Difference between revisions of "Sacred 2:Divine Protection"
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==Innate Abilities (Lvl 1)== | ==Innate Abilities (Lvl 1)== | ||
− | * Damage Absorption: 110 ( | + | * Damage Absorption: 110 ([[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]] Value) |
+ | * Shield has 75 + 0.5 energy points per CA level | ||
* [[Sacred 2:Shield Regeneration|Shield Regeneration]]: 5.5 energy points per second | * [[Sacred 2:Shield Regeneration|Shield Regeneration]]: 5.5 energy points per second | ||
* Duration: 15.1 seconds | * Duration: 15.1 seconds | ||
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* '''Dampen''' - Increases damage absorption. (10% + 0.1% per Combat Art level damping / +50% from base value) | * '''Dampen''' - Increases damage absorption. (10% + 0.1% per Combat Art level damping / +50% from base value) | ||
− | * '''Capacity''' - Divine Protection lasts 50% longer. ( | + | * '''Capacity''' - Divine Protection lasts 50% longer. (~ 33% increase in duration. See Stats Chart below for details.) |
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* '''Uplifted Force''' - Improves the energy field. (33.3% increase to [[Sacred 2:Max. Shield Energy X%|max. shield energy]]) | * '''Uplifted Force''' - Improves the energy field. (33.3% increase to [[Sacred 2:Max. Shield Energy X%|max. shield energy]]) | ||
− | * '''Boost''' - Reduces shield's recharge ([[Sacred 2:Cooldown|cooldown]]) time. ( | + | * '''Boost''' - Reduces shield's recharge ([[Sacred 2:Cooldown|cooldown]]) time. (33% reduction. Cooldown becomes 40 seconds.) |
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* '''Improved Reflection''' - Increases the [[Sacred 2:Chance to reflect: Projectiles|chance to reflect projectile damage]]. (50% + 1% per Combat Art level chance) | * '''Improved Reflection''' - Increases the [[Sacred 2:Chance to reflect: Projectiles|chance to reflect projectile damage]]. (50% + 1% per Combat Art level chance) | ||
− | * '''Improved Mirror''' - Increases the [[Sacred 2:Chance to reflect: Combat Arts|chance to reflect spell damage]]. (50% + 1% per Combat Art level chance. '''Note''' this is actually a Block chance, not Reflect) | + | * '''Improved Mirror''' - Increases the [[Sacred 2:Chance to reflect: Combat Arts|chance to reflect spell damage]]. (50% + 1% per Combat Art level chance. '''Note''' this is actually a Block chance, not Reflect.) |
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*Useful in a [[Sacred 2:Combo|combo]] with [[Sacred 2:Dashing Alacrity|Dashing Alacrity]] to reduce the amount of button pushing to cast temporary buffs. | *Useful in a [[Sacred 2:Combo|combo]] with [[Sacred 2:Dashing Alacrity|Dashing Alacrity]] to reduce the amount of button pushing to cast temporary buffs. | ||
− | *The '''Improved Mirror''' modification appears to add a [[Sacred 2: Block chance: Combat Arts|Block Combat Art]] effect, rather than a [[Sacred 2:Chance to reflect: Combat Arts|Reflect Combat Art]] effect as it purports to. | + | *The '''Improved Mirror''' modification appears to add a [[Sacred 2: Block chance: Combat Arts|Block Combat Art]] effect, rather than a [[Sacred 2:Chance to reflect: Combat Arts|Reflect Combat Art]] effect as it purports to. This has been fixed in most community mods/patches. |
− | *The '''Capacity''' modification's increase of duration scales with Combat Art level. The Boost modification's decrease of cooldown | + | *The '''Capacity''' modification's increase of duration scales with Combat Art level. The '''Boost''' modification's decrease of cooldown does not. With both of these modifications, it would theoretically be possible to maintain Divine Protection indefinitely, but the CA level would have to be 134+ for the duration to start exceeding the cooldown. Reaching such high levels can now be difficult, as the Ice & Blood expansion limited the maximum number of learned runes for a single CA to 200. |
*As of patch 2.34, Divine Protection has some apparent stacking bugs and can sometimes be significantly if not surprisingly more powerful than would be expected. | *As of patch 2.34, Divine Protection has some apparent stacking bugs and can sometimes be significantly if not surprisingly more powerful than would be expected. | ||
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** The effects of Warding Energy and Divine Protection do stack. Activating them both at the same time won't grant the Seraphim two Energy Shields, but one shield with amount of Shield Energy equal to a sum of shield energy points from both Combat Arts.<br> | ** The effects of Warding Energy and Divine Protection do stack. Activating them both at the same time won't grant the Seraphim two Energy Shields, but one shield with amount of Shield Energy equal to a sum of shield energy points from both Combat Arts.<br> | ||
** When Divine Protection is cast after the Warding Energy buff, the resulting shield has its Shield Energy at maximum (capacity is increased and the bar is full).<br> | ** When Divine Protection is cast after the Warding Energy buff, the resulting shield has its Shield Energy at maximum (capacity is increased and the bar is full).<br> | ||
− | ** When Warding Energy is cast after Divine Protection, it causes the | + | ** When Warding Energy is cast after Divine Protection, it causes the shield to lose the available Shield Energy points (capacity is increased, but it takes some time to regenerate the shield).<br> |
** When the effect of Divine Protection wears off, both Divine Protection ''and'' Warding Energy are deactivated, causing the character to be left with no energy shield on.<br> | ** When the effect of Divine Protection wears off, both Divine Protection ''and'' Warding Energy are deactivated, causing the character to be left with no energy shield on.<br> | ||
The information above is true for Sacred 2 [[Sacred 2:Ice and Blood|Ice and Blood]] with [[Sacred 2:Community Patch|Community Patch]] v130. It might be different for the previous versions. | The information above is true for Sacred 2 [[Sacred 2:Ice and Blood|Ice and Blood]] with [[Sacred 2:Community Patch|Community Patch]] v130. It might be different for the previous versions. | ||
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== Pros and Cons == | == Pros and Cons == | ||
'''Pros''' | '''Pros''' | ||
− | *Very powerful temporary shield that can block Combat Arts and | + | *Very powerful temporary shield that can block Combat Arts and provides very high damage mitigation. |
− | *. | + | *Fully absorbs all incoming damage as long as it has shield energy remaining. |
+ | *With very heavy investment, proper mods picked and a very high level character, can eventually become chain castable. | ||
'''Cons''' | '''Cons''' | ||
*Players must recast it. | *Players must recast it. | ||
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== Stats Chart == | == Stats Chart == | ||
− | + | *Duration is 15 + 0.1*CA-Lvl seconds and 20 + 0.15*CA-Lvl seconds with '''Capacity'''. | |
+ | *Damage mitigation is 20 + 0.2*CA-Lvl percent and 30 + 0.3*CA-Lvl percent with '''Dampen'''. | ||
+ | *Cooldown is 60 seconds and 40 seconds with '''Boost'''. | ||
== See Also== | == See Also== | ||
*[[Sacred 2:Buff#Temporary Buffs|Temporary Buffs]] | *[[Sacred 2:Buff#Temporary Buffs|Temporary Buffs]] |
Latest revision as of 18:48, 3 September 2022
This Combat Art is an Energy Shield.
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Warding Energy Lore - increases shield energy points and damage mitigation values of Divine Protection. Increases shield regeneration rate when mastered (applies out-of-combat only, the shield will never regenerate in-combat).
- Revered Technology Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points..
- Revered Technology Lore - improves casting speed, allows for modification points.
The following attributes will affect this combat art:
- Willpower increases shield energy points.
- Stamina reduces regeneration time.
Usage Strategies
- More information on the general usage of energy shields is given in the article Energy Shields.
- Useful in a combo with Dashing Alacrity to reduce the amount of button pushing to cast temporary buffs.
- The Improved Mirror modification appears to add a Block Combat Art effect, rather than a Reflect Combat Art effect as it purports to. This has been fixed in most community mods/patches.
- The Capacity modification's increase of duration scales with Combat Art level. The Boost modification's decrease of cooldown does not. With both of these modifications, it would theoretically be possible to maintain Divine Protection indefinitely, but the CA level would have to be 134+ for the duration to start exceeding the cooldown. Reaching such high levels can now be difficult, as the Ice & Blood expansion limited the maximum number of learned runes for a single CA to 200.
- As of patch 2.34, Divine Protection has some apparent stacking bugs and can sometimes be significantly if not surprisingly more powerful than would be expected.
- Players who want to use both Divine Protection and Warding Energy for their builds need to remember the following:
- The effects of Warding Energy and Divine Protection do stack. Activating them both at the same time won't grant the Seraphim two Energy Shields, but one shield with amount of Shield Energy equal to a sum of shield energy points from both Combat Arts.
- When Divine Protection is cast after the Warding Energy buff, the resulting shield has its Shield Energy at maximum (capacity is increased and the bar is full).
- When Warding Energy is cast after Divine Protection, it causes the shield to lose the available Shield Energy points (capacity is increased, but it takes some time to regenerate the shield).
- When the effect of Divine Protection wears off, both Divine Protection and Warding Energy are deactivated, causing the character to be left with no energy shield on.
- The effects of Warding Energy and Divine Protection do stack. Activating them both at the same time won't grant the Seraphim two Energy Shields, but one shield with amount of Shield Energy equal to a sum of shield energy points from both Combat Arts.
The information above is true for Sacred 2 Ice and Blood with Community Patch v130. It might be different for the previous versions.
Pros and Cons
Pros
- Very powerful temporary shield that can block Combat Arts and provides very high damage mitigation.
- Fully absorbs all incoming damage as long as it has shield energy remaining.
- With very heavy investment, proper mods picked and a very high level character, can eventually become chain castable.
Cons
- Players must recast it.
- Shield won't regenerate during combat.
- Deactivates Warding Energy buff when it runs out, meaning Warding Energy will have to be recast often when using Divine Protection. This creates serious problems for players who cast their buffs using different equipment.
Stats Chart
- Duration is 15 + 0.1*CA-Lvl seconds and 20 + 0.15*CA-Lvl seconds with Capacity.
- Damage mitigation is 20 + 0.2*CA-Lvl percent and 30 + 0.3*CA-Lvl percent with Dampen.
- Cooldown is 60 seconds and 40 seconds with Boost.
See Also
Gallery
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