||A powerful frost blast is directed towards an opponent inflicting damage over time while temporarily decreasing the target's movement rate.
This is a Spell Damage Based Combat Art.
- Mystic Stormite
Innate Abilities (Lvl 1)
- Attack is 100% Ice Damage, a combination of flat damage and DoT (Damage over Time)
- Damage: 8-8 Ice
- Ice Damage over Time: 9.6/s
- Opponent's Movement Speed -29.0%. Instantly slows target's run speed. A second blast will slow target even more.
- Duration: 10 seconds
- Regeneration Time: 6.0 seconds
- Duration of effect and damage increase per Combat Art level
- Initial damage blast and the damage over time are separate. Their damage totals are different.
- See also: Sacred 2:Combat Art Modifications
- Spell Flow - Significantly decreases the regeneration time of Frost Flare. (25% decrease)
- Freeze - Further reduces target's movement rate. (30% + 0.3% per CA level further decreased)
- Constraint - Reduces the opponent's chance to hit successfully. (50 + 2 per CA level reduction to opponent's attack value)
- Frost - Additionally increases the ice damage over time. (38.1% increase)
- Icy Circle - Freezes opponents within a significantly larger area around the target. (333% of base area of effect)
- Perpetuity - Increases the duration of the freezing effects. (50% increase)
|Frost Flare without Modifications
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
- Frost Flare is best used for sniping. It has relatively low damage, but compensates with a rather serious combat art range. Zoom out as far as you can, advance carefully and start sniping the enemies from far away. The reduction in movement and the damage over time stacks as long as the effect from previous casts still lasts (refer to the CA for duration time on that matter). Be careful with enemy groups where hitting one mob will turn all of them aggressive towards you. In those cases use a crowd control combat art instead.
- The flat ice damage can cause an additional slowing effect by triggering the Freeze secondary damage effect. This stacks with the built-in slow effect from Frost Flare and can slow enemies to a crawl, and is enhanced by Damage Lore.
Pros and Cons
- Decent damage over time
- Very long combat art range
- Great for fast sniping
- Does not aggro surrounding mobs as long as they are not a group
- Reduction in movement speed increases with consecutive casts on the same enemy
- The Damage over Time also stacks with consecutive casts and does not overwrite the DoT from the previous cast on the same enemy (as long as the previous DoT effect lasts)
- Relatively low damage
- Does not work against groups of enemies (without "Icy Circle" mod)
- Hard to balance between damage and regeneration time
- The game has fixed value for maximum DoT duration. It is defined in balance.txt by DurationDOT parameter and has default value of 500 (5 seconds). So even if Frost Flare has its duration listed as 10 seconds, it would only deal DoT damage over 5 of them.
- If Constraint modification is chosen, Frost Flare would reduce target's attack value for the time listed as spell Duration in its description (same as the duration of movement reduction; initial value is 10 seconds). That makes Frost Flare more effective for attack reduction than Raging Nimbus, which decreases attack only for one second unless the target stays in the Area of Effect. Reducing attack value modifications for HE's CAs "Frost Flare" and "Raging Nimbus" are added with each other multiplicatively (layerwise). For example, 120 CA level "Frost Flare" and 105 CA level "Raging Nimbus", used on the same enemy, will reduce target attack value by 66% at first and by 61% secondly. The final target attack value = x*0.34*0.39 = 0.13*x Due to the peculiarities of a chance to hit calculation this means, that HE will be hit by enemies 3-4 times less. To effect stacking you must use CAs with a difference of not less than 0.1 CA level.
- "Icy Circle" gold modification, increasing the radius 3.3 times, increases the area of effect in 11 times, because it depends on the squared radius.