Difference between revisions of "Sacred 2:Magic Coup"
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==Innate Abilities (Lvl 1) http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/mcdmg.jpg== | ==Innate Abilities (Lvl 1) http://www.sacredwiki.org/images/Sacred_2/CombatArts/HE/mcdmg.jpg== | ||
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* [[Sacred 2:Regeneration Time:|Regeneration Time]]: 3.0 seconds | * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 3.0 seconds | ||
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== Modifications == | == Modifications == | ||
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==Skills and Attributes== | ==Skills and Attributes== | ||
The following [[Sacred 2:Skills|skills]] will affect this combat art: | The following [[Sacred 2:Skills|skills]] will affect this combat art: | ||
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* [[Sacred 2:Delphic Arcania Lore|Delphic Arcania Lore]] - improves combat art [[Sacred 2:Damage|damage]] (including the life leech effect of the Life Leech modification), [[Sacred 2:Chance for critical hits|critical chance]] and [[Sacred 2:Casting Speed|casting speed]], allows for modification points. | * [[Sacred 2:Delphic Arcania Lore|Delphic Arcania Lore]] - improves combat art [[Sacred 2:Damage|damage]] (including the life leech effect of the Life Leech modification), [[Sacred 2:Chance for critical hits|critical chance]] and [[Sacred 2:Casting Speed|casting speed]], allows for modification points. | ||
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* [[Sacred 2:Delphic Arcania Focus|Delphic Arcania 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:Delphic Arcania Focus|Delphic Arcania 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. | ||
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* [[Sacred 2:Concentration|Concentration]] - directly reduces regeneration time for this combat art. | * [[Sacred 2:Concentration|Concentration]] - directly reduces regeneration time for this combat art. | ||
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* [[Sacred 2:Combat Discipline|Combat Discipline]] - will lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]]. | * [[Sacred 2:Combat Discipline|Combat Discipline]] - will lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]]. | ||
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+ | * [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of any [[Sacred 2:Secondary Damage Effects|secondary damage effects]] triggered by Magic Coup, based on the damage types on the equipped weapon (particularly [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]] and [[Sacred 2:Chance for Weaken|Weaken]], since this CA converts damage to magic). | ||
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+ | * [[Sacred 2:Speed Lore|Speed Lore]] - will increase its chance to hit indirectly by increasing a player's attack rating. | ||
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* Any [[Sacred 2:Weapons|weapon]] lore applicable to the weapon in use (for example, [[Sacred 2:Sword Weapons|Sword Lore]] when the High Elf is wielding a sword), will increase this combat art's [[Sacred 2:Chance To Hit|chance to hit]] by increasing the [[Sacred 2:Attack Value|attack value]]. Weapon lore skills won't affect Magic Coup in any other way however. | * Any [[Sacred 2:Weapons|weapon]] lore applicable to the weapon in use (for example, [[Sacred 2:Sword Weapons|Sword Lore]] when the High Elf is wielding a sword), will increase this combat art's [[Sacred 2:Chance To Hit|chance to hit]] by increasing the [[Sacred 2:Attack Value|attack value]]. Weapon lore skills won't affect Magic Coup in any other way however. | ||
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* '''NOTE:''' Despite some expectations [[Sacred 2:Ancient Magic|Ancient Magic]] and [[Sacred 2:Tactics Lore|Tactics Lore]] will NOT have an effect on Magic Coup. | * '''NOTE:''' Despite some expectations [[Sacred 2:Ancient Magic|Ancient Magic]] and [[Sacred 2:Tactics Lore|Tactics Lore]] will NOT have an effect on Magic Coup. | ||
+ | The following [[Sacred 2:Attributes|attributes]] will affect this combat art: | ||
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*[[Sacred 2:Strength |Strength]] will increase damage for melee weapons, and chance to hit | *[[Sacred 2:Strength |Strength]] will increase damage for melee weapons, and chance to hit | ||
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*[[Sacred 2:Dexterity |Dexterity]] will increase damage for ranged weapons (and some melee weapons), and chance to hit | *[[Sacred 2:Dexterity |Dexterity]] will increase damage for ranged weapons (and some melee weapons), and chance to hit | ||
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*[[Sacred 2:Intelligence |Intelligence]] will increase damage for magic staves | *[[Sacred 2:Intelligence |Intelligence]] will increase damage for magic staves | ||
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*[[Sacred 2:Stamina|Stamina]] will lower regeneration time | *[[Sacred 2:Stamina|Stamina]] will lower regeneration time | ||
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*[[Sacred 2:Willpower|Willpower]] will increase damage for [[Sacred 2:Lightsabers|Lightsabers]] ([[Sacred 2:Community Patch|Community Patch]] Only) | *[[Sacred 2:Willpower|Willpower]] will increase damage for [[Sacred 2:Lightsabers|Lightsabers]] ([[Sacred 2:Community Patch|Community Patch]] Only) | ||
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== Usage Strategies == | == Usage Strategies == | ||
− | . | + | *With sufficient [[Sacred 2:Regeneration per hit|regen per hit]] Magic Coup can be spammed by holding down the right mouse button and fighting as if it were a normal left-click attack. |
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+ | *Suggested modifications: '''Target Focus, Life Leech, Stray Damage''' | ||
== Pros and Cons == | == Pros and Cons == | ||
− | Pros | + | '''Pros''' |
− | * The mod 2a Life Leech (leech life enhanced by [[Sacred 2:Delphic Arcania Lore|Delphic Arcania Lore]] ) and the mod 3a Stray Damage ([[Sacred 2:Area of Effect|area of effect]]) work good together, the combat art will drain life from all the opponents nearby. | + | * The mod 2a '''Life Leech''' (leech life enhanced by [[Sacred 2:Delphic Arcania Lore|Delphic Arcania Lore]] ) and the mod 3a '''Stray Damage''' ([[Sacred 2:Area of Effect|area of effect]]) work good together, the combat art will drain life from all the opponents nearby. |
− | * Magic Coup has its own built in attack value based on CA level, saving you from having to take a weapon lore skill. Although weapon lore skills will improve attack value, they are unnecessary since Magic Coup will hit so often, especially if the Target Focus mod is taken. | + | * Magic Coup has its own built in attack value based on CA level, saving you from having to take a weapon lore skill. Although weapon lore skills will improve attack value, they are unnecessary since Magic Coup will hit so often, especially if the '''Target Focus''' mod is taken. |
− | * The built in attack value and it's ability to proc the Regen Per Hit multiple times through the mod 3a Stray Damage allows casters to eat more runes without worrying about regeneration times. | + | * The built in attack value and it's ability to proc the Regen Per Hit multiple times through the mod 3a '''Stray Damage''' allows casters to eat more runes without worrying about regeneration times. |
− | Cons | + | '''Cons''' |
*Possibility to miss. | *Possibility to miss. | ||
*Requires the High Elf to be in melee range and therefore have adequate protection. | *Requires the High Elf to be in melee range and therefore have adequate protection. | ||
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== Stats Chart == | == Stats Chart == | ||
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|15-15 | |15-15 | ||
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==See Also== | ==See Also== | ||
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==Gallery== | ==Gallery== | ||
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Revision as of 09:15, 8 January 2014
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Delphic Arcania Lore - improves combat art damage (including the life leech effect of the Life Leech modification), critical chance and casting speed, allows for modification points.
- Delphic Arcania 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 lower its regeneration time if it is placed in a combo.
- Damage Lore - will improve the chance, duration, and strength of any secondary damage effects triggered by Magic Coup, based on the damage types on the equipped weapon (particularly Open Wounds and Weaken, since this CA converts damage to magic).
- Speed Lore - will increase its chance to hit indirectly by increasing a player's attack rating.
- Any weapon lore applicable to the weapon in use (for example, Sword Lore when the High Elf is wielding a sword), will increase this combat art's chance to hit by increasing the attack value. Weapon lore skills won't affect Magic Coup in any other way however.
- NOTE: Despite some expectations Ancient Magic and Tactics Lore will NOT have an effect on Magic Coup.
The following attributes will affect this combat art:
- Strength will increase damage for melee weapons, and chance to hit
- Dexterity will increase damage for ranged weapons (and some melee weapons), and chance to hit
- Intelligence will increase damage for magic staves
- Stamina will lower regeneration time
- Willpower will increase damage for Lightsabers (Community Patch Only)
Usage Strategies
- With sufficient regen per hit Magic Coup can be spammed by holding down the right mouse button and fighting as if it were a normal left-click attack.
- Suggested modifications: Target Focus, Life Leech, Stray Damage
Pros and Cons
Pros
- The mod 2a Life Leech (leech life enhanced by Delphic Arcania Lore ) and the mod 3a Stray Damage (area of effect) work good together, the combat art will drain life from all the opponents nearby.
- Magic Coup has its own built in attack value based on CA level, saving you from having to take a weapon lore skill. Although weapon lore skills will improve attack value, they are unnecessary since Magic Coup will hit so often, especially if the Target Focus mod is taken.
- The built in attack value and it's ability to proc the Regen Per Hit multiple times through the mod 3a Stray Damage allows casters to eat more runes without worrying about regeneration times.
Cons
- Possibility to miss.
- Requires the High Elf to be in melee range and therefore have adequate protection.
Stats Chart
This chart shows stats from a Lvl 1 High Elf with no equipment and no Survival Bonus.
Level | Regen Time (s) | Damage |
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1 | 4.5 | 15-15 |
2 | 6.0 | 15-15 |
See Also
Gallery
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