Difference between revisions of "Sacred 2:Werewolf - Diablo 2 Fallen"
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(Created page with "http://darkmatters.org/forums/style_images/mocha1.2/folder_post_icons/icon13.gif '''NOTE:''' The contents of this page are exclusive content found only by installing the playe...") |
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== Usage Strategies == | == Usage Strategies == | ||
+ | *This form doesn't last long, and at low levels, each successful hit adds only about a quarter of a second to the duration. The Druid must maintain a steady barrage of melee attacks in order to maintain the form. At higher levels the duration and regeneration per hit improve significantly. | ||
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*All of the Werewolf's innate abilities (and his special CA's) scale with CA level. However, they also scale with character level, meaning a Werewolf with only one rune read will be much more powerful when the character is level 50 than when they are level 1. This scaling (partially) makes up for the fact that no attributes or skills increase his power. | *All of the Werewolf's innate abilities (and his special CA's) scale with CA level. However, they also scale with character level, meaning a Werewolf with only one rune read will be much more powerful when the character is level 50 than when they are level 1. This scaling (partially) makes up for the fact that no attributes or skills increase his power. | ||
Revision as of 04:34, 16 April 2016
NOTE: The contents of this page are exclusive content found only by installing the player-made mega-mod Diablo 2 Fallen.
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Primal Magic Lore - increases casting speed but NOT the damage or any of the Werewolf's abilities. Allows for modification points.
- Primal Magic Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly improves regeneration time
- Tactics Lore, Ancient Magic do not raise the damage - no skills do.
The following attributes will affect this combat art:
- Stamina will lower regeneration time of Werewolf (but not the regeneration time of his special CA's)
- Neither Strength nor Intelligence increase his damage
Usage Strategies
- This form doesn't last long, and at low levels, each successful hit adds only about a quarter of a second to the duration. The Druid must maintain a steady barrage of melee attacks in order to maintain the form. At higher levels the duration and regeneration per hit improve significantly.
- All of the Werewolf's innate abilities (and his special CA's) scale with CA level. However, they also scale with character level, meaning a Werewolf with only one rune read will be much more powerful when the character is level 50 than when they are level 1. This scaling (partially) makes up for the fact that no attributes or skills increase his power.
- In this form the Druid's normal combat arts are replaced with special new ones, though he can still use his Divine Gift while in Werewolf form.
- Needless to say the Werewolf cannot ride a Horse or Draconicon. The Druid will automatically dismount to shapeshift and cannot re-mount until changing back.
- The gold mod Fury is highly recommended as it will grant a new temporary buff which gives increased attack speed, chance to bypass armor, and chance to reflect close combat damage.
- If building a character around this CA, then the Divine Gift Might is highly recommended as it will make the Werewolf into an unstoppable killing machine.
Pros and Cons
Pros
- Maintains power from Easy all the way into Hell difficulty.
- Life leeched per hit (and leech life % from "Maul" CA) heal the Druid while causing massive damage to bosses.
Cons
- A player cannot open containers, talk to NPCs or use mounts, merchants, smiths or runemasters while in this form. He also cannot manage his inventory, CA's or combos.
- No skills, equipment, or attributes affect the powers of the Werewolf. Only the level of the CA (and higher character level) will increase his power.
Gallery
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