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  1. Dual Wield hybrid Inquisitor build Greetings! After sharing my personal Seraphim guide on these forums, today I am back with a personal hybrid Inquisitor build that I want to share. As the title say, the following guide is a Dual Wield oriented style of Inquisitor, focused on a little bit of each one of his three aspects, Gruesome Inquisition, Astute Supremacy and Nefarious Netherworld. From the Gruesome Inquisition aspect, we will be using Callous Execution, Frenetic Fervor and Purifying Chastisement (buff) combat arts. From the Astute Supremacy aspect we'll be using Clustering Maelstrom, Zealous Doppelganger and Reverse Polarity (buff) combat arts, while from the last aspect, Nefarious Netherworld, we will be using only the Soul Reaver (buff). Here we go! 1. Skill build Level 2 - Tactics Lore (at least 75 points for mastery) - Our main 'melee' damage increase source. Very important skill which pumps up our weapon damage and chance for critical hits. Also allows further modifications to Gruesome Inquisition combat arts, Put points into Tactics Lore equal of to your character's level (or at least try to keep it close to so you can master it at level 75). Level 3 - Armor Lore (1/3 of your character's level or even 1/2 if you like a more 'tanky' style) - We already have one offensive skill, so it's time for a defensive one. Armor Lore improves resistance and diminish penalties for our equipment; also reduces regeneration time of our combat arts. This skill's penalty threshold should be around 15-20 levels higher than our character's level (for example, a level 60 Inquisitor should have no penalties wearing level 75 armors). This is because we'll use a lot of set or unique items. Level 5 - Gruesome Inquisition Focus (at least 75 points for mastery) - Reduces Gruesome Inquisition combat arts' regeneration time and allows further and faster modifications. Diminishes penalty levels as well. You should aim to keep this skill at 3/4 of your character's level for regeneration reduction of Callous Execution, Frenetic Fervor, but most important, Purifying Chastisement buff. Level 8 - Dual Wield (keep it around 1/3 of your character's level or, if you like to be more 'melee' oriented, 1/2 of your character's level) - As the name says, it enables the use of two one-handed (non-ranged) weapons at the same time as well as increasing attack speed and chance to hit with them. The penalty threshold should be 15 or even 20 levels higher than your current level (for example, a level 60 Inquisitor should have no penalties for weapons level 75 or lower). This is because we're gonna be using set and unique weapons as our artillery which mostly comes in way higher levels than ours. Level 12 - Astute Supremacy Focus (at least 75 points for mastery) - You're wondering why Focus and not Lore first? Well, our main objective for now is to reduce Clustering Maelstrom's (Zealous Doppelganger's too) regeneration as much as possible. Aim to keep it close to your character's level (or at least try to do it so you can master it by level 75) to maintain regeneration as low as possible, as well as modifying them. Level 18 - Nefarious Netherworld Focus (at least 75 points for mastery) - We won't need the Lore skill for this aspect since we'll only use Soul Reaver from it. You should keep this a bit lower than Gruesome Inquisition Focus and Astute Supremacy Focus skills since we're using this only for the Soul Reaver regeneration reduction and modifications. A 1/2 of your character's level ratio is enough. Level 25 - Concentration (1/4 of your character's level should be enough since we use this mainly for the 2 active buffs effect; if you prefer having 3 buffs more faster, you can keep a 1/3 ratio). We're taking Concentration at level 25 because we want a fully modified Purifying Chastisement buff before we use 2 buffs at the same time, so try to fully modify it by now. Even though we're not pumping up many points early on in this skill, it's an extremely important one because it allows the use of both Purifying Chastisement as well as Soul Reaver buffs at the same time. Level 35 - Astute Supremacy Lore (1/2 of your character's level should be enough) - By now, we should have some good levels into Clustering Maelstrom, so it's time to pump up its damage and casting speed. It also helps fastening modifications of our Astute Supremacy aspect combat arts. Level 50 - Constitution (a ratio of 1/3 of your character's level should be enough; you can keep a 1/3 ratio if you like a more 'tanky' approach) - Good skill to have for more health. Level 65 - Toughness (1/3 or 1/4 of your character's level) - Just like Constitution, Toughness is a good skill to have for more resistances. ***Other possible choices for the level 65 skill (instead of Toughness) can be: Combat Discipline (1/3 of your character's level; pick it if you like to focus more on combos rather than single combat arts since it improves both their damage and regeneration time; it also allows you to put up to 3 combat arts in a single combo) Ancient Magic (1/3 of your character's level; pick it if you prefer a more 'wizardry' approach of the character since it increases the damage dealt by your combat arts, especially by Clustering Maelstrom) Damage Lore (1/4 of your character's level; pick this if you'd like a more 'melee' approach of the character since it increases the chance to use your elemental damage secondary effect (Burn, Poison, Weaken, Freeze, Wound) more often) Bargaining (keep it equal to your character's level if you picked this and you want to fully benefit from it; you should add 2 points per level up until you match its level by your level and 1 point per level up afterwards) 1.1 Skill mastery order (personal preference) 1st mastery - Tactics Lore (for even more critical hit chance; more critical chance = more damage) 2nd mastery - Astute Supremacy Focus (for further decrease of regeneration time and penalty of Clustering Maelstrom and Zealous Doppelganger; or Reverse Polarity buff once we master Concentration too, so we can have 3 buffs) 3rd mastery - Gruesome Inquisition Focus (for further decrease of regeneration time and penalty of Callous Execution, Frenetic Fervor and Purifying Chastisement buff) 4th mastery - Astute Supremacy Lore (for even more damage dealt by Clustering Maelstrom and Zealous Doppelganger; or Reverse Polarity as well once we master Concentration too, when we can have 3 buffs) 5th mastery - Dual Wield (for chance to deal double hits; double hits = more damage if we're lucky enough) 6th mastery - Concentration (for further decrease of combat arts regeneration time and regeneration from buffs as well and also to be able to maintain 3 active buffs at the same time) 7th mastery - Nefarious Netherworld Focus (for further decrease of regeneration time and penalty of Soul Reaver) 8th mastery - Armor Lore (only for further reduce of penalties from our gear) 9th mastery - Constitution (to be able to increase health regeneration rate while in combat) 10th mastery - Toughness (for further resistance increase as well as "+Damage mitigation: All channels +X%" modifier, which sums up all other damage mitigation your character has) *If you didn't choose Toughness as your level 65 new skill, then the 10th mastery will be your skill chosen instead of Toughness; check the Skill build section for other possible choices as level 65 skill. 2. Combat arts and modifications (modify them in the same exact order as listed below) Gruesome Inquisition aspect 1. Callous Execution - A powerful blow or stab that deals heavy damage of a single target. Our main combat art against single target enemies where Clustering Maelstrom is nearly useless (if not completely useless). An ideal regeneration time of Callous Execution should be between 2 and 3 seconds. Modifications: Bleed - chance to inflict deep wounds (50% + 0,5% chance per level of Callous Execution) Lacerate - chance to inflict deep wounds that will decrease the base hitpoint value (19,8% + 0,2% per level of Callous Execution) Judgement - increases chance for critical hits (19,8% + 0,2% per level of Callous Execution) 2. Frenetic Fervor - Increases the attack speed and maximum weapon value of the Inquisitor. Very good synergy with the Soul Reaver buff, which increases our attack and defense values. Note that Frenetic Fervor is the only combat art or effect (if I'm not wrong) that increases the maximum attack speed cap from 150% to 170%, turning the melee Inquisitor a fearsome warrior! Modifications: Fanaticism - further increases the attack speed (14,8% + 0,2% per level of Frenetic Fervor with a 50% increase from the base value) Resolve - increases the attack value (40% + 10% per level of Frenetic Fervor) Relentless - increases the duration (33,3% increase) 3. Purifying Chastisement (buff) - The Inquisitor deals more damage when wounded; the more wounded, the more damage dealt, up to a maximum threshold. Kinda risky to use it at full potential, which is at 25% health remaining, but has an outstanding effect if used efficiently. Just be careful and always keep an eye out on your health bar if you don't want unnecessary deaths. Modifications: Purge/Mystic - increases inflicted fire/magic damage (18% + 2% per level of Purifying Chastisement) - Pure preferential modification, depending on your main damage used; I personally use the Mystic modification since I mostly use magic damage weapons (upgraded with Magic Pearls) due to Weaken effect. Eradicate - increases the chance for critical hits (9,9% + 0,1% per level of Purifying Chastisement) - I find this way useful that Merciless modification (increases the threshold for max effectiveness) because the critical hit chances are the same at every health percent rather that just when wounded. Hallow - adds more damage (18% + 2% per level of Purifying Chastisement for EACH DAMAGE TYPE) - A must have modification if you'd like to maximize the damage dealt. Astute Supremacy aspect 4. Clustering Maelstrom - Draws every enemy within the range and pulls them to the core, dealing physical damage. Our main combat art when facing groups of enemies. Ideal regeneration time should be between 3 or 3,5 seconds. Modifications: Chaos - opponents tumbling into others will inflict more damage (49,5% + 0,5% per level of Clustering Maelstrom) - I find this modification better than Gravitation since this deals way more damage if more enemies are pulled into the Maelstrom (the more enemies, the more damage is dealt). Vortex - increases the range of the Maelstrom (18,75% increase) - at least one Vortex modification should be taken due to Clustering Maelstrom's small area of effect without modifications. Vortex - increases the range of the Maelstrom (18,75% increase) - I personally take both Vortex modifications for a total of 37,50% area of effect increase, which means more enemies can be caught into (remember, the more enemies caught, the more damage dealt) 5. Zealous Doppelganger - One of the most powerful combat arts of the Inquisitor that allows you to create a perfect copy of your character to aid you in combat. One particular aspect of this spell is that when you die somehow, the clone will become the new Inquisitor (unfortunately, the survival bonus acquired is still lost). Modifications: Incentive - increases the Doppelganger's attack and defense values (25% + 5% per level of Zealous Doppelganger) Equal - the Doppelganger gains the aspect of Gruesome Inquisition (I find this modification better than the Domination one because we want a more offensive approach since we're using the Doppelganger mainly against bosses and we're fighting most of these bosses with Gruesome Inquisition combat arts such as Callous Execution) Determination - increases the lifespan of the Doppelganger (33,3% increase) - I prefer this modification rather than having the Doppelganger as a permanent buff since we're gonna be using this combat art to aid us in tough battles or against bosses and it's not needed all the time. Also, the Inquisitor already benefits from some really strong buffs such as Purifying Chastisement or Soul Reaver and waiting for Concentration mastery to use Doppelganger as a 3rd buff is a bit too much. 6. Reverse Polarity (buff) - A strong buff that grants the Inquisitor a chance to reflect ranged damage back to its source. Comes in handy as a 3rd buff later on in the game when we'll have Concentration mastery and way tougher opponents (starting from Gold difficulty onward). With the following modifications we'll have a chance to be protected against mainly all damage types. Modifications: Rebound - adds a chance to reflect magic damage (20% + 2% per level of Reverse Polarity) Counterblow - adds a chance to reflect close combat damage (20% + 2% per level of Reverse Polarity) Evade - increases the defense value (10 + 5 flat value increase per level of Reverse Polarity) Nefarious Netherworld aspect 7. Soul Reaver (buff) - Our main and most important buff we'll be using and at the same time, the only combat art used from the Nefarious Netherworld aspect. Basically, each slain enemy raises a soul that surrounds the Inquisitor, granting him increased attack and defense values for each soul while they're up. Very good synergy with Clustering Maelstrom for providing a large amount of souls. Modifications: Zealot - increases the lifespan of each soul (50% increase) - more souls, more attack and defense granted. Source - decreases the regeneration time of ALL Inquisitor's combat arts when souls are up (10% + 0,5% per level of Soul Reaver) - a must have modification for lower regeneration of your main combat arts Zealot - increases the lifespan of each soul (50% increase) - two Zealot modifications for a total of 100% increased lifespan, each soul lasting for 30 seconds; like I said, more souls, more attack and defense boost. 3. Attributes until we learn Concentration (level 25), all attribute points should go into Stamina (main regeneration decrease source until we find decent items) and Strength (to increase our melee damage and attack value) in a 60-40 ratio after level 25, start pumping up Strength and Vitality (for some health bonus) in a 70-30 ratio after level 50 (until 150) when you'll gain 2 attribute points to spend, ONE should always go into Strength and the other one is choice based; you can choose between Stamina, Vitality or Intelligence, depending on your need (I personally increase Vitality one level, then the next one I up Intelligence and so on, until level 70 where I always upgrade Intelligence along with Strength) after level 150 when you'll gain 3 attribute points to spend, TWO should always go into Intelligence (to be able to scale our spell damage better into the higher difficulty levels) and the other one into Strength 4. Weapons, equipment, jewelry and relics 4.1 Weapons try to have a weapon slot for each damage type (I personally use slot 1 as a main slot with magic damage weapons, slot 2 for fire, slot 3 for poison, slot 4 for ice and slot 5 for physical) try to use fire or magic damage weapons because of Purifying Chastisement Purge/Mystic modification weapon types are pure preferential (you can choose freely between swords or hafted weapons but don't combine them into the same slot) set and unique items (occasionally legendary) are the best weapons to use best effects and modifiers to use: +X Damage, +X% to the damage type you're using (or +X% physical damage to increase Clustering Maelstrom's damage) +X Attack, +X% Attack, +X% chance for critical hits, +X% chance for double hits, Combat arts regeneration decrease, Regeneration per hit or +X to Gruesome Inquisition or Astute Supremacy aspects (Lifeleech can be good too, but if you want to maximize the effect of Purifying Chastisement, I'd recommend not using it) 4.2. Equipment you can use both mixed set and unique items to wear or complete sets (I personally prefer full sets because they look more epic ) best set items to use Deylen's Power set for Astute Supremacy aspect bonuses, Dreadbringer set for bonus to enraged players (damage increase when wounded), making a good synergy with Purifying Chastisement buff, Ilgard's Judgment for Gruesome Inquisition aspect bonuses or The Judicator Community Patch set for a huge damage boost, damage over time mitigation, as well as a regeneration penalty from buffs reduction. best effects and modifiers to use on your equipment: +X Defense, +X% Defense, +X to Armor, +X% to Armor, Regeneration reduction for combat arts, Regeneration penalty from buffs decrease, +X to all skills, +X to all combat arts or some damage mitigation effects (damage of enraged players can be good too if you prefer to use it) 4.3 Jewelry effects and modifiers from the rings you wear can be pure preferential (though the best ones are these who helps our build like +X% physical damage for Clustering Maelstrom's damage, +X% magic damage (if you're using magic damage on your weapons and if you chose Mystic modification from Purifying Chastisement buff), +X% fire damage (if you're using fire damage on your weapons and if you chose Purge modification from Purifying Chastisement buff), +X% chance for critical hits, +X% chance for double hits or Regeneration per hit) like the rings, amulet's effects and modifiers are preferential as well (you can use some bonuses to resistance, armor, attack and/or defense boosts, +X to all skills, +X hitpoints, some regeneration reduction effects and even +X% experience per kill or +X% chance to find valuables for better gear with a bit of luck) you can freely socket any of the mentioned effects on your weapons and equipment, but if you want to keep your items, socket just one ring/amulet into your gear and fill the other slots (if the gear you use has more) with Blacksmith arts (Whet for your weapons and Anneal and/or Enhance to your equipment) 4.4 Relics use a relic slot for each of the following resistances: Poison, Fire and Ice have a main slot for a mixed resistance relics relic sets from the Community Patch are always good to have 5. Play style use Callous Execution combat art against single targets or fleeing enemies (mages and archers will hate it) gather large groups of enemies and watch them being torn apart by Clustering Maelstrom (will fill your souls from Soul Reaver as well, granting huge boosts to attack and defense) use Frenetic Fervor and Zealous Doppelganger before facing tough enemies or boss fights (otherwise try to keep them until you really need them due to their long regeneration time) try to avoid teleportation between locations if it's not really necessary because doing it will reset the souls count to 0 as I am a big fan of collecting all dropped items, I advise you to do the same since we'll be using lots of gold to upgrade our gear don't forget to switch between weapon damage types (since you should have all 5 of them because that's why we have 5 slots) and relic slots when needed (like using poison resistance relics against Poison Lord, fire resistance relics against Carnach or fire damage against Octagolamus) try to complete as many side quests as possible because we need some time to fully outline our build (also, the drops after completing them can be good too) Expert Touch option? I personally vote for using it since lower regeneration is always good to have and we aren't spamming both of Callous Execution and Clustering Maelstrom anyway (we're using each one of them based on the situation we're facing) 6. Pros and cons In the end of the guide, I'll show you both the pros and the cons of this build, because, like every aspect and individual thing or being in the real life, it has to present some advantages and disadvantages as well. So, if my build helped you or it will help you in any way, I'll be more than pleased knowing I could support you in this diverse and complex game. Pros very flexible build, good against both single enemies and groups huge amounts of damage dealt if used effectively almost invincible later in the game with lots of souls consumed (after Concentration mastery with all Reverse Polarity modifications it will be even more stronger) extremely good combat arts and buffs to choose from (for some players this can even be a disadvantage since we're limited to just 2 buffs since later on) powerful combat arts and buffs modifications diverse and fun to play type of Inquisitor lots of set and unique items that synergies with the build Cons slow start since it's dependent on a lot of modifications to combat arts and buffs boss killing might be a bit slow can require a certain play style since the Inquisitor has to be wounded to maximize the damage dealt mainly limited to only one damage type (fire or magic) due to Purge/Mystic modifications from the Purifying Chastisement buff (depending which one you chose) not advised for 'lazy' players since this play style requires a lot of APM (actions per minute)
  2. Greeting fellow gamemates. Take a moment and listen to some in the background while reading this build. Ive been playing sacred 2 for a while ( a loooong while ) and I reached my first level 200 hardcore dryad character. I know its kinda late but I thought I'd put my build here if anyone is ever intrested. Description: This build is designed for a hardcore expensive character. Its mostly weapon based but you have some flexibility to tweak it to your taste. I will only cover the essentials First of all, why would you use this build? Pros and Cons: Pros: High damage against bosses ( usually it takes less than 30 secs per boss ) Good heal/sec ( >2000hp/s ). Flexible character High armor and decent hitpoints. Very high DPS ( ~500.000 DPS or higher ) Can use all skills. Big life leech. Many hits per second. Flexible, customizable equipement. Tons of modifications ( finished all for Capricious Hunter and Nature Weaver on my character ). Very very high evasion chance ( normal eneimes have around 2-3% chance to hit you ). More than 100% chance to hit. You have shrunken heads ( dryads rulez ). If you are lucky you can get 90% and more spell resistance. Niob / Hardcore viable ( tested myself ). Expert Touch is actually helping your build. Cons: Fire sensibility of Ancient Bark - getting 1 hitted by fire in Platinum or Niob is the only way you can die imo. Very ( really... very ) rare items. Gets boring if you are not playing on hardcore. You need to get a mod for it. You only have 7 pieces of armor ( dryad problem ). NOTE: Please read requirements before anything. I suggest you install the enchanted spells mod even if you dont use this build because its very well made. It brings balance in the game. Mods also revive your desire to play a game and so on. Table of content: Class. Build explanation. Requirements Character creation Stats. Skills. Modification points. How to put points in skills depending on your level. Combat arts and runes. Items. Tactics and Combos. Notes and tips based on my experience. Green = Finished Blue = In progress Red = Not started Yellow = Read before anything else UPDATE: Finished the whole build. NOTE ! : If you are already familiar with the dryad check requirements and skip to 4. - 2. Expert touch. 1. Class: Dryad The Dryads are descendants of renegade Elves who withdrew to the western islands in ancient times. Dryads live as one with nature and are masters of nature magic. They’re also well-skilled with ranged weapons such as bows or blowguns. The Dryad is an adept of ranged combat. She has also mastered the magic of nature, and even practices dark voodoo, which she can use to collect shrunken heads from her enemies! All dryads can make use of three aspects and we will use them all in this build. Those are: 1. Capricious Hunter : Ranged combat comes easily to the Dryad, and her prowess with these weapons is frightening. She is second to none when stealthily attacking from a distance, and can inflict great damage before being seen. 2. Cabalistic Voodoo : Displaying the darker side of the Dryad, this powerful magic slowly removes the life force from her enemies. She can also summon the ethereal ghosts of her defeated foes to fight by her side. 3. Nature Weaver : Nature is one of the strongest forces of battle, and a Dryad in tune with her surroundings is indeed formidable. Using the ancient forces of the world, she subdues her opponents and protects herself. All those aspects come with five combat arts. Essential combat arts used in this build are found in the 2. Build explanation below: 2. Build explanation: ( see section 4.REQUIREMENTS for information about the combat arts from Flix's mod , link in requirements tab ) . Your main damage dealer will be the aspect Capricious Hunter ( like you already guessed ) with : Ravaged Impact as main damage dealer; Sinister Predator ( buff ) for critical chance, attack speed, regeneration time decrease etc. Darting Assault for killing groups of enemies fast; Dust Devil can also save your life in certain situation if used right. The reason this is a hybrid build is because it uses Nature Weaver as buffs all the time : Goldenglade Touch for heal and resistance; Acute Mind to increase cast speed and reduce regeneration time; Ancient Bark ( buff ) for huge resistance. Tangled Vine will also help in boss fights. Cabalistic Voodoo will be your best bet against bosses especially in lower levels, with skills such as : Twisted Curse, an amazing curse and debuff; Viperish Disease for solid DPS. Malicious Totem can also be helpful on higher difficulty whenever you wish to get an idea about what's ahead, if its dangerous or not etc. You may also use one of the two Cabalistic Voodoo's buffs as a third buff choice, but that will be later on in the game. You can choose from: Priestess of Doom to boost your cast speed; Moribund Animus for raw damage. 3. REQUIREMENTS!: This guide is useless unless you have ( or get ) the following: Latest Ice & blood version ( for the CM Patch ) CM Patch 1.50 ( for the items - no need to explain this - http://darkmatters.org/forums/index.php?/files/file/91-community-patch/ ) Enchanted spells mod by Flix ( http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ) - PS: I will use the CA icons found in Flix's mod for this guide, and not the classic ones - I recommend you use the challenge mod inclided here for a more challenging game. Otherwise you will be too OP and you will get bored. -CA = Combat Art. Assuming you got all those... we can get to 4. Character creation There are a thing or two you should note before creating a character. 1. Hardcore? yes or not: I guess everyone knows what a hardcore character is but I will explain it to you anyway. If you create a hardcore character and you die it becomes unplayable. You will lose all your progress and items. My recommandation is that you make a hardcore character if you are a little familiar with the game or if you start on bronze. You will see the hardcore icon at the bottom of the character creation window ( red arrow ) with the expert touch icon just beside it ( blue arrow ): If the icon is not shining: It means your character is not to be set on hardcore. If the icon is brighter: It means your character is set to hardcore. To change between hardcore or non-hardcore just click on the hardcore icon in the character creation tab. Note that this can't be changed later in game. If you already have a character and you don't know if its hardcore or not hardcore try to die and you will find out ( NOTE: If you don't treat this as a joke its not my fault if you lose your character). 2. Expert touch? Yes or not: "If activated, combat arts regenerate faster but draw their energy from all aspects. This mod is especially useful for characters who focus on a single aspect." The explanation is rather vague - understanding of expert touch: "Expert Touch will decrease the amount of time it takes for you to be able to use a combat art again after you use it (that is, its regen time), but causes a global cooldown for all of your other combat arts. Normally, without Expert Touch, the cooldown only applies to other combat arts within the same aspect as the combat art used." - quoted ( link - https://steamcommunity.com/sharedfiles/filedetails/?id=176900274 ) One particular trait of this build is this: even if you will use all 3 aspect, expert touch makes it better. Although it may seem a paradox, the reason this is happening is because this is actually a semi-singular aspect build. It MOSTLY relies on Capricious Hunter but recieves help from the other two aspects. HOWEVER, there is a downside to it and because of this having expert touch enabled or not is your decision: 1. Expert Touch enabled ( my recomandation ): it will be harder in the beggining ( especially in boss fights ) but it will help you in high difficulty ( Why? Because at high level you have a so low regeneration time it doesn't even matter. The only skill you use single and not in a combo with others is Ravaged Impact. Having it at 0.6s regeneration time implies no problem for the other aspects. Because of this, expert touch will only lower fruther more your regeneration time, allowing you to put more runes in skills. Choose this for a harder beggining but a better character in the end. 2. Expert Touch disabled: Choose this for a more constant playthrough. As explained before, the expert touch icon is next to the hardcore icon. If the icon is not shining: It means expert touch is disabled. If the icon is glowing: It means expert touch is enabled. To toggle expert touch on or off click its icon in the character creation tab. Note that this can't be changed later in game. If you already have a character and you dont know whenever you have expert touch on/off, there is a simple way to find out: Enter your character and cast an active combat art. If you have expert touch disabled, it will draw power from a single aspect, like here: If you have expert touch enabled, it will draw power from all aspects, as such: 5. Stats: My recommandation is every 4 levels/points: 1 point in Dexterity 1 point in Stamina 1 point in Dexterity 1 point in Vitality. Why no Intelligence and Willpower? Because Acute Mind and GGT will give you tons of them ( for eg. on my char: Acute mind makes my Inteligence from 800 to 3300. GGT makes my Willpower from 600 to 4300 ). Before and after Acute Mind and Goldenglade Touch: - GGT = Goldenglade touch. 6. Skills Capricious Hunter Focus. Very important for your Ravaged Impact regeneration time and for Sinister Predator regeneration penality. Also allows for modification points ( next section ) Tactics Lore. For your Ravaged Impact damage as well as chance for critical hits. Combat Discipline. Especially for the -10%/-20% regeneration time. Concentration. For unlocking 2/3 buffs and also for decreasing regeneration time of all combat arts since you'll use all aspects. Nature Weaver Focus. Important first of all to reduce regeneration penality from Ancient Bark and after to reduce regeneration time for GGT and Acute Mind. Allows for important modification points. Combat Reflexes. Prerequisite for Armor Lore or/and Constitution ( depending if you play on hardcore character or not ). Cabalistic Voodoo Focus. You will only need the focus so you can level up the CAs as much as possible while also reducing their regeneration time. There's no need for Cabalistic Voodoo Lore since you will have enough casting speed and damage will only affect Twisted Curse,Malicious Totem ( which you probably wont use on this build ) and the buffs. Also allows for important modification points. Armor Lore. Works great with Ancient Bark. Also lowers regeneration time. Nature Weaver Lore. Buffs HP regeneration from Ancient Bark, GGT. Buffs Ancient Bark's armor. Buffs damage of Tangled Vine. Ranged Weapons OR Constitution. Ranged Weapons if you play on non-hardcore or without the challenge mod from Flix. Constitution if you play on hardcore and/or challenge mod. Ive seen a lot of dryad players or dryad builds which use Spell Resistance instead of some other defence skill, and for good reason. Dryads really need spell resistance but NOT from skills. You already have much willpower from GGT and items with spell resistance ( check 10. Items tab ) You also have a lot of Damage over time reduction from an item and from Acute Mind silver modification Defiant ( for eg. I have on my character 81% from Acute Mind and 54% from items, a total of 135% reduced damage over time ). 7. Modification points: Capricious Hunter combat arts: 1. Ravaged Impact: . - Perforate - strong DoT ( damage over time ) . Much better than Envenom. - Breach - Chance to ignore enemy armor. Useful. - Double Shot. Works nice with life leech and regeneration on hit at lower levels. 2. Sinister Predator ( buff ): - Eagle Eye - Big critical chance at high level. - Marked Shot - Especially useful against bosses and at low levels. - Hunting Focus - For synergy with Ravaged Impact and Darting Assault. 3. Darting Assault: - Reload - To kill more monsters faster. - Throwback - In case there are too many mosters you mustn't let them get near you. - Rotate - For comfort and speed killing reasons. 4. Dust Devil: - Free Choice. - Spell shield - because it already lasts long than it takes to regenerate at high level. - Spread - you have enough damage already. Nature Weaver combat arts: 1. Goldenglade Touch: - Flow - You have potions instead of Bandage. - Perserve - Big Willpower boost. Must have for Spell Resistance. - Diligence - Increased duration. 2. Acute Mind: - Easiness - No point in investing in Insight. - Defiant - Same reason. - Free choice ( must choose one - I recommend Celerity ). 3. Ancient Bark ( buff ): - Rugged - Synergy with Armor Lore. - Repel - ( especially if you use challenge mod or have a hardcore character ). - Effortless - Synergy with Ravaged Impact and Darting Assault ( for regeneration time ). 4. Tangled Vine: - Sprawl - You will only use this on bosses. - Impair - Same reason. - Intent - Same reason. You only need it for one opponent. Cabalistic Voodoo combat arts: 1. Twisted Curse: - Porous - For boss kill. No need to slow him down if you have him in vines. - Sadist - This is for debuff not for damage. - Dispel - Amazing "debuff". 2. Viperish Disease: - Gangrene - For better damage dealing against bosses. - Free Choice. - Gouge - Great against heavy armored bosses. 3. Priestess of Doom ( buff ) - if you prefer this instead of Moribund Animus : - Stimulate - Great for rapid casting of everything. - Optional and Free Choice. - Optional and Free Choice. 4. Moribund Animus ( buff ) - if you prefer this instead of Priestess of Torment - Free Choice. - Elevation - for maxing hierling power. - Fury - same reason. 5. Malicious Totem: - Anxiety - to make opponents run if the zone up ahead is too dangerous. - Venomous - tho' weaker in the beggining, better in the end than Pointed. - Rapid Fire - to maximize totem's damage. All other modifications are your free choice. Choose whatever better suits your playstyle. 8. How to put points in skills ( level dependency ): Level #12 Put as many points in Capricious Hunter Focus as you can ( till the level cap ) so you can unlock all modifications for Ravaged Impact and Sinister Predator. Put only one point in Combat Discipline and Concentration. You have reached the point where you can sustain 2 buffs active. Your next goal is to put all your points into Nature Weaver Focus as to get all modifications from Ancient Bark and decrease its regeneration penality ( you must have Ravaged Impact's regeneration time under 0.5/0.6s ). Between level 12 and 25 try to farm the griffin a little for a Glaurung's Head. I dont know if its just luck but I easily get it if I farm the griffin a couple of times. Also collect as many pieces of the set as you can so you get your life leech bonus. Level #25 Put only one point in Combat Reflexes for now. If you got your Ravaged Impact under 0.6, forget about Capricious Hunter Focus for now and put some points in Tactics Lore, enough to finish all modifications for Darting Assault. Also continue to level up Nature Weaver Focus in order to maximize your temporary buffs efficiency ( Acute Mind and Goldenglade Touch ). Find a break to spend 9 points in Cabalistic Voodoo Focus, enough to finish modifing Twisted Curse for better results at boss killing. Have at least 5 points in Combat Reflexes before level 35 so you can pick Armor Lore at level 35. Level #50 By this point I think you should have completed all the modifications stated above. As you get higher level, enemies become stronger too. From now on buff your Armor Lore and Nature Weaver Focus as much as you can so you won't die if you change difficulty to Gold. Also if Ravaged Impact has lower regeneration time than 0.6 sec, DON'T use Ravaged Impact runes. Use Ancient Bark runes instead. If you have spare Nature Weaver modification points use them on Tangled Vine so you make boss killing easier. Level #65 When reaching level 65, put one point either in Ranged Weapons if you want more chance to hit and cast speed of Capricious Hunter aspect, or in Constitution if you want more hitpoints. In the end, I mastered all skills to 75 and either used points to enable modifications or raise defences/lower regen. times. 9. Combat Arts and runes: In this section ill tell you how many runes you should invest in each combat art. Starting with 1. Capricious Hunter Combat Arts : A. Ravaged Impact: Around 100 runes ( if you have Expert Touch disabled ) and 150-170 if you have Expert Touch enabled. B. Darting Assault: Just keep it around 0.3-0.4s regeneration time. You want to shot many arrows per second with this one so you can knockback enemies a lot. C. Venomous Entrapment: I have 200 runes in it but I dont use it. Feel free to do whatever you want. D. Dust Devil: 200 runes. Buff it as much as possible. E. Sinister Predator ( buff ): 200 runes. Gives very high critical chance and lowers the regeneration time of the whole Capricious Hunter aspect. 2. Nature Weaver Combat Arts: A. Edaphic Lances: I have 200 runes. Same reason as Venomous Entrapment. B. Tangled Vines: 200 runes. We only use this for bosses so max this out. You usually dont need to cast it more than once. And even if you do, the regeneration per sec. of combat arts from the bow is more then enough to recharge it instantly. C. Goldenglade Touch: 200 runes. D. Acute Mind: 200 runes. E. Ancient Bark ( buff ): 200 runes. 3. Cabalistic Voodoo Combat Arts: A. Twisted Curse: 200 runes. You only use this skills on bosses so regeneration time isn't really a problem. Maxing out is potency is more important. Same with B. Viperish Disease: 200 runes. C. Malicious Totem: 200 runes. You will only use this for safety reasons so when you do ( you dont do too often ) you surely dont wanna spend 30 minutes waiting for it to kill something. So we'll max this out. D. Priestess of Doom ( buff ): Just keep it around 5% regeneration penality. E. Moribuns Animus ( buff ): I really have no idea with this one because I don't use it. 10. Items: 1. Weapon: Horns of the Forest God Even tho it has lower base damage than bull's eye, it has 2 Gold sockets. Adding a level 218 Jotun's Maw will give it + 92-92 damage and +56hp regen./sec. That will make it 409-540 ( at level 180 ). Better than any other bow in game. With a level 220 bow and 2 Jotun's Maw the resulted damage is insane: NOTE: This is a legendary item added by the CM patch. Therefore it will only drop on campaign bosses and only if you have CM Patch installed. Temporary replacements ( if you cant get the bow ) : 1. Silithar's Malice NOTE: This is a legendary item added by the CM patch. Therefore it will only drop on campaign bosses and only if you have CM Patch installed. 2. Bull's Eye 2. Armor : Mormorin's Garments of Mutation ( yes you need all the set ! ) The set is rare because its the best and its the best because it has tons of sockets. And you need that ton of sockets to survive. 1. Head: Mormorin's Battle Cry 2. Shoulders: Mormorin's Burden 3. Hands: Mormorin's Revenge 4. Chest: Mormorin's Cage 5. Skirt: Mormorin's Sash 6. Legs: Mormorin's Transition 7. Shoes: Mormorin's Stand Mormorin's Garments of Mutation full set bonus: NOTE: Mutation sets are added by the community patch. Therefore items will only drop if you have community patch installed. 3. Jewlery: Remnants of Galrung set ( special dryad set - "Glaurung was the first great evil dragon of Middle Earth, and although he lived before Dragons had wings and could fly, he sowed immense chaos and sorrow in the First Age. These pieces are his remnants." - quote ). Beside its own stats, the complete set gives you a big life leech. 1. First ring: Ring of Heartscales 2. Second ring: Ring of Tail Spikes 3. Third ring: Ring of Talons 4. First amulet: Left Eye of Glaurung 5. Second amulet: Right Eye of Glaurung 6. Shrunken head: Glaurung's Head Remnants of Glaurung full set bonus: NOTE: This set is added by the community patch. Therefore items will only drop if you have community patch installed. 4. Relics: Blessed/Sacred relics, KlaAtuVerAtaNikTuh set, KilthEmAl set. (Soon: relics explanation) Considering that Ancient Bark gives you much physical and poison armor: For eg: I have: +4500 physical armor. +3200 poison armor. In conjunction with Armor Lore, my base armor becomes from this: To this: Because of this you will only need Fire, Frost and Arcane relics, as such: 1. Relic of Fire: I dont encourage sacred relics because their secondary bonus is always Chance to find valuables. Blessed relics often have a bonus which will help you. Spell resistance or Max hitpoints are the best for this build in my oppinion. NOTE: Im not sure if you can find Max hitpoints on relics. I've seen Max hitpoints on sigils ( = relic sets ) but I dont remember if I ever saw any on normal relics. NOTE: Being a legendary item it will only drop upon killing campaign bosses. 2. Relic of Frost: 3. Relic of the Arcane: Another trait of Ancient Bark is that if you only need fire, frost and magic resistance, you have 9 free relic slots because you never have to switch your relics no mater what enemy you fight with. I suggest you fill those empty slots with relic sets. My recommandations are: 1. KlaAtuVerAtaNikTuh set ( 6 pieces ) : Kla: Atu: Ver: Ata: Nik: Tuh: KlaAtuVerAtaNikTuh full set bonus: 2. KilthEmAl set: Kilth: Em: Al: KilthEmAl full set bonus: In the end your full set items bonuses tab should look like this: 5. Socketed items: Jotun's Maw: Big damage, high regeneration. I have around 5-6 socketed. Dont place them on gold socket ( maybe only on the bow ). You need those for amulets. Dragon's Amulet: If you are playing Ancient Bark on a dryad you are literally like a tree. Well, actually more like an ent ( moving trees from the lord of the rings trilogy ). Ancient Bark gives a 20% fire sensivity. You dont fear ice because you have many winters on your back. You dont fear magic because magic runs through your roots. You dont fear psyhical damage ( if anyone tries to kick you they will break their legs ). You dont fear poison because you are healthy and lively. But you damn fear fire. If you dont have at least one/two ( I go with 2 ) Dragon Amulets socketed this is how you will end up: Kybele's Tear: Having around 4 Kybele's Tears socketed will give you >10.000 hp and around 150 stamina. Gruma's Talisman: I know this is hard to come by, but having 3 or more Gruma's Talisman on your gear can be a life saver. Also it gives a lot of chance to evade. NOTE: This is a legendary amulet added by the Community Patch. Therefore it will only drop on campaign bosses and only if you have Community Patch installed. Nyarlothptep's Creeping Madness: Helpful for chance to hit. Having 2 of those socketed will give you 60% opponent level for deathblow. Ring of Twines: Good damage over time reduction. You dont need more than one. Mormorin's Band Just because it has the same name as the armor set and I like matching equipment.. Still its a pretty good ring especially for synergy with Sinister Strike ( with attack value ) and Ancient Bark ( with defense value ). If you want a replacement you can try: Band of Dominion: Silala's Ring Big chance for critical hit. Big chance to disregard armor. Having this ring socketed and a Ravaged Impact around level 120 with silver modification Breach will give you ~100% chance to ignore enemy armor. NOTE: This is a legendary ring. Therefore it will only drop from slain campaign bosses. Silithar's Finger Hoop Big casting speed and fixed chance to hit. NOTE: Even tho this is a legendary item, it will not drop from campaign bosses. It is given as a quest reward for the quest Wild Twine ( click the quest name for link ). I suggest you only finish this quest on niobium only after you hit max. level. Having all those this is how my bonus overview looks like: NOTE: I have Ranged Weapons as my 10th skill, not Constitution because I rushed my gameplay. As long as nothing hits you , its ok like this. You just have to be really careful. 11. Combos, Combat Art slots and Tactics: If you dont know what combos are: Now for the combos themselves: - 1st Combat art slot: Combo #1: Ravaged Impact alone so it can benefit from reduced regeneration time. This will be the skill you will use on your casual walks around Ancaria. - 2nd Combat art slot: Combo #2: Acute Mind + Goldenglade Touch. Leave Acute Mind first in the combo so Golgenglade Touch benefits from reduced regeneration time ( fruther more if you have Easiness modification ) and reduced casting speed ( if you have Celerity modification on Acute Mind ). Big buff to intelligence, willpower, life regeneration, cast speed, regeneration time etc. Try to keep it active all the time. Can be a life saver. - 3rd Combat art slot: Combo #3: Dust Devil +Malicious Totem Malicious Totem can also be used alone just to lure enemies from ahead and get an idea about what's happening if you suspect there is something dangerous waiting for you. I recommand you use the whole combo tho' because Dust Devil gives many defense boosts. In combination with the Anxiety modification of Malicious Totem this combo can sometimes do wonders. - 4th Combat Art slot: Combo #4: Tangled Vine + Viperish Disease + Twisted Curse. Use this combo for bosses. Fast killing time. Usually gives you damage imunity since the boss is tangled in vines and can't reach you. You will want to leave it in this order. First you want to catch the boss you are fighting with in Tangled Vines so it can't move. Secondly you want to infect him with Viperish Disease BEFORE you curse him with Twisted Curse. The reason you want to do that is because Viperish Disease deals damage based on the opponents total and remaining hitpoints ( percent = % and NOT numerical value ). If you curse him before you infect him , Viperish Disease will deal less damage because Twisted Curse reduces opponents attributes ( including total life ). That is why you will want to leave Twisted Curse in the last place. - 5th Combat Art slot: Darting Assault. Use this especially when there are many enemies around. Change fast to it in case you are overwhelmed by a large number of enemies. Having Throwback modification can really save you. 12. Notes and tips based on my experience: Here I want to tell you about 3 things: 1. AVOID Fen Fires: Those tiny Barstewards! can give you a hard time if there are too many ( especially if you dont have constitution ). HOW TO DEAL WITH THEM: Cast Malicious Totem and be patient. Better safe than sorry. 2. Don't try to farm The White Griffin: Especially on Niob and Platinum. If he debuffs your Ancient Bark he can easily depelt your health. 3. Always, but ALWAYS move around and never stay in one place when around Temple Guardians in late game. Those fireballs they shoot can one shot you with no problem ( trust me, I lost a level 140 dryad to them ). THE BUILD IS FINISHED! Im currently testing out a necromancer Shadow Warrior so if everything goes well I'll post a build for that too when I reach around level 150. Remember, Dryads Rulez !
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