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ka243

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Posts posted by ka243

  1. Well, deathblow will only work with weapon based Combat Art's or weapon attacks so for a caster this is pretty much useless.

    This is actually one of the things I've been trying to find. Is there any collection of information available anywhere on what modifiers will affect which categories of attacks? (Weapon-based Combat Art's vs Non-weapon based Combat Art's, Ranged vs Melee)

     

    Deathblow works fine on spells on consoles. If you live in console land, check this article out:

    http://www.sacredwiki.org/index.php5/Sacred_2:Xbox360

  2. Yes they are ranged damage - good answer. Archangel's wrath isn't but that would have to go through your expulse magic.

     

    Alchemy is probably the best pvp skill if you're playing on PC. On console it would be a different story. Perhaps the harpy feather could be defeated with enemy cannot evade.... Dunno.

     

    What types of builds did she end up losing against?

  3. shadow step to enemy,become invisible (2nd modifier), expulse magic for debuff and get combat art block, cobalt strike for weaken, meteor for stun, raging nimbus for slow, magic coup to recharge spells and do damage.

     

    combination 1: shadow step, expulse magic, cobalt strike and magic coup

    combination 2: meteors modified for stun, magic coup

    combination 3: raging nimbus, magic coup

    combination 4: depending on skin frostflare and coup or blaze and coup

     

    A high optimized magic coup elf can do 8000+ life leech damage a second and even she has only arcane lore she can add damage via the skin for the other aspects. But modifying meteors for example would be rather for keeping the enemies stunned and not for maximal damage.

     

    Expulse magic could be blocked by divine protection (I think?) as could cobalt strike and magic coup and all the other combat arts....

     

    I wonder how a BFG seraphim built like this would do against your elf:

     

    EP (to see invisible elf)

    Tactics

    Warrior Focus

    Revered Focus

    Toughness

    Constitution

    Revered lore

    Ranged Weapons

    Concentration

    Armor Lore

     

    Mod pelting strikes for double hit, enfeeble, indentation and soul hammer for Wounding, disarm, incision

    Divine protection modded for capacit, boost, improved mirror.

    Dashing alacrity modded for sprout, reprisal or delay, impatience

  4. My oldest daughter does PvP duels at a 'local' youth club. They do some rules like:

    After each duel the savefiles are restored.

    Best of 5, so after each duel you have time to learn from mistakes, take different equipment and such

    No healing potions

    ....

     

    My daughter uses a melee elf with all 3 magical foci and alchemy. She says alchemy helps to block root effects, boosts hit chance, empties sockets you could use with diffrent stuff which is not in trophies, because a fight ends in the duration of trophies, you can heal with trophies, ....

     

    But this character was totally optimized for the above LAN-Duell rules

     

    Expulse magic to block spells and debuff, fire skin to reflect melee or the option to use crystal skin against against casters. High life leech damage from magic coup which totally avoids damage mitigation and heals you, no weapon skill, so you can use any weapon, shurikens against melee reflectors, ....

     

    For PvP in these rules you have to know the possibilities of your character and the ones of your opponent.

     

    About PvP outside thee rules I have no experience.

     

    The magic coup high elf indeed seems a good option especially on pc where alchemy is a viable skill. I guess expulse magic would make invisible characters visible?

    You'd probably want to mod it for range so you can detect/debuff enemies further away? Maybe not as it needs to be strong to debuff shadow warriors with high willpower... The life leech from just magic coup might not be enough damage to kill a character with high mitigation though.

     

    Maybe frost flare, blazing tempest, or a dryad with damage lore or something would be more effective.

     

    A BFG seraphim does huge damage but would not be able to detect invisible opponents without EP and thus would not be able to target them. Using soul hammer modded for deep and open wounds and disarming could be effective if you can see the opponent. Disarming would be pretty neat in pvp if it actually made the other guy stop and resocket his weapon lol.

     

    Can double-hits be mitigated? Sure the first hit is mitigated - what about the second one (pelting strikes modded for succession)?

     

    Can you stack multiple open wounds effects? Edit: no you can't that's in the wiki.

    What about mutliple weaken effects via magic damage?

  5. Awesome answer...I wonder if there is a way that I can document that in wiki Ka ^^

     

    A category could be put in each boss monster page and the boss monsters could be added to the pages containing monsters of certain category types. I'm not sure how useful this is, its more of a fun to know kinda thing because some of the categories are weird... Krall's king of the winged demons but hes a mechanical dude and the guardians are not mechanical which is weird.

     

    Seems like hard questions can block the game too long? There should be always a hard question and an easy question active at the same time. Answering the hard question gives you the right to ask another hard question. Answering the easy question gives you the right to ask another easy question and repeat the previous hard question still unanswered.... perhaps...

     

    Hard Question: What combat arts have cooldowns in sacred 2?

    Easy question: What is the only class to appear in sacred 1 and 2?

  6. Oh... In single player on the xbox you do get to fight the seraphim on the bridge in the great machine in evil campaign mode. I enjoyed expulse magicing her shield and killing her with my high elf lol. One blazing tempest... can you say buttsafire? lol. Its also quite funny because when I expulse her shield she starts running away. Probably she doesn't like the idea of "hot pants".

     

    That answer to the boss category question looks correct now.

  7. OK lets see here...

     

    Animals: None

    Wild animals : Raging Boar

    Demons : Carnach

    Dragons: All boss dragons

    Dryads: None

    Energy: Banshee, Evocator

    High Elves:Nimonuil, the Grand Inquisitor

    Humans: The honkey-tonk dude (?)

    Humanoid (kobolds): Ganaka

    Insects: Garganthropod

    Mechanical: Kral

    Monsters (ex: harpies): Bloodclaw, Harpy Queen, Octogalmus, Holos, Ice lord, poison lord, earth lord, lord of searing flames, White Griffon, Nameless Guardians(!)

    Orcs Ogres & trolls: None

    Plants: forest guardian

    T-Mutants: Gar Colossus, Thranak, Daloriel the depraved, Mist of miasma, Facettelion

    Traps: None

    Undead: Sinister prince, Terrus, Wild Animals Plant

     

    So... the answer is Animals, Orcs/Ogres/Trolls, Dryads, traps.

    Edit: Initially I thought the nameless guardians were mechanical, but they're not, they're just "monsters". Bummer.

     

    Would have been cool if there was an orc/ogre/troll boss a dryad boss and a trap boss.

     

    What are all of the combat arts that have a "cooldown" timer in sacred 2?

  8. Brad and I were trying some stuff out with PVP a while ago. Problem was, is, getting the toons to do enough damage all at once to each other so that you would get kind of excited by it all.

     

     

    You're saying that basically none of the builds could do enough damage to eachother to make it fun and so if everyone has enough damage mitigation, nobody dies?

    I would guess that a character with big DOT or life leech would be enough to take down a player with 100% dm - no?

  9. A lot of modifiers have diminishing returns so its worth getting some of a lot of different modifiers in many cases to avoid this. An exception is damage mitigation that has no diminishing returns. Get it to 100% and then you can only take damage from Damage over time or life leech. Its possible around level 150ish in most cases but I've never gotten a character past level 104 since I finished niob at that point.

     

    Character that was most fun for me to play was the bfg seraphim as there was no need to keep changing the weapon and I could spend my money on other gear which was nice. Permanent (chain-castable) divine protection and dashing alacrity is uber. I would never make a seraphim without both of these.

     

    Generally, I'd say some - regen time is nice or some - regen penalty from buffs (if you need extra regen). More armor and damage is always nice (I put these in bronze sockets only) as is chance to block, chance to block combat arts, chance to reflect close combat, chance to evade, deathblow, experience, all skills, run speed (if you need it) etc...

    Regen per hit is a great mod on melee and ranged builds, I love this mod, not for casters though.

     

    Up until gold I almost never socket defensive mods though as I find they just aren't necessary. Beginning of the game, I focus on boosting damage, attack speed, movement speed (via mount or run) and experience.

    If you get EP, make sure to get lots of gear that has +experience as a bonus modded by enhanced perception. If you don't use this mod, don't bother with EP.

     

    One of the fun things is trying different modifiers to see what works best. Once I socket a piece of gear, I don't generally remove the equipment since you lose stuff that way. I'll keep the socketed piece of gear and maybe use it on another character or if you play multiplayer you can give/trade it.

     

    I have never completted a set except the 3-piece ones that give extra visibility. I like these because they"re easy to complete and generally have lots of sockets.

  10. In your opinion what is the best character/build for PVP?

     

    In my opinion this character should have the following in the way of offense/defense:

     

    Defense:

    - Be able to achieve 100% damage mitigation (protection). High armor via buffs doesn't cut it since you can get debuffed by players.

    - Have a lot of life because life leach, % life leach (and DOT?) cannot be mitigated

    - Have high resistance to immobilizing/stunning effects to not get caught/let enemy run away

    - Ideally some high combat art blocking potential to avoid getting debuffed (ex: expulse magic, divine protection)...

     

    Offense:

    - Be able to do a lot of damage

    - Be able to hit the enemy

    - Be able to do lifeleech damage or other types of damage that can't be mitigated (ex: DOT?)

    - Be able to deal with invisible foes like shadow warriors and elves (via Area of Effect attacks probably)

    - Move fast

    - Perhaps have a way to remove enemy player buffs if possible

     

    For PC Players - alchemy is probably a the best pvp skill.

     

    What do you think?

  11. Spell resist seems like a waste since your expulse will be so powerful already? I'd go with Combat discipline if playing on pc. and maybe ice lore. Depends what Combat Arts you're using.... I think ice lore would boost your armor from crystal skin?

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