mods are pretty clear in their descriptions. If there's something I should know about though, feel free to tell me. :D

     

     

    Now for the skills. Here's what I'm planning on, in no particular order:

     

    1. Astral Lord Focus

    2. Tactics Lore

    3. Ranged Weapons

    4. Armor Lore

    5. Constitution

    6. Concentration

    7. Death Warrior Focus

    8. Malevolent Champion Focus

     

    The last two picks I'm not sure about. Here are my thoughts:

     

    Toughness (or a different defensive skill if recommended) - I'm going to make Shadow Veil a buff so I don't know if any more defensive skills are necessary.

     

    Toughness needed only if you plan to not be perma-invis. My trials with ranged shadow warrior tended to indicate that using ranged attacks and cas like demonic blow did uncloak me but I did not get it to 20 runes read.

    Astral Lord Lore - From what I've read this doesn't effect the damage from your summoned skellies. Most of my damage will be coming from them and my ranged attacks, so I'm not sure how important this is. I will probably use Skeletal Fortification on bosses and the extra mod points could be nice, but is that worth a skill slot?

     

    Does not effect damage of summond skellies. Does effect skeletal fortification. Does effect casting speed and damage of astral lord spells. I think that includes time/speed of recasting your invis buff but I'm not sure about that. Does effect your chance to be detected from shadow veil buff. More lore = less chance to be detected.

     

    Combat Discipline - If one of the other 2 skills isn't worth it, I'll pick this.

    CD will not increase skelleton damage, it will not increase left-click damage, it will decrease regen times for your combos and increase damage of cas (not skelletons).

     

    And finally.. one last question. I've read that you'll occasionally become unveiled (even with a properly modded Shadow Veil) when you shoot your ranged weapon. Does anyone know the mechanics behind this?

     

     

    That's a lot of questions, I know. If you answer any or all of them I'll send a truck load of cookies your way. :P

     

    Globally, I found this type of invisible necromancer build very boring to play because the skelletons killed so darn slow especially at lower levels. I found myself just not caring about the invisible buff and attacking most of the time. But if you do this, the buff part of shadow veil becomes much less attractive.

     

    Try it for yourself though and let me know what you think - I think you might find playing a melee champion/death warrior shadow warrior more fun.

     

    Gimme cookies :).

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