Caster Seraphim Guide Version 1.0 Copyright 2009 John "The Ogre" Kwitkowski. Contents: [INT] Introduction [DIS] Disclaimer [PSF] Play style & Focus [ABB] Abbreviations [MBU] My Build [UCA] Unused Combat Arts [BFG] Boss Strategy [VHC] Version/History [THX] Thanks [INT] Introduction ____________ This guide is designed for those interested in the Seraphim, a Caster Seraphim specifically without the aid or need for conventional weapon combat. It is written for the Xbox 360 version of the game and parts of the guide or it as a whole may or may not apply to the Play Station 3 and PC versions. The guide is solely my opinions based on my personal experience with Seraphim's in game only, any opinions or discoveries of the class from any outside sources at all have been completely omitted. I was never actually interested in the Seraphim until I started running through the other classes (besides Dryad) for XBOX 360 Achievements and discovered her true power, her Magic. Hopefully I can share my findings and knowledge and others can make use of the Seraphim's Magic abilities. I will not be explaining game mechanics and assume readers will know the difference between Combat Arts and Skills etc. * The Guide is based off of my Seraphim's (and my long experience with the game mechanics and time put in) Levels 89 (Niob complete) & 54 (Plat). [DIS] Disclaimer __________ This character guide is my own work, and has been created by me for use on www.GameFaqs.com. For questions, comments, additions contact by email: firstname.lastname@example.org , credit will be given for any additions or comments by you if they are integrated into the guide in any way, shape, or form. [PSF] Play style & Focus __________________ The idea behind this build is to have a character that specializes in Celestial Magic & Revered Technology without any need whatsoever for the weapon based Combat are tree (Exalted Warrior) except for one (Assailing Somersault). You are going to be hitting enemies hard and fast with Area of Effect attacks and be able to pick off stragglers with short & quick single enemy spells that hit hard as well. All four of your attack Combat Arts will be spam able and that is where the balance of speed and power in a good Sacred 2 build come into play. Surely a mass Area of Effect spell with enough damage to one hit kill everything is impressive, but not as much as a spell with half the damage that can be cast 5 times in the same effort. Enemy manipulation is another main tactic (if not a fun one as well) of my build, Cleansing Brilliance, Radiant Pillar, & Instill belief ensures that. You will be able to take down bosses as easily as big groups of goblins so item/exp runs are both well covered with this Seraphim. Also note that Undead are no problem whatsoever so swamp runs are a very good leveling choice too. There are also several other combat arts and skill choices I haven't used in my build much, I will try and give a short description of these as well. [ABB] Abbreviations _____________ Simply, these are some abbreviations I may use in the FAQ: S2-Sacred 2 RPG-Role Playing Game SE-Seraphim CA-Combat Art(s) CM-Celestial Magic RP-Radiant Pillar AW-Archangel's Wrath RT-Revered Technology INT-Intelligence VIT-Vitality HP-Hit points CD-Combat Discipline SB-Survival Bonus 1HK-"One Hit Kill" Regen- Regeneration -refers to regeneration time(s) or cool down of your combat arts. AoE-Area of Effect -refers to a spell or ability that by default affects all enemies within a large radius (think "hurricane" lol). DoT-Damage over Time -refers to constant 'ticks' of damage usually caused by an elemental source (think poison damage). [MBU] My Build _________ This is a solid build based on my level 89 Seraphim that has already completed Niob with no deaths, listing attributes, skills, and Combat Arts used. Details on each will be listed below. *My SE only uses one buff "Cleansing Brilliance"; the lack of Concentration Skill is not a typo, I don't use it. Attribute Distribution: All points into Int, extra damage for your magic abilities is a must. If desired you can split between VIT once you begin to receive 2 attributes per level up (some RPG players may rely heavily on mass HP as a crutch). Skills ______ Level 2 CM Lore Level 3 Armor Lore Level 5 RT Focus Level 8 CM Focus Level 12 RT Lore Level 18 CD Level 25 Constitution Level 35 Combat Reflexes Level 50 choice skill Level 65 choice skill Skill Choices & Reasoning _________________________ * CM Lore- Increases damage, cast speed, and chance for critical hits for CAs within the aspect tree. As one of your 2 main combat trees this skill needs to be high enough to provide modification points and increase damage and such. Healing power of Hallowed Restoration is affected (raised) by the Lore's "damage increase" as are similar CAs for other classes. Recommended to keep this skill at your level (if you are level 15 then so should be this skill). * Armor Lore-Increases the level of armor you may wear without speed penalties. Also decreases the regeneration penalty on armor pieces. Good to gradually increase when you have spare points; not all that necessary to dump points into until higher levels though. * RT Focus- Lowers regen times for the aspect and also increases the maximum level allowed for CAs. Keep up with this skill for mod points, archangels wrath is more of a priority to mod first in the tree if you are tight on skill points, followed by nova and then divine protection. * CM Focus- Lowers regen times for the aspect and also increases the maximum level allowed for CAs. Points are well needed here to help manage the cool down (partially) of the tree and for more mod points keep this near your level if you cant keep it at your level, you need the mods points and benefits as soon as possible. Priority CAs to mod would be radiant pillar, instill belief, baneful smith in that order. *RT Lore- Increases damage, cast speed, and chance for critical hits for CAs within the aspect tree. As the other of your 2 main combat trees this skill needs to be high enough to provide modification points and increase damage and such. * Combat Discipline: Increases damage and regeneration time for combat arts in combos, also allows 3 combat arts in a combo and at level 75 4 combat arts in a single combo. Since the SE uses combat arts to deal damage, this skill is very useful especially against the most overwhelming of odds. You can either keep it at level 1 for the damage bonus (combo not required, you gain a bonus to all CA damage just choosing the skill) or you can put points into it to gain more benefits of combos. The Last 4 choices are up to you and will depend on how your build is working, what sort of items you have found, if you are under leveled for your difficulty/foes. I myself chose Constitution & Combat Reflexes and I am sitting on my last 2 skills unchosen. I recommend the following 2 defensive skills and then whatever suits your style (bargainer, riding etc.) * Constitution - Increases maximum health + regeneration - Mastery Grants regeneration in combat **valuable** - Good to bring to mastery at some point for the valuable in combat health regen * Combat Reflexes - Increases Chance to evade all attacks - Decreases enemy chance to score critical hits on you - Mastery increases evade even more * Choice Skill * Choice Skill Don't Spread your self too thin with your "flavor" skills (if you pick divine devotion or riding etc.) because you need to put a lot into your combat art skills and defense first. Combat Arts ___________ I am only listing the Combat arts used for the build, their modifications and recommended levels versus regeneration times. Unused CA's will not be mentioned at all here. Listed levels are applied to eaten runes only; socketed runes can increase the CA with little change in the build or its strategy. My three (or less) mod choices are listed beneath my explanation of the CA, in order "1.2.3." I will also list damage types and the ratio for them since most of the output is magical damage and some tactics might need to be rearranged for magic retardant enemies/bosses. Baneful Smite (1-2 targets) _____________ A bolt of lightning shoots out at a target, dealing instant damage. CA lvl vs Regen: Any level with regen under 2.2 seconds Damage Type: 2/5 Physical 3/5 Magic This CA should be mapped to your main face buttons (i.e. hot keyed without having to press left or right trigger) because it is your mop up attack for that stray enemy or 2 on the field. The CA is instantaneous with no "windup" or delay before casting so it makes a quick follow up to AoE or for fleeing! 1 Disarm-Opponent Temporarily loses its weapon. 2 Potential- Increased chance for DoT on the target (per cast). 3 Chain-Chance for chain lightning (strikes an additional target) Radiant Pillar (AoE) ______________ A column of light that damages all enemies in the large AoE with DoT CA lvl vs Regen: Any Level with regen under 4 seconds Damage Type: 100% Magical This CA also needs to be mapped to your main face hotkeys because it is your main assault on normal foes and aids in boss fights as well. The uniqueness of the CA is that it does a large amount of damage and it is DoT as well, meaning nice high damage ticks for the duration. The 100% magical damage might seem a handicap for Niob but it is not because of the mod choices we make and the way we will use the pillar. With the high duration of the pillar and the low regen time (the duration actually increases 1/10 of a second more that the regen per CA level!) it is very easy and satisfying to have 5-7 pillars up at once around CA lvl 35 making quick work of groups and always having constant damage against bosses! Do not be afraid to eat runes for this one! 1 Hypnosis- Attracts opponents to the center of the pillar. 2 Brightness- Increases the AoE 3 Magnify- Increases Damage of Radiant Pillar Instill Belief (Small AoE) ______________ Converts enemies into allies for a time that will fight against their former allies for the duration. CA LvL vs Regen: CA lvl as high as possible while staying below 20s (duration), keep in mind that cool down will lower with rune consumption here so a rune investment is needed if constant use is desired. Damage Type- Converted foes retain their own damage types and combat styles. Did you run into a pack of beasts that you just can't seem to take down? Why not let them whittle each others health down while you flee or chug a potion or 2... 1 Elocution- Increases chance to convert more than 2 enemies (raises to 100%) 2 Preacher- Decreases the regen time (cool down lowers with rune consumption) Cleansing Brilliance (DoT Buff) ____________________ The light of Lumen damages all minions of the Dark, specifically undead and t mutations. CA lvl vs regen: Keep the regen penalty (this is a buff remember) to all your other CAs around 30% or less, or even less than that if your regen times are too high already. Simply put, this buff damages undead and t mutations on screen. The damage might look low but remember it is constant and repeating (DoT) with no aiming or otherwise activation on your part. Easy kills! 1 Distract (mandatory)-Reduces enemy attack speed within the AoE. You can also take further mods to increase damage to an enemy type (undead or t mutation) but not at the expense of other CAs (take extra mods here later). Hallowed Restoration (Healing, instant) ____________________ A quick flash of light and a considerable amount of health is restored to yourself or a targeted ally (hold assigned hotkey to aim). You want this CA to be able to heal yourself for a good amount to make it worthwhile, so invest runes to increase the healing. CM Lore also increases the healing. Either way I would recommend at least a healing power of half or two thirds of your HP so the recharge might be hefty but you know you can fully restore your health when you are low (1/3 or whatever). Don't forget that you can use this CA in multiplayer to heal your friends and also computer controlled allies (escorts and such) if you want to. You can mod this CA later on as well but the healing is quite good unmodded. Archangel's Wrath (single target) _________________ A bolt of fire shoots forth from the SE's equipped weapon *Damage of this spell is based on your equipped weapon!!* Damage Type (regardless of equipped weapon) 1/10 Physical 9/10 Fire This CA is tricky in the means that it may seem useless without a heavy weapon equipped and it might be easily forgotten by the player that their weapon determines the damage (and they think the spell is useless or does low damage). Make sure you have a good mid-high damage weapon equipped for this CA because it is part 2 of your boss fights (explained below). 1 Salvo- Fires 2 bolts of fire in succession with slightly reduced damage 2 Lock- Fire bolts automatically seek targets (required for bosses and hitting anything in general) 3 Vulnerable- Increases chance for critical hits Flaring Nova (Large AoE, Stun, High Damage) ____________ The SE smashes the ground causing an outward blast to damage surround enemies (outwards from SE 360 degree radius). CA lvl vs regen: CA level high as possible for the most damage while keeping the regen under 5 seconds. This CA is more so used as a one time hitter and not really a spam able skill because there is a delay while the SE jumps up into the air and comes down to the ground. It is still very useful for the 360 degree damage and stun. 1 Expand- Increases radius 2 Stun- Chance for stun 3 Flux- Increases damage Divine Protection (Instantaneous, Shielding) _________________ An energy shield is activated for the SE which absorbs 100% of all incoming damage until the shield is depleted or the duration runs out. Best used during boss fights or tough battles (elites or minibosses). I recommend pumping tons of runes into this once it is modded so you can start to use it more frequently (for every fight that you don't 1HK everything). Cool down will lower with rune consumption after mods by the way. 1 Capacity- Increased Duration 2 Cool down decreases with CA level **** All modifications listed that increase, decreases or give chance for a bonus are raised by a small % with each additional Combat Art level. (All CAs) **** Items _____ Weapons: I recommend A 1 Handed Weapon & Shield personally so you can get mods/effects from both sources with additional defense and not to mention the fact that one handers are as common as dirt. Good 1 Handed Weapons (***) *Tinworas Curse (mace) All CAS +XX, Regeneration Time -XX%, Casting Speed +XX% *Keeper of Knowledge (staff) EXP per kill +XX%, INT+XX, CA Skills +XX, Attack Value +XXX *Nlovaes Mystery (staff) CA Range +XX%, All Skills +X, Regen Time -XX%, Defense +XX%, Cast Speed +XX% Good Shields (***) Glacial Defender- Damage Mitigation (all types), CA range +X% Stalworth Safeguard- Increase SB rate, High Armor, Defense +XX% Shield of Mirrors (Blind Guardian) - EXP per kill Armor: Clearly Armor sets such as the CM or RT will help greatly, as will some of the impressive other sets that aren't specific to an aspect. I'll list what I use but as a general rule of thumb for a mage type character you should wear armor that augments your stats and increases magic damage or lowers regen time etc. Celestial Blessing (helm) Life Leech (works with archangel's wrath spell), regen CM aspect -XX% Armor of Justice (plate) Chance to halve regen time -XX%, Attack/Defense +XXX Shoulders of Law (shoulder pads) Chance to ignore armor +XX%, Chance to block ranged attacks +XX% Wrist guards of Dusk (bracer) Visibility range +XX% (3 sockets) Wrath mitts of myths (** rare) EXP per kill 10.4%, chance for open wounds 9%, INT +83 Sash of Sacrifice (belt) High attack/defense 3 sockets Greaves of Justice (pants) Armor +XX%, Enemies Defense -XX%, Block chance root +XX% Niokastes Sandals (feet) Exalted warrior regen -XX% Block root +XX%, Dashing alacrity +X Magic Damage +35% (socketed ring) Wings of Celestial (wings) DoT physical -XX%, VIT +XX The full Heavenly Justice Set grants a high chance to evade all attacks and a fair chance to halve regen time. Good mods to look for on your armor pieces: +skills +CA -regen time (CM, RT or all aspects) Deathblow Regen per hit Opponent's armor & defense -XX% Your armor & defense +XX% Run Speed increase Magic Damage increase Damage increase Cast Speed increase Spell intensity Basic Strategy & Tips _____________________ *Placing single combat arts in a combo grants the regen bonus but may not be as good as your lore's, so check both before deciding to combo a single CA. *Archangel's Wrath not only is based on your weapons' damage but also other properties like life leech and regen per hit! Making AW a staple in your combos and a CA you can spam constantly if you equip regen per hit rings that equal it's regen time. With enough regen per hit to cover it's regen & the lock on mod, single targets that cannot be converted by instill belief can be mowed down with AW. *Divine Protection's shield stats (shield hp) can be augmented by mods such as "max shield energy +xx%" granting you a lot more defense which the CA is active. *Enemy Manipulation: -Radiant Pillar's Hypnosis mod drags enemies deeper into the pillars (keeping them in DoT range and away from you). This mod is a chance mod meaning it doesn't happen 100% of the time so the more pillars you have up at once, the longer your enemies chances are of staying attracted to them! -Baneful Smite disarms enemies, making them drop their weapons. Add that with the fact you can hit two enemies at once and you can strategically use this CA as an opener or against elites or archers, whatever you decide. *Elites: Elites are almost never alone so if they are keep in mind that Instill Belief works on elite creatures. So yeah, use it on them so they can attack their friends while you set up radiant pillars and ready your Archangel's Wrath. *Normal Creatures: You have a couple options for normal groups of foes here. -Spam Radiant Pillars in and around the group -Spam Radiant Pillars with the occasional Flaring Nova -Convert some enemies with Instill Belief then throw up pillars/novas All throughout you can cast Baneful smite to disarm and damage 1 or 2 foes at a time and also Archangel's Wrath to lessen regen time and damage (regen per hit required). [UCA] Unused Combat Arts __________________ Soul Hammer ----------- "A focused, forceful weapon attack directed against one target" Pros-? Cons- Weapon Based Pelting Strikes --------------- A series of hits that force the target back into a defensive stance, targets may be changed if in range. Pros-? Cons- Weapon Based Assailing Somersault -------------------- The SE leaps towards her target inflicting heavy weapon damage while she lands Pros -Can traverse small obstacles (ridges, streams etc.) -can use to escape tough fights/gain ground on enemies Cons- N/A Dashing Alacrity ------------------ Temporarily Increases run speed and attack speed, also grants immunity to root/hold spells. Pros - Run faster and free yourself from vines and the like - Activated spell so it won't take your buff slot Cons -Based on EW skills (mods and regen times etc.) so you wont be able to advance it much without taking those skills Battle Stance (Buff) ------------------- Increased attack, defense, and weapon damage. Pros -Increased Defense -+weapon damage may stack with archangels wrath Cons -Weapon based damage and attack rating -Takes up a buff slot requiring concentration Warding Energy (Buff) --------------------- Energy Field partially absorbs incoming damage as long as shield energy remains. Pros -Lessens damage taken while active -Easy to increase shield power since it is in the RT Tree Cons -Takes up a buff slot requiring concentration -Only absorbs "partial" damage and is a buff while Divine Protection is an activate CA and absorbs 100% damage. Bee Eff Gee (Buff) ----------------- Magical gun takes over your weapon that causes high amounts of damage and is compatible with weapon attacks such as pelting strike Pros -High Damage -Multishot with pelting strikes Cons -Looks Stupid -Looks Really stupid & just doesn't fit the "caster" theme of my character So of the CAs I do not use you can actually make use of a couple if you want to sacrifice some skills (concentration, exalted warrior) or Without sacrificing anything (dashing alacrity, assailing somersault). It is up to you, I just wanted to list what is available with a short description of each unused CA. [BFG] Boss Strategy _____________ Bosses will be a bit tough at first as you will be unequipped with high regen times and low health etc. but you can still defeat the best of them with some basic tactics (and required mods!). All these bosses can be killed with radiant pillar after radiant pillar while you kite with archangels wrath and stay away from them, remember that while fighting the octopuss he is weakened if you lure him OUT of the water he starts in. *Winged Daemon *Octopuss *Garganthropod *Carnach *Gar Colossous Most minibosses are surrounded by their lessers, using instill belief as often as you can to have his friends aid you in killing him. RPs and Archangels Wrath/Baneful Smite work well against all of the minibosses. Crystal Boss ------------ This boss is greatly resistant to magic and is a pain in the ass to kill. Your best bet is to equip a very high damage weapon (make sure you have regen per hit somehow) and use archangels wrath on him, with baneful smites thrown in if the damage is higher. Nameless G's ------------ Lure the Guardian(s) into the hallway so their shields drop if you are having trouble with them, through everything you have at them and always keep as many RPs up as possible. [VHC] Version/History _______________ 2009/25/11 1.0 Guide Completed, Revised, Submitted. [THX] Thanks ______ - Gamefaqs. - Thanks to the Makers of Sacred 2 and everyone who kept the community alive when I used to play every. Single. Day. - All who support and may find this guide useful or any part of it.