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The Temple Guardian levitates and moves faster, which renders him more difficult to hit. His jet nozzles emit pulses, which will damage nearby opponents. A combination jump/flying "attack" that does melee range AoE (Area of Effect) damage, but no damage that is substantial. A highly entertaining Combat Art to watch when mounted on the Temple Guardian's mount, the mobiculum. Unmounted, the Temple Guardian will grow a pair of thrusters and fly to the targetted point. Mounted, the Temple Guardian's Mobiculum (wheel) will begin to spin horizontally and turn into a mini-flying saucer.
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Aspect
- Lost Fusion
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Innate Abilities (Lvl 1)
- Damage (100% Fire): 11-11
- Defense Value: +50.0%
- Hits per second: 2.5/s
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Modifications
- See also: Sacred 2:Combat Art Modifications
Bronze
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- Fuel - Decreases regeneration time. (33% decrease in Cooldown, 20 seconds from 30)
- Super charger - Increases damage range. (32.5% increase)
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Silver
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- Boost - Propelled Levitation will cover longer distances. (33.3% increased range)
- Jet Stream - Opponents will sustain additional fire damage. (50% increase)
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Gold
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- Emergency Lift-off - Enables lift-off even when under the influence of root spells. (100% + 0.5% per CA level chance)
- Flux - Increases damage pulse frequency. (40% increase)
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Skills
The following skills will affect this combat art:
Usage Strategies
- An especially useful skill for kiting monsters with the Super charger, Jet Stream, and Flux modifications. This essentially allows a player to hit a large group of monsters fairly quickly with a large number of small fire based hits. A little math to show my point, 3.5 hits per second over a two second jump. That is 7 hits, per monster, a two second jump can cover easily 15 monsters+ so we have 7 times 15 which is 105 hits in two seconds!
Pros and Cons
Pros
Cons
Stats Chart
Level
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Regeneration Time
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Cooldown
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Damage
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Defense Value
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Hits/second
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1
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1.5s
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30.0s
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11-11
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+50.0%
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2.5/s
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2
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2.0s
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30.0s
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16-16
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+70.0%
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2.5/s
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