Difference between revisions of "Sacred 2:Maul"
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* Each hit charges up damage: 15% + 0.5% per level | * Each hit charges up damage: 15% + 0.5% per level | ||
* [[Sacred 2:Chance for critical hits|Chance for Critical Hits]]: 15% + 0.5% per level | * [[Sacred 2:Chance for critical hits|Chance for Critical Hits]]: 15% + 0.5% per level | ||
− | * [[Sacred 2:Life leeched per hit|Life Leeched per Hit]]: | + | * [[Sacred 2:Life leeched per hit|Life Leeched per Hit]]: 10 + 10 per level |
* Duration: 20 seconds | * Duration: 20 seconds | ||
− | * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 25.0s + | + | * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 25.0s + 3.0s = 28.0 seconds |
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== Usage Strategies == | == Usage Strategies == | ||
− | * Maul charges up and releases damage novas like the Shadow Warrior's [[Sacred 2:Killing Spree|Killing Spree]]. | + | * Maul charges up and releases damage novas like the Shadow Warrior's [[Sacred 2:Killing Spree|Killing Spree]]. |
+ | |||
+ | * Since v13, the chance for critical hits and life leech correctly apply to the Werebear's attacks directly. Prior to this they would only trigger on the damage nova. | ||
*The Werebear should use Maul as often as possible. There is only a 5 second gap between the duration and the cooldown. | *The Werebear should use Maul as often as possible. There is only a 5 second gap between the duration and the cooldown. | ||
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* No way to improve its powers except for increasing character level and CA level of Werebear. | * No way to improve its powers except for increasing character level and CA level of Werebear. | ||
* 25 second cooldown can't be reduced and 20 second duration can't be increased. | * 25 second cooldown can't be reduced and 20 second duration can't be increased. | ||
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==Gallery== | ==Gallery== | ||
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|valign="top"| | |valign="top"| | ||
{| align="right" | {| align="right" | ||
− | |{{s2frame|{{|400}}|center|'''Maul'''}} | + | |{{s2frame|{{#ev:youtube|3tHYwK4uMM4|400}}|center|'''Maul'''}} |
|} | |} | ||
__NOTOC__ | __NOTOC__ | ||
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|} | |} | ||
+ | =='''See Also'''== | ||
+ | * [http://darkmatters.org/forums/index.php?/topic/22671-d2f-classes-the-druid/ The Druid] development thread on DarkMatters | ||
+ | * [http://darkmatters.org/forums/index.php?/topic/22900-diablo-2-fallen-strategies-4-druid-shapeshifting-guide/ The Druid Shapeshifting Guide] |
Latest revision as of 22:22, 6 January 2020
NOTE: The contents of this page are exclusive content found only by installing the player-made mega-mod Diablo 2 Fallen.
Modifications
None. Maul is a special combat art available only when the Druid transforms into the Werebear. Therefore modification points cannot be used on it. Some of the other Werebear modifications will affect the power of Maul: Fire Claws will convert some of Maul's damage burst into fire damage. Deadly Strike, Hunger, and Ravage will also apply their effects to Maul. Skills and AttributesNo skills or attributes affect the damage, regeneration, or execution speed of Maul. These values only improve as the level of Werebear and the level of the player increase. Even the regeneration time naturally decreases as player level and CA level go up. Usage Strategies
Pros and ConsPros
Cons
Gallery
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See Also
- The Druid development thread on DarkMatters
- The Druid Shapeshifting Guide