Jacek 20 Share Posted August 30 HI guys, its been a while, like a few years moist probably. what would be the easies spec to play again form scratch? I want to chill and have an easy time. What patch do I need - gog gold editon? And I remember sth about m,odyfying a .txt file to get better drops - can u pls remind me the trick? cheers!! 1 Link to comment
Hooyaah 2,972 Popular Post Share Posted August 30 1 hour ago, Jacek said: HI guys, its been a while, like a few years moist probably. what would be the easies spec to play again form scratch? I want to chill and have an easy time. What patch do I need - gog gold editon? And I remember sth about m,odyfying a .txt file to get better drops - can u pls remind me the trick? cheers!! Welcome back! The CM Patch is already included in the GOG version of Sacred 2 Gold. What character do you prefer to play? Here's an easy (if not completely lazy) Shadow Warrior Build: Want to get better drops? Check out this helpful information about changing the Balance text file: 1 1 Link to comment
SLD 330 Share Posted August 30 2 hours ago, Jacek said: what would be the easies spec to play again form scratch? I want to chill and have an easy time. Well it starts with the question of what your goals are. It's certainly easiest to just play bronze difficulty. You could play basically everything there and it would turn out ok. If you want the easiest character to go all the way through to niobium it would probably get a bit more complicated... It also matters wether you want to play campaign or not. Campaign is generally a lot more "difficult" as it forces you to go through all kinds of different challenges, while in the multiplayer free game mode you can choose what challenges you wish to take on and which of them you wish to avoid. It may also depend on how grind-willing you are. In version from the cm-patch onward it is technically possible to gain unlimited amounts of skill and attribute points by farming certain quests. It may take a lot of time, but of course would also make the game significantly easier. 2 hours ago, Jacek said: What patch do I need - gog gold editon? I'm not sure which version gog gold edition comes with. It is possible that these modern releases already have the community-patch pre installed. Otherwise I would at least suggest the community patch for modern system compatibility and a lot of crash fixes. In case you don't want any community changes the "purist fix pack" is an alternative that does about the same with less gameplay relevant changes. If you want to find out what version your game comes with, it should be visible in the game client once you started it. I guess the modern gog gold edition should be startable without needing patches beforehand. As you want it easy I would not suggest further large mods as the Enhanced Edition, the Addendum. and the Diablo 2 Fallen mod all make significant balance changes that would make the enemies more difficult to deal with, at least at certain stages of the game. The base game should give the most even game difficulty distribution here. But of course it's your choice. 2 hours ago, Jacek said: And I remember sth about m,odyfying a .txt file to get better drops - can u pls remind me the trick? I don't think it necessary to change the drop rates at all and it's quite easy to screw up a lot when doing so. I have a brother who messed around with drops enough that it got him legendary health potions. I don't know the details about the drop systems. We certainly have modders here that know more about this to help you achieve your "better" drops. Maybe one of them can answer this question more thoroughly. I hope I helped in telling you what we might need to know to figure out the easiest path for you. As a summary: -Game Version?/Any specific mod you want to play? -Pure campaign? -Exploit grind, yes or no? -Character goals, how far you want to go with it? -And the last one I hadn't askedbefor e: If you're willing to dupe jewellery etc it would of course make the game easier as well as you could always socket the greatest stuff... And for the decision what version/mod to play there might be some helpful info over there: https://darkmatters.org/forums/index.php?/topic/72692-sacred-2-questions-from-a-newreturning-player-setup-and-installation-cp-ee-pfp-differences-help-a-newcomer-understand-where-to-start/ Edit, as always I'm super slow at writing so this was written before hooyaah's post. He already adresses the loot and some of the version questions. 1 Link to comment
gogoblender 3,199 Share Posted August 31 10 hours ago, Jacek said: HI guys, its been a while, like a few years moist probably. what would be the easies spec to play again form scratch? I want to chill and have an easy time. What patch do I need - gog gold editon? And I remember sth about m,odyfying a .txt file to get better drops - can u pls remind me the trick? cheers!! Welcome back mon ami Jacek! Yeah a few years ! But our doors are always open, a lights always lit, a friendly face is always here to say hello And now...for your delightful question... I like how the other have answered... perhaps I'll be more direct.. Melee or Ranged? I was pure ranged when I first started playing Sacred...but then developed a love for ranged...there just seemed to more to se happening over long distances...I then went to Daemon...energy bolts...BOOYAH... Hows that for Blood and guts! Choose your blood type After I'd developed that taste for death long distance style ...the moment that (after wailing for weeks with how slow sacred 2 was compared to Sacred Underworld's arcade action! ) we discovered that the dryads travel time for anything coming out of her pipe was instant I was hooked and the sound it made when leech operated.. WOOSH!! you know sacred 2's sound for the leech was so much more louder and immersive...i just couldnt get enough of it...and after they released another version with less bugs, they had to kill all that crazy sound from the leech.. i never got over it.. oh and btw. we did an interview with my favorite dev from that team here at DarkMatters...enjoy if, when you have the time ... Lars Hammer!! and.. enjoy your sacred gaming ! welcome back!!! gogo Link to comment
SLD 330 Share Posted August 31 2 hours ago, gogoblender said: I was pure ranged when I first started playing Sacred...but then developed a love for ranged again one of those things only you can say gogo 2 hours ago, gogoblender said: we discovered that the dryads travel time for anything coming out of her pipe was instant if you like that, don't play dimitrius' addendum (he gave the pipe normal projectiles) 1 Link to comment
gogoblender 3,199 Share Posted August 31 8 hours ago, SLD said: again one of those things only you can say gogo if you like that, don't play dimitrius' addendum (he gave the pipe normal projectiles) I was about to give up on the game SLD... so many awful things happened in a row...the loss of Whoosh, the sluggishness of the game which @r00ster said had something to do with copy protection... u think? Luckily that magic of instant Paf! was seen ...everything changed... travel time for blow pipe still has me breathless... perfect sound of execution and then the lines shooting up for life draining ...what a mechanic, what execution... Jacek, hoping you do that Dryad.. I found her very easy to play at most, all levels up to Niobium, and this was in HardCore online... one death, you're dead... I'm not sure if you have enuff time to put a trader network in place, but if you can, you can socket to perfection. I think I had an old build somewhere, let me see if I can find it to upload...I think I did my Ice Elf...ahhh, she was lovely too... check out the sweet music she comes with gogo Link to comment
gogoblender 3,199 Share Posted August 31 9 hours ago, SLD said: again one of those things only you can say gogo SLD Thanks! I just see that now... thanks for the ruler-whack .... now I'm going to let it stay there to infuriate others... f o r e v a h wheeeeeeeeeeee... gogo 1 Link to comment
Jacek 20 Author Share Posted August 31 (edited) 23 hours ago, SLD said: Hello Again, since I am an old noob I need room for error / manouver and low APM of course lol ;) I really enjoy s/b archetype where I actually use the shield to deal dmg / perform attacks and not only stat stick. DW melee specs are also okk since I dont like kiting that much. Unless its a short kite ;) casters are fine; but no piano builds and stuff like cast x to prepare the ground for y so that z can deal damg. I remember I did change a few digits bacjk in the day in the txt file and ti was all just fine...aside from more drops, valuable drops at my feet - this is the way I play it, I do not have all the time in my life nowadays to grind. Thank you for such thoroiugh responses! Maybe you can add anything now with some clarifications on my end! EDIT: after such a long time I would like to beat the campaigne again and I dont want to spend all the time at the easiest difficulty so that my daughter will not take the piff at me lol ;) Cheers! Edited August 31 by Jacek Link to comment
SLD 330 Popular Post Share Posted August 31 4 hours ago, Jacek said: On 8/30/2024 at 6:01 PM, SLD said: No I absolutely did not say any of that 4 hours ago, Jacek said: I really enjoy s/b archetype where I actually use the shield to deal dmg / perform attacks and not only stat stick. not sure what "s/b" would mean, but following the context I would guess "sword&board". Sacred 2 has no possibility to "use" a shield actively. It would always end up a "stat stick". 4 hours ago, Jacek said: DW melee specs are also okk since I dont like kiting that much. Unless its a short kite ;) ranged does not necessarily mean kiting. Int this game there is no direct defensive benefit for a melee character therefor a ranged one could be just as tanky. 4 hours ago, Jacek said: casters are fine; but no piano builds and stuff like cast x to prepare the ground for y so that z can deal damg. Don't worry, the best way to play this game is to more or less chose one skill and always use that. There are a few permanent buffs you turn on and forget about and there may be useful temporary buffs for some characters but generally you have one skill put on your right click and when you see something you wanna kill you use that skill. There are people who like builds where you use one skill and then another etc but in almost all of those cases one of those skills will just be better than the other so using the better one twice would basically always yield better results. There is no point in making complicated skill combinations in this game. 4 hours ago, Jacek said: I remember I did change a few digits bacjk in the day in the txt file and ti was all just fine...aside from more drops, valuable drops at my feet - this is the way I play it, I do not have all the time in my life nowadays to grind. Can't help you with the drop modifications, but I would also guess you won't impress your daugther by cheating to do higher difficulties After all you can change those txt files to enemies do no damage and you do a lot of it etc... There is no limit there... So instead I would rather focus on a build that doesn't need much to do well. For someone who has little time I can at least make one good suggestion: Don't use Bargaining. There is a skill called bargaining and it allows you to buy better stuff from merchants. That in and of itself sounds great but it needs high investment to be good. So you have to "waste" a lot of skill points on bargaining, then teleport to and from a merchant to reset his trade inventory over and over again. While doing this you want to have even more bargaining which is why you would create a full suit of items that have "+bargaining", "+all skills" or "+general skills". So basicall you -waste skillpoints -spam merchant for hours to buy better bargaining bonus items -then spam merchant for hours to buy gear you actually want to use for fighting -play a little bit - spam merchant again as the bargaining suit needs to be kept "up to date". Bargaining is only really good if you get the skill's level to like twice or more times your character level So basically if you go the bargaining route you will spend a lot of time at merchants instead of doing quests or killing monsters. You basically end up never playing the game and always "playing the shop"... For someone who doesn't want to play forever and perfect their gear this is probably not the right approach. Without bargaining however, you will not be able to buy any high quality items from the merchants and will mostly rely on things you find. There is one other potentially very valuable "special" skill. Blacksmithing. It is a really odd one as you would never want that skill on your character but you do want to use it So an experienced player "starting from scratch" would make a character that can fit the blacksmith skill in first, and then use that characters skill to socket items for futujre characters. The main benefit of this skill is that you can socket rings into bronze quality sockets and amulets into silver quality ones, which allows you to make far better use of sockets on your items. Before the CM Patch only characters that were "real men" could get the blacksmith skill, so no dryads, seraphim, high elves or dragon mages The CM patch allows all characters to learn the blacksmith skill. Again, as you have little time for min-maxing your characters gear blacksmithing should probably not be a priority. 4 hours ago, Jacek said: Maybe you can add anything now with some clarifications on my end! I assume you did "clarify by omission" (is that a thing? ) that you will play with CM-Patch and no other mods. 4 hours ago, Jacek said: after such a long time I would like to beat the campaigne again and I dont want to spend all the time at the easiest difficulty You can't change the difficulty setting during a campaign. You can start at either bronze or silver difficulty. So if you don't want to spend all your time at the easiest difficulty I suggest starting with Silver. If doing a campaign on silver and maybe repeating the campaign on gold etc is the goal a singleplayer character would probably be the better choice. Though singleplayer characters can only start a higher difficulty campaign when the lower one has been completed, I think singleplayer is better at "keeping" a campaign state, making leaving/ continuing less of a problem. Such a singleplayer character would still have access to multiplayer's "free game" mode if repeatedly farming a side quest or some bosses is something you might want to do at some point. I do have to admit here however, that I do not have much experience especially no recent experience with campaign mode. I just don't like playing the campaign and am mostly used to the freedom from campaign restrictions. 4 hours ago, Jacek said: thoroiugh responses! Maybe you can add anything now So summarizing the restrictions: -Game Version: CM-Patch 1.60 -Singleplayer Campaign (not bronze!) -no bargaining -no external blacksmith and -no cheating/hacking/duping bug exploiting, repeated quest grind exploiting etc. so that your achievement cannot be denied on the basis of: "but, you cheated!" I have thought a bit about two possible builds I would consider. -A dual wield lightsaber shadow warrior. Would be tanky, would be melee, but does "need" some multiplayer quest grind to get the lightsaber and also needs a bit more merchant visiting and socketing etc to get the offense functioning. -A BeeEffGee seraphim. Would not be tanky(at least not for quite a while), would be ramged (so the one thing you don't want). In return she would probably need far less on the gear side of things and merchant visits. She'd be a glass cannon for quite while but not much of a "kiting" one. More like oneshotting everything that isn't a boss almost immediately from the start. Both should be easily capable of doing the campaign, though at the start you might have to farm a bit on the levels to get a boss capable build. I'm not used to the boss problem as I usually don't play campaign, so I don't have to kill bosses early. Also none of them is a noob trap, meaning they can both go all the way to niobium content and kill everything the game has to offer. I have been writing on this answer now for about 2 hours so I wont post 2 full build guides now as well... I want to take a look at the rest of the forum now If you want the build guides I will of course write them up for you. But I'll wait for your next response first. Please tell me if you can already veto either build beforehand as in such a case I would only have to write one guide 1 1 Link to comment
SLD 330 Share Posted September 1 On 8/30/2024 at 5:15 PM, Hooyaah said: The CM Patch is already included in the GOG version of Sacred 2 Gold. Do you have that version or where does this information come from? I just googled my ass off and couldn't find any mention of that however lots of evidence that it did not contain the cm-patch for a very long time and until quite recently(couple years...). That's why I'm asking what makes you so sure about this? What started the confusion was the PFP thread stating both -that the GoG version is compatible with pfp -and your own experience with accidentally installing the cm-patch before the pfp leading to problems Therefore the two should not be compatible if GoG already comes with cm-patch... Something is obviously wrong and I'm trying to cover all the bases now. I don't know how GoG versions work, so I consider it possible that a recent(past three years) change to the GoG version included the cm-patch. Link to comment
Jacek 20 Author Share Posted September 1 (edited) 17 hours ago, SLD said: I have been writing on this answer now for about 2 hours so I wont post 2 full build guides now as well... I want to take a look at the rest of the forum now If you want the build guides I will of course write them up for you. But I'll wait for your next response first. Please tell me if you can already veto either build beforehand as in such a case I would only have to write one guide Pure awesomness! TBH, both builds sound great......I just saw yt vids of the two and DW starwars archetype does tickle my fancy lol....would ti be possible with normal medieval weapons too? like regular swords, nmaces, staves etc? None th e less, I would appreciete the star wars knight guide ;) EDIT: now....I remember playing 10 or so yrs ago and elf fire based and it was soo damn strong.....ok choice? noob trap? how does I tcompare to the starwars SW? EDIT2: and what about starwars Seraphin with 2 x sabre? looks soo cool.... or as ppl sya, BFG lol! cheers! Edited September 1 by Jacek Link to comment
Sethi22 132 Share Posted September 1 (edited) 2 hours ago, Jacek said: would ti be possible with normal medieval weapons too? like regular swords, nmaces, staves etc? Hi there! I'm even less competent in Sacred 2 than in 1, so I'm no expert by any means! But I know that with the CM patch, lightsabers scale with willpower instead of strength. And Shadow warrior of course has the Grim resilience buff, which gives him tons of willpower. So scaling lightsabers would be much easier I think, if you have the patch. I'm sure SLD will come up with some sort of a guide for him! I only fooled around with that build on lower difficulty levels and it was great! But what I can confirm, is that the BFG Sera really rules! I'm at least as lazy a player as you, (probably much lazier...) who doesn't know much about the numbers and calculations, but she rocked on every difficulty level, even for me! Bosses were a complete joke with her, and other things that appeared on the screen never even made it half way towards her. She is as OP as you can get, I think! Edited September 1 by Sethi22 Link to comment
Jacek 20 Author Share Posted September 1 (edited) 3 hours ago, Sethi22 said: Hi there! I'm even less competent in Sacred 2 than in 1, so I'm no expert by any means! But I know that with the CM patch, lightsabers scale with willpower instead of strength. And Shadow warrior of course has the Grim resilience buff, which gives him tons of willpower. So scaling lightsabers would be much easier I think, if you have the patch. I'm sure SLD will come up with some sort of a guide for him! I only fooled around with that build on lower difficulty levels and it was great! But what I can confirm, is that the BFG Sera really rules! I'm at least as lazy a player as you, (probably much lazier...) who doesn't know much about the numbers and calculations, but she rocked on every difficulty level, even for me! Bosses were a complete joke with her, and other things that appeared on the screen never even made it half way towards her. She is as OP as you can get, I think! That sounds.....REALLY GOOD - bfg - I need to take a closer look then. if she is as good as u say; low apm, lazy eza sailing - lol - maybe I go with ther! edit: expert touch on or off? Edited September 1 by Jacek Link to comment
Sethi22 132 Share Posted September 1 (edited) On, I think. But the real wizards will arrive to the forum sooner or later, I'm just your average afternoon noob. They'll give you all sorts of valuable advice, I'm sure. I made her use 3 buffs, so I took Concentration to 75 to use the third buff, which was Warding energy. I think that's why SLD told you she can be a glass cannon early on, because at the beginning you already have one buff, that's BeeEffGee, and once you take Concentration, you'll probably go with Battle Stance for the second. So it can take a while, before she really becomes tanky with the 3rd buff, Warding energy. But I never had a problem with her at lower levels, it was smooth sailing all the way. (And of course she always has Divine protection for panic situations, but there were none for me. No panic situations emerged! Dead creatures don't cause panic...) You only put one point to Ranged weapons (because BFG gives you points for that) and then you can start reading the BFG runes like crazy. And you can't really go wrong with it, you can read them almost constantly. It really is the perfect thing for starters! (And of course it's the least gear dependent build like SLD said, as your buff is your weapon, so you don't need to upgrade your weapons constantly with shopping...) Edited September 1 by Sethi22 Link to comment
SLD 330 Popular Post Share Posted September 1 9 hours ago, Sethi22 said: 4 hours ago, Sethi22 said: They'll give you all sorts of valuable advice, I read that guide. Didn't like it at all and wouldn't recommend following it But that guide writer probably knows a lot more about playing campaigns than I do and many liked his build so I guess you could get through the game with that. 11 hours ago, Jacek said: would ti be possible with normal medieval weapons too? like regular swords, nmaces, staves etc? It would be absolutely nothing in comparison because it is all about the willpower bonus damage as Sethi22 already explained. 11 hours ago, Jacek said: and what about starwars Seraphin no, for the same reason. Lightsabers themselves are really bad weapons. But the attribute damage bonus is a really strong thing and willpower is the only reasonable attribute to scale. The only other properly scaleable attribute that is linked to a weapon type is intelligence. It increases Staff damage but staves have been absolutely destroyed by the cm-patch and are mechanically utter garbage. On top of that the character that gets a lot of int from a oermanent buff is the dragon mage and dms don't have any weapon combat arts... 11 hours ago, Jacek said: DW starwars archetype does tickle my fancy well actually you shouldn't be dualwielding lightsabers. In any later game situation you will be purely using combat arts and combat arts calculate their damage solely on the main hand weapon(even if they look like swinging both). That turns your off-hand weapon into a stat stick and there is a super valuable stat (%leech) that doesn't roll on lightsabers but can be acquired on other one handed weapons. So dual wield, yes, dual lightsaber, no. 11 hours ago, Jacek said: I remember playing 10 or so yrs ago and elf fire based and it was soo damn strong.....ok choice? noob trap? how does I tcompare to the starwars SW? Well blazing tempest can kill a lot of stuff. Against normal enemies it does well and the aspect lore is applied squared on the dot effect so it's scaling really well. But it is really situational can get stopped by rocks, water puddles and whatever else so depending on the area it might be somewhat frustrating to use and it is not a good choice for single targets. As a fire based character the only bosskill solution is the meteor. So now you somehow need two combat arts. For a caster to be strong you need high level combat arts with as low as possible regen times. CaLvl bonuses from gear raise the regen time by only half as nuch as eating the runes meaning purely relying on bonuses can lead up to twice as high spell combat arts. While this is reasonable to do with one spell having gear bonuses for two skills is not very realistic. In the endgame a high elf gets enough regeneration speed to just eat all the spells but at the start this will be a problem. Fire high elves are also not very tanky characters, grand invigoration will give some recovery but other than that fire high elves have practically no defenses. So the fire high elf can be played but especially given your criteria I would not have recommended such a build. If it had to be a caster Gogo has linked an Ice Elf build, I would rather go with something like that. Only one combat art against everything (Glacial thorns), more defensive buff with crystal skin and the potential to use cascading shroud for certain boss fights to play around the fact that you're still not a tank. Though the basic build idea is nice, I , as always, don't like the details of that build guide either and wouldn't recommend exactly following that one either. How does fire elf compare to lightsaber sw? -Well in a limited skill point situation the sw will be faaaaar better off as he has one of the lowest skill point requirements of the game. This will play a role for the first 100+ levels... -Also, while the fire elf can kill a lot of enemies with blazing tempest's large area, in Sacred 2 there are no large groups of enemies. if the map was filled to the brim that would be a win for the fire elf but it isn't. As gathering groups is the only way to make use of that large area you will be walking from enemy to enemy to drag them into a pack and then kill them while the sw will be walking from enemy to enemy, killing them without dragging them along into a pack. -Casters have regen time problems for a very long time, fighters have regen per hit... -the sw is a lot tankier than the high elf both at the start of the game and at the end. -the only main downside of the sw compared to a caster is that attack based characters need hit chance, usually achieved by gear with "-% opponents chance to evade" and/or "chance opponents cannot evade" mods. The latter is hard to come by/unavailable at the start the former starts appearing on gear somewhere around level 5-8 and in that level region the sw would have to shop for a few items with that mod or he'd be missing swings all the time. He will also have to up these stats as he continues through the levels. -the sw can just walk around holding down left and right mouse button and will just kill everything that lands under your mouse cursor, the fire elf will have to aim and cast manually... -the sw could easily adjust his elemental damage type the fire elf is stuck with fire. Not that that would matter at all... There's probably a ton more stuff that I could compare here. But I'm running out of ideas so that would be it for now... 7 hours ago, Jacek said: edit: expert touch on or off? at least that one is easy to answer. Always on. 4 hours ago, Sethi22 said: And of course it's the least gear dependent build like SLD said, as your buff is your weapon, so you don't need to upgrade your weapons constantly with shopping... The sw doesn't replace his weapon either. He farms up one double socket lightsaber at exactly level 10 and afterwards it's only being resocketed every now and then. The bfg needs "less" because it also solves the hit chance problem with the accuracy mod. Oh man I've been on this thread for almost 3 hours again and haven't even started writing a guide yet I'll go catch up with the rest of the forum again. I don't want to turn this into a fulltime dayjob so that'll be it for today but I'll throw in a short list of things I want to explain when I get to it: -general guides: --Combat art/Buff usage --How attribute damage works --maybe something on damage type usefulness --maybe something on Survival bonus --Game start: ---starting runes ---starting gold ---starting gear ---starting socketing ---starting bonus skill points --later socket options --maybe also something on important item mods: hit chance stuff, mitigation, dot reduction, leech%, --Bfg Sera ---proper casting bfg in an empty slot ---attribute choices ---skill choices ---combat art upgrades ---something about gear ---maybe something on gameplay ----shooting far ----special behaviour of an archangel's wrath combo ---different variants pure tech/ tech+exalted warrior --Lightsaber SW ---getting a lightsaber ---attribute choices ---skill choices ---combat art ugrades ---something about gear ---maybe something on gameplay ----left/right click ---different variants pure death warrior/ death warrior and malevolent/ death warrior and astral? That list looks like it could take weeks and that's only what I just came up with from the top of my head, there's probably a lot more to know... 1 1 Link to comment
gogoblender 3,199 Share Posted September 2 15 hours ago, SLD said: Oh man I've been on this thread for almost 3 hours again and haven't even started writing a guide yet I'll go catch up with the rest of the forum again. I don't want to turn this into a fulltime dayjob so that'll be it for today but I'll throw in a short list of things I want to explain when I get to it: We're serving refreshments shortly in Key Largo Bar. .. your love for this game and us is appreciated There's even Free Poutine in the back if someone gives you the dance-moves gogo 1 Link to comment
SLD 330 Popular Post Share Posted September 3 (edited) So the dreaded guide marathon is here. I know I can only ever finish if I get started at some point... I will just go over everything I come up with in no specific order, so I don't have another thing holding me back... General stuff about Combat art/Buff usage: Active combat arts have a regen time. You wanna make sure you can use them often, basically you want to get to a point where you use combat arts exclusively and you don't want to slow your attack/combat art speed down with your regen time. Having to "wait" for a combat art should not be a thing. At the start of the game this is absolutely impossible to reach of course. Regen times are what they are and you can work on lowering them but you will always be better off not trying to use combat arts exclusively here. You start with auto attacks and transition towards exclusive combat art usage once that becomes the better choice. So how do we deal with regen times? We get skills and item mods etc. to lower regen times, builds should cover that. Melee builds can use the "regen per hit" modifier to basically subtract a flat amount from their combat art regen. Make sure, that a single hit and the time it takes to make that hit is "enough" to recover the regeneration and if possible use combat arts that can hit more than once. Also don't get too gready, a 40second regen frenzied rampage with 10seconds regen per hit can still oneshot a single enemy and then suck for half a minute... a dualwielding demonic blow might miss with both hit attempts. So stacking this mod to raise a melee combat art beyond a couple seconds cooldown is probably not a good idea. But a "couple seconds" still allows more investment into a combat art that otherwise would need 0.x seconds cooldown to utilize full attack speed. Ranged attack builds can also use "regen per hit" to help, but as they have to wait for their projectile to hit this is only really effective when shooting at melee range. The only exception to this is the blowgun that instantly hits and can therefore follow the melee build rules. As a result of this normal ranged builds usually want a 0.x second cooldown on their combat art and usually end up with a level 1 combat art for a very long time. Caster builds are screwed as they can't use "regen per hit". They also can't leave their combat art at level 1 because the base damage of their combat art comes from its level. So they usually invest a lot into keeping that regen low while at the same time getting the calvl high enough for it to be effective. They tend to spend a lot of time with exclusively using their spell even though they can't get it to low enough regen to spam it at maximum rate. Especially the casters are therefore also using the bonus mechanic. When you eat a rune the regen time increases but when you get bonus levels to a combat art(from gear) the regen time only increases by half that much. Because of this casters usually for very long times, depending on build up to all the way to level 200, only eat one rune into their attack spell. The rest is from gear bonus, socketing runes etc. Same applies to ranged attack builds. Another thing is at a certain point, determined by your character level and the relevant focus skill, the calvl gets a malus. One more eaten rune or added calvl bonus from gear no longer results in a full level higher combat art. For example a level 1 character eating 200 levels into fireball will have a fireball lvl of 3.9. That fireball does the damage of a level 3.9 fireball and behaves entirely like a level 3.9 fireball but it would have the full(!!) regen time of a level 200 fireball. So while you get less and less by scaling a combat art into the "inefficient" level region the regen time scales on normally making it a very bad idea to go there. Only ever scale a combat art that is actively used into this inefficient area when the regen time increase does not matter. For most of the game time that would only happen with temporary buffs as they have tiny regen times and long durations so you can usually eat 200 of those at some point and even have gear bonuses on top without the regen time becoming a problem. So why all the yapping about the inefficient region? It's the transition to my buff segment: Permanent Buffs are different. They don't have a regen time but a "buff weight" that slows regeneration for all the active combat arts. That weight again increases with the level of the buff, but unlike the active combat arts regen time this buff weight is based on the effective level of the buff. So a level 1 character with 200 runes eaten in a buff will have an effective buff level of 3.9 and that buff only has the weight of a level 3.9 buff. Yes, that weight may be quite high depending on the buff it might be more than doubling your regen times but that buff also has a permanent effect and most buffs you would bother using are worth that weight. As a result it is basically always correct to eat buff runes for buffs you are using all the way to the cap of 200. So why did I want to talk about all the rune related stuff? Because it shows that while buffs are always a good way to improve a characters performance active combat art levels are not that easy to scale a character with. Runes are an abundant resource. They don't drop from normal chests but enemies can always drop runes. As long as you kill stuff you are provided with ruines. When you don't get the ones you want the Combomaster can get them for you(for a gold fee). But both gold and runes are guaranteed abundant resources. No matter how bad your luck you can always count on getting those two things. Also rune drops don't decrease with the number of eaten runes as in Sacred 1. In Sacred 2 you always get lots of runes. Enough to easily eat all your 15 combat arts to the maximum of 200 if you wanted to and certainly enough to eat everything that makes sense eating all the way to 200. So what effect does all this have? It gives an advantage to characters with strong buffs. The BeeEffGee Seraphim for example will always have a great weapon because you may never find a specific set item you want but you are always guaranteed to get your buff maxed out. It is also a process that starts early. After the first few enemies are killed you will already have gathered a bunch of runes and can start scaling your buffs. It is also not very well balanced so that you can have "good" buffs at far too high levels far too early trivializing large parts of the game. On the other hand builds that have no buffs that greatly scale their offense, defense, or even both will lack all these benefits. This played an important part in the two builds I suggested. Buffs are strong rng-free power and those builds are the absolute buff kings(/queens?). How does attribute damage work: I will only go into detail on weapon based characters here as that is what will be relevant for the guides should I ever get to writing them When you attack with a weapon or use a combat art which calculates its damage based on the weapon damage you also deal bonus damage based on an attribute. Which attribute that is depends on the type of weapon. -Strength for most big melee weapons -Dexterity for small melee weapons like short swords and daggers and also for all standard "ranged weapons" -Intelligence for staves the non standard "ranged weapon" -Willpower since CM-Patch for Lightsabers -Stamina and Vitality have no matching weapons Every single weapon falls into exactly one of those categories and gets bonus damage from that specific attribute and only from that one. The attributes bonus to weapon damage will be shown on the attribute's tooltip. That is a base value like on a +damage ring that is then effectively multiplied by damage increases like tactics lore r combat arts like demonic blow etc. The inventory tooltip however will not show these increase effects for the attribute damage and will make its effect always look misleadingly small. The inventory tooltip is wrong! Don't let it fool you. The damage numbers that pop up when you hit something, those are the real ones. How much damage the attribute adds is determined by the stats of your weapon. The game has an expected weapon damage value for every item level. You can't see that but it goes up with weapon level. Your weapon has a damage range. The comparison between those two values results in an attribute effectiveness. For example(using random non real values): a level 10 dagger might do ~50 damage a 1h sword ~70 damage and a big two handed hammer 120 damage. The game would now compare that to its expected value for a level 10 weapon for example 100 damage. In this case the dagger would get 50/100=0.5 added damage per attribute point, the sword would get 70/100=0.7 dmg per attr point and the 2h Hammer would get 120/100=1.2 dmg per attr point. So in this example with fictional values you would say getting 0.5 to 1.2 damage per attribute point sounds ok, what happens with level 20 weapons? well the weapons will do higher base damage and the expected value will also be higher and you will end up with still getting around 0.5 to 1.2 damage per attribute point. That doesn't sound very exploitable yet, right? So the same amount of attribute ends up basically always giving you the same amount of damage added and it's relative to the "size" of your weapon. So in the endgame where weapons can have like 500 to 1000 base damage you would need like 1000 attribute points to get about as much damage added as your weapon does. Ok so now you're kinda wearing 2 weapons instead of one. Not bad but also not that extreme, right? Well how can we increase the "value" of our attribute? It's simple, we need a weapon that does sick amounts of damage for its level. And there are two ways to achieve this. Method one, the BeeEffGee: It's already a weapon with good damage for its level but the buff has mods with "added damage" that are then added onto the weapon if cast while selecting an empty weapon slot. The BeeEffGee scales to a maximum level of 200 but while normal weapons there may have a realistical damage value of ~1000 tops the BeeEffGee reaches, because of the buff bonuses, easily 3000+ damage. In this case you will also get 3 times the benefit from your attribute. In relative terms your attribute did not get any more relevant however. Per the example above you're still like wearing two weapons, those just happen to be two absurdly op ones Method two, socketing: This one is a lot more creative. You can socket a ring with +damage into your weapon and it will increase the "weapon damage". So per the example above you could socket your level 10 sword with two level 10 ring with 10 damage each and you would now get 0.9 dmg/attr instead of 0.7. Nice. (Rings elsewhere don't affect the attribute bonus at all only the "weapon damage" matters). So how can that be exploited? Well, what happens if you socket 2 level 200 rings with 100 bonus damage each into this weapon? The weapon then shows a level requirement of 200 of course but the "expected damage" the game compares it to is still that of a level 10 weapon. So now your sword gets 270/100=2.7 damage per attribute point. You might notice: but wait a level 200 sword would usually do like 600 damage not 270 so do I really get a win out of this and the answer would be: It depends on how many points you have in that attribute. In this particular case: 600+0.7*attr<270+2.7*attr 330<2*attr 165<attr So in this extreme case having only 166 points in the attribute would be enough to make the socketed low level weapon better than the high level sword. And at 1000 points in the attribute that low level sword now is not like wearing two endgame weapons but more like wearing 6. These are the mechanics a lightsaber shadow warrior uses. First he has like 2000+ extra willpower making him already rock like multiple endgame weapons worth of extra damage but when exploiting a socketed low level lightsaber this number skyrockets to values that would make General Grievous seethe with jealusy Something short on damage types: In Sacred 2 there are 5 damage types. The 4 elemental ones already bring a secondary effect with them. Doing one of those 4 weapon types brings an automatic chance to cause the associated secondary effect based on the portion of your damage that is of that type. The larger the part of your damage is fire damage the higher your chance to cause the enemy to burn for example. Enemies can resist or even mitigate certain damage types all the way to being completely immune to it(very rare, like the elemental lord bosses to their elements etc.), they can also be specifically vulnerable to a damage type. For all but the rare cases of immunity I would not bother adapting my damage type but all weapon users can either by socketing their weapon with a converter or wearing gloves with a damage conversion mod. As the immune ones are all large bosses weapon damage users will later kill them with %leech anyway so no adapting required there either. Casters are, as always, screwed (damage conversion doesn't work on spells...) So if I don't chose my damage type based on the enemy the secondary effects might play a role. Fire and poison damage lead to a useless tiny dot effect. Ice damage can slow enemies a bit and magic damage can cause a weaken effect. From my experience if at all the weaken effect would be the only one worth pursuing. While I'm already at damage types I'll make a quick note on resistances and the relic holder. When dealing with bosses always make sure to pop in 3 relics of the matching type. As long as you don't have really good defenses/mitigation this will help a lot. For general roaming the lands I usually chose a set of 3 different colours that are most likely to cause trouble. That should be enough. Also in case your build has enhanced perception make sure you equip relics that boost it(unless of course you are already using legendary relics) Something on Survival Bonus: You get this bonus for "time spent in combat". It is reset to 0% on death, I could never have guessed that one... Time spent in combat doesn't necessarily mean that you need to fight back so being chewed on by a wolf for a couple hours while having enough hp regen from items/buffs that the wolf can never finish his meal is a great way to increase survival bonus. It can be done afk, even with Sacred 2 in background so you can still be productive elsewhere. Survival Bonus increases your attributes by up to 33% but doesn't work on bonus attributes from gear or buffs. It is still a valuable thing to have just for that. It also increases the level of enemies you encounter. That may at first be seen as detrimental as higher level enemies are harder to defeat but in the long run they also give higher level loot and more experience, all things that make your character stronger as well. Long story short, you always want SB to be as high as possible and therefore you don't want to die. While we are at the topic of dying: There are worse things in life than death. You can for example end up with a corrupted savegame or a bugged unsolvable main quest can stop your progression indefinately. Luckily the Lord has provided you with the power to back up your character savegames. Use this power at least once a day when you have made progress. Making a copy of the shared stash might also be wise. You can use these backups when death or anything worse has come upon you. They can also be used to try out things and reverse these decisions when they turn out bad. To save yourself from losing progress when a simple client crash occurs you should also frequently use the special power of the F7 key that will save your current game/character without the need to leave the game. It is wise to do this at least whenever you made some interesting progress like finding a rare and useful item or having gained a lot of experience... I have no clue when I started writing this but I'm at least nearing the 3 hour mark again so I guess it's time to take a break. I managed to at least cover everything I had put into the "general guides" section of my list and some extra that I came up with that wasn't on the list. I know this isn't very well formatted, worded and punctuation is not my friend either. I won't be working on improving this but if someone else want's to turn this into readable material I will happily take a look at the results to make sure the information contained did not accidentally degrade in the process. Edit: I found out it took actually more than 4 and a half hours Edited Monday at 06:59 AM by SLD 2 1 Link to comment
Sethi22 132 Share Posted September 3 6 hours ago, SLD said: You're unbelievable man! Not only are you infoholic, but workaholic too! And I thought I was the one doing the hard work running around in the screenshot game! Wow! 1 Link to comment
idbeholdME 434 Share Posted September 3 (edited) On 8/30/2024 at 5:15 PM, Hooyaah said: The CM Patch is already included in the GOG version of Sacred 2 Gold. It is not. You get the regular install version. On 9/1/2024 at 6:02 AM, SLD said: I don't know how GoG versions work, so I consider it possible that a recent(past three years) change to the GoG version included the cm-patch. GOG provides the version of Ice & Blood with the latest official patch. Nothing is pre-installed and you can freely choose what you go with, be it CM Patch, PFP, EE or anything else. On 9/1/2024 at 11:09 PM, SLD said: at least that one is easy to answer. Always on. Unless you are playing a triple aspect build, which is entirely possible. Not being able to use CAs instantly from various trees because using one triggers a mini cooldown on all your other trees too can be quite detrimental. But I doubt the OP is going to go a triple-aspect build On 8/30/2024 at 3:56 PM, Jacek said: And I remember sth about m,odyfying a .txt file to get better drops - can u pls remind me the trick? Easily done in balance.txt. Open it and find this: ZRareExpectation15 = 2, ZRareExpectation14 = 6, ZRareExpectation13 = 14, ZRareExpectation12 = 16, ZRareExpectation11 = 24, ZRareExpectation10 = 34, ZRareExpectation09 = 46, ZRareExpectation08 = 58, ZRareExpectation07 = 72, ZRareExpectation06 = 88, ZRareExpectation05 = 106, ZRareExpectation04 = 124, ZRareExpectation03 = 144, ZRareExpectation02 = 166, ZRareExpectation01 = 456, ZRareExpectation00 = 1000, Those are the drop rates for various rarities. 15 is legendary, 14 is rarer sets and uniques, 13 is most sets and uniques. The numbers represent a % chance of the rarity dropping. The list goes sequentially. So it first checks "Did rarity 15 (0.2% chance) roll? If not, proceed to 14. Did rarity 14 (0.6% chance) roll? If not, proceed to 13" and so on. The 1000 for 00 is just a safeguard for when all previous rolls fail, the game gives you a trash (grey) item. You will pretty much stop seeing these as you get Chance to Find Valuables for Survival Bonus, Map Explored % and going up difficulties. However, there is a hardcoded limitation on legendary drops (rarity 15) - only enemies with dangerclass 9 or 10 can drop them. This pretty much includes only bosses. Anything below 15 however, is fair game from most enemies. Chance to Find Valuables increases these numbers. Don't go too overboard, because if you consistently succeed rolls for rarities 15 or 14, you will stop seeing blue or even yellow items completely and be flooded only with sets and uniques. And finally, as for a good starting char, can't go wrong with High Elf. Just pick Fire or Ice, support it with Delphic Arcania and you should be able to steamroll pretty much everything. Fire is more offensive and easy to use, Ice is more defensive and requires good positioning and spell placement/targetting to play to its full potential. High Elf also has the only CA in the game, that has absolutely no drawbacks in pumping to 200 runes as soon as possible, it being Grand Invigoration. Plus you get to look at a scantily clad and lean elven lady Bonus points for picking the Shadow campaign - the snark levels are through the roof Edited September 3 by idbeholdME 1 Link to comment
DruidoMatto 8 Share Posted September 3 3 hours ago, idbeholdME said: It is not. You get the regular install version. GOG provides the version of Ice & Blood with the latest official patch. Nothing is pre-installed and you can freely choose what you go with, be it CM Patch, PFP, EE or anything else. Confirm that, bought Sacred 2 Gold Edition from GOG at the end of June '24 and there's exactly what idbeholdME said. Community Patch have to be added manually from you if you want to use. Even if it's a patch for the pack sold by GOG (and Steam also if I remember right) you have to consider the CM patch like a mod in this case... 1 Link to comment
SLD 330 Share Posted September 4 16 hours ago, Sethi22 said: 23 hours ago, SLD said: You're unbelievable man! Not only are you infoholic, but workaholic too! And I thought I was the one doing the hard work running around in the screenshot game! Wow! This is now the second time in this thread that someone misuses the quote function and puts words into my mouth that were never there. In neither case the defamation seems intentional so I wonder, is there a bug or something thats causing this? 8 hours ago, idbeholdME said: On 8/30/2024 at 5:15 PM, Hooyaah said: The CM Patch is already included in the GOG version of Sacred 2 Gold. It is not. You get the regular install version. On 9/1/2024 at 6:02 AM, SLD said: I don't know how GoG versions work, so I consider it possible that a recent(past three years) change to the GoG version included the cm-patch. GOG provides the version of Ice & Blood with the latest official patch. Nothing is pre-installed and you can freely choose what you go with, be it CM Patch, PFP, EE or anything else. 5 hours ago, DruidoMatto said: Confirm that, bought Sacred 2 Gold Edition from GOG at the end of June '24 and there's exactly what idbeholdME said. Community Patch have to be added manually from you if you want to use. Even if it's a patch for the pack sold by GOG (and Steam also if I remember right) you have to consider the CM patch like a mod in this case... So that means we now need information from Jacek to find out what patch version he choses to use. My prior assumption of cm patch 160hf has lost its basis. 8 hours ago, idbeholdME said: On 9/1/2024 at 11:09 PM, SLD said: at least that one is easy to answer. Always on. Unless you are playing a triple aspect build, which is entirely possible. Not being able to use CAs instantly from various trees because using one triggers a mini cooldown on all your other trees too can be quite detrimental. But I doubt the OP is going to go a triple-aspect build I intentionally left out a statement about the reasoning to not confuse further, but now I have to ammend my explanation to: "Always on, unless you are playing a build that frequently uses active skills from different aspects in quick succession and outside a combo. In that case however you are playing a bad build therefore turning on master's touch and choosing a different build would still have been the better choice." "Always on" was just the shortened version for that. 8 hours ago, idbeholdME said: you get Chance to Find Valuables for Survival Bonus, Map Explored % and going up difficulties. Map exploration shows its mf bonus ingame(exploration/4). Is there a source for the other two having any effect on mf? 8 hours ago, idbeholdME said: And finally, as for a good starting char, can't go wrong with High Elf. Just pick Fire or Ice, support it with Delphic Arcania and you should be able to steamroll pretty much everything. Fire is more offensive and easy to use, Ice is more defensive and requires good positioning and spell placement/targetting to play to its full potential. High Elf also has the only CA in the game, that has absolutely no drawbacks in pumping to 200 runes as soon as possible, it being Grand Invigoration. Plus you get to look at a scantily clad and lean elven lady Bonus points for picking the Shadow campaign - the snark levels are through the roof Even after a while to calm down, this still just makes me feel angry and frustrated. Why am I writing guides here at all? It doesn't feel worth it. I will wait for another word from @Jacek before I continue with the guides. I want to first know what version will be played and wether he still wants me to continue writing the guides based on the outline I posted a few days back: On 9/1/2024 at 11:09 PM, SLD said: list of things I want to explain when I get to it: Link to comment
Sethi22 132 Share Posted September 4 (edited) 4 hours ago, SLD said: This is now the second time in this thread that someone misuses the quote function and puts words into my mouth that were never there. In neither case the defamation seems intentional so I wonder, is there a bug or something thats causing this? Haha, no, I called you infoholic in another thread, about horses. Now I extended that to workaholic too. I think most of us trying to help Jacek with his new char would have linked in another guide, as I did. The lazy way. It's only you, who actually thought about writing a completely new one! But I enjoyed the first part, and learned a thing or two as well, so if you have the time and the will, I at least would love to see you continue! (Once it's complete, we can also ask Gogo to use his paranormal powers and lift the whole guide to a separate section, SLD's general Sacred 2 tips or something like that. Where it's easier to find, and where it can be revered for all eternity!) Edited September 4 by Sethi22 Link to comment
SLD 330 Share Posted September 4 5 hours ago, Sethi22 said: Haha, no, I called you infoholic in another thread, about horses. Now I extended that to workaholic too. I understand what you wanted to say, but why did you put it in a quote that claimed that I said it? 5 hours ago, Sethi22 said: I think most of us trying to help Jacek with his new char would have linked in another guide, as I did. The lazy way. It's only you, who actually thought about writing a completely new one! Well I don't think there is a good guide to link to. I also looked at every single guide that was linked here and found none of them optimal. First Hooyaah linked an invisible shadow warrior that for whatever reason doesn't use a proper offense. I also would not have recommended invisibility to a "newb" because it might be possible to brick main quest progression with it. But in general, yes you can make invisible SWs but why would you ever use that garbage totem... Then Gogo came by and linked a build for Sacred Underworld deamons... well he got around to talking about a blowgun dryad later but had no guide to link for that... Gogo returned to link an Ice Elf build which in general is nice, but then the guide suggests using multiple active combat arts and a questionable lineup of skill choices. Taking armor lore late just to get things like combat discipline earlier? And why take Spell resist? Its like the worst skill since the removal of pacifism... So the basic build Idea again is an acceptable choice but I wouldn't recommend following that guide in detail... And that is the point where you link a bfg-sera guide. Again some of it is correct but starting on armor lore and pushing tech lore all the way back to lvl 25? And supposedly using the Energy shield buff and divine protection combined with toughness yet still picking constitution... why? It actually makes you more vulnerable as %leech will do more damage to your shield... On top of that the guide suggests using flaring nova and even claiming that there might be situations where you "need" it. The guid claims crit is great for damage even though it is only a factor of 1.2. It claims soul hammer would be a good boss killer even though it is worse than both archangels wrath and pelting strikes. It also claims that pelting strikes would fire at multiple enemies which it absolutely does not and never has... Also the idea to mod battle stance with more attack rating to hit niobium bosses... You get ~100% chance opponents cannot evade from your bfg alone and you think attack rating is gonna change something here? This guide is sometimes spot on and sometimes so clueless... I can't recommend something like that to another player especially one who doesn't have the experience to take only the good advice and discard the rest... So far noone has linked a guide that would satisfy me. That is why I would have to write guides for him. They just don't exist yet. 5 hours ago, Sethi22 said: But I enjoyed the first part, and learned a thing or two as well, so if you have the time and the will, I at least would love to see you continue! That is nice to hear 5 hours ago, Sethi22 said: (Once it's complete, we can also ask Gogo to use his paranormal powers and lift the whole guide to a separate section, SLD's general Sacred 2 tips or something like that. Where it's easier to find, and where it can be revered for all eternity!) Please no! Don't rip up another thread. The contents could however be copied and rearranged to make them easier to find and read. For now we wait for Jacek's return to figure out what he needs and then I'll continue with the writing. 1 Link to comment
gogoblender 3,199 Share Posted September 4 29 minutes ago, SLD said: I understand what you wanted to say, but why did you put it in a quote that claimed that I said it? Well I don't think there is a good guide to link to. I also looked at every single guide that was linked here and found none of them optimal. First Hooyaah linked an invisible shadow warrior that for whatever reason doesn't use a proper offense. I also would not have recommended invisibility to a "newb" because it might be possible to brick main quest progression with it. But in general, yes you can make invisible SWs but why would you ever use that garbage totem... Then Gogo came by and linked a build for Sacred Underworld deamons... well he got around to talking about a blowgun dryad later but had no guide to link for that... Gogo returned to link an Ice Elf build which in general is nice, but then the guide suggests using multiple active combat arts and a questionable lineup of skill choices. Taking armor lore late just to get things like combat discipline earlier? And why take Spell resist? Its like the worst skill since the removal of pacifism... So the basic build Idea again is an acceptable choice but I wouldn't recommend following that guide in detail... And that is the point where you link a bfg-sera guide. Again some of it is correct but starting on armor lore and pushing tech lore all the way back to lvl 25? And supposedly using the Energy shield buff and divine protection combined with toughness yet still picking constitution... why? It actually makes you more vulnerable as %leech will do more damage to your shield... On top of that the guide suggests using flaring nova and even claiming that there might be situations where you "need" it. The guid claims crit is great for damage even though it is only a factor of 1.2. It claims soul hammer would be a good boss killer even though it is worse than both archangels wrath and pelting strikes. It also claims that pelting strikes would fire at multiple enemies which it absolutely does not and never has... Also the idea to mod battle stance with more attack rating to hit niobium bosses... You get ~100% chance opponents cannot evade from your bfg alone and you think attack rating is gonna change something here? This guide is sometimes spot on and sometimes so clueless... I can't recommend something like that to another player especially one who doesn't have the experience to take only the good advice and discard the rest... So far noone has linked a guide that would satisfy me. That is why I would have to write guides for him. They just don't exist yet. That is nice to hear Please no! Don't rip up another thread. The contents could however be copied and rearranged to make them easier to find and read. For now we wait for Jacek's return to figure out what he needs and then I'll continue with the writing. Morning SLD! Once you're happy with the way you want your guide to personally look, you can copy paste out the contents and start a new topic in our Sacred 2 Guides section here: https://darkmatters.org/forums/index.php?/forum/357-sacred-2-guides-maps-walkthroughs-and-videos/ You'll get your guide to look and feel the way you personally think a guide should feel to you and then, if you want, you can copy paste it to the Wiki which has a section entitled Player Contributed Guides ... more like a POV , non-canon https://www.sacredwiki.org/index.php/Sacred_2:Sacred_2_Player_Contributed_Guides You're a true-fan and I know you want your guide perfect...think of this topic as a distillery for your magnum opus soon to come... your official published work in those two proceeding areas Thanks for the reams of conversation, support and break throughs you have marveled in this new era 20 years later for our favorite game for this...you get the power-cow gogo Link to comment
Sethi22 132 Share Posted September 4 (edited) 1 hour ago, SLD said: I understand what you wanted to say, but why did you put it in a quote that claimed that I said it? Wow, now I see it too! I didn't quote you, that's for sure! I's some bug then. Weird! To be honest I remember reading another (better?) guide for BFG sera, that I used for my own, but I just couldn't find it. So I looked at this one, and found that sections of it were similar to the one I knew, that's why I linked it. With mine I never used any archangel's wrath and flaring nova, I just spammed my low level soul hammer-pelting strikes combo and that was it. And it was more than enough with the maxed out BFG. It was the regular pew-pew-pew build. Just shooting around... But about the shield, the constitution and toughness part, that's exactly how I did it too, it seems I fell into some noob trap again! (But I'm always super cautious with my builds and want to get them as tanky as possible, because I play hardcore). I thought about the Griffon and others that could take off my shield and thought that some life would be nice for those rare occasions. But I would like to hear about how it's actually hurting the player to pick it up, (you already talked about this in the damage cap topic in sacred 1, (when I said I had hundreds of thousands of energy shield on her), but I didn't really get it there either. I just didn't want to go completely offtopic there, that's why I let it go.) But since it came up again, I'd love to hear your reasoning about this leech thing! (I guess it's the more life-shield you have, the more they leech, right? In a nutshell...) But in the end, she triumphed! Even with a bad player like me, who's too lazy to shop and all. I guess she wasn't super efficient, but even I managed to go through Niobium with her and beat the Guardians. I felt super safe and happy with my warding energy and life, and divine protection, and toughness, and all that... So it won't ruin your build if you take all those, I think! Edited September 4 by Sethi22 Link to comment
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