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[Guide] Morb's How to Damage

By Arkolak - MEMBER - June 23, 2017, 00:44:43
Part 1: General Overview of all Sacrier Spells
Part 2: Overview of Sacrier Statistic Points and Passives

Introduction

This is a rough sketch that I will improve upon as I have time.


In this segment of Morb's Revamped Sacrier Guide, we will be covering a variety of Damage Builds based on different elements and playstyles. I considered making individual guides for each build and decided that would cause too much clutter and be more difficult to follow. All of these builds have some room for personalization and I welcome any feedback and encourage those who want to play a Sacrier to think about what I write and come to their own conclusion about what will be the best play style for their own enjoyment.

Morbid-Angel
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General Stuff

Damage Abilities
Most damage Sacrier builds have the same general format. Here I will give you my personal preferences as well as alternate options.


Intelligence- Max elemental resistance, then go full % hp. One alternative which I enjoy in some of my builds is 5 points into % Armor Health Points. This added armor reduces healing in between fights and increases your overall hp in a fight at the cost of a slight decrease in the size of shields generated at lower hp.

Strength-Due to the transcendence passive melee damage can be considered general mastery so max melee and then dump into general unless you’re choosing to go fully single target or fully AoE.

Agility- Pretty standard option is to go full lock and dodge; however a splash of initiative can be beneficial to some play styles.

Chance- Maximize % Critical Hits and then you have a few options. I appreciate maxing block for a sturdier character but a full damage build could max Critical or Berserk Mastery If you choose to max block, dump your remaining point into the mastery of your choice. (Usually zerk is better than crit for a sac).

Major- Ap, Mp, Resistance are a must, then your choices are either Range or Final Damage. This can be a really tough choice but I feel that, because we will be gaining much more final damage from other sources, range might be the more valuable choice in the long run to most builds. I personally do use Final Damage in my main damage build and offset the loss of range by using carrier.

Damage Passives
Damage builds can easily swing towards high damage or high survivability based on some small changes in spells and passives. All of these passives are described in detail in my previous guides. Typically I mix and match damage passives with a few supporting passives to suit my needs for the fight, typically tattooed blood is always included in my builds. As all of my builds are currently published with 5 passives for everyone below 200, the options listed here are to help you make your own choice on the 6 at 200.

Pure Damage Passives: Angrrred, Transcendence, Smasher, Carnage

Supporting Passives: Clinging to Life, Burning Armor, Tattooed Blood, Carrier, Mobility, Inhalation, Interception.

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Duo Elemental Builds

>Air/Earth
This is a well-rounded build that has high mobility, damage, and sustaining power. The goal of this build is to be able to provide consistent damage throughout the entire fight without needing assistance from other teammates. This build is great for solo players as well as those in a team. An earth/air sac won’t do the most damage on turn 1, but it will likely out perform any other build in a long fight.



Key Combos: Motion Sickness + Insanity, Motion Sickness + Light Speed, Motion Sickness + Assault. Note you want to cast motion sickness on yourself to stack the motion sickness debuff onto your targets for two turns. Use Smasher, rocky foot, and sanguine armor to generate shields and improve your durability in the fight. You can use Spiritual tempest to add motion Sickness to targets at a range if they are 2 cells away from another enemy

Sample Deck Code
5046-5039-5041-5040-5034-5035-5043-5033-5047-5042-5036-5044-5194-5051-5144-5050-5192-0

Alternate Passive Options: Carrier will heal you every turn based on how many targets you have inflicted with motion sickness, however if you do not play in a style that does this, cling may be a better option for you. Also carnage can be replaced with smasher if you find yourself attacking enemies with more hp than yourself often.

Alternate Spell Options: For a full offense build you can replace rocky foot with rippling tattoo which will do considerable damage to enemies you have already inflicted with motion sickness.

Transposition is a quality of life spell I personally like to have at all times, however many would prefer to replace it with another attack spell so feel free to do so.

Also most of my damage builds use Bold punishment, however if your resistances are low and you can’t afford to be reducing them, bloodthirsty punishment can be used instead to increase your durability and reduce your damage output.

>Fire/Earth Off Tank
As requested, his build will trade some mobility and flexibility for a more specialized role. It took a bit of thought but I think that this build will work well by using both punishments as the player’s role changes throughout the fight. Use Bold while your able to be in the fray fighting, and Bloodthirsty when you need to settle down to soak damage.

Code:
5046-5039-5028-5029-5032-5043-5047-6065-5033-5035-5036-5044-5050-5049-5051-5194-5193-0

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Tri Elemental Builds
Very similar to my Earth/Air deck, this build trades some earth and wind spells for situational fire spells. There is some variety in this build so I will provide multiple sample decks. Combos are similar to earth/air so I won’t repeat them here.


>Zinit Bruiser: Updated for lv 200
Zinit has some very particular mechanics so this build specializes in doing moderate damage while protecting teammates and being generally tanky. I have used this for everything in Zinit including bosses and can say that while your damage is not as high as it could be, this offers a very nice balance of tanking and damage.

Codes:
6065-5039-5041-5040-5029-5035-5043-5033-5047-5042-5045-5044-5194-5049-5051-5053-5193-5050


>The Wrecking Ball: Updated for lv 200
This deck generates minimal shields and goes straight for raw damage. A huge degree of mobility is kept in this build so you should never have an issue finding a target to hit. I made this deck on a whim for this guide and it has become my most used for clearing stages before the boss. It has very high and flexible damage output while still being sturdier than other melee classes.

Code:
5046-5028-5041-5040-5034-5035-5043-5039-5047-5042-5032-5044-5194-5051-5144-5050-5052-5054

>The Generalist:
This build has some sustain with reduced self-harm and the ability to generate shields using rocky foot instead of Blood Rush. Tempest can be interchanged with assault, Carnage with Smasher.

Codes:
5046-5039-5041-5034-5029-5035-5043-5033-5047-5042-5032-5044-5194-5051-5195-5050-5052-0
5046-5039-5041-5029-5040-5035-5043-5033-5047-5042-5032-5044-5194-5051-5144-5050-5052-0


>Tri Cling Zerker:
Start a fight already half dead and yolo it with this build, 5 or 10 points in shield are recommended for this build as well as a dump into zerk damage. It is entirely possible to ignore crit and block entirely for more zerk damage. Dodge is more valuable than lock as well, as a cling zerker is not a team player. Your goal is not to protect your allies, but to instead kill your enemies as fast as possible. Get yourself below 50% hp using bloodthirsty fury and flame return and hammer your enemies with attacks.


Code:
5046-5028-5041-5029-5040-5035-5043-5039-5047-5042-5032-5030-5194-5051-5195-5050-5052-0
For a Fire/Air build, replace earth spells with air/support spells of your choosing.


Coming Soon: Expanded combo's section, how to use your ap to maximize damage based on your situation





The End - Thanks for Reading

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Score : 2662

Its not mobility that heals you 3% per target affected by motion sickness, its carrier tongue

Also some very interesting deck compositions and builds! Keep up the good work biggrin

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Score : 6134

Yup, the deck should be right I just said the wrong word, and thanks

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Score : 50

Am I missing it or is there not recommend gear?

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Score : 6134

I personally believe that gearing is the most fun part of the game so I try not to put a lot of my preferences on gear into my guides. If you read my general guides they should tell you what stats you should go after for various builds.

I also pvp so I tend to hide what I have under the hood

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Score : 2

I really appreciate the time you have taken to make this guide, a new player like me helps me a lot.

wub

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Score : 6134

Glad you appreciate it, I'm back from the edge of the world for a month so I'll see if anything has changed and try to do some updating for you guys

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Score : 885

Out of curiosity, how is self-damage calculated? Is it Melee + Single + Berserk (if <50%HP) + Crit (if you critical)? Also, can you resist it with elemental resists, block, barrier, etc? Lastly, Flaming.. does it stack the same but with AoE?

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Score : 2662

Self dmgs is calculated like normal dmg, so it deals more dmg to you whenever you score a critical hit or is in berserk etc. And yes res affects it as do barrier, not sure about block but i believe that it could be blocked iirc.

Sacrier cant use flaming anymore but if youre thinking about flame return then you need to run with the passive sacriers heart and the active bold punishment, this will stack up all the self dmgs that you take from blood rush, burning blood and punishment. It stacks up to a maximum of 5.000. And when release by deactivating bold punishment it will have an iops wrath aoe

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Score : 1

Could you please include a picture for fire/earth like you did the others? I am not that high of a level so only the code would be useless to me

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Score : 635

you tried Angrrred + Fluctuation pasive and make dance, its work or no?

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