Difference between revisions of "Sacred 2:Charged Grid"
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{| | {| | ||
|http://www.sacredwiki.org/images/Sacred_2/CombatArts/TG/14.gif | |http://www.sacredwiki.org/images/Sacred_2/CombatArts/TG/14.gif | ||
− | |T-Energy pulsates around the Temple Guardian and damages opponents while it heals allies at the same time | + | |T-Energy pulsates around the Temple Guardian and damages opponents while it heals allies at the same time. |
|} | |} | ||
+ | |||
+ | This is a [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Art]]. | ||
+ | |||
+ | {|width="100%" | ||
+ | |width="25%" valign="top"| | ||
==Aspect== | ==Aspect== | ||
http://www.sacredwiki.org/images/Sacred_2/Aspects/TG_Asp_03.png - '''[[Sacred 2:Source Warden|Source Warden]]''' | http://www.sacredwiki.org/images/Sacred_2/Aspects/TG_Asp_03.png - '''[[Sacred 2:Source Warden|Source Warden]]''' | ||
+ | |width="75%" valign="top"| | ||
+ | |||
+ | ==Innate Abilities (Lvl 1) [[File:Magic.png]]== | ||
+ | * Damage 3-3 [[Sacred 2:Magic|Magic]] (hits enemies in multiple pulses, in an [[Sacred 2:Area of Effect|area of effect]]) | ||
+ | * [[Sacred 2:Healing|Healing]]: +5 hitpoints healed per pulse | ||
+ | * Duration: 10.0 seconds (increases 0.1s per CA level) | ||
+ | * [[Sacred 2:Combat art range|Range]]: 7.5 meters | ||
+ | * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 30.0s + 4.0s = 34.0 seconds | ||
+ | |} | ||
== Modifications == | == Modifications == | ||
{{See Also|Sacred 2:Combat Art Modifications}} | {{See Also|Sacred 2:Combat Art Modifications}} | ||
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|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span> | |width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span> | ||
| | | | ||
− | * '''Substance ''' - Increases healing. (1hp + 1.5hp per Combat Art level (?) / 50% increase from base value) | + | * '''Substance ''' - Increases healing effect on allies. (1hp + 1.5hp per Combat Art level (?) / 50% increase from base value) |
− | * '''Havoc ''' - Increases damage | + | * '''Havoc ''' - Increases inflicted damage. (50% increase) |
|} | |} | ||
---- | ---- | ||
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|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span> | |width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span> | ||
| | | | ||
− | * '''Substance ''' - Increases healing. (1hp + 1.5hp per CA level | + | * '''Substance ''' - Increases healing effect on allies. (1hp + 1.5hp per CA level / 50% increase from base value) |
− | * '''Unnatural selection ''' - Inflicts higher damage to severely wounded opponents. (double damage at 50% + 1% per Combat Art level health of enemies) | + | * '''Unnatural selection ''' - Inflicts higher damage to severely wounded opponents. ([[Sacred 2:Opponent level for death blow|Opponent level for deathblow]] effect, double damage at 50% + 1% per Combat Art level health of enemies) |
|} | |} | ||
---- | ---- | ||
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|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span> | |width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span> | ||
| | | | ||
− | * '''Longevity ''' - Increases duration. (40% increase) | + | * '''Longevity ''' - Increases duration of Charged Grid. (4s + 0.05s per CA level / 40% increase from base value) |
− | * '''Widen ''' - Increases range. (40% increase) | + | * '''Widen ''' - Increases range of Charged Grid. (2.5m + 0.02m per CA level / 40% increase from base value) |
|} | |} | ||
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|valign="top"| | |valign="top"| | ||
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|} | |} | ||
+ | ==Skills and Attributes== | ||
+ | The following [[Sacred 2:Skills|skills]] will affect this combat art: | ||
+ | |||
+ | * [[Sacred 2:Source Warden Lore|Source Warden Lore]] - improves combat art [[Sacred 2:Damage|damage]] and [[Sacred 2:Chance for critical hits|critical chance]], improves the [[Sacred 2:Healing|healing]] effect, increases [[Sacred 2:Casting Speed|casting speed]], allows for modification points. | ||
+ | |||
+ | * [[Sacred 2:Source Warden Focus|Source Warden Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|higher level combat art without penalty]], allows for modification points. | ||
+ | |||
+ | * [[Sacred 2:Concentration|Concentration]] - directly reduces regeneration time for this combat art. | ||
+ | |||
+ | * [[Sacred 2:Combat Discipline|Combat Discipline]] - will increase the damage of this combat art and lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]]. | ||
+ | |||
+ | * [[Sacred 2:Ancient Magic|Ancient Magic]] - directly increases the damage and reduces enemies' [[Sacred 2:Armor|resistance]] to the damage of this combat art (skill is only available to Temple Guardian with [[Sacred 2:Community Patch|CM Patch]]). | ||
+ | |||
+ | * [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of [[Sacred 2:Chance for Weaken|Weaken]] ([[Sacred 2:Secondary Damage Effects|secondary damage effect]]) triggered by Charged Grid's magic damage. | ||
+ | |||
+ | The following [[Sacred 2:Attributes|attributes]] will affect this combat art: | ||
+ | |||
+ | *[[Sacred 2:Intelligence |Intelligence]] will increase its damage and [[Sacred 2:Spell Intensity|spell intensity]] | ||
+ | |||
+ | *[[Sacred 2:Stamina|Stamina]] will lower regeneration time | ||
+ | |||
+ | == Usage Strategies == | ||
+ | *Charged Grid can be used to damage large mobs that are surrounding the Temple Guardian. It goes well in combination with other AoE spells like [[Sacred 2:Fiery Ember|Fiery Ember]], [[Sacred 2:Icy Evanescence|Icy Evanescence]], and/or [[Sacred 2:Deathly Spears|Deathly Spears]]. Note that Charged Grid has a high cooldown compared to those spells, so casting them separately may be better than putting them together into a [[Sacred 2:Combo|combo]]. | ||
+ | |||
+ | *Mod with both '''Substance''' mods and '''Longetivity''' to maximize the defensive/healing effect of the spell. The healing effects work on both the Temple Guardian and his allies. | ||
+ | |||
+ | *Choose '''Havoc''' - '''Unnatural Selection''' - '''Widen''' for maximum damage and mayhem against enemies. | ||
+ | |||
+ | *Range is smaller than Icy Evanescence or Fiery Ember, but it can be improved with +[[Sacred 2:Combat art range|combat art range]] item modifiers. | ||
+ | |||
+ | == Pros and Cons == | ||
+ | '''Pros''' | ||
+ | * The grid follows the Temple Guardian around while it lasts | ||
+ | * Hits all enemies within its [[Sacred 2:Area of Effect|area of effect]] | ||
+ | * Good healing aura for a party | ||
+ | '''Cons''' | ||
+ | * Low initial damage | ||
+ | * Duration will never catch up to the long Cooldown | ||
+ | |||
+ | == Stats Chart == | ||
==See Also== | ==See Also== | ||
*[[Sacred 2:Temple Guardian|Temple Guardian]] | *[[Sacred 2:Temple Guardian|Temple Guardian]] | ||
+ | *[[Sacred 2:Temple Guardian Guides|Temple Guardian Guides]] | ||
*[[Sacred 2: Temple Guardian Combat Arts|Temple Guardian Combat Arts]] | *[[Sacred 2: Temple Guardian Combat Arts|Temple Guardian Combat Arts]] | ||
*[[Sacred 2:Skills|Skills]] | *[[Sacred 2:Skills|Skills]] | ||
− | |||
==Gallery== | ==Gallery== | ||
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|width="180px"| | |width="180px"| | ||
− | <center>{{S2frame|[[Image:ChargedGrid.jpg| | + | <center>{{S2frame|[[File:Charged grid casting.jpg|x160px]]|none}}</center> |
+ | |||
+ | |width="180px"| | ||
+ | <center>{{S2frame|[[File:Charged grid casting 2.jpg|x160px]]|none}}</center> | ||
+ | |||
+ | |width="180px"| | ||
+ | <center>{{S2frame|[[File:Charged grid 1.jpg|x160px]]|none}}</center> | ||
+ | |||
+ | |width="180px"| | ||
+ | <center>{{S2frame|[[Image:ChargedGrid.jpg|x160px]]|none}}</center> | ||
|} | |} | ||
[[Category:Sacred 2 Combat Arts]][[Category:Temple Guardian Combat Arts]] | [[Category:Sacred 2 Combat Arts]][[Category:Temple Guardian Combat Arts]] |
Revision as of 06:11, 8 January 2014
This is a Spell Damage Based Combat Art.
Modifications
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|
Skills and Attributes
The following skills will affect this combat art:
- Source Warden Lore - improves combat art damage and critical chance, improves the healing effect, increases casting speed, allows for modification points.
- Source Warden Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly reduces regeneration time for this combat art.
- Combat Discipline - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo.
- Ancient Magic - directly increases the damage and reduces enemies' resistance to the damage of this combat art (skill is only available to Temple Guardian with CM Patch).
- Damage Lore - will improve the chance, duration, and strength of Weaken (secondary damage effect) triggered by Charged Grid's magic damage.
The following attributes will affect this combat art:
- Intelligence will increase its damage and spell intensity
- Stamina will lower regeneration time
Usage Strategies
- Charged Grid can be used to damage large mobs that are surrounding the Temple Guardian. It goes well in combination with other AoE spells like Fiery Ember, Icy Evanescence, and/or Deathly Spears. Note that Charged Grid has a high cooldown compared to those spells, so casting them separately may be better than putting them together into a combo.
- Mod with both Substance mods and Longetivity to maximize the defensive/healing effect of the spell. The healing effects work on both the Temple Guardian and his allies.
- Choose Havoc - Unnatural Selection - Widen for maximum damage and mayhem against enemies.
- Range is smaller than Icy Evanescence or Fiery Ember, but it can be improved with +combat art range item modifiers.
Pros and Cons
Pros
- The grid follows the Temple Guardian around while it lasts
- Hits all enemies within its area of effect
- Good healing aura for a party
Cons
- Low initial damage
- Duration will never catch up to the long Cooldown
Stats Chart
See Also
Gallery
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