Difference between revisions of "Sacred 2:Armageddon"

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* [[Sacred 2:Damage|Damage]]: 49-49 (Approx. 55% [[Sacred 2 :Physical|Physical]] and 45% [[Sacred 2:Fire|Fire]])
 
* [[Sacred 2:Damage|Damage]]: 49-49 (Approx. 55% [[Sacred 2 :Physical|Physical]] and 45% [[Sacred 2:Fire|Fire]])
 
* Chance for splash damage: 25%
 
* Chance for splash damage: 25%
* [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.9s + 5.5s = 10.4 seconds
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* Meteor Count: 52
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* [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.9s + 7.9s = 12.8 seconds
 
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{{See Also|Sacred 2:Combat Art Modifications}}
 
{{See Also|Sacred 2:Combat Art Modifications}}
 
{|
 
{|
|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
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|width="100px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|
 
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* '''Skull Smash''' - [[Sacred 2:Chance to stun opponents|Chance to stun opponents]] upon impact (30% + 0.3% per level).
+
* '''Skull Smash''' - Adds a [[Sacred 2:Chance to stun opponents|Chance to stun opponents]] (30% + 0.3% per level).
* '''Burning Rain''' - Increases fire damage of the meteors by 26.9 + 15.6 per level.
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* '''Burning Rain''' - Increases the base fire damage of each meteor by 26.9 + 15.6 per level.
 
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----
 
----
 
{|
 
{|
|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
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|width="100px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
 
|
 
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* '''Wake''' - Increased chance for meteors to cause area splash damage to nearby opponents (+25%).
+
* '''Wake''' - Increases the chance to cause area splash damage to nearby opponents by 25%.
* '''Smoldering Boulder''' - Increases physical damage of the meteors by 33.9 + 11.3 per level.
+
* '''Smoldering Boulder''' - Increases the base physical damage of each meteor by 33.9 + 11.3 per level.
 
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----
 
----
 
{|
 
{|
|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
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|width="100px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
 
|
 
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* '''Devastation''' - Increases the [[Sacred 2:Chance for critical hits|chance for critical hits]] by 9.9% + 0.1% per level.
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* '''Devastation''' - Increases the [[Sacred 2:Chance for critical hits|chance for critical hits]] by 20.0% + 0.1% per level.
* '''Pyromancer''' - Reduces the cooldown for Armageddon as the spell levels up.
+
* '''Pyromancer''' - Decreases the cooldown gradually as Armageddon levels up.
 
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* Items with bonuses to [[Sacred 2:Combat art range|Combat Art Range]] will increase the [[Sacred 2:Area of Effect|area of effect]].  This may be counterproductive for attempting to hit smaller targets however, as the meteors will have larger empty spaces between where they hit.
 
* Items with bonuses to [[Sacred 2:Combat art range|Combat Art Range]] will increase the [[Sacred 2:Area of Effect|area of effect]].  This may be counterproductive for attempting to hit smaller targets however, as the meteors will have larger empty spaces between where they hit.
 
* '''Wake''' mod will boost the chance that enemies will still take splash damage even if they aren't directly hit by the meteors.
 
* '''Wake''' mod will boost the chance that enemies will still take splash damage even if they aren't directly hit by the meteors.
* '''Pyromancer''' mod will allow a constant barrage of meteors to be cast at high levels.
+
* '''Pyromancer''' mod will allow a constant barrage of meteors to be cast at high levels. Although the cooldown naturally decreases with level, Pyromancer will triple the speed it decreases, resulting in a negligible cooldown of 0.5s or less at high levels.
  
 
== Pros and Cons ==
 
== Pros and Cons ==
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*Long recharge time.
 
*Long recharge time.
 
*Randomness of meteors it hard to use on moving enemies that don't stay near the Druid.
 
*Randomness of meteors it hard to use on moving enemies that don't stay near the Druid.
 +
*Possible bug: after a certain point the number meteors displayed in the tooltip stops increasing and ends up much smaller (ex. Meteor Count of #19 at CA level 130). Will investigate to see if there is an upper limit to meteors.
  
 
==Gallery==
 
==Gallery==

Latest revision as of 20:58, 6 January 2020

icon13.gif NOTE: The contents of this page are exclusive content found only by installing the player-made mega-mod Diablo 2 Fallen.

Armageddon.png This terrible force of nature's vengeance rains down flaming stones around the Druid who cast it, pummelling any opponents foolish enough to be caught in its fury.

This is a Spell Damage Based Combat Art.

Aspect

Primal_magic_aspect.png - Primal Magic

Innate Abilities (Lvl 1) physical.jpg fire.jpg

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Skull Smash - Adds a Chance to stun opponents (30% + 0.3% per level).
  • Burning Rain - Increases the base fire damage of each meteor by 26.9 + 15.6 per level.

MODicons_10.gif Silver
  • Wake - Increases the chance to cause area splash damage to nearby opponents by 25%.
  • Smoldering Boulder - Increases the base physical damage of each meteor by 33.9 + 11.3 per level.

MODicons_08.gif Gold
  • Devastation - Increases the chance for critical hits by 20.0% + 0.1% per level.
  • Pyromancer - Decreases the cooldown gradually as Armageddon levels up.
Armageddon


Skills and Attributes

The following skills will affect this combat art:

  • Combat Discipline - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo.

The following attributes will affect this combat art:

  • Stamina will lower regeneration time

Usage Strategies

  • An effective use of Armageddon would be to use it in conjunction with an immobilizing Combat Art like Poison Creeper. This can potentially allow the Druid to forgo the stunning mod and choose more fire damage.
  • Choosing both damage mods gives the additional benefit that each meteor will do more damage. As not all the meteors will hit small size (normal) mobs, the more damage each meteor does the better if you plan to use it to kill normal mobs in addition to bosses.
  • In order to improve the chance to hit target (non-boss) enemy the Druid should target the ground in front of the approaching enemy. Timing is key and if timed well the enemy will run into the stream of meteors as they land.
  • Slow-moving enemies, such as zombies, can be targeted directly. The circle will show centered on where you first click, but the meteors will fall on where the enemy currently stands when they begin to first fall.
  • Items with bonuses to Combat Art Range will increase the area of effect. This may be counterproductive for attempting to hit smaller targets however, as the meteors will have larger empty spaces between where they hit.
  • Wake mod will boost the chance that enemies will still take splash damage even if they aren't directly hit by the meteors.
  • Pyromancer mod will allow a constant barrage of meteors to be cast at high levels. Although the cooldown naturally decreases with level, Pyromancer will triple the speed it decreases, resulting in a negligible cooldown of 0.5s or less at high levels.

Pros and Cons

Pros

  • Multi-hit attack that can damage multiple enemies, or hit a big one and finish him off in one spell.
  • Very good against large enemies like bosses (most meteors hit).
  • One of the most powerful CAs in the game in terms of raw damage if modded for fire damage, physical damage and critical chance

Cons

  • Long recharge time.
  • Randomness of meteors it hard to use on moving enemies that don't stay near the Druid.
  • Possible bug: after a certain point the number meteors displayed in the tooltip stops increasing and ends up much smaller (ex. Meteor Count of #19 at CA level 130). Will investigate to see if there is an upper limit to meteors.

Gallery