Difference between revisions of "Sacred 2:Runes of Protection"
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==Innate Abilities (Lvl 1)== | ==Innate Abilities (Lvl 1)== | ||
* [[Sacred 2:Armor|Resistance]] Bonus: 15 + 10 per CA level [[Sacred 2:Physical|Physical]] | * [[Sacred 2:Armor|Resistance]] Bonus: 15 + 10 per CA level [[Sacred 2:Physical|Physical]] | ||
− | * [[Sacred 2:Block chance: Combat Arts|Block Chance Combat Arts]]: 22.1% +0.3% | + | * [[Sacred 2:Block chance: Combat Arts|Block Chance Combat Arts]]: 22.1% +0.3% per CA level |
* [[Sacred 2:Chance to stun opponents|Chance to Stun]] the Target: 10% + 0.1% per CA level | * [[Sacred 2:Chance to stun opponents|Chance to Stun]] the Target: 10% + 0.1% per CA level | ||
* Stun effect pulse is 0.4 hits per second, and the stun radius is 4 meters around the Dragon Mage | * Stun effect pulse is 0.4 hits per second, and the stun radius is 4 meters around the Dragon Mage | ||
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== Usage Strategies == | == Usage Strategies == | ||
− | * If the Dragon Mage has taken [[Sacred 2:Armor Lore|Armor Lore]] and/or [[Sacred 2:Mentalism Lore|Mentalism Lore]] then he will already have massive physical armor from this Combat Art even without needing to take either of the | + | * If the Dragon Mage has taken [[Sacred 2:Armor Lore|Armor Lore]] and/or [[Sacred 2:Mentalism Lore|Mentalism Lore]] then he will already have massive physical armor from this Combat Art even without needing to take either of the '''Protection''' mods. Therefore they can be skipped if the Dragon Mage is mostly staying out of melee range. If he does take the '''Protection''' mods, combining them with Armor Lore, Mentalism Lore, and [[Sacred 2:Toughness|Toughness]], he can achieve the highest physical armor values of any character in the game. |
− | * If using double or triple buffs the Dragon Mage may wish to take the gold mod | + | * If using double or triple buffs the Dragon Mage may wish to take the gold mod '''Flux''' to keep regen times down. A more focused or defensive mage may prefer the even further increased chance to block enemy spells with the '''Runes''' mod. |
== Pros and Cons == | == Pros and Cons == | ||
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* Like all Buffs, it's got a regeneration penalty | * Like all Buffs, it's got a regeneration penalty | ||
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== Stats Chart == | == Stats Chart == |
Latest revision as of 22:51, 8 January 2014
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Mentalism Lore - improves casting speed, increases the Physical Armor value, allows for modification points.
- Mentalism Focus - reduces the regeneration time penalty and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly improves regeneration time penalty.
- Armor Lore - will indirectly increase the Physical Resistance bonus by a percentage (after it is added to the player's other sources of armor).
The following attributes will affect this combat art:
- Stamina will lower regeneration time.
Usage Strategies
- If the Dragon Mage has taken Armor Lore and/or Mentalism Lore then he will already have massive physical armor from this Combat Art even without needing to take either of the Protection mods. Therefore they can be skipped if the Dragon Mage is mostly staying out of melee range. If he does take the Protection mods, combining them with Armor Lore, Mentalism Lore, and Toughness, he can achieve the highest physical armor values of any character in the game.
- If using double or triple buffs the Dragon Mage may wish to take the gold mod Flux to keep regen times down. A more focused or defensive mage may prefer the even further increased chance to block enemy spells with the Runes mod.
Pros and Cons
Pros
- Highly valuable defensive buff
- Potential for colossal physical armor values
- Blocks enemy combat arts and boosts defense, and stuns those that get too close
Cons
- Like all Buffs, it's got a regeneration penalty
- ...
Stats Chart
See Also
Gallery
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