Difference between revisions of "Sacred 2:Skeletal Mage"
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==Innate Abilities (Lvl 1)== | ==Innate Abilities (Lvl 1)== | ||
* Summons 1 Skeletal Mage | * Summons 1 Skeletal Mage | ||
+ | * Skeletal Mage attributes, damage, health, movement, and bonuses increase with each rune read. | ||
* [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +50.0% | * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +50.0% | ||
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{{See Also|Sacred 2:Combat Art Modifications}} | {{See Also|Sacred 2:Combat Art Modifications}} | ||
{| | {| | ||
− | |width=" | + | |width="100px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span> |
| | | | ||
* '''Skeletal Mastery''' - Summons an additional skeletal mage. | * '''Skeletal Mastery''' - Summons an additional skeletal mage. | ||
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---- | ---- | ||
{| | {| | ||
− | |width=" | + | |width="100px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span> |
| | | | ||
− | * '''Hardened''' - | + | * '''Hardened''' - Increases all of the skeletal mages' armor resistances by 7.5 + 5.5 per level. |
* '''Swift''' - Increases the skeletal mages' attack and casting speed by 40% + 0.2% per level. | * '''Swift''' - Increases the skeletal mages' attack and casting speed by 40% + 0.2% per level. | ||
|} | |} | ||
---- | ---- | ||
{| | {| | ||
− | |width=" | + | |width="100px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span> |
| | | | ||
− | * '''Skeletal Mastery''' - Summons | + | * '''Skeletal Mastery''' - Summons two additional skeletal mages. |
* '''Master Conjurer''' - The skeletal mages become more powerful, adding upgraded spells to their arsenal (see Usage Strategies below). | * '''Master Conjurer''' - The skeletal mages become more powerful, adding upgraded spells to their arsenal (see Usage Strategies below). | ||
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|valign="top"| | |valign="top"| | ||
{| align="right" | {| align="right" | ||
− | |{{s2frame|{{#ev:youtube| | + | |{{s2frame|{{#ev:youtube|Qe5qccBsmvw|400}}|center|Skeletal Mages}} |
|} | |} | ||
__NOTOC__ | __NOTOC__ | ||
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== Usage Strategies == | == Usage Strategies == | ||
*Skeletal Mages can be killed. If defeated in battle, they will be destroyed, and the player will have to recast the buff in order to re-summon them. | *Skeletal Mages can be killed. If defeated in battle, they will be destroyed, and the player will have to recast the buff in order to re-summon them. | ||
− | *Basic Skeletal Mages know the following spells: Homing Fireball | + | |
− | *Upgraded Skeletal Mages (from gold mod '''Master Conjuror''') have | + | *'''Basic Skeletal Mages''' know the following single-target spells: |
− | *Skeletal Mages know the following skills: Magic Staves | + | **Homing Fireball |
− | *Skeletal Mages spawn with random magic | + | **Lightning Cone |
+ | **Poison Root | ||
+ | **Frost Bolt | ||
+ | |||
+ | *'''Upgraded Skeletal Mages''' (from gold mod '''Master Conjuror''') have their spells changed to become area-of-effect rather than single-target: | ||
+ | **Firestorm | ||
+ | **Chain Lightning | ||
+ | **Poison Fireball | ||
+ | **Glacial Spikes | ||
+ | |||
+ | *'''Basic Skeletal Mages''' know the following skills: | ||
+ | **Magic Staves | ||
+ | **Ancient Magic | ||
+ | **Aspect Lore | ||
+ | **Aspect Focus | ||
+ | |||
+ | *'''Upgraded Skeletal Mages''' additionally know the following skills: | ||
+ | **Armor Lore | ||
+ | **Constitution | ||
+ | **Spell Resist Lore | ||
+ | |||
+ | *Skeletal Mages spawn with random magic wands of normal (white) quality. Upgraded Skeletal Mages spawn with random magic wands of rare (yellow) quality. | ||
+ | |||
+ | *Skeletal Mages will attack with their wands while their spells are on cooldown. The damage types of the attacks are randomly determined by what wand the mage spawns with. | ||
+ | |||
+ | *Upgraded Mages, with their AoE spells, are generally better suited for mowing down large mobs. However, the player may find that keeping 4 regular mages (by choosing both '''Skeletal Mastery''' mods) provides higher damage against single targets (elites, super-uniques, etc.). The spells of the regular mages have high damage and also inflict useful debuffs (root, freeze, stun, slow) that upgraded mages do not. | ||
== Pros and Cons == | == Pros and Cons == | ||
'''Pros''' | '''Pros''' | ||
− | * Can summon up to | + | * Can summon up to four basic mages, or up to two advanced mages. |
'''Cons''' | '''Cons''' | ||
− | |||
*Does not benefit much from the Dark Summons Lore skill unless '''Hardened''' silver mod is taken. | *Does not benefit much from the Dark Summons Lore skill unless '''Hardened''' silver mod is taken. | ||
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|width="180px"|Summoning | |width="180px"|Summoning | ||
− | <center>{{S2frame|[[File:Skeletal mage - 1.jpg| | + | <center>{{S2frame|[[File:Skeletal mage - 1.jpg|x180px]]|none}}</center> |
|width="180px"|Normal Skeletal Mages | |width="180px"|Normal Skeletal Mages | ||
− | <center>{{S2frame|[[File:Skeletal mage - 2.jpg| | + | <center>{{S2frame|[[File:Skeletal mage - 2.jpg|x180px]]|none}}</center> |
|width="180px"|Upgraded Skeletal Mages | |width="180px"|Upgraded Skeletal Mages | ||
− | <center>{{S2frame|[[File:Skeletal mage - 3.jpg| | + | <center>{{S2frame|[[File:Skeletal mage - 3.jpg|x180px]]|none}}</center> |
|} | |} |
Latest revision as of 17:28, 1 May 2020
NOTE: The contents of this page are exclusive content found only by installing the player-made mega-mod Diablo 2 Fallen.
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Dark Summons Lore - increases casting speed, increases the armor resistances from the Hardened silver mod, allows for modification points.
- Dark Summons Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - will lower this combat art's regeneration time penalty.
The following attributes will affect this combat art:
- Stamina will lower regeneration time penalty
Usage Strategies
- Skeletal Mages can be killed. If defeated in battle, they will be destroyed, and the player will have to recast the buff in order to re-summon them.
- Basic Skeletal Mages know the following single-target spells:
- Homing Fireball
- Lightning Cone
- Poison Root
- Frost Bolt
- Upgraded Skeletal Mages (from gold mod Master Conjuror) have their spells changed to become area-of-effect rather than single-target:
- Firestorm
- Chain Lightning
- Poison Fireball
- Glacial Spikes
- Basic Skeletal Mages know the following skills:
- Magic Staves
- Ancient Magic
- Aspect Lore
- Aspect Focus
- Upgraded Skeletal Mages additionally know the following skills:
- Armor Lore
- Constitution
- Spell Resist Lore
- Skeletal Mages spawn with random magic wands of normal (white) quality. Upgraded Skeletal Mages spawn with random magic wands of rare (yellow) quality.
- Skeletal Mages will attack with their wands while their spells are on cooldown. The damage types of the attacks are randomly determined by what wand the mage spawns with.
- Upgraded Mages, with their AoE spells, are generally better suited for mowing down large mobs. However, the player may find that keeping 4 regular mages (by choosing both Skeletal Mastery mods) provides higher damage against single targets (elites, super-uniques, etc.). The spells of the regular mages have high damage and also inflict useful debuffs (root, freeze, stun, slow) that upgraded mages do not.
Pros and Cons
Pros
- Can summon up to four basic mages, or up to two advanced mages.
Cons
- Does not benefit much from the Dark Summons Lore skill unless Hardened silver mod is taken.
Gallery
Summoning
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Normal Skeletal Mages
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Upgraded Skeletal Mages
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