Sacred 2:The Temple Guardian is a boss killer
The Temple Guardian is a boss killerBy trickyz173
When you first look at TG and the skills that work well with this class, it makes you wish Ascaron had given the TG three extra skill slots. I am going to try to severly narrow down the skills that make TG a boss killer and a trash killer. Hopefully this will give everyone a bit of versatility with this TG build. SKILLS; Devout Gaurdian Focus- This is the must have Skill for this build. It allows you the mod points you need to get your TG going. It also gives you a much needed reduction in CA regen. It also allows you to take Concentration and Combat DIscipline as skills. Concentration- Just as important as DGF this skill gives you the extra buff slot and reduced regens. Tactics lore- A great skill to boost your melee/CA damage by a considerable amount and gives you more needed mod points for the Devout Gaurdian aspect. Combat Discipline- Increases the Damage of all of our CA's, it is a must have for any damage build. I really want to put Sword/hafted and Source Warden Focus/lore up here but the truth is you can do without it and still get by. However they are very close to the top and I would suggest taking them. If you want to go with Bargaining (to make a shopper) I would suggest Armor Lore and Toughness, These skills can make a major impact when you have the right armor/orbs like the Prototype LI 189 chestpiece. Unfortunately you can't always guarantee you are going to get specific pieces and you need to take one other general skill to get bargaining. Armor Lore, Combat reflexes, Constitution, Warding Energy Lore and toughness all make excellent choices for defensive skills. I wish I could fit them all into this build. It really comes down to what your playstyle is. MODS; The following Mod recomendations are for my personal play style I know some like to keep combat alert as a CA and not a buff and if that works for you then do it. Personally I do not want to find myself recasting Combat alert throughout a boss fight also I would hardly even keep it up during trash kills. As a buff its main use for me was to keep my defense up and reflect melee damage. If I was starting a new TG I would mod as follows: Combat Alert 1. Barricade 2. Riposte 3.Permanent T-Energy Shroud 4.Derogate 5.Recharge Deadly Spears 7.Batter 8.Occult/Singe 9.Jab T.Energy Shiled 10. Power Dedicated Blow 11.Bedazed 12.Intent 13.Enforce If you choose to take SWF and/or SWL as a skill my suggestion would be to mod out UF first if you did not make Combat Alert a buff. If you did make Combat alert a buff then you will not be using UF as a buff untill level 75 if you are maxing concentraion. In that case I would mod; Fiery Ember 1.Scald 2.Churn (Scald for bosses) Charged Grid 3.Havoc 4.Unnatural Selection Untouchable Force 5. Field Damage 6. Calm 7.Field damage Primal Mutation 8.Theurgy 9.Helpless 10 Helpless (Primal mutation can provide a very good debuff for boss fights) Fiery Ember 11.Conservation Charged grid 12.Longevity GEAR; If you do not have Bargaining, three pieces of Combat Modules and three pieces of T-energy Modules gives you a great boost to + all skills and has a decent amount of slots. The XTM-2174 is a great set for slots but has a very bad set bonus. If you have bargaining I would suggest two sets of gear one to boost up your bargaining skill and the other for actual combat. If you enjoy using Dedicated Blow or Combat Extension(the CA not the auto attack) then damage rings are the way to go. Damage rings that give, for example, 11-11 damage give the best increase in damage out put for DB and CE as well as the standard melee strike. If you want to focus on increasing the overall damage out put of all your CA's then you want to focus on items that increase damage by x%, make sure it is yellow for physical, as rings with elemental damage will only effect certain CA's. One trick, if you have a character in a higher difficulty or a very high level blacksmith, you can take items with sockets put them in your shared chest then switch over to a high level toon and have a blacksmith put whet in the socket. This will not increase the level of the item and can give your damage a huge boost at low levels. For your three ring slots and one amulet slot I would not suggest using +damage% rings/ammies this will not give you as much increase as "whet". I typically use my ring/ammie slots for + skill or + aspect gear. Also great spots for defensive stats as well. Attempting to video link this boss kill the url is http://www.youtube.com/watch?v=Q3OCiiioRJc. Sorry about the audio I had my sound settings switched to my head set. Anyway this is a boss kill in Platinum difficulty against a dragon with 218,531 hp the video is 14 seconds long. 218,531/14 = 15,609 damage per second(dps) definately proves the TG viability against single target bosses. Basically I run in there hit him with a DS wave and melee then I failed to switch back to spikes and hit him with CE but it gives a good idea of how much damage DS can do. Silearth the tg starts out at a disadvantage untill some very important CA's get moded. On the first miniboss, the kobold king, I would suggest using a weapon with "chunk of lava" in it. The fire damage really helps keep down his rapid health regen. [youtube]Q3OCiiioRJc&ap=%2526fmt%3D18[/youtube] Here is a newer video thats a bit better DS is the only attack I use vs a [youtube]tELUl7Gd-n4&ap=%2526fmt%3D18[/youtube]
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