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[Guide] Revamped Sacrier Part 2 (Statistics and Passives)
By Arkolak - MEMBER - July 13, 2015, 01:27:16
Updated June 8 2017!
Introduction:
Hey guys and gals, Morb here to bring you the updated second installment of the Sacrier Deck Guide. In this part, I’ll be covering the hot topic statistic point options, Sacrier passives, and a few key general passives that can be useful to the aspiring blood luster. This guide has been updated to reflect the most recent Sacrier revamp! Keep in mind this is meant to help you decide the best route for your own personal style, not to tell you what to do. I will try to be as thorough in my explanations as possible so you are able to make your own educated decisions.
____________________________________________________
Allotting Statistic Points
Intelligence: Major changes to this branch.
% HP- This stat will increase your maximum Health Points by 4% of your base. Your base is the sum total of HP gained from levels, gear, vitality food, nation bonuses, guild bonuses and other buffs. You will want to put a few points into this at a low level and then put focus points on your other intelligence stats. Once other stats are where you want them, this will be the stat you dump all other points into.
Resistances- Very important stat to increase survivability. Resistances scale by the formula listed below and this stat will make a much larger difference when your base resistances are low. Even at high resistances, this stat can offset considerably more damage than raw hp. 1 - 0.8^(Resist Score/100) = Final Resist
Barrier- This is a new stat that will reduce the damage of a number of hits taken by ½ of your level value every turn. The number of hits reduced will be the number of points allotted into this. One thing to keep in mind is that this number resets at the beginning of your turn, thus it reduces self-harm from the fire branch as well.
Heals Received- Increases the quality of heals received by the sacrier. If a healing spell was supposed to heal 100 and you have this stat maxed, the healing effects received will be 30% greater, or 130. Not a stat that is normally used but in some builds it could be useful.
% HP to Armor- This is the second new stat added to the intelligence stat. When points are put into this stat an armor will be placed on your character at the start of each fight. The quality of this armor is 4% of your total hp per point invested. For a sacrier that means that if you have passives that increases hp, this armor will take that added hp into consideration. For example, if you start a fight with 5,000hp and have 10 points in HP to Armor and you took pasives that
increase your hp to 7,000hp when the fight starts. The result would be a shield of 40% of that total to give you 7,000hp and 2,800 armor.
____________________________________________________
Strength: This branch lost its extra resistance bonus in 2015.
Elemental Mastery- Putting points into this stat will grant you 5% more damage to all forms of damage. This is useful if your build does not specialize in one form of damage. The way damage is calculated is: [1+(total damage that effects a spell/100)]*Base spell damage.
Close Combat Mastery- Due to the change to the transcendence passive this sub damage is now optimal for sacriers as it becomes general damage when combined with the passive.
Other Specialized Mastery- If your build specializes in a specific form of damage, for example you take no range attacks and will only do close combat damage, these stats can be more efficient to use due to granting 8% of a specialized damage. Damage is calculated the same way so don’t forget specialized damages when checking your math.
Health Points- This stat is good for those build that want a larger hp pool. As a reference, at lv 175 with 10 points into resistance and 34 points into hp on the intelligence tab, each point into this stat will grant 47.2hp to your max.
____________________________________________________
Agility: These stats help to specializeor generalize a build.
Lock- Good stat for builds that require a high base lock to keep enemies in check.
Dodge- This stat helps the Sacrier to avoid being locked by opponents, builds that rely on mobility and placement might desire this stat.
Lock and Dodge- A good blend of the first two stats, if you take this stat over pure lock or pure dodge you will basically be traded 2 points of lock or dodge for a gain of 4 points of the opposing stat. Good for having a little bit of both.
Initiative- The player or opponent with the highest initiative goes first, this stat can be very useful to builds that rely on hitting first or getting into the right position.
Ap and Mp Removal- Due to the change to the Cage of Blood spell we are now able to take mp, however it is unlikely that the increased removal change would outweigh the loss of lock while tanking so this is a very niche stat.
Ap and Mp Resistance- This is a stat that can be useful in preventing the loss of ap and mp. This stat does not guarantee that you will not lose these, it simply makes it harder to lose them. Useful for pvp against some classes and very situational in pvm. Not overly recommended.
____________________________________________________
Chance: These stats tend to be offensive or defensive in nature and can help a build to specialize.
Critical Hits- Critical hits increase the base damage of spells by 25%, as well as increase damage according to your critical hit modifier. Each point of this stat will increase the chances of a spell landing a critical by 25%, useful stat for any damage build.
Block- Block was recently cut down to reducing damage taken by 20% instead of 30%. Still a useful defensive stat, each point will increase the chance of blocking an attack by 1%. I have yet to confirm this however I have been told that 100% block will make it impossible to be hit by a critical.
Critical Damage- Ties in with critical hits, each point will add an extra 4% general damage to critical hits.
Damage from Behind- This damage will only be applied when attacking a targets back. Each point will increase backstab damage by 6% general damage.
Berserk Damage- The highest damage of the chance branch at 8%, this damage will only take effect when the Sacriers hp is under 50%. Key to builds that revolve around getting low hp and then nuking enemies.
Heals- Increases effectiveness of heals by 6%, for a sacrier that means cage of blood or the mobility passive. If a build revolved around self-healing constantly, this stat could be validated but it is uncommonly used.
Resistance from Behind- Defensive stat that adds 4 points of resistance to any backstab damage taken by the Sacrier. This can be useful for tanks who leave their rump vulnerable.
Critical Resistance- Defensive stat that adds 4 points of resistance whenever the sacrier takes a critical hit. Useful for taking less damage against opponents who crit often.
____________________________________________________
Major: Due to variable Build this section now needs expanded upon.
AP - Take it, best value stat.
MP- Take it, second best value stat.
Resistance- Almost manditory for most builds, resistance is critical to preserve your massive pile of hp.
Range- Useful to builds that want to either use tempest for ranged damage or have more map manipulation potential.
WP- Excellent choice for a meat shield deck that doesn't bring transcendence and has limited wp regen.
Final Damage- If you want more damage this can be an effective route.
Control- Sac's Gain nothing from control, don't bother
____________________________________________________
Passives:
Sacrier Passives:
Angrrred- Doubles/Triples the angrr bonus which increases final damage. Also will allow dodge to be increased based on angrrr which can allow for very high mobility in close combat while having lower hp.
How Angrr worked/works? Very nice ability that is always present, this has 2 parts. This first part is an increase of 2% final damage per 20* points of Angrrr. Angrrr is generated by the % of hp the sacrier has lost, at roughly 25-30% hp Angrrr will be maxed at 100. The second part of this passive if also tied to % of hp left. At 40% hp left the sacrier will be granted level 1 Multi-Arm status which will give 40 lock and 5% final damage. At 20% left the bonus will be upgraded to level 2 and grant 80 lock and 10% final damage. Finally at 1% the bonus will be upgraded to level 3 and give 120 lock and 15% final dmg. So in total at 1% of total hp remaining, this passive can grant a formidable 25% final damage and 120 lock. Has not been confirmed to new revamp yet.
Tattooed Blood- This is one of a sacriers Health boost passives, useful for all play, this passive grants an increase of base hp based on the Sacriers level as well as an increase to block. Because this passive increases base hp, the % hp stat in the intelligence tab will increase it.
Transcendence- Melee mastery = Distance Mastery, very nice for hybrid builds as it effectively turns melee damage into general damage. This passive also substansially increases the amount of WP a sacrier regenerates as they take hits.
Blood Pact- Similar to Tattooed Blood, this passive increases base hp based on number of teammates and Sacrier level. This passive gives an added effect of reducing aoe dmg by 50% if the sacrier has sacrificed multiple allies. Key to any build that uses sacrifice often.
Mobility- This passive changed to become a nice buff for the air branch. Can be kind of a mixed blessing though if you don't want tempest to repel targets. However the no los Assault and +2 range to Light Speed are very nice.
Carrier- Key to some sustain, support, or tempest builds. This passive grants +1 range, and heals the sacrier for 3% of their missing HP for every target inflicted with your motion sickness (max 12%). This includes yourself, allies, enemies and summons.
Smasher- Very powerful passive for the berzerker builds, grants a large amount of zerk damage and gives you a decent amount of final damage if your opponant has more %HP than yourself.
Burning Armor- This passive is a new addition that increases armor generated by 60% and also inflicts damage based on your current shield amount to all enemies in a small aoe every time your combat rage reaches 20. Very useful for any build that generates shields.
Clinging to Life- A very useful asset for sacriers, this passive will grant them one last turn to take revenge on those who were able to kill them. When clinging, a sacrier is granted 15% final damage and 1ap in exchange for 2mp which is then upgraded to 3ap and 30% final damage at lv 200. This can be incredibly powerful in pvp, or in builds that play on the risky side and tend to die often. A new effect to this passive is that if you manage to kill the opponent who killed you, cling will not kill you at the end of your turn.
____________________________________________________
Key General Passives for Sacriers:
Many other passives are very useful, such as lock dodge and initiative ones, but these are the ones I feel need to be explained.
Rock- This passive increases hp by 30-60% of your base hp. This does not get multiplied by intelligence % hp so the gains are not as astronomical as they would seem at first glance. Still, Rock can increase the hp of a Sacrier by a substantial amount as well as boosting the healing and armor effects received. This previously did not increase self-generated armor such as colonnades however due to sacrier shield being mainly based off hp now this is a hard thing to test currently. The penalty for using this passive is a massive loss to the ability to generate heals, and a large damage loss. Not recommended for a full damage build, but very useful for full tank builds.
Carnage- This is a raw damage passive that increases normal damage as well as damage done to your targets shields. For a Sacrier the only trade off for this damage is a reduction in heals produced by Cage of Blood and Carrier. Recommended for Sacriers who have a free passive slot and want a nice boost in damage.
Motivation- One Ap for a reduction of 20% of the total damage you will do, this passive can be useful for tanky builds but is not advised for damage builds unless ap is worth the trade in damage to you.
____________________________________________________
The End - Thanks for Reading!
This completes the two part educational overview of the Spell Deck Revamped Sacrier Class. Now that all of the basics have been covered I can start having fun and posting actual builds in the next installments.
Morbid-Angel
Liked the guide? Check out the rest of it here!
Introduction:
Hey guys and gals, Morb here to bring you the updated second installment of the Sacrier Deck Guide. In this part, I’ll be covering the hot topic statistic point options, Sacrier passives, and a few key general passives that can be useful to the aspiring blood luster. This guide has been updated to reflect the most recent Sacrier revamp! Keep in mind this is meant to help you decide the best route for your own personal style, not to tell you what to do. I will try to be as thorough in my explanations as possible so you are able to make your own educated decisions.
____________________________________________________
Allotting Statistic Points
Intelligence: Major changes to this branch.
% HP- This stat will increase your maximum Health Points by 4% of your base. Your base is the sum total of HP gained from levels, gear, vitality food, nation bonuses, guild bonuses and other buffs. You will want to put a few points into this at a low level and then put focus points on your other intelligence stats. Once other stats are where you want them, this will be the stat you dump all other points into.
Resistances- Very important stat to increase survivability. Resistances scale by the formula listed below and this stat will make a much larger difference when your base resistances are low. Even at high resistances, this stat can offset considerably more damage than raw hp. 1 - 0.8^(Resist Score/100) = Final Resist
Barrier- This is a new stat that will reduce the damage of a number of hits taken by ½ of your level value every turn. The number of hits reduced will be the number of points allotted into this. One thing to keep in mind is that this number resets at the beginning of your turn, thus it reduces self-harm from the fire branch as well.
Heals Received- Increases the quality of heals received by the sacrier. If a healing spell was supposed to heal 100 and you have this stat maxed, the healing effects received will be 30% greater, or 130. Not a stat that is normally used but in some builds it could be useful.
% HP to Armor- This is the second new stat added to the intelligence stat. When points are put into this stat an armor will be placed on your character at the start of each fight. The quality of this armor is 4% of your total hp per point invested. For a sacrier that means that if you have passives that increases hp, this armor will take that added hp into consideration. For example, if you start a fight with 5,000hp and have 10 points in HP to Armor and you took pasives that
increase your hp to 7,000hp when the fight starts. The result would be a shield of 40% of that total to give you 7,000hp and 2,800 armor.
____________________________________________________
Strength: This branch lost its extra resistance bonus in 2015.
Elemental Mastery- Putting points into this stat will grant you 5% more damage to all forms of damage. This is useful if your build does not specialize in one form of damage. The way damage is calculated is: [1+(total damage that effects a spell/100)]*Base spell damage.
Close Combat Mastery- Due to the change to the transcendence passive this sub damage is now optimal for sacriers as it becomes general damage when combined with the passive.
Other Specialized Mastery- If your build specializes in a specific form of damage, for example you take no range attacks and will only do close combat damage, these stats can be more efficient to use due to granting 8% of a specialized damage. Damage is calculated the same way so don’t forget specialized damages when checking your math.
Health Points- This stat is good for those build that want a larger hp pool. As a reference, at lv 175 with 10 points into resistance and 34 points into hp on the intelligence tab, each point into this stat will grant 47.2hp to your max.
____________________________________________________
Agility: These stats help to specializeor generalize a build.
Lock- Good stat for builds that require a high base lock to keep enemies in check.
Dodge- This stat helps the Sacrier to avoid being locked by opponents, builds that rely on mobility and placement might desire this stat.
Lock and Dodge- A good blend of the first two stats, if you take this stat over pure lock or pure dodge you will basically be traded 2 points of lock or dodge for a gain of 4 points of the opposing stat. Good for having a little bit of both.
Initiative- The player or opponent with the highest initiative goes first, this stat can be very useful to builds that rely on hitting first or getting into the right position.
Ap and Mp Removal- Due to the change to the Cage of Blood spell we are now able to take mp, however it is unlikely that the increased removal change would outweigh the loss of lock while tanking so this is a very niche stat.
Ap and Mp Resistance- This is a stat that can be useful in preventing the loss of ap and mp. This stat does not guarantee that you will not lose these, it simply makes it harder to lose them. Useful for pvp against some classes and very situational in pvm. Not overly recommended.
____________________________________________________
Chance: These stats tend to be offensive or defensive in nature and can help a build to specialize.
Critical Hits- Critical hits increase the base damage of spells by 25%, as well as increase damage according to your critical hit modifier. Each point of this stat will increase the chances of a spell landing a critical by 25%, useful stat for any damage build.
Block- Block was recently cut down to reducing damage taken by 20% instead of 30%. Still a useful defensive stat, each point will increase the chance of blocking an attack by 1%. I have yet to confirm this however I have been told that 100% block will make it impossible to be hit by a critical.
Critical Damage- Ties in with critical hits, each point will add an extra 4% general damage to critical hits.
Damage from Behind- This damage will only be applied when attacking a targets back. Each point will increase backstab damage by 6% general damage.
Berserk Damage- The highest damage of the chance branch at 8%, this damage will only take effect when the Sacriers hp is under 50%. Key to builds that revolve around getting low hp and then nuking enemies.
Heals- Increases effectiveness of heals by 6%, for a sacrier that means cage of blood or the mobility passive. If a build revolved around self-healing constantly, this stat could be validated but it is uncommonly used.
Resistance from Behind- Defensive stat that adds 4 points of resistance to any backstab damage taken by the Sacrier. This can be useful for tanks who leave their rump vulnerable.
Critical Resistance- Defensive stat that adds 4 points of resistance whenever the sacrier takes a critical hit. Useful for taking less damage against opponents who crit often.
____________________________________________________
Major: Due to variable Build this section now needs expanded upon.
AP - Take it, best value stat.
MP- Take it, second best value stat.
Resistance- Almost manditory for most builds, resistance is critical to preserve your massive pile of hp.
Range- Useful to builds that want to either use tempest for ranged damage or have more map manipulation potential.
WP- Excellent choice for a meat shield deck that doesn't bring transcendence and has limited wp regen.
Final Damage- If you want more damage this can be an effective route.
Control- Sac's Gain nothing from control, don't bother
____________________________________________________
Passives:
Sacrier Passives:
Angrrred- Doubles/Triples the angrr bonus which increases final damage. Also will allow dodge to be increased based on angrrr which can allow for very high mobility in close combat while having lower hp.
How Angrr worked/works? Very nice ability that is always present, this has 2 parts. This first part is an increase of 2% final damage per 20* points of Angrrr. Angrrr is generated by the % of hp the sacrier has lost, at roughly 25-30% hp Angrrr will be maxed at 100. The second part of this passive if also tied to % of hp left. At 40% hp left the sacrier will be granted level 1 Multi-Arm status which will give 40 lock and 5% final damage. At 20% left the bonus will be upgraded to level 2 and grant 80 lock and 10% final damage. Finally at 1% the bonus will be upgraded to level 3 and give 120 lock and 15% final dmg. So in total at 1% of total hp remaining, this passive can grant a formidable 25% final damage and 120 lock. Has not been confirmed to new revamp yet.
Tattooed Blood- This is one of a sacriers Health boost passives, useful for all play, this passive grants an increase of base hp based on the Sacriers level as well as an increase to block. Because this passive increases base hp, the % hp stat in the intelligence tab will increase it.
Transcendence- Melee mastery = Distance Mastery, very nice for hybrid builds as it effectively turns melee damage into general damage. This passive also substansially increases the amount of WP a sacrier regenerates as they take hits.
Blood Pact- Similar to Tattooed Blood, this passive increases base hp based on number of teammates and Sacrier level. This passive gives an added effect of reducing aoe dmg by 50% if the sacrier has sacrificed multiple allies. Key to any build that uses sacrifice often.
Mobility- This passive changed to become a nice buff for the air branch. Can be kind of a mixed blessing though if you don't want tempest to repel targets. However the no los Assault and +2 range to Light Speed are very nice.
Carrier- Key to some sustain, support, or tempest builds. This passive grants +1 range, and heals the sacrier for 3% of their missing HP for every target inflicted with your motion sickness (max 12%). This includes yourself, allies, enemies and summons.
Smasher- Very powerful passive for the berzerker builds, grants a large amount of zerk damage and gives you a decent amount of final damage if your opponant has more %HP than yourself.
Burning Armor- This passive is a new addition that increases armor generated by 60% and also inflicts damage based on your current shield amount to all enemies in a small aoe every time your combat rage reaches 20. Very useful for any build that generates shields.
Clinging to Life- A very useful asset for sacriers, this passive will grant them one last turn to take revenge on those who were able to kill them. When clinging, a sacrier is granted 15% final damage and 1ap in exchange for 2mp which is then upgraded to 3ap and 30% final damage at lv 200. This can be incredibly powerful in pvp, or in builds that play on the risky side and tend to die often. A new effect to this passive is that if you manage to kill the opponent who killed you, cling will not kill you at the end of your turn.
____________________________________________________
Key General Passives for Sacriers:
Many other passives are very useful, such as lock dodge and initiative ones, but these are the ones I feel need to be explained.
Rock- This passive increases hp by 30-60% of your base hp. This does not get multiplied by intelligence % hp so the gains are not as astronomical as they would seem at first glance. Still, Rock can increase the hp of a Sacrier by a substantial amount as well as boosting the healing and armor effects received. This previously did not increase self-generated armor such as colonnades however due to sacrier shield being mainly based off hp now this is a hard thing to test currently. The penalty for using this passive is a massive loss to the ability to generate heals, and a large damage loss. Not recommended for a full damage build, but very useful for full tank builds.
Carnage- This is a raw damage passive that increases normal damage as well as damage done to your targets shields. For a Sacrier the only trade off for this damage is a reduction in heals produced by Cage of Blood and Carrier. Recommended for Sacriers who have a free passive slot and want a nice boost in damage.
Motivation- One Ap for a reduction of 20% of the total damage you will do, this passive can be useful for tanky builds but is not advised for damage builds unless ap is worth the trade in damage to you.
____________________________________________________
The End - Thanks for Reading!
This completes the two part educational overview of the Spell Deck Revamped Sacrier Class. Now that all of the basics have been covered I can start having fun and posting actual builds in the next installments.
Morbid-Angel
Liked the guide? Check out the rest of it here!
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Updated to reflect 2017 sacrier revamp~ Enjoy