Difference between revisions of "Sacred 2:Icy Evanescence"
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* Very low initial damage | * Very low initial damage | ||
* Very low damage increase per level | * Very low damage increase per level | ||
− | * 15 second cooldown is fixed (not modified by [[Sacred 2:Concentration|Concentration]], [[Sacred 2:Source Warden Focus|Source Warden Focus]] or [[Sacred 2:Stamina|Stamina]]) in addition to the regeneration time | + | * 15 second cooldown is fixed (not modified by [[Sacred 2:Concentration|Concentration]], [[Sacred 2:Source Warden Focus|Source Warden Focus]] or [[Sacred 2:Stamina|Stamina]]) in addition to the regeneration time. |
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+ | == Notes == | ||
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+ | Temple Guardian's CAs Fiery Ember and Icy Evanescence increase target's vulnerability to Ice or Fire; High Elf's Buff Crystal Skin has "Feel Cold" modification that causes all targets in close vicinity to the caster to be more vulnerable to Ice Damage. These CAs cause all enemies in Area of Effect to have modifier "Damage Vulnerability Ice/Fire +x%" which not only removes these enemies' resistance to Damage but can decrease it below zero, causing CAs to deal more damage than the value stated in CA description. These CAs do not affect target's Armor, but decrease "Damage Mitigation" modifiers and "DoT -%" modifiers by fixed percentage (not by percent of target's mitigation like Ancient Magic). | ||
== Stats Chart == | == Stats Chart == |
Revision as of 05:53, 18 March 2014
This is a Spell Damage Based Combat Art.
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Source Warden Lore - improves combat art damage, critical chance and casting speed, allows for modification points.
- Source Warden Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly reduces regeneration time for 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.
- Ancient Magic - directly increases the damage and reduces enemies' resistance to the damage of this combat art (skill is only available to Temple Guardian with CM Patch).
- Damage Lore - will improve the chance, duration, and strength of Freeze (secondary damage effect) triggered by Icy Evanescence's ice damage.
The following attributes will affect this combat art:
- Intelligence will increase its damage and spell intensity
- Stamina will lower regeneration time
Usage Strategies
- A player may gather as large a mob as possible, casting Icy Evanescence while being attacked. If done successfully, each monster will be damaged by several of the damage points/crystal clusters, resulting in significantly increased damage, as well as effecting a chance to freeze monsters (slowing effect)
- Due to its reduction to enemy ice resists, it's useful to cast Icy Evanescence before attacking with CA's like Amplifying Discharge (modded for ice damage) or ice-damage weapons socketed with ice crystals.
- Icy Evanescence has a wide radius that can be increased even further with +combat art range item modifiers, killing everything on the screen.
- Great against Dragons - protects against their fire breath and weakens them even further to ice (which they are already weak against)
Pros and Cons
Pros
- Can be useful against very large mobs that are not moving, for example enemies within melee range
- The effect follows the Temple Guardian around while it lasts
- Ice resist reduction can be useful when paired up with an ice High Elf
- Damage mitigation protects against fire spells and melee attacks
Cons
- Very low initial damage
- Very low damage increase per level
- 15 second cooldown is fixed (not modified by Concentration, Source Warden Focus or Stamina) in addition to the regeneration time.
Notes
Temple Guardian's CAs Fiery Ember and Icy Evanescence increase target's vulnerability to Ice or Fire; High Elf's Buff Crystal Skin has "Feel Cold" modification that causes all targets in close vicinity to the caster to be more vulnerable to Ice Damage. These CAs cause all enemies in Area of Effect to have modifier "Damage Vulnerability Ice/Fire +x%" which not only removes these enemies' resistance to Damage but can decrease it below zero, causing CAs to deal more damage than the value stated in CA description. These CAs do not affect target's Armor, but decrease "Damage Mitigation" modifiers and "DoT -%" modifiers by fixed percentage (not by percent of target's mitigation like Ancient Magic).
Stats Chart
See Also
Gallery
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