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Changes in Ice & Blood


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Due to r00's comment here I got to wondering.

 

Has anyone tested the following in the new patch:

 

+% Critical Chance from Gear

+% Chance to ignore enemy Armor

-% Enemy Physical Resistance

+% Damage of Enraged Players (Not from Purifying Chastisement)

 

And additionally, can someone double check all the old classes quickly to see which now have the following skills (just a list and whether it's primary or secondary) (since they seem to have been added to some toons):

 

Ancient Magic

Magic Staves

 

If there are any other mods that would be useful on Spells that might have been removed (not counting things like double hit and +additional opponents on spears, since those are weapon based attacks afterall), please add them to the list.

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Finally! That ought to compensate for the lack of deathblow for caster inquisitors and seraphim. It was sort of strange that the oldest char in the Sacred universe - the seraphim, didn't have ancient magic :)

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Finally! That ought to compensate for the lack of deathblow for caster inquisitors and seraphim. It was sort of strange that the oldest char in the Sacred universe - the seraphim, didn't have ancient magic :)

 

lol didn't even know that seraphim didnt have ancient magic :)

Ahwell I'm glad it has been tweaked.

 

 

 

cheers!

Chareos Rantras

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Finally! That ought to compensate for the lack of deathblow for caster inquisitors and seraphim. It was sort of strange that the oldest char in the Sacred universe - the seraphim, didn't have ancient magic :)

 

 

...and the Temple Guardian gets stiffed completely. DB was what made the TG's peculiar long-duration-pulsed-damage style worth it and what do we have now to fill the void? For Testa's sake, throw the poor dog a bone.

 

 

 

In related news I saw Dryads now has access to magical staves. Will we be seeing INT-staff cheesers out-compete regular ranged Dryads now or did they nerf Acute Mind Console-style?

Edited by Little Faith
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Staff, staff lore and melee/ranged CA:

If you have staff lore and use Magic Coup, it will not use the staff for shooting, it's only melee.

Not tried with other classes yet, so shooting with staves might be only left clicks.

 

You can modify hairstyle, haircolour for females and skin-colour for all now. The experience of my daughters:

Hairstyle and colour are saved, skin-colour only for the dragon mage.

So sadly no blackblue drow elf with white hair playing the dark-campaign with staves.(Was the character to test staff lore and magic coup)

 

If a dragon mage transforms it seems to turn into a new character and all from the old vanishes:

Whirlwinds, eternal fire, alchemy effects, ....

 

The Unicorn and Flame Horse are war-horses with just new looks. The horse-Combat Arts were untouched so they behave as in Patch 2.43.

 

All three buff's of the dragon mage are useful, so a multiaspect is playable. No need for high specialisation.

 

Some quick bargaining done, and even it is way lower now I still seem to get as much useful stuff as before. So the shops are adapted to the fact that you get less +allSkills stuff now. At least it seems so.

 

It seems most characters got new skills (mainly staff and ancient magic), but not the elf. She is still the class with the fewest skills to choose from and for the melee elves melee damage is now reduced too while enemy do more damage. My melee elf was luckily all vitality, shield lore and fire skin reflect and fire mitigation to 80% so I have a few areas to hunt still till I know what beasts I have to fear.

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Finally! That ought to compensate for the lack of deathblow for caster inquisitors and seraphim. It was sort of strange that the oldest char in the Sacred universe - the seraphim, didn't have ancient magic :)

 

 

...and the Temple Guardian gets stiffed completely. DB was what made the TG's peculiar long-duration-pulsed-damage style worth it and what do we have now to fill the void? For Testa's sake, throw the poor dog a bone.

 

I can only second that. That, along with the deathblow and all skills problems will render the Source Warden tree even weaker than it was now (and it was very weak, compared to the other builds). However, Devout Guardian and Lost fusion build shouldn't suffer from the problem. Although that is some comfort, no char will want a redundant skill tree with only 1 or 2 useful CAs - mostly buffs.

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I get multiple reports that Combat Arts in the AddOn are modulo 200 now. So 201 runes count as only 1.

I haven't noticed this yesterday at playing, but perhaps I was close to 199mod200 with GI-Buff for my elf - have to check it out when I am back from work.

 

seraphim and Inqui got Ancient magic, the Dryad staff lore in addition to their acute mind.

 

If you look at hybrid builds: seraphim has 29 Skills to choose from, and tactic lore is a dual purpose for left and right clicks and helps to modify. An Elf has 26 and no dual purpose skill and now lower +allSkills, less melee damage, stronger monsters. The funny thing now is: The character which has a staff in her hands in all the pictures has the least use of a staff for fighting.

No int-boosting buff or CA like dragon mage and dryad, no dual purpose tactic lore to modify the weapon combat arts and staff shooting doesn't work magic coup. And an elf will probably not spend 2 skills for staff shooting left clicks to do decent damage: tactic lore and staff lore.

The pre AddOn reason to don't use a weapon skill on magic coup elves is still valid: All you need a weapon skill for is to get a tiny hit chance and to unlock weapon modifiers. The staff shooting is useless for magic coup, so the old 2.43 saying is still valid.

 

It seems the AddOn made TG and melee-elves a lot harder to play now.

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.......

It seems the AddOn made TG and melee-elves a lot harder to play now.

 

Uff Close combat dryads got nerfed, that soo ... ¤%/%&/(&()= AND &/()&/)&/()%¤"#"#¤%&)(=.

My favorit nerfed, not shure I want add on then. :)

Edited by D-molisher
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.......

It seems the AddOn made TG and melee-elves a lot harder to play now.

 

Uff Close combat dryads got nerfed, that soo ... ¤%/%&/(&()= AND &/()&/)&/()%¤"#"#¤%&)(=.

My favorit nerfed, not shure I want add on then. :D

 

 

Umm, I'm fairly sure he is referring to melee HIGH ELVES (those using Magic Coup). There's no reason to think melee-dryads are threatened yet.

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Honestly none off my builds are good after expansion.

My horse Tg are even off worse.

& well they made it even more hard to level up.

They didnt fix party penalty ( XP ).

Still bugged quests.

Still bugged horse CA.

Still CA sloped terrain bug.

Soo well I just see: Minus - Minus - Minus = me leave Sacred 2.

 

So I decided to leave Sacred 2 at Eu expansion ...

But then I probably go game with Wolfseye, Decepticons, Kameko, DrAgon and L0V3_M3

Pretty much doesnt matter what game , as long as party funn with friends.

Edited by D-molisher
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A bit playing around with my melee elf, 5 minutes, absolute no time these months:

 

There are new weapon modifiers: direct damage.

 

And I wonder if this modifier brings the balance between tougher opponents and less melee damage.

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There are new weapon modifiers: direct damage.

 

What do you mean? We've had +physical damage before...

 

Could this be like the "blood damage" , "holy damage", etc.. damage from S1 UW--that used to be only from set completion... that is: damage that cannot be blocked by armour. Ever.

Edited by FrostElfGuard
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