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ka243

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Everything posted by ka243

  1. Thanks, that's helpful. It looks like the elemental part was also supposed to be converted but it is not actually so: "If there's a bug, given what the dev's told me, it's that you don't do more damage in the example that the OP gives, as WAI (working as intended) should be that the Combat Art damage is converted." if this is how its supposed to work maybe it will be fixed in ice & blood. Info on SIF concerning whether revered lore increases bfg damage is conflicting. Ex: Pro revered lore increases BFG damage: http://forum.sacredeng.ascaron-net.com/sho...ead.php?t=51456 Con revered lore increases BFG damage: http://forum.sacredeng.ascaron-net.com/sho...ead.php?t=51341 I just took my test further and tried playing for awhile with the revered lore skill after picking it. The damage increase was insane after choosing this skill. I'm very sorry about my mistake. My damage went from like 14000 with soul hammer to like 25000!! WOW. I'm upset at myself for waiting this long to choose the skill. Some claim that the damage increase from revered lore only happens if you choose the increase damage mods on bfg which of course I did.
  2. A good utility character is a Temple Guardian shopper/smith with tactics, guardian focus and warden focus for the energy shield but not as easy to make a shopper as a high elf or even seraphim I'd say.
  3. I do not yet have my last skill picked. I looked at my damage for soul hammer and pelting strikes before picking, tried to pick revered lore and looked again. The damage did not change at all. Edit: this was because I had not recast the buff after picking the skill! Revered lore definately effects BFG damage for my character. I then reset and did the same thing with combat discipline - the regen time for both pelting strikes and soul hammer went down and the damage for both increased. Reset again so I can test it again later. Currently level 92 in niob.
  4. I love BFG seraphims . My experience with a dual wield seraphim was not so good but that's because of screwy targetting for melee on xbox partly. I also like to be able to hit things without being right next to them = safer. BFG seras can kill incredibly fast. If you're going this route and want to take a bargainer, take a look at dobri's guide and skip revered lore and warding lore like he suggests. Here's the link: http://darkmatters.org/forums/index.php?sh...c=11988&hl= If you want to make a bargainer, an advantege of dual wield is that you can wield 2 officers sabers for bargaining = 3 gold slots each for + all skills or + general skills or + bargaining items which will boost bargaining. You will not find a shield with 3 gold slots. By the way, all melee builds can benefit immensely from the regen per hit bonus so look for items with that. BFG + regen per hit + pelting strikes = machine gun.
  5. The closer the new character gets in level to the bargainer, the less effective this becomes of course. I've now reached a point where my BFG seraphim has surpassed my high elf shopper in level . A big advantage of this is that it can make earlier levels go faster if you've already made lots of characters and don't want to waste too much time in lower levels.
  6. Are you certain about this? In my xbox tooltip it says conversion Damage to magic, it does not specify that the damage converted is physical damage only. It appears that when I equip one of these gauntlets, I do not do any ice damage, only physical and the element I have equipped. I've been trying to determine whether this is correct but I have a hard time determining it. This seems a rather important distinction. By the way, following my tests, revered lore does not seem to effect divine protection, warding energy, or the bfg buff in any way. (Edit: this is not correct, at least bfg damage is effected - see later post) Character is currently level 90 in platinum with last skill unselected, just got to windswept fortress. Have not used flaring nova or AW at all yet. I'm waiting for niob to see what is needed before picking revered lore or combat discipline.
  7. You can always sub out bargaining for another skill if you have a shopper already. It is recommended to have at least one shopping character that you can take to high level. High elf is a good character to do this with.
  8. Agreed, the evil campaign is less confusing because you don't have to do that city. I dislike it strongly. I had this bug happen to me once on xbox and it fixed itself after I left the town and came back again.
  9. It will not work with blazing tempest or incendiary shower as far as I can tell. I don't know if it will work with AW. Definately works for soul hammer and pelting strikes combo though .
  10. THose gauntlets that do damage conversion to poison/magic/fire are amazing. I found one with tactics +9 and a gold socket . It converts all my ice damage to poison. If I find one for fire I think it will make AW useless? Soul hammer doing fire damage will be more powerful anyway I think.
  11. I think regen per hit has always worked on consoles and I find it an awesome thing to use with any melee character. Having fun with it on a bfg seraphim with a pelting strikes + hard hit combo. I think regen per hit has always worked on consoles and I find it an awesome thing to use with any melee character. Having fun with it on a bfg seraphim with a pelting strikes + hard hit combo. I think it does not work to regen any spells whether in combo or not but does work to regen melee Combat Arts.
  12. Freaking spammers. Yeah, if I make a melee character I always take tactic lore + weapon skill first. Shadow Warrior doesn't need a lot of defense early on due to grim resilience. I run with just that buff at beginning. Regen per hit is an awesome thing on melee characters. If you find a piece of equip with this keep it.
  13. I haven't had a lot of time to do wiki editing lately, but I think these Combat Arts should be listed all on one single page (for easier comparison) with one table per character class rather than having a seperate page for each type. Columns in the table I think would be helpful include: - Combat Art Name, - Type of Combat Art (Area of Effect, Multi-hit, DOT), - requiures weapon(?) - initial damage, - range, - damage type - duration.
  14. My level 88 high elf niob shopper was built in this way since it was my first real character. I'll post the build I'm using later and what I would have done differently.
  15. Great idea. This should be seperated perhaps into Combat Arts that are innately Area of Effect and those that can become Area of Effect with mods. Consider also a seperate list of Combat Arts that can do multiple hits on one enemy or multiple enemies with/without mods, though they are not "true" Area of Effect. Range and duration of each Combat Art should also be included as well as mods that increase Area of Effect if applicable. Example: Area of Effect without modification: Blazing Tempest Glacial Thorns Raging nimbus ..... Area of Effect after Modification (list the associated mod): Assaulting sommersault Archangel's wrath Fireball ... Multiple hits possible on multiple different enemies: Pelting strikes type attacks Viperish disease ..... Multiple hits possible on the same enemy only: Twisted torment Frost flare ...
  16. I had a +1500 HP jewel from a level 88 niob character which I socketted into some level 2 armor, which gave me more than 1600 HP at level 1.... If you do this, you do not need to worry about defense for quite some time. +HP, +attack, +damage, +Run speed or +XP at that level is more powerful than +skills I'd say because you don't have that many skills anyways. If you find it makes the game too boring/easy then don't do it. Or for example, you could decide to socket only run speed and XP for example which would be certainly very convenient/useful but would not make the game tooooo easy. Yes, this will change the level of the weapon in the PC version, without changing the specs of the weapon. The weapon would then be a level 100 boneslicer with the stats of the level 20 boneslicer + whatever you socketed in it. This is how the game is "supposed" to work. I think the PC version initially worked the same as the console version but the PC version got patched and the console version didn't of course.
  17. The table does apply for weapons, however, the following sentence is not true on console: "Equipping Jewelry comes with no overt penalty, however, if you socket higher level jewelry into an item with a lower item level the equipment level will increase to match that of the highest level ring/amulet/rune within it. Socketing jewelry in this way, for example, by using a piece of jewelry from a much higher level, may increase the level of the item to make it unusable for the character. " For example a level 5 character cannot equip a level 200 sword, however he can equip a level 5 sword with a level 200 ring or amulet socketed into it because doing so does not change the level of the sword.
  18. What I'm saying is that you can take your level 200 character with a level 200 ring with +18 all skills or +3000 HP for example and socket it into a level 5 piece of armor with the level 200 character and then give it to a level 5 character. If you do that on PC, the level 5 character will not be able to equip that piece of armor anymore because it has such a high level jewel socketted in it. To outfit other characters, PC players are required to have about 4-5 niob shoppers. Generally they have one around level 5, one around level 35, one around level 50-60, one at level 100ish, one at level 130-150. So for example, they buy gear/jewelry for the level 5 characters with the level 5 shopper, gear/jewelry for level 50 characters with the level 50 shopper. Console players only really need one shopper with level as high as possible if they use this method. This high level shopper can then socket very high level rings/amulets into low level gear which can be used by low level characters, which cannot be done on PC, although this might be considered "cheating" since it was fixed on the PC version. Lots of other things were also changed on the PC version too though like deathblow for spells not working anymore as of ice & blood and the huge nerf to +all skill rings. You don't have to mod the game in any way to use any of the above features (its that way by default) so its not really cheating but it will make the game easier than intended. Other things you could socket would be really high runspeed jewelry (convenient) or really high experience jewelry to level mega fast.
  19. Schot and gogo sittin in a cemetary...
  20. For GI, read as many runes as you possibly can, don't worry about going over regen penalty. For IS, wait to read runes until you get your Combat Arts to a respectable regen time. By then you'll have a better feel for the game. high elf or bfg seraphim are great starter characters to get a feel for the game. You can cast spells mounted once you get the special mount (choose the Pyromancer mount for this build of course). You can't cast spells from normal horses. Regen blacksmith runes are good things to socket at the beginning of the game when regen times are generally high.
  21. The console smithing bug makes making low level characters really powerful pretty easy once you have a high level character with bargaining by the way: "Jewelry of any level may be socketed into items (weapons OR armor OR shields) of any level without changing the level of the item. For example, a level 200 ring may be socketed into a level 2 weapon or piece of armor with a silver slot and a level 2 character will be able to equip this weapon. This was considered a bug in the PC version that was fixed and will make the game much easier than intended. If you want a challenge, it is not recommended to use this method." Kinda makes up for the fact that the blacksmith skill doesn't work, every high level character is a super smith...
  22. I just saw this and realized that the relics point was missing from my recent wiki article about console/PC version differences. Will add this! Edit: Did it: http://sacredwiki.org/index.php5/Sacred_2:Xbox360
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