Difference between revisions of "Sacred 2:Magic Coup Build"
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Latest revision as of 23:46, 17 August 2014
Magic Coup BuildBy Burn-X Making a HE using Magic Coup as her main offensive CA. This is basically my planned build, but written more like a guide so others can easily get started on this fun and challenging build. Check out the findings at Lightning Battlemage Study as this build is based on what the great people there have found out about Magic Coup. Below is a summary of things to know about regarding to Magic Coup from that thread:
The Attributes listed below directly improves Magic Coup effectiveness by increasing weapon damage.
My findings: Not all swords gets a damage boost from Strength, some are from Dexterity. This is regardless of their size. The only sure way to know is to equip the sword and check the attribute bonus indicator to see if Weapon damage is listed.
Skills I have retired my Melee Magic Coup HE in favor for a Range variant. I strongly recommend checking out chattius threads for very well thought out Melee Magic Coup builds: self sufficient melee elf - HC 2.40 Guide: Melee Elf, hardcore to level 75 (mainly PC version) For reference, this is my own Melee Magic Coup build: QUOTE 1. Sword Weapons 2. Armour Lore 3. Constitution 4. Shield Lore 5. Delphic Arcania Lore 6. Delphic Arcania Focus 7. Speed Lore * 8. Spell Resistance * 9. Riding * 10. Enhanced Perception *
1. Delphic Arcania Lore 2. Delphic Arcania Focus 3. Tactics Lore ** 4. Ranged Weapons 5. Bargaining 6. Armour Lore 7. Constitution 8. Speed Lore * 9. Spell Resistance * 10. Enhanced Perception *
My findings: From what I have read, Bargaining is a useful skill to have especially at the end-game. Many players get the skill early and try to get its level to be at least the character level through items. I have changed the skill list to have Bargaining, but at a later stage.
Cobalt Strike: For tough single targets.
Main CA 1smile.gif
Target Focus is a much better choice over Heavy Damage, especially for boss fights. CODE How much Magic damage does Magic Coup give? Bare hands Level 1 Level 2 Level 3 Level 4 ------- ------- ------- ------- Total damage: 33 - 33 36 - 36 39 - 39 41 - 41 Physical: 22 - 22 23 - 23 25 - 25 26 - 26 Magic: 11 - 11 13 - 13 14 - 14 15 - 15 Sword (43 - 54) Total damage: 99 - 127 106 - 134 115 - 142 122 - 153 Physical: 65 - 83 68 - 86 73 - 90 76 - 97 Magic: 34 - 44 38 - 48 42 - 52 46 - 56 % of total damage is Magic damage at Level 1: ~33% % Magic damage increase per level: ~1%
How much extra damage does Heavy Damage mod gives? Delphic Arcania Lore: 3 (Unlock Heavy Damage mod) Bare hands Level 1 Level 2 Level 3 Level 4 ------- ------- ------- ------- Total damage: 39 - 39 (45 - 45) 40 - 40 (47 - 47) 42 - 42 (51 - 51) 46 - 46 (52 - 52) Physical: 25 - 25 (30 - 30) 26 - 26 (30 - 30) 27 - 27 (33 - 33) 29 - 29 (33 - 33) Magic: 14 - 14 (15 - 15) 14 - 14 (17 - 17) 15 - 15 (18 - 18) 17 - 17 (19 - 19) Sword (47 - 57) Total damage: 123 - 150 (144 - 176) 130 - 160 (153 - 188) 139 - 168 (162 - 197) 146 - 178 (170 - 209) Physical: 81 - 99 (94 - 115) 84 - 103 (99 - 122) 88 - 107 (103 - 126) 92 - 112 (107 - 132) Magic: 42 - 51 (50 - 61) 46 - 57 (54 - 66) 51 - 61 (59 - 71) 54 - 66 (63 - 77) % increase in total damage: ~17%
What happens to Elemental damage when using Magic Coup? Magic Coup: 1 Sword Weapons: 31 Delphic Arcania Lore: 16 Weapon: Sword (69 - 100) Socket: Chunk of Lava (32.8%) Normal Attack Non-socket Socket ---------- ------ Total damage: 98 - 142 123 - 151 Physical: 98 - 142 75 - 92 Magic: None None Fire: N/A 48 - 59 Magic Coup Total damage: 247 - 357 308 - 380 Physical: 162 - 234 125 - 153 Magic: 85 - 123 183 - 227 Fire: N/A None % of Total damage is Magic damage for Magic Coup (Non-socket): ~34% % of Total damage is Magic damage for Magic Coup (Socket): ~59% My findings: Elemental damage is actually being done with using Magic Coup, but the damage over time effect can never be triggered. The extra Magic damage is probably a display bug. Shadow Step: Use mainly to get out from difficult situations.
Against mobs or spell users.
Grand Invigoration: Activate it at all times.
If you want to get Incandescent Skin or Crystal Skin as a second buff: Incandescent Skin:
This build is very gear depend to be survivable and effective, so do not speed though the campaign. Though it is possible to fight bosses thanks to the level scaling, it will be risky and long. Good equipment will make a big difference in boss fights.
Bows fire the fastest and have a longest range compared to the other range weapons, so make them your primary weapon of choice. Bows also can pull off hit and run maneuvers easily which is important for a this fragile build.
One shot normal enemies by boosting Magic Coup as much as possible. When sniping a distant group of enemies, killing an enemy with a single shot will not cause the group to attack you. This way you can safely take out most, if not all, of the enemies without retalition. Even if you get spotted by the enemy group, sometimes one of them will gesture the others to attack you. Take that enemy out first because this will delay the attack a bit longer thus allowing you more time to finish off the remainder enemies.
Unless you are completely certain the mob cannot kill you, cast Expulse Magic before and during the fight. Always keep one active all the time. This will cause some of the monsters to run away in fear. Less monsters attacking you means less damage you take. Yes it is annoying to chase them later, but it is much safer.
azmodael - Teaching me something 'bad'. StiCk_eM - Pointing out that Magic Coup does carry over Elemental damage.
Originally published at DarkMattersfor review and discussion. See Also |