Sacred 2:The Muttronic, A Temple Guardian Guide to the Swiss Army Knife of Ancaria

From SacredWiki
Jump to: navigation, search

The Muttronic, A Temple Guardian Guide to the Swiss Army Knife of Ancaria

By StiCk_eM


“Me and my brethren have existed in Ancaria since the beginning of time, brought into being by the Creator of this world, animated through His energy. Our bodies may consist of lifeless materials, but my spirit is alive. Few of us have survived the Great War, we may have lost our ways and our task may seem to be unaccomplishable, but I will not rest until I have fulfilled my destiny.”


  1. 1 Strengths
  2. 2 Weaknesses
  3. 3 Skills
  4. 4 Combat Arts
  5. 5 Some Strong Combos and Our Active Combat Slots
  6. 6 Important Modifiers
  7. 7 Set Items to Watch for
  8. 8 The Road Map (First 30 levels)

Let me start by saying that this is not necessarily the strongest build, but I created this build to allow players to get away from the standard melee utility build. My primary goal was to show off what the temple guardian can truly achieve by utilizing all three of his aspects and at the same time provides us with a shopper and smither. That being said, this build is dependent on equipment and can take some time to reach its full potential. So, if you mind a slow starter or spending time shopping then this build is not for you. But, if you are still interested and are willing to put in the time, he will amaze you!


  1. 1

Strengths

Strong AOE – Charged Grid, Fiery/Icy, and Furious Emblazer seem weak in the lower levels, but with time will grow into powerful AOEs creating a jaw dropping column of green experience points on your screen.

Versatile Play – Our TG is like the utility man on a sports team, he can do anything! If he feels like he wants to whack some baddies with his weapon, he can do that. If he wants to run around throwing out his screen-filling spells killing everything in sight, he can do that too.

Party Friendly – Our TG heals with his Charged Grid, our TG weakens the resistances of monsters around him with the Fiery/Icy, and our TG bolsters the attack and defense of those around him with Combat Alert.

Smither – As said before, this is a utility build and therefore uses the Blacksmith skill, which not only allows our character to cheaply socket those beautiful rings and amulets, but also allows us to socket rings in bronze sockets whereas a normal blacksmith can only socket them in silver and amulets in silver sockets whereas a normal blacksmith can only socket them in gold.

Shopper – Also mentioned before was that this character will need good equipment to survive. By integrating Bargaining into the build we make our TG more self reliant and we gain a shopper on our account at the same time.


  1. 2

Weaknesses

Skills Spread Thin – Seeing as this TG uses all three aspects we are bound to sacrifice something. We are lacking defensively because of our versatility which we try to combat with our offense and our shopping skills.

Bosses Can Be Tough – Even though our TG can wipe the screen of 40 baddies within the blink of an eye, the boss fights can be a little more frustrating. I would expect they just take slightly longer than the melee TG due to our debuffs, Jolting Touch, Primal Mutation, and Archimedes Beam. NOTE: My TG completed the gold campaign at level 66 all on his own so the boss fights are not impossible, just tougher than dealing with normal baddies, as is expected.

Difficult Path – This versatile TG is a slow starter. We rely on our melee aspect the most in the beginning and slowly shift to a well-rounded TG with the additions of combat art modifications and specialization of equipment.

  1. 3

Skills

Level 2: Blacksmith (Master 8th/9th/10th) We pick this first so that we can unlock Bargaining as soon as possible. Blacksmith will allow our TG to be more self-sufficient along with being able to socket rings and amulets in more sockets. Keep this skill at half your level so that it does not take up too many skill points needed in other areas. Take it to 75.

Level 3: Devout Guardian Focus (Master 5th/6th/7th) This skill will allow us to have higher level combat arts in the Devout Guardian aspect. The reason we pick this skill so early is because we rely on our melee aspect early on because the TG is predisposed towards melee. We will pump this slightly early on to get modification points, take it to 75.

Level 5: Bargaining (Master 1st/2nd) Since we are relying heavily on equipment we must have Bargaining early on and it must be kept at our level. Bargaining really shines in the early levels by getting us all the equipment we really need, especially the socketables. Keep this maxed until 140.

Level 8: Armor Lore (Master 3rd/4th) At this point in our character’s development we will start getting some armor that has significant regeneration penalties. We will add a few points early on to combat the regeneration penalty of the armor and to let our TG move a little more quickly. Add points when you feel necessary and end up at level 75.

Level 12: Tactics Lore (Master 8th/9th/10th) This is still the early stage of our TG and means we are still relying on our melee. Not only will Tactics Lore add to our melee damage as well as our Deathly Spears, but it will also give us more modification points in the Devout Guardian Tree. Take it to 75 at your own pace.

Level 18: Source Warden Lore (Master 8th/9th/10th) This begins the transition from melee to hybrid by pumping the weak damage of our AOEs. Source Warden Lore will add damage and casting speed to our huge AOEs as well as modification points in the Source Warden Tree. Take this to 75.

Level 25: Constitution (Master 1st/2nd) This skill has arguably one of the best masteries in the whole game, in combat health regeneration. It will be important for our defensively lacking character to have this health regeneration as soon as possible. We will get this skill to level 75 at 75 and let +All skills take over from there.

Level 35: Source Warden Focus (Master 5th/6th/7th) We will begin lowering the huge regeneration times of our AOEs and gaining more modification points in the Source Warden tree with this skill. The other big benefit of this skill is that it raises the maximum combat art level in the tree, as all focus skills do, but this is particularly important in the Source Warden tree. Take it to 75.

Level 50: Combat Discipline (Master 3rd/4th) As a hybrid build we would be stupid not to take this skill. It adds damage to all of our combat arts whether they are in combos or not and it also lowers our regeneration times in combos. A further bonus is that we gain more slots in our combos making for even deadlier and more versatile combinations. Take it to 75.

Level 65: Lost Fusion Focus (Master 5th/6th/7th) This will round out our TG and lower the huge regeneration times we have on the Lost Fusion tree at this point due to raising the level of the arts without having a focus skill, we will see instant gratification when we pick this skill because the combat art levels will rise significantly. Also we will be able to modify our final aspect. Take it to 75.

Now you are probably saying to yourself that does not add up to 911 skill points…well you are right! After taking all our skills to level 75 except Bargaining that we take to 140 we have a total of 106 skill points left over. At this point in our character’s development we will have a significant amount of +all skills and the points we will add will most likely be insignificant, but obviously we should use them…so spend them wherever you see necessary.

ATTRIBUTES – Since we are spreading ourselves thin with our skills we need to use our attributes to make up for some of that. Defensively we need to make up for it by getting some more hit-points by pumping Vitality and we need to reduce our timers slightly so we will pump Stamina slightly. Pump Vitality for the first 50 levels and then spread 50/50 between Vitality and Stamina until 150, beyond that point you decide what you need.

  1. 4

Combat Arts

With regards to reading runes: We can pretty much read at our own discretion because the timers on combos are determined by the combat art with the highest regeneration time within the combo. So then reading runes becomes a simple matter of a decision, would we rather have a spammable weaker combat art or a longer regenerating nuke? You decide.


Devout Guardian

Dedicated Blow – A strong single hit combat art that is used in combo with Deathly Spears to take out any survivors after. Eventually this will replace Battle Extension because this will have an incredibly low regeneration time and will deal an enormous amount of damage because so much of the damage will be converted. Bronze – Transformation (top) - Converts more damage to the least resisted element. (50% + 5% per CA level converted / 100% increase from base value) Silver – Confident (bottom) - Significantly increases chance to hit. (15% chance of sure hit) Gold – Enforce (top) - Dedicated Blow does increased damage. (16.7% increase) Battle Extension – This is our savior in the early levels because it gives us two hits for every swing. We will discontinue the use of this combat art in the later levels because our left click attack will deal insignificant damage. So no real need to mod this, but if you do, do it this way: Bronze – Double Attack (top) - Chance for two hits on each strike. (15% chance) Silver – Impairment (bottom) - Reduces target's evade chance. (30% + 0.3% per CA level chance) Gold – Double Attack (top) - Chance for two hits on each strike. (15% chance) Deathly Spears – This is our shining star from the Devout Guardian Tree. This becomes not only an excellent AOE, but also a great boss killer. The damage that can come out of this combat art is truly amazing. Bronze – Gore (bottom) - Increased damage when TG is wounded. (80% + 4% per CA level, max at 25% life) Silver – Singe (top) - Adds fire damage. (34.7% from base damage, damage type fire) Gold – Jab (top) - Adds an additional attacks(Jab will add 1 extra attack at CA level 1-15 you will get 2 waves, at CA level 16 Deadly Spears will have 3 waves, at CA level 42 with Jab you will have 4 waves of spikes and continues to add extra attacks every 20 CA levels after level 42.) Combat Alert – This combat art will take us back to the good ol’ days in Sacred: Underworld where we had to recast our buffs. This gives us a monster bonus to our attack rating and a decent boost to our defense as well which is great for our low on defense TG. Bronze – Assault (top) - Doubles attack bonus to all weapons. (20% + 5% per CA level increased attack value) Silver – Riposte (top) - Melee damage reflection. (50% + 4% per CA level chance with significant diminishing rates of return) Gold – Party Protection (top) - Extends the benefit to party members. (40% + 0.2% per CA level effectiveness to party members) T-Energy Shroud – The point of this buff is not to stop a whole lot of damage because it will not do that without the Warding Energy Lore skill, but what it will do is put out a little more damage for us and it will have the chance to stop some of those super powerful combat arts that monsters use against us which is where it gets most of its value. Bronze – Derogate (bottom) - Adds close combat damage. (14 + 7 per CA level magic damage (+damage modifiers)) Silver – Recharge (top) - Adds shield recharge during combat. (3% + 1% per CA level) Gold – Reflection (bottom) - Chance to reflect spells. (15% + 1% per CA level chance)


Lost Fusion

Furious Emblazer – Another one of our AOE spells, this combat art shines with Fiery Ember especially. This really allows our TG to pump out more damage allowing us to move quickly from mob to mob rather than having to stand around. Bronze – Accelerant (top) - Increases fire damage. (33.3% increase) Silver – Incapacitate (bottom) - Chance to stun. (10% + 0.2% per CA level chance) Gold – Intensify (top) - Increased damage. (50% increased hits per second, same duration -> 50% increased damage) Jolting Touch – This is one of our boss helpers. It allows us to hold the boss in place and smash them to pieces with our Deathly Spears. It may seem like a small thing, but many bosses like to move around and some move around to cast their spells, so if this is holding them in place they will not cast spells as often. Bronze – Payback (top) - Chance to reflect melee damage. (30% + 1% per CA level chance) Silver – Self repair (top) - Minor self healing effect every damage pulse. (5% healed) Gold – Flux (bottom) - Increases pulse frequency. (33.4% increase in hits per second and thereby damage) Archimedes Beam – This is another one of our debuffs. It allows us to slow down the boss and lower his attributes and hopefully get off those nasty reflect buffs that they have sometimes. A great addition to say the least. Bronze – Paralyze (top) - Decreases target movement speed. (30% + 0.1% per CA level decrease) Silver – Weaken (top) - Significant chance to decrease target's attributes. (30% + 0.3% per CA level chance) Gold – Annul (bottom) - Significant chance to dispel beneficial spells (buffs) from target. (50% + 0.5% per CA level chance)


Source Warden

Primal Mutation – This is our big boss debuffer. It makes a huge difference! When we take down their attributes, their health goes down, their damage goes down, their resistances go down…what more could we ask for? Bronze – Combust (top) - Converts physical damage into fire damage. (50% + 2% per CA level converted) Silver – Helpless (bottom) - Briefly reduces target's attributes. (10% + 0.2% per CA level decrease) Gold – Helpless (bottom) - Briefly reduces target's attributes. (10% + 0.2% per CA level decrease Fiery Ember – This is one of our shining AOEs. It is wonderful and I love hearing the sound of screaming monsters as they all fall to the fire. Is that wrong? Bronze – Incinerate (top) - Increases fire damage. (50% increase) Silver – Churn (bottom) - Further reduces target's fire resist. (20% + 0.1% per CA level decrease) Gold – Sustain (bottom) - Increases duration. (50% increase) Icy Evanescence – Our other great AOE. This one we use to kill monsters who are resistant to fire, but we also use this one in situations where we would fight a certain type of mythical creature that spews fire at us…yes I mean a dragon. We can practically stand in the fire and not be hurt, it is pretty fun! Bronze – Ice Needles (top) - Increases ice damage. (50% increase) Silver – Fire protection (top) - Improves protection against fire damage. (20% + 0.1% per CA level damping) Gold – Sustain (bottom) - Increases duration. (50% increase) Charged Grid – This is our final AOE. Not only does it deal decent damage, but it heals us as well. The healing is nothing significant, but it can be enough sometimes so that our health does not drop. Bronze – Havoc (bottom) - Increases damage dealt. (50% increase) Silver – Substance (top) - Increases healing. (1hp + 1.5hp per CA level / 50% increase from base value) Gold – Longevity (top) - Increases duration. (40% increase)

  1. 5

Some Strong Combos and Our Active Combat Slots

Combos: Combo 1: Primal Mutation > Jolting Touch > Archimedes Beam – Boss debuffs Combo 2: Deathly Spears > Dedicated Blow – AOE or huge single target nuke Combo 3/4: Fiery/Icy > Charged Grid > Furious Emblazer – Our AOE

Active Combat Slots: Slot 1: Battle Extension/Dedicated Blow – Spam against single targets Slot 2: Combat Alert – Buff Slot 3: Combo 2 Slot 4: Combo 3/4 or Combo 1


  1. 6

Important Modifiers

+All Skills – A wonderful modifier that allows us to concentrate on a few special skills early on because this modifier will spread the wealth for us. The first time we will start picking up this modifier is at our shopping spree at level 30.

+All Combat Arts – Another great modifier that allows us to read less runes and at the same time keep the regeneration times of our combat arts down. This only increases our power, rarely is it possible to have too much of this. We will really start worrying about this mod when we first get into gold at level 60 where we can find amulets with +4 all combat arts.

Regeneration Time –X% – We do not really need too much of this modifier because our +All Skills keeps everything in check, but it is not bad to have a little bit of this to keep everything down just a little bit lower.

Damage +X% – A great modifier that adds damage to everything we do.

Deathblow X% – This is one of the best modifiers out there. With about 60% of this we can kill extremely fast, but we do not need any more than 60%. Deathblow is simply an incredible modifier that really pumps up our damage.

-Opponent’s Chance to Evade/+Chance that Opponents Cannot Evade Attacks – A necessary modifier because we do not have a weapon lore. Without it we might not be able to hit much so it is good to have.

+Chance to Disregard Armor – This is an underused modifier that is extremely powerful. If we have about 40% of this we become extremely powerful because when this is activated we deal the maximum amount of damage and think if we also critical hit and deathblow at the same time…Yummy!

+Chance to Evade – We need to use some of this because we do not have Combat Reflexes. As we progress we will need more of this because baddies will have a progressively better chance to hit us.


  1. 7

Set Items to Watch For

Prototype LI 189 from XTM-2174 (Chest) – Amazing resistances, chance to find valuables, and 3 sockets. What’s not to love? Shoulders of Truth from Guardians of Light (Shoulders) – +all combat arts, huge attack value bonus, and 3 sockets. Helmet of the Shadows from Guardians of Shadows (Helmet) – good base defense and attack values, 3 sockets. Legsupport of the Dark Guardian from Guardians of Shadows (Legs) – good base defense and attack values, 3 sockets. Boots of the Dark Path from Guardians of Shadows (Boots) – good base defense and attack values, 3 sockets. Mask of the Tormentor from Cybernetic Tormenter (Helmet) – bonus to general skills and 2 sockets this is good for our trade suit.


There are obviously other sets that would be of use, but I think these ones are the ones to really watch out for and we can find some pretty amazing stuff with our high level of Bargaining that might even outperform other sets. Use your judgment.


  1. 8

The Road Map (First 30 levels)

Read no further if you think you have enough information to make your killer pup. I made this part of the guide because I realize that starting a character can be the hardest part of the character’s life, especially a slow starter such as this one. Therefore, I have created a road map to guide those who feel that they would like to know exactly where to put their skill points, attribute points, and what to do at key levels, such as when you get a combat art modification point. Note: This is the EXACT road map I used on my own TG and it worked wonders. The choice is yours.

Level 2: Skill – Blacksmith (1 point) Attribute – Vitality (1 point) New Skill – Blacksmith

Level 3: Skill – Blacksmith (1 point) Attribute – Vitality (1 point) New Skill – Devout Guardian Focus

Level 4: Skill – Blacksmith (1 point) Attribute – Vitality (1 point)

Level 5: Skill – Blacksmith (1 point); Bargaining (1 point) Attribute – Vitality (1 point) New Skill – Bargaining

Level 6: Skill – Bargaining (2 points) Attribute – Vitality (1 point)

Level 7: Skill – Bargaining (2 points) Attribute – Vitality (1 point)

Level 8: Skill – Bargaining (2 points) Attribute – Vitality (1 point) New Skill – Armor Lore

STOP now that Bargaining is maxed go do some shopping to get your TG’s equipment up to snuff so that we will not have to shop again until level 30. Look for the modifier -Opponent’s Chance to Evade/+Chance that Opponents Cannot Evade Attacks, it will be your best friend until level 30. Also, get equipment with lots of sockets; sockets are more important than good modifiers on the armor itself because we can socket our rings and amulets and blacksmith arts will help us out as well.

Level 9: Skill – Bargaining (1 point); Devout Guardian Focus (1 point) Attribute – Vitality (1 point)

Level 10: Skill – Bargaining (1 point); Devout Guardian Focus (1 point) Attribute – Vitality (1 point)

With our first mod point in the Devout Guardian Tree we will modify T-Energy Shroud by picking Derogate (bottom). We pick this mod first because our next mod will allow our T-Energy Shroud to recharge in battle.

Level 11: Skill – Bargaining (1 point); Devout Guardian Focus (1 point) Attribute – Vitality (1 point)

Level 12: Skill – Bargaining (1 point); Armor Lore (1 point); Blacksmith (1 point) Attribute – Vitality (1 point) New Skill – Tactics Lore

With our second mod point in the Devout Guardian Tree we will modify T-Energy Shroud by picking Recharge (top). This will increase our survivability early on because our TG is fragile. Also, this would be a good time to get our special mount for the additional shield recharge, therefore we will buy the general special mount for TG, not one of the aspect ones.

Level 13: Skill – Bargaining (1 point); Devout Guardian Focus (2 points) Attribute – Vitality (1 point)

Level 14: Skill – Bargaining (1 point); Blacksmith (1 point); Armor Lore (1 point) Attribute – Vitality (1 point)

Level 15: Skill – Bargaining (1 point); Devout Guardian Focus (2 points) Attribute – Vitality (1 point)

With our third mod point in the Devout Guardian Tree we will modify Combat Alert by picking Assault (top). We want this mod so that we can raise our attack rating since we will not be taking a weapon lore and also it will allow us to get the reflect mod on Combat Alert later on.

Level 16: Skill – Bargaining (1 point); Blacksmith (1 point); Armor Lore (1 point) Attribute – Vitality (1 point)

Level 17: Skill – Bargaining (1 point); Devout Guardian Focus (2 points) Attribute – Vitality (1 point)

Level 18: Skill – Bargaining (1 point); Blacksmith (1 point); Armor Lore (1 point) Attribute – Vitality (1 point) New Skill – Source Warden Lore

Level 19: Skill – Bargaining (1 point); Devout Guardian Focus (2 points) Attribute – Vitality (1 point)

Level 20: Skill – Bargaining (1 point); Blacksmith (1 point); Devout Guardian Focus (1 point) Attribute – Vitality (1 point)

With our fourth mod point in the Devout Guardian Tree we will modify Combat Alert by picking Riposte (top). This will allow us to have a chance to reflect melee damage further increasing our survivability.

Level 21: Skill – Bargaining (1 point); Source Warden Lore (2 points) Attribute – Vitality (1 point)

With our first mod point in the Source Warden Tree we will modify Charged Grid by picking Havoc (bottom). This mod will begin the development of our AOEs.

Level 22: Skill – Bargaining (1 point); Blacksmith (1 point); Source Warden Lore (1 point) Attribute – Vitality (1 point)

Level 23: Skill – Bargaining (1 point); Source Warden Lore (2 points) Attribute – Vitality (1 point)

With our second mod point in the Source Warden Tree we will modify Charged Grid by picking Substance (top). This will give us a slight healing edge while in battle.

Level 24: Skill – Bargaining (1 point); Blacksmith (1 point); Source Warden Lore (1 point) Attribute – Vitality (1 point)

Level 25: Skill – Bargaining (1 point); Source Warden Lore (2 points); Constitution (1 point) Attribute – Vitality (1 point) New Skill – Constitution

With our third mod point in the Source Warden Tree we will modify Primal Mutation by picking Combust (top). We start modifying Primal Mutation now because we want to get to its debuff mod sooner so that we can perform better against bosses.

Level 26: Skill – Bargaining (1 point); Blacksmith (1 point); Source Warden Lore (2 points) Attribute – Vitality (1 point)

Level 27: Skill – Bargaining (1 point); Source Warden Lore (3 points) Attribute – Vitality (1 point)

With our fourth mod point in the Source Warden Tree we will modify Primal Mutation by picking Helpless (bottom). We want a way to fight bosses on our versatile TG and Primal Mutation will help with just that.

Level 28: Skill – Bargaining (1 point); Blacksmith (1 point); Devout Guardian Focus (2 points) Attribute – Vitality (1 point)

Level 29: Skill – Bargaining (1 point); Devout Guardian Focus (3 points) Attribute – Vitality (1 point)

Level 30: Skill – Bargaining (1 point); Devout Guardian Focus (3 points) Attribute – Vitality (1 point)

For our fifth mod point in the Devout Guardian Tree we will modify T-Energy Shroud by picking Reflection (bottom). This mod will help against bosses special combat arts that they use as well as stuns and whatever else monsters decide to throw at us.

Now that we have reached level 30, half way to gold, you need to make another stop at the merchants. It is time to shop and spend some more of that hard earned cash. Try to get Bargaining up to level 90. This time around you are looking for all the other modifications mentioned in the Important Modifications section rather than just the -Opponent’s Chance to Evade/+Chance that Opponents Cannot Evade Attacks modification.

Happy shopping!


I have given you all the knowledge I have, I hope it is enough. Now, go and spread the word and the power of the TG.


P.S. - I hope to add some in-game footage later


Originally published at DarkMattersfor review and discussion.

See Also

Personal tools
Namespaces

Variants
Actions
Navigation
Unbended
sacred 2
sacred
Tools