Difference between revisions of "Sacred 2:Scything Sweep"
Jump to navigation
Jump to search
IdbeholdME (talk | contribs) m (Added info about attack rating, weapon multiplier and damage scaling. Added a note to the Hurl mod that it works with ranged weapons.) |
|||
(One intermediate revision by one other user not shown) | |||
Line 21: | Line 21: | ||
* Total [[Sacred 2:Damage|Damage]] (wielding starting weapon): 35-44 [[Sacred 2:Physical|Physical]] | * Total [[Sacred 2:Damage|Damage]] (wielding starting weapon): 35-44 [[Sacred 2:Physical|Physical]] | ||
* Multiplies all [[Sacred 2:Damage Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]. | * Multiplies all [[Sacred 2:Damage Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]. | ||
− | * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]]. | + | * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]] (20 + 25*CA-Lvl.). |
* [[Sacred 2:Chance to knock back opponents|Chance to Knock Back Opponents]]: 25.5% | * [[Sacred 2:Chance to knock back opponents|Chance to Knock Back Opponents]]: 25.5% | ||
* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.4 seconds | * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.4 seconds | ||
Line 45: | Line 45: | ||
|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span> | |width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span> | ||
| | | | ||
− | * '''Hurl''' - The sweep hurls slain opponents away as projectiles. (100% chance) | + | * '''Hurl''' - The sweep hurls slain opponents away as projectiles. (100% chance, also works with ranged weapons) |
* '''Rage''' - Each hit will store additional energy. This energy will discharge with the first successful hit after the Scything Sweep. (14.9% + 0.1% per Combat Art level (?)) | * '''Rage''' - Each hit will store additional energy. This energy will discharge with the first successful hit after the Scything Sweep. (14.9% + 0.1% per Combat Art level (?)) | ||
|} | |} | ||
Line 55: | Line 55: | ||
__NOTOC__ | __NOTOC__ | ||
<BR CLEAR=right> | <BR CLEAR=right> | ||
− | |||
|} | |} | ||
− | |||
==Skills and Attributes== | ==Skills and Attributes== | ||
The following [[Sacred 2:Skills|skills]] will affect this combat art: | The following [[Sacred 2:Skills|skills]] will affect this combat art: | ||
− | * [[Sacred 2:Tactics Lore|Tactics Lore]] - indirectly, it increases weapon [[Sacred 2:Damage|damage]] and [[Sacred 2:Chance for critical hits|critical chance]], thus making Scything Sweep hit harder | + | |
− | * [[Sacred 2:Death Warrior Focus|Death Warrior Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|higher level combat art without penalty]], | + | * [[Sacred 2:Tactics Lore|Tactics Lore]] - indirectly, it increases weapon [[Sacred 2:Damage|damage]] and [[Sacred 2:Chance for critical hits|critical chance]], thus making Scything Sweep hit harder. |
− | * Any [[Sacred 2:Weapons|weapon]] lore - will indirectly increase this combat art's speed, damage and [[Sacred 2:Chance To Hit|chance to hit]] | + | |
+ | * [[Sacred 2:Death Warrior Focus|Death Warrior Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|higher level combat art without penalty]], allows for modification points. | ||
+ | |||
+ | * Any [[Sacred 2:Weapons|weapon]] lore (such as [[Sacred 2:Hafted Weapons|Hafted Weapons]] when the Shadow Warrior is wielding an axe) - will indirectly increase this combat art's [[Sacred 2:Casting Speed|execution speed]], damage and [[Sacred 2:Chance To Hit|chance to hit]], and will allow the equippng of higher level weapons used to execute this combat art. | ||
+ | |||
* [[Sacred 2:Concentration|Concentration]] - will lower this combat art's regeneration time. | * [[Sacred 2:Concentration|Concentration]] - will lower this combat art's regeneration time. | ||
− | |||
+ | * [[Sacred 2:Combat Discipline|Combat Discipline]] - will increase its [[Sacred 2:Damage|damage]] and reduce its regeneration time if this Combat Art is placed within a [[Sacred 2:Combo|combo]]. This increase in damage is direct; it increases the +xx% that the CA adds to base damage. | ||
+ | |||
+ | * [[Sacred 2:Speed Lore|Speed Lore]] - will increase its chance to hit indirectly by increasing a player's attack rating. | ||
+ | |||
+ | * [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of any [[Sacred 2:Secondary Damage Effects|secondary damage effects]] triggered by Scything Sweep, based on the damage types on the equipped weapon ([[Sacred 2:Chance to inflict Open Wounds|open wounds]], [[Sacred 2:Chance for Poison|poisoning]], etc.). | ||
The following [[Sacred 2:Attributes|attributes]] will affect this combat art: | The following [[Sacred 2:Attributes|attributes]] will affect this combat art: | ||
+ | |||
*[[Sacred 2:Strength |Strength]] will increase damage for melee weapons, and chance to hit | *[[Sacred 2:Strength |Strength]] will increase damage for melee weapons, and chance to hit | ||
+ | |||
*[[Sacred 2:Dexterity |Dexterity]] will increase damage for ranged weapons (and some melee weapons), and chance to hit | *[[Sacred 2:Dexterity |Dexterity]] will increase damage for ranged weapons (and some melee weapons), and chance to hit | ||
+ | |||
*[[Sacred 2:Intelligence |Intelligence]] will increase damage for magic staves | *[[Sacred 2:Intelligence |Intelligence]] will increase damage for magic staves | ||
+ | |||
*[[Sacred 2:Stamina|Stamina]] will lower regeneration time | *[[Sacred 2:Stamina|Stamina]] will lower regeneration time | ||
+ | |||
*[[Sacred 2:Willpower|Willpower]] will increase damage for [[Sacred 2:Lightsabers|Lightsabers]] ([[Sacred 2:Community Patch|Community Patch]] Only) | *[[Sacred 2:Willpower|Willpower]] will increase damage for [[Sacred 2:Lightsabers|Lightsabers]] ([[Sacred 2:Community Patch|Community Patch]] Only) | ||
==Usage Strategies and Mechanics == | ==Usage Strategies and Mechanics == | ||
+ | The '''Rage''' modifier is highly recommended for the following reasons: | ||
+ | **The '''Rage''' modifier will multiply the next hit/Combat Art by x.x. Each enemy that is hit will store energy, with the larger number of opponents hit while using this Combat Art, thereby storing a larger amount of energy and increasing the damage dealt on the next blow. | ||
+ | **To view its effect a player may look at the damage of their Combat Art before launching Scything Sweep, and then, right after, use Scything Sweep while surrounded by enemies. If at this moment the player stops to look at their tooltips damage indicator, the very large damage bonus accorded by this modifier will be seen. | ||
+ | **The '''Rage''' modifier will affect the next Combat Art used, which will permit a Shadow Warrior to use Scything Sweep followed by [[Sacred 2:Demonic Blow|Demonic Blow]] or [[Sacred 2:Frenzied Rampage|Frenzied Rampage]] as part of an effective melee combination. | ||
+ | **A player can triple and/or even quadruple their damage with this chosen modifier, for example,by targeting a large mob like those which surround the [[Sacred 2:Sinister Prince|Sinister Prince]], then use Scything Sweep and then finally launch a nasty [[Sacred 2:Frenzied Rampage|Frenzied Rampage]] in the face of the Sinister Prince. | ||
+ | **The '''Rage''' modifier works well in combination with critical and [[Sacred 2:Opponent level for death blow|Deathblow]] bonus. | ||
− | *The | + | *The '''Knockback''' and '''Hurl''' modifications can combine to create some very dramatic and effective enemy deaths. A chain reaction can start where enemies are knocked back, and if they or the enemies they hit die, they are launched back as projectiles, with the chance that they too will hit and kill enemies, who will in turn be knocked back/hurled. With these mods, a large mob is like a mass of bowling pins waiting to be bowled over. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Pros and Cons == | == Pros and Cons == | ||
− | Pros | + | '''Pros''' |
*Wide area of effect with decent damage. | *Wide area of effect with decent damage. | ||
− | *Can be used to up the power of other weapon based abilities, if Mods 2A(Intent) and 3B(Rage)are chosen. | + | *Can be used to up the power of other weapon based abilities, if Mods 2A ('''Intent''') and 3B ('''Rage''')are chosen. |
*Range '''Seems''' to be increased by riding the [[Sacred 2:Hell Hound|Hellhound]] (unconfirmed). | *Range '''Seems''' to be increased by riding the [[Sacred 2:Hell Hound|Hellhound]] (unconfirmed). | ||
− | Cons | + | '''Cons''' |
*Not very useful for single targets | *Not very useful for single targets | ||
− | *Knockback can occasionally get unwanted attention from other monsters, usually in crowded areas such as the [[Sacred 2:Dragon Sea Islands|Dragon Realm]]. | + | *'''Knockback''' can occasionally get unwanted attention from other monsters, usually in crowded areas such as the [[Sacred 2:Dragon Sea Islands|Dragon Realm]]. |
*Rage mode lasts 10 seconds only. After, the damage will return to its normal values. | *Rage mode lasts 10 seconds only. After, the damage will return to its normal values. | ||
== Stats Chart == | == Stats Chart == | ||
− | + | * Weapon damage multiplier is 1 + 0.001*CA-Lvl and 1.15 + 0.002*CA-Lvl with '''Force'''. | |
+ | * Damage modifier is increased by 36 + 9*CA-Lvl percentage points. | ||
==See Also== | ==See Also== | ||
*[[Sacred 2:Shadow Warrior|Shadow Warrior]] | *[[Sacred 2:Shadow Warrior|Shadow Warrior]] |
Latest revision as of 00:53, 21 February 2022
This is a Weapon Damage Based Combat Art.
Modifications
|
|
Skills and Attributes
The following skills will affect this combat art:
- Tactics Lore - indirectly, it increases weapon damage and critical chance, thus making Scything Sweep hit harder.
- Death Warrior Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Any weapon lore (such as Hafted Weapons when the Shadow Warrior is wielding an axe) - will indirectly increase this combat art's execution speed, damage and chance to hit, and will allow the equippng of higher level weapons used to execute this combat art.
- Concentration - will lower this combat art's regeneration time.
- Combat Discipline - will increase its damage and reduce its regeneration time if this Combat Art is placed within a combo. This increase in damage is direct; it increases the +xx% that the CA adds to base damage.
- Speed Lore - will increase its chance to hit indirectly by increasing a player's attack rating.
- Damage Lore - will improve the chance, duration, and strength of any secondary damage effects triggered by Scything Sweep, based on the damage types on the equipped weapon (open wounds, poisoning, etc.).
The following attributes will affect this combat art:
- Strength will increase damage for melee weapons, and chance to hit
- Dexterity will increase damage for ranged weapons (and some melee weapons), and chance to hit
- Intelligence will increase damage for magic staves
- Stamina will lower regeneration time
- Willpower will increase damage for Lightsabers (Community Patch Only)
Usage Strategies and Mechanics
The Rage modifier is highly recommended for the following reasons:
- The Rage modifier will multiply the next hit/Combat Art by x.x. Each enemy that is hit will store energy, with the larger number of opponents hit while using this Combat Art, thereby storing a larger amount of energy and increasing the damage dealt on the next blow.
- To view its effect a player may look at the damage of their Combat Art before launching Scything Sweep, and then, right after, use Scything Sweep while surrounded by enemies. If at this moment the player stops to look at their tooltips damage indicator, the very large damage bonus accorded by this modifier will be seen.
- The Rage modifier will affect the next Combat Art used, which will permit a Shadow Warrior to use Scything Sweep followed by Demonic Blow or Frenzied Rampage as part of an effective melee combination.
- A player can triple and/or even quadruple their damage with this chosen modifier, for example,by targeting a large mob like those which surround the Sinister Prince, then use Scything Sweep and then finally launch a nasty Frenzied Rampage in the face of the Sinister Prince.
- The Rage modifier works well in combination with critical and Deathblow bonus.
- The Knockback and Hurl modifications can combine to create some very dramatic and effective enemy deaths. A chain reaction can start where enemies are knocked back, and if they or the enemies they hit die, they are launched back as projectiles, with the chance that they too will hit and kill enemies, who will in turn be knocked back/hurled. With these mods, a large mob is like a mass of bowling pins waiting to be bowled over.
Pros and Cons
Pros
- Wide area of effect with decent damage.
- Can be used to up the power of other weapon based abilities, if Mods 2A (Intent) and 3B (Rage)are chosen.
- Range Seems to be increased by riding the Hellhound (unconfirmed).
Cons
- Not very useful for single targets
- Knockback can occasionally get unwanted attention from other monsters, usually in crowded areas such as the Dragon Realm.
- Rage mode lasts 10 seconds only. After, the damage will return to its normal values.
Stats Chart
- Weapon damage multiplier is 1 + 0.001*CA-Lvl and 1.15 + 0.002*CA-Lvl with Force.
- Damage modifier is increased by 36 + 9*CA-Lvl percentage points.
See Also
Gallery
Two-Handed Weapon
|
Dual Weapons
|
Mounted
|