Difference between revisions of "Sacred 2:Psychic Hammer"
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==Innate Abilities (Lvl 1) [[File:Physical.png]]== | ==Innate Abilities (Lvl 1) [[File:Physical.png]]== | ||
* [[Sacred 2:Damage|Damage]]: 49-49 [[Sacred 2:Physical|Physical]] | * [[Sacred 2:Damage|Damage]]: 49-49 [[Sacred 2:Physical|Physical]] | ||
− | * Pushes enemies back, damaging other enemies they | + | * Pushes enemies back, damaging other enemies they die |
− | * | + | * Opponent's Total Speed: -33.5% (duration 10 seconds) |
− | * | + | * [[Sacred 2:Opponent level for death blow|Opponent Health for Deadly Strike]] (double damage): 22.0% |
* [[Sacred 2:Regeneration Time:|Regeneration Time]]: 3.6 seconds | * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 3.6 seconds | ||
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== Usage Strategies == | == Usage Strategies == | ||
* Useful for clumps of enemies or enemies lined up behind one another. Psychic Hammer pushes enemies into each other, causing more damage. | * Useful for clumps of enemies or enemies lined up behind one another. Psychic Hammer pushes enemies into each other, causing more damage. | ||
+ | |||
+ | * The debuff to speed and opponent's attributes (from '''Weaken''' mod) will stack with each cast, but are subject to diminishing returns, so will never reduce the values to "0". | ||
* Deadly Strike (deathblow) does not normally apply to spells, but Psychic Hammer has this modifier as a base property, so items with the modifier "Opponent Level for Deadly Strike" '''will''' apply and raise the threshold at which double damage is triggered. | * Deadly Strike (deathblow) does not normally apply to spells, but Psychic Hammer has this modifier as a base property, so items with the modifier "Opponent Level for Deadly Strike" '''will''' apply and raise the threshold at which double damage is triggered. |
Revision as of 16:48, 6 January 2020
NOTE: The contents of this page are exclusive content found only by installing the player-made mega-mod Diablo 2 Fallen.
This is a Spell Damage Based Combat Art.
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Shadow Disciplines Lore - improves combat art damage, critical chance and casting speed, allows for modification points.
- Shadow Disciplines Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly improves regeneration time.
- Ancient Magic - directly improves combat art damage and lowers opponents' resistance to its damage.
- Combat Discipline - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo.
- Damage Lore - will improve the chance, duration, and strength of the secondary damage effects triggered by Psychic Hammer's physical damage: Open Wounds.
The following attributes will affect this combat art:
- Intelligence will increase its damage and spell intensity.
- Stamina will lower regeneration time.
Usage Strategies
- Useful for clumps of enemies or enemies lined up behind one another. Psychic Hammer pushes enemies into each other, causing more damage.
- The debuff to speed and opponent's attributes (from Weaken mod) will stack with each cast, but are subject to diminishing returns, so will never reduce the values to "0".
- Deadly Strike (deathblow) does not normally apply to spells, but Psychic Hammer has this modifier as a base property, so items with the modifier "Opponent Level for Deadly Strike" will apply and raise the threshold at which double damage is triggered.
- Fumble disarming mod only affects enemies that use weapons. By losing their weapon, disarmed enemies also lose the benefit of any weapon skills they have. So disarmed enemies usually have not only lower damage but also slower attack speed and lower attack rating.
- The duration of the slowing effect and the debuffs from the gold mods is fixed at 10 seconds.
Pros and Cons
Pros
- Useful against both single targets and mobs
- Slowing effect is very useful for crowd control and escapes
Cons
- ...
Gallery
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