Anyone still playing Sacred 2? Share your BG-related build ideas here, and, my MMM dragon mage
BelgarathMTH
Member Posts: 5,653
in Off-Topic
So, I've been playing Sacred 2 through the holiday season, and still playing.
My favorite class in Sacred 2 is the dragon mage, and, I've just gotten a new one up through platinum level Octogolamus, using a Destroyers/Gust of Wind combo combined with a %life leech shuriken, plus a shield.
I started realizing that the way a shuriken plays for a caster in Sacred 2 is a lot like how a caster in Baldur's Gate plays with Melf's Minute Meteors.
I love to occasionally make a connection with Charname ideas I have for Baldur's Gate with other games I play.
So, I am thinking of maybe starting a fighter-mage in Baldur's Gate who will concentrate on darts, slings, and Melf's Minute Meteors for his primary damage dealers, as well as whatever other arcane damage he can muster up as he levels.
The obvious no-brainer choice for a Sacred 2 "dragon mage" analogue would be the Baldur's Gate "dragon disciple", but, in Sacred 2, my dragon mage is artistically defined by his trademark helmet and shield. Especially since I've included shield lore as part of his build.
So, the fighter-mage wearing helmet and using a shield seems more in line with my idea to carry my Sacred 2 toon into BG.
Comments? Ideas?
If you're a Sacred 2 fan, share your own favorite builds here.
My favorite class in Sacred 2 is the dragon mage, and, I've just gotten a new one up through platinum level Octogolamus, using a Destroyers/Gust of Wind combo combined with a %life leech shuriken, plus a shield.
I started realizing that the way a shuriken plays for a caster in Sacred 2 is a lot like how a caster in Baldur's Gate plays with Melf's Minute Meteors.
I love to occasionally make a connection with Charname ideas I have for Baldur's Gate with other games I play.
So, I am thinking of maybe starting a fighter-mage in Baldur's Gate who will concentrate on darts, slings, and Melf's Minute Meteors for his primary damage dealers, as well as whatever other arcane damage he can muster up as he levels.
The obvious no-brainer choice for a Sacred 2 "dragon mage" analogue would be the Baldur's Gate "dragon disciple", but, in Sacred 2, my dragon mage is artistically defined by his trademark helmet and shield. Especially since I've included shield lore as part of his build.
So, the fighter-mage wearing helmet and using a shield seems more in line with my idea to carry my Sacred 2 toon into BG.
Comments? Ideas?
If you're a Sacred 2 fan, share your own favorite builds here.
1
Comments
I was glad when the dragon mage got added, because it gave me a male sorcerer to play.
I tried dragon mage too, but I felt hm they put trees from other classes and made a new one. Mind powers, well Dryad has something similar already and for pure mage experience Inquisitor is much more like mage concept from BG (at least for me).
Also, do you prefer light or shadow campaign, I tried both and I feel like they skirted a shadow one somewhat.
Dragon mage has his exploding destroyers, gust of wind, and a tornado in his elemental tree. I like those powers; I think they're cool, and I also like his draconicon mount. (No freaking way am I riding a giant spider! Eww.)
The exploding destroyers look a bit like a meteor storm or an incendiary cloud, but I guess the gust of wind and tornado don't resemble any Baldur's Gate spells. Maelstrom and mind blast are good boss debuffers that resemble miscast magic and breach, because they cause the equivalent of partial spell failure by increasing regeneration time, and the equivalent of breaching stoneskins by lowering armor.
That's especially helpful for an elementalist dragon mage, whose elemental combat arts cause all physical damage.
I'm not playing a mentalist dragon mage right now, but energy blaze resembles chain lightning.
I would say that the inquisitor is like an evil Baldur's Gate mage, and the dragon mage is a good or evil dragon disciple/sorcerer.
The high elf would be a neutral or good mage or sorceress. So there are some good choices for casters, there, in Sacred 2. The shadow warrior can also be played as a conjurer or necromancer if you focus on the astral lord tree.
As for shadow warriors, I see them as mega tanks/party buffers (i.e. fighter/cleric) It is true they can be played as "mages" but they're not as good at it (meaning you need more micro; f/c way is more casual friendly).
Light campaign all the way here too;) Better and more quests than the dark one.
As for spells, temple guardian has so much BG-like spells...Amplifying Discharge=MMM (though it is cold dmg) Furious Emblazer=burning hands/agnazzar scorcher (well, flamethrower really, but I imagined that too in BG); Deadly Spears=globe of blades; Jolting Touch=shocking grasp/ghoul touch; Archimedes Beam=finger of death/disintegrate. And T-Energy shield, if you build it right and support it with your items, it is practically absolute immunity.
(Although you have to be careful with those, because strong bosses throwing aoe damage at them will hit your shadow warrior. Using the skeletion warriors kind of reduces your effective time stop down to an effective improved invisible or mislead.)
I built an astral lord with a fully modded 100% shadow veil-sinister pact once, and it was the most boring thing I'd ever done. I abandoned the toon as soon as I saw that the whole world was going to just stand there while I killed them with spells. It made the game no fun.
Most veteran players now advise not to use this build if you want to enjoy the game.
I decided to re-install Sacred 2 and give it a much more earnest try than I have in the past. ATM, I'm running around a forest in a miniskirt and stiletto heels, killing wild animals and Cirque du Soleil rejects with a fencing sword.
I must say though, the graphics still stand up as being quite beautiful. And the into video still kicks massive amounts of ass.
https://www.youtube.com/watch?v=v5bIZafKzM8
Ah, good news! My character finally came across some leather "armor."
I guess I'd forgotten about that because of playing mostly male toons, although the Shadow Warrior fails somewhat by way of the "Men in crazy shoulder pauldrons and spikes weighing 500 pounds" trope. The dragon mage has one set (Pyx) that at least covers him and looks a bit like passable leather armor, but his other armor templates are as bad as the women's. I think he was conceived as some kind of transvestite.
If you can get past the bikini armor, it's a good, fun game. But if you play the seraphim, you'll be wearing a bikini for the whole game - if anything, the outfits get more and more revealing. So, I can understand completely if that's a deal-breaker for you.
The high elf's outfits are a bit more demure - she still gets to sport a bare midriff, and I think she has some bikinis, but she has more outfits that at least have larger pieces to be at least a little less revealing.
The only character that gets even remotely sane clothing is the inquisitor, who wears head-to-toe robes with hoods.
As for those mostly naked seraphim, one can only imagine that their combat protection comes from divine intervention.
ATM, I'm quite frankly, very lost. I've been spending the last twenty minutes just trying to find my way back to a particular location so that I can report a finished quest, but I just keep wandering even further into the unknown and getting caught up in additional sidequests.
I've occasionally abandoned quests like that if I get too frustrated. You can usually just go back to following the main quest. There are hundreds of optional side-quests, but they're just there for level grinding purposes. I've learned over my years of playing which ones to avoid as too much trouble for too little return.
The biggest possible frustrating point in the main quest, as far as getting lost, is the lava caves underneath Seraphim Island. Those caverns wind and twist so much, the quest pointer arrow becomes useless. I always just grit my teeth and get through it, using maze-solving tricks like following walls and bearing in a certain direction.
If that's where you are, there's a central cavern with a dead dragon in it. Try using it for orientation every time you circle back into that cavern. There are passages that go out in the direction of its head, its tail, and both wings. There's also a very hard-to-see key passage near the slave pen, kind of around and behind it.
It wouldn't be so frustrating solving the maze if you didn't get constantly harrassed by a barrage of rock monsters and dragon disciples. The first time you do it on silver level, (never waste your time playing bronze level), the fog of war helps you know where you've been. That advantage is lost on later difficulties, though. Also, the light and evil paths each have their own separate, huge areas to figure out.
If you're playing evil, there's also an orc mountain you have to find a way to. The path up that mountain is near a big lake, and very, very hard to spot.
I'm sorry if these issues ruin the game for you. I liked it enough that I was motivated to learn how to deal with it.