Difference between revisions of "Sacred 2:Loco's Piromante (Ice & Blood)"

From SacredWiki
Jump to navigation Jump to search
 
(10 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 +
{|
 +
 +
|valign="top"|
 +
 
{| width="70%" class="metadata" style="margin:1pt auto;padding:1ex 1ex;border:2px black solid;"
 
{| width="70%" class="metadata" style="margin:1pt auto;padding:1ex 1ex;border:2px black solid;"
 
|-
 
|-
| http://i81.photobucket.com/albums/j222/Tim...I/pen_paper.png
+
| [[Image:pen_paper.png]]
 
| '''This page is about a particular player [[guide]].'''
 
| '''This page is about a particular player [[guide]].'''
  
The contents of this page are player-managed and/or contributed. They may or may not reflect the view of SacredWiki. Any views, or opinionated claims on this page apply solely to the author(s) of the guide. Guides may only be edited by or with the permission of the author.
+
The contents of this page are player-managed and/or contributed. They may or may not reflect the view of SacredWiki. Any views, or opinionated claims on this page apply solely to the author(s) of the guide. Guides may only be edited by or with the permission of the author.
 
|}
 
|}
  
Line 16: Line 20:
  
 
A little Guardians action at level 76 on Gold:
 
A little Guardians action at level 76 on Gold:
 +
 +
{{#ev:youtube|EM5slSJs6Xw|480}}
  
  
  
'''Planning'''
+
=='''Planning'''==
  
 
I had played several High Elves with great enjoyment. After a long and successful run to Niob level 115 with a Magic/Ice elf, I decided to give a Pyro a try. I wanted to build a char that could level fast and high, and could also be used on boss hunts. I built several homemade versions, and all had mistakes but I learned several things in the process:
 
I had played several High Elves with great enjoyment. After a long and successful run to Niob level 115 with a Magic/Ice elf, I decided to give a Pyro a try. I wanted to build a char that could level fast and high, and could also be used on boss hunts. I built several homemade versions, and all had mistakes but I learned several things in the process:
Line 27: Line 33:
 
3. Leveling is much faster than my Ice/Elf
 
3. Leveling is much faster than my Ice/Elf
  
 +
=='''Skills'''==
  
'''Skills'''
+
'''Level 2 http://www.sacredwiki.org/images/Sacred_2/Skills/armorlore.gif  [[Sacred 2:Armor Lore|Armor Lore]]'''
 
 
Level 2   [[Sacred 2:Armor Lore|Armor Lore]]  
 
  
 
We will need to get this up to level until 75. The regen penalty from armor will be maintained by keeping this at level until 75. As well as the damage absorption and ability to wear higher level items. She is gonna need this armor to sustain herself against all forms of damage. I recommend socketing at least 1 Artamarks Star if you can find them. Master 1st
 
We will need to get this up to level until 75. The regen penalty from armor will be maintained by keeping this at level until 75. As well as the damage absorption and ability to wear higher level items. She is gonna need this armor to sustain herself against all forms of damage. I recommend socketing at least 1 Artamarks Star if you can find them. Master 1st
  
Level 3   Arrant Pyromancer Lore  
+
'''Level 3 http://www.sacredwiki.org/images/Sacred_2/Skills/arrantpyromancerlore.gif [[Sacred 2:Arrant Pyromancer Lore|Arrant Pyromancer Lore]]'''
  
 
This will be our main aspect. Damage at early levels is gonna rely solely on this skill. Get it to level and keep it there until level 75. Master second
 
This will be our main aspect. Damage at early levels is gonna rely solely on this skill. Get it to level and keep it there until level 75. Master second
  
Level 5   Concentration  
+
'''Level 5 http://www.sacredwiki.org/images/Sacred_2/Skills/concentration.gif  [[Sacred 2:Concentration|Concentration]]'''
  
 
Just 1 point for now. We may want to master this to enable the companion buff, but for now 1 point will do.
 
Just 1 point for now. We may want to master this to enable the companion buff, but for now 1 point will do.
  
Level 8 Arrant Pyromancer Focus  
+
'''Level 8 http://www.sacredwiki.org/images/Sacred_2/Skills/arrantpyromancerfocus.gif [[Sacred 2:Arrant Pyromancer Focus|Arrant Pyromancer Focus]]'''
  
 
We only need 21 points for right now. This will help with regens, and level without penalty. We can master towards the end.  
 
We only need 21 points for right now. This will help with regens, and level without penalty. We can master towards the end.  
  
Level 12   Delphic Arcania Focus  
+
'''Level 12 http://www.sacredwiki.org/images/Sacred_2/Skills/delphicarcaniafocus.gif  [[Sacred 2:Delphic Arcania Focus|Delphic Arcania Focus]]'''
  
 
We need 31 points to mod Grand Invigoration and Expulse Magic. No further points will be needed. I am choosing focus for the reason that +all skills from a Buff Suit will greatly raise the CA level of Grand Invigoration with 200 Runes read. This may be mastered towards the end.
 
We need 31 points to mod Grand Invigoration and Expulse Magic. No further points will be needed. I am choosing focus for the reason that +all skills from a Buff Suit will greatly raise the CA level of Grand Invigoration with 200 Runes read. This may be mastered towards the end.
  
Level 18   Constitution  
+
'''Level 18 http://www.sacredwiki.org/images/Sacred_2/Skills/constitution.gif  [[Sacred 2:Constitution|Constitution]]'''
  
 
One key element of our defense will be large amounts of HP and high rate of regen. Get this to level and keep it there till level 75. Master 3rd
 
One key element of our defense will be large amounts of HP and high rate of regen. Get this to level and keep it there till level 75. Master 3rd
  
Level 25   Ancient Magic  
+
'''Level 25 http://www.sacredwiki.org/images/Sacred_2/Skills/ancientmagic.gif  [[Sacred 2:Ancient Magic|Ancient Magic]]'''
  
 
There is a decent boost to Spell Damage here but the real magic starts at mastery when it reduces the enemies resistance to your spell damage. then look out! Master 4th.
 
There is a decent boost to Spell Damage here but the real magic starts at mastery when it reduces the enemies resistance to your spell damage. then look out! Master 4th.
  
Level 35   Shield Lore  
+
'''Level 35 http://www.sacredwiki.org/images/Sacred_2/Skills/shieldlore.gif  [[Sacred 2:Shield Lore|Shield Lore]]'''
  
 
Since we can't use 2 weapons we will occupy here left arm with a shield. Shield lore will help boost her Defense value and allow us to wear higher level shields. And there are some really nice Rare shield with huge block chance. At Mastery it give a chance to block close combat.  
 
Since we can't use 2 weapons we will occupy here left arm with a shield. Shield lore will help boost her Defense value and allow us to wear higher level shields. And there are some really nice Rare shield with huge block chance. At Mastery it give a chance to block close combat.  
  
Level 50   Spell Resistance  
+
'''Level 50 http://www.sacredwiki.org/images/Sacred_2/Skills/spellresistance.gif  [[Sacred 2:Spell Resistance|Spell Resistance]]'''
  
 
The magic and LL spells of Ice and Blood can be devistating. So spell Resistance is really gonna help take the sting out of those nasty caster daemons and Daemonic Eyes.
 
The magic and LL spells of Ice and Blood can be devistating. So spell Resistance is really gonna help take the sting out of those nasty caster daemons and Daemonic Eyes.
  
Level 65   Combat Discipline  
+
'''Level 65 http://www.sacredwiki.org/images/Sacred_2/Skills/combatdiscipline.gif  [[Sacred 2:Combat Discipline|Combat Discipline]]'''
  
 
Gives a boost to damage, a 10% reduction in regens when CA is used in a Combo.  
 
Gives a boost to damage, a 10% reduction in regens when CA is used in a Combo.  
  
  
'''Attributes'''  
+
=='''Attributes'''==
  
 
Put points into vitality for the first levels until you can start to add points into Constitution. Then all points into 50%Intelligence for Spell Intensisty and 50% int Willpower for base Spell Resistance.
 
Put points into vitality for the first levels until you can start to add points into Constitution. Then all points into 50%Intelligence for Spell Intensisty and 50% int Willpower for base Spell Resistance.
  
  
'''Combat Arts'''
+
=='''Combat Arts'''==
  
Incandescent Skin  
+
'''http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/05.gif[[Sacred 2:Incandescent Skin|Incandescent Skin]]'''
  
 
This will be our primary Buff. it will help boost damage and also reflect close combat
 
This will be our primary Buff. it will help boost damage and also reflect close combat
  
 
Inferno - Increases the chance to set fire to opponent when they sustain fire damage
 
Inferno - Increases the chance to set fire to opponent when they sustain fire damage
 +
 
Revenge - this will give us some defense with reflect close combat
 
Revenge - this will give us some defense with reflect close combat
 +
 
Fiery Ardor - more fire damage can't be a bad thing right?
 
Fiery Ardor - more fire damage can't be a bad thing right?
  
 
Runes: 1 Rune only until late in game. Boost with a buff suit filled with runes. (Niob runes can be used by about level 45)
 
Runes: 1 Rune only until late in game. Boost with a buff suit filled with runes. (Niob runes can be used by about level 45)
  
Ancestral Fireball  
+
 
 +
'''http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/01.gif[[Sacred 2:Ancestral Fireball|Ancestral Fireball]]'''
  
 
We will use this as a close combat art. Mob em up and Boom!
 
We will use this as a close combat art. Mob em up and Boom!
  
 
Explosion- Area of Effect in close quarters against mobs
 
Explosion- Area of Effect in close quarters against mobs
 +
 
Globe - more damage
 
Globe - more damage
 +
 
Hot Pursuit - Fireballs will follow their targets. I know Fusilade here would add more damage. but with no other single target ranged attack. 2 fireballs only helps it you can hit the target. And at any distance other than face to face this CA can only hit stationary monsters. So I choose to give a little damage for high probability of a hit.
 
Hot Pursuit - Fireballs will follow their targets. I know Fusilade here would add more damage. but with no other single target ranged attack. 2 fireballs only helps it you can hit the target. And at any distance other than face to face this CA can only hit stationary monsters. So I choose to give a little damage for high probability of a hit.
  
 
Runes: Read runes as needed but maintain 1.0s regen
 
Runes: Read runes as needed but maintain 1.0s regen
  
Blazing Tempest  
+
 
 +
'''http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/02.gif[[Sacred 2:Blazing Tempest|Blazing Tempest]]'''
  
 
This is gonna be our mass damage Area of Effect. huge mobs will be burning all night long with Ancient magic mastered.
 
This is gonna be our mass damage Area of Effect. huge mobs will be burning all night long with Ancient magic mastered.
  
 
Scorch - +40% to damage  
 
Scorch - +40% to damage  
 +
 
Conflagration - 41.7% increase in burn damage
 
Conflagration - 41.7% increase in burn damage
 +
 
Ambition - Increased Crits.
 
Ambition - Increased Crits.
  
 
Runes: I like to keep this spam-able. 2 rings does more damage than 1. 3 rings is better than 2 etc. I like to keeps this between 1.0s and 1.5s
 
Runes: I like to keep this spam-able. 2 rings does more damage than 1. 3 rings is better than 2 etc. I like to keeps this between 1.0s and 1.5s
  
Incendiary Shower  
+
 
 +
'''http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/03.gif[[Sacred 2:Incendiary Shower|Incendiary Shower]]'''
  
 
Aaaah! Our boss killer! This is the best thing the Fire aspect has for huge damage against bosses. With Stun we can even stand our ground without getting hit. I chose these stats for good reason. continuity increases the number of metoers. and Intensity makes them rain down really fast. so with higher CA levels this thing is gonna pound bosses with so much damage per second it will be nothing but BIG GRINS!  
 
Aaaah! Our boss killer! This is the best thing the Fire aspect has for huge damage against bosses. With Stun we can even stand our ground without getting hit. I chose these stats for good reason. continuity increases the number of metoers. and Intensity makes them rain down really fast. so with higher CA levels this thing is gonna pound bosses with so much damage per second it will be nothing but BIG GRINS!  
  
 
Skull Smash - chance to stun
 
Skull Smash - chance to stun
 +
 
Continuity - More meteors  
 
Continuity - More meteors  
 +
 
Intensity - they rain down faster
 
Intensity - they rain down faster
  
runes: Keep this at around 1.5s this will allow continuous rain of meteors for Bosses.
+
Runes: Keep this at around 1.5s this will allow continuous rain of meteors for Bosses.
 +
 
  
Grand Invigoration  
+
'''http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/15.gif[[Sacred 2:Grand Invigoration|Grand Invigoration]]'''
  
 
Our Second buff. Great for a HP regen boost and also to lower overall regens
 
Our Second buff. Great for a HP regen boost and also to lower overall regens
  
 
Arrant Pyromancer Expertise - The regeneration time for the aspect Arract Pyromancer will decrease .
 
Arrant Pyromancer Expertise - The regeneration time for the aspect Arract Pyromancer will decrease .
 +
 
Life Energy - Additionally increases the hitpoint regeneration rate
 
Life Energy - Additionally increases the hitpoint regeneration rate
 +
 
Resilience - Reduces the impact and duration of incoming detrimental effects.
 
Resilience - Reduces the impact and duration of incoming detrimental effects.
  
 
Runes: I had this at 200 runes by level 50. We will boost these mods with a buff suit of +all skills
 
Runes: I had this at 200 runes by level 50. We will boost these mods with a buff suit of +all skills
  
Expulse Magic  
+
 
 +
'''http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/14.gif[[Sacred 2:Expulse Magic|Expulse Magic]]'''
  
 
Expulse is an utility skill here. It has good amount of block combat art. We will be using it strickly as a defensive measure
 
Expulse is an utility skill here. It has good amount of block combat art. We will be using it strickly as a defensive measure
  
 
Strength - Increases banishing potential but maintain the same effective radius
 
Strength - Increases banishing potential but maintain the same effective radius
 +
 
Pentagram - Reduces the duration and impact of incoming weakening effects or Undead- also nice for dealing with Clearview, North Swamp, and Mist of Miasma.
 
Pentagram - Reduces the duration and impact of incoming weakening effects or Undead- also nice for dealing with Clearview, North Swamp, and Mist of Miasma.
 +
 
Protection - Chance to block direct magical damage
 
Protection - Chance to block direct magical damage
  
 
Runes: Keep regen at around 1.0s -1.5s this allows you to lay down multiple rings for stacked bonuses
 
Runes: Keep regen at around 1.0s -1.5s this allows you to lay down multiple rings for stacked bonuses
  
Armor/Gear
+
=='''Armor/Gear'''==
 
I used a Pyro Set for the Incandescent Skin Buff and a Ancestors for the Grand Invigoration Buff suit. until level 65 I fought in the Grand Invigoration Buff suit as the +allskills really helped with all the low level skills. At level 65 I started building a fighting suit from Various Set pieces with good Mods.
 
I used a Pyro Set for the Incandescent Skin Buff and a Ancestors for the Grand Invigoration Buff suit. until level 65 I fought in the Grand Invigoration Buff suit as the +allskills really helped with all the low level skills. At level 65 I started building a fighting suit from Various Set pieces with good Mods.
  
  
Socketables
+
=='''Socketables'''==
  
 
Niob runes for Buff suits
 
Niob runes for Buff suits
Line 153: Line 175:
  
  
Play Style / Testing
+
=='''Play Style / Testing'''==
  
 
I built this character in Closed net HC. So all testing was done with default settings.
 
I built this character in Closed net HC. So all testing was done with default settings.
Line 163: Line 185:
 
I Read runes until Shower was at about 1.5s and blazing at about 1.5s. So the Bonus mods were really starting to kick in and give me beautiful light show.
 
I Read runes until Shower was at about 1.5s and blazing at about 1.5s. So the Bonus mods were really starting to kick in and give me beautiful light show.
  
Reached level 75 and mastered Armor lore, constitution, and Pyro Lore. now I am putting all points into ancient magic. Level on Platinum at level 75 and she is doing an amazing job. damage is a little low against bosses in plat, but I took the ice lord, earth lord, mad ogre and Boar out with little trouble. Now its a race to master Ancient Magic, Shield Lore, spell resistance and go through a run in Cursed Forest and the guardians. I am confident she could go to silver and take guardians in record time. Gold may take a few minutes.
+
Reached level 75 and mastered Armor lore, constitution, and Pyro Lore. now I am putting all points into ancient magic. Level on Platinum at level 75 and she is doing an amazing job. damage is a little low against bosses in plat, but I took the ice lord, earth lord, mad ogre and Boar out with little trouble. Now its a race to master Ancient Magic, Shield Lore, spell resistance and go through a run in Cursed Forest and the guardians. I am confident she could go to Platinum and take guardians in record time. Gold only takes a few minutes.
  
  

Latest revision as of 23:45, 17 August 2014

Loco's Piromante (Ice & Blood), A [D.a.r.k] Mage with an addiction to fire

By locolagarto

Piromante

A [D.a.r.k] Creature of the High Elf race, she is an outcast of her coven. . She travels the Regions of Ancaria in quest of Fame and fortune as a mercenary for hire while leaving a wake of destruction and fire. No Man or Beast of creation can withstand the heat of her dark burning heart

A little Guardians action at level 76 on Gold:


Planning

I had played several High Elves with great enjoyment. After a long and successful run to Niob level 115 with a Magic/Ice elf, I decided to give a Pyro a try. I wanted to build a char that could level fast and high, and could also be used on boss hunts. I built several homemade versions, and all had mistakes but I learned several things in the process:

1. The HE is a bit squishy against physical damage and spell damage. 2. She can really pack a huge punch when given the right tools and mods. 3. Leveling is much faster than my Ice/Elf

Skills

Level 2 armorlore.gif Armor Lore

We will need to get this up to level until 75. The regen penalty from armor will be maintained by keeping this at level until 75. As well as the damage absorption and ability to wear higher level items. She is gonna need this armor to sustain herself against all forms of damage. I recommend socketing at least 1 Artamarks Star if you can find them. Master 1st

Level 3 arrantpyromancerlore.gif Arrant Pyromancer Lore

This will be our main aspect. Damage at early levels is gonna rely solely on this skill. Get it to level and keep it there until level 75. Master second

Level 5 concentration.gif Concentration

Just 1 point for now. We may want to master this to enable the companion buff, but for now 1 point will do.

Level 8 arrantpyromancerfocus.gif Arrant Pyromancer Focus

We only need 21 points for right now. This will help with regens, and level without penalty. We can master towards the end.

Level 12 delphicarcaniafocus.gif Delphic Arcania Focus

We need 31 points to mod Grand Invigoration and Expulse Magic. No further points will be needed. I am choosing focus for the reason that +all skills from a Buff Suit will greatly raise the CA level of Grand Invigoration with 200 Runes read. This may be mastered towards the end.

Level 18 constitution.gif Constitution

One key element of our defense will be large amounts of HP and high rate of regen. Get this to level and keep it there till level 75. Master 3rd

Level 25 ancientmagic.gif Ancient Magic

There is a decent boost to Spell Damage here but the real magic starts at mastery when it reduces the enemies resistance to your spell damage. then look out! Master 4th.

Level 35 shieldlore.gif Shield Lore

Since we can't use 2 weapons we will occupy here left arm with a shield. Shield lore will help boost her Defense value and allow us to wear higher level shields. And there are some really nice Rare shield with huge block chance. At Mastery it give a chance to block close combat.

Level 50 spellresistance.gif Spell Resistance

The magic and LL spells of Ice and Blood can be devistating. So spell Resistance is really gonna help take the sting out of those nasty caster daemons and Daemonic Eyes.

Level 65 combatdiscipline.gif Combat Discipline

Gives a boost to damage, a 10% reduction in regens when CA is used in a Combo.


Attributes

Put points into vitality for the first levels until you can start to add points into Constitution. Then all points into 50%Intelligence for Spell Intensisty and 50% int Willpower for base Spell Resistance.


Combat Arts

05.gifIncandescent Skin

This will be our primary Buff. it will help boost damage and also reflect close combat

Inferno - Increases the chance to set fire to opponent when they sustain fire damage

Revenge - this will give us some defense with reflect close combat

Fiery Ardor - more fire damage can't be a bad thing right?

Runes: 1 Rune only until late in game. Boost with a buff suit filled with runes. (Niob runes can be used by about level 45)


01.gifAncestral Fireball

We will use this as a close combat art. Mob em up and Boom!

Explosion- Area of Effect in close quarters against mobs

Globe - more damage

Hot Pursuit - Fireballs will follow their targets. I know Fusilade here would add more damage. but with no other single target ranged attack. 2 fireballs only helps it you can hit the target. And at any distance other than face to face this CA can only hit stationary monsters. So I choose to give a little damage for high probability of a hit.

Runes: Read runes as needed but maintain 1.0s regen


02.gifBlazing Tempest

This is gonna be our mass damage Area of Effect. huge mobs will be burning all night long with Ancient magic mastered.

Scorch - +40% to damage

Conflagration - 41.7% increase in burn damage

Ambition - Increased Crits.

Runes: I like to keep this spam-able. 2 rings does more damage than 1. 3 rings is better than 2 etc. I like to keeps this between 1.0s and 1.5s


03.gifIncendiary Shower

Aaaah! Our boss killer! This is the best thing the Fire aspect has for huge damage against bosses. With Stun we can even stand our ground without getting hit. I chose these stats for good reason. continuity increases the number of metoers. and Intensity makes them rain down really fast. so with higher CA levels this thing is gonna pound bosses with so much damage per second it will be nothing but BIG GRINS!

Skull Smash - chance to stun

Continuity - More meteors

Intensity - they rain down faster

Runes: Keep this at around 1.5s this will allow continuous rain of meteors for Bosses.


15.gifGrand Invigoration

Our Second buff. Great for a HP regen boost and also to lower overall regens

Arrant Pyromancer Expertise - The regeneration time for the aspect Arract Pyromancer will decrease .

Life Energy - Additionally increases the hitpoint regeneration rate

Resilience - Reduces the impact and duration of incoming detrimental effects.

Runes: I had this at 200 runes by level 50. We will boost these mods with a buff suit of +all skills


14.gifExpulse Magic

Expulse is an utility skill here. It has good amount of block combat art. We will be using it strickly as a defensive measure

Strength - Increases banishing potential but maintain the same effective radius

Pentagram - Reduces the duration and impact of incoming weakening effects or Undead- also nice for dealing with Clearview, North Swamp, and Mist of Miasma.

Protection - Chance to block direct magical damage

Runes: Keep regen at around 1.0s -1.5s this allows you to lay down multiple rings for stacked bonuses

Armor/Gear

I used a Pyro Set for the Incandescent Skin Buff and a Ancestors for the Grand Invigoration Buff suit. until level 65 I fought in the Grand Invigoration Buff suit as the +allskills really helped with all the low level skills. At level 65 I started building a fighting suit from Various Set pieces with good Mods.


Socketables

Niob runes for Buff suits +all Skills for Buff suits Chance to evade Damage -Fire or niob Smith Damage anti-DoT Spell Resistance


Play Style / Testing

I built this character in Closed net HC. So all testing was done with default settings.

From Low level I used Blazing tempest for mobs. Ancestral fireball for champs. and Incendiary shower for Bosses. For general leveling round up mobs as big as you can get and lay down repeated Blazing tempest and watch the XP number scroll.

Once I have Armor lore and Pyro Lore at level and had started pumping Constitution as my 3rd mastery(Stopped at 21 for pyro focus and 31 for Delphic Focus) I was confident to go boss hunting with Incendiary Shower. Only staying away from the Grundwald Dragon and Scorp Boss because of there CA reflect.

I Read runes until Shower was at about 1.5s and blazing at about 1.5s. So the Bonus mods were really starting to kick in and give me beautiful light show.

Reached level 75 and mastered Armor lore, constitution, and Pyro Lore. now I am putting all points into ancient magic. Level on Platinum at level 75 and she is doing an amazing job. damage is a little low against bosses in plat, but I took the ice lord, earth lord, mad ogre and Boar out with little trouble. Now its a race to master Ancient Magic, Shield Lore, spell resistance and go through a run in Cursed Forest and the guardians. I am confident she could go to Platinum and take guardians in record time. Gold only takes a few minutes.


Originally published at DarkMattersfor review and discussion.

See Also