Difference between revisions of "Sacred 2:Battle Extension"
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* [[Sacred 2:Devout Guardian Focus|Devout Guardian 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. | * [[Sacred 2:Devout Guardian Focus|Devout Guardian 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 Temple Guardian is wielding an axe) - will indirectly increase this combat art's 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. | + | * Any [[Sacred 2:Weapons|weapon]] lore (such as [[Sacred 2:Hafted Weapons|Hafted Weapons]] when the Temple Guardian 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. | ||
Line 86: | Line 86: | ||
*Goes well in a [[Sacred 2:Combo|combo]] either before or after [[Sacred 2:Dedicated Blow|Dedicated Blow]]. | *Goes well in a [[Sacred 2:Combo|combo]] either before or after [[Sacred 2:Dedicated Blow|Dedicated Blow]]. | ||
− | *A melee Temple Guardian should keep Battle Extension in the active slot even when using regular left click attacks, as it gives a passive chance for double hits. | + | *A melee Temple Guardian should keep Battle Extension in the active slot even when using regular left click attacks, as it gives a passive chance for double hits. Tested with the CM Patch. |
+ | |||
+ | *If used in a [[Sacred 2:Combo|combo]] it needs to be in the first slot to still passively provide the chance for double hits. | ||
*After executing Battle Extension, the player can switch to a Combat Art that uses the [[Sacred 2:Temple Guardian Combat Art Guns|arm gun]], and Battle Extension will being firing laser blasts from the [[Sacred 2:Temple Guardian Battery|Battery]]. | *After executing Battle Extension, the player can switch to a Combat Art that uses the [[Sacred 2:Temple Guardian Combat Art Guns|arm gun]], and Battle Extension will being firing laser blasts from the [[Sacred 2:Temple Guardian Battery|Battery]]. | ||
+ | |||
+ | *Battle Extension is slow to execute, even with a fast execution speed. Rather than immediately attacking, the Temple Guardian takes second to "wind-up," striking a pose before launching the attacks. Even though this CA inflicts powerful hits, with sufficiently high weapon lore and a good weapon a melee TG may actually kill more quickly by just using left click attacks or by spamming Dedicated Blow. | ||
+ | ** This slow execution speed was fixed in [[Sacred 2:Community Patch|Community Patch 1.60]]. The "wind-up" battle pose is removed, and the execution speed of the three attacks is increased. | ||
+ | |||
+ | *In the [[Sacred 2:Community Patch|Community Patch 1.60]], when mounted, using ranged weapons may be advantages duo to all the projectiles being shot in rapid succession. The same can not be said about melee weapons as well as magic staffs, which will attack in short intervals. | ||
== Pros and Cons == | == Pros and Cons == | ||
− | Pros | + | '''Pros''' |
*Hits multiple opponents | *Hits multiple opponents | ||
− | *Passive double-hit chance when in the active CA slot | + | *Passive double-hit chance when in the active CA slot. NOTE: It is not a chance per se, but it makes 2 out of the 4 possible melee attack animation variations trigger double hit. This basically translates into a 50% overall chance to score a double hit on normal attack, as the melee attack animation is chosen randomly. NOTE 2: When riding the Mobiculum, all attacks trigger double hits. It is therefore advantageous to keep mounted, if normal attacks are the main source of damage. |
− | + | *Very interesting attack animation when mounted - the [[Sacred 2:Mobiculum|Mobiculum]] spins around in place while the TG's weapon repeatedly comes down on the enemy. | |
− | + | '''Cons''' | |
− | * | + | * Very slow execution speed (requires CM Patch to fix). |
== Stats Chart == | == Stats Chart == | ||
Line 124: | Line 131: | ||
|-valign="top" | |-valign="top" | ||
− | |width="180px"| | + | |width="180px"|Battle Arm |
− | <center>{{S2frame|[[Image:BattleExtension.jpg| | + | <center>{{S2frame|[[File:Tg-battle-extension-gun.jpg|x160px]]|none}}</center> |
+ | |||
+ | |width="180px"|Disco Fever | ||
+ | <center>{{S2frame|[[File:Battle extension pose.jpg|x160px]]|none}}</center> | ||
+ | |||
+ | |width="180px"|Attack #1 | ||
+ | <center>{{S2frame|[[File:Battle extension 01.jpg|x160px]]|none}}</center> | ||
+ | |||
+ | |width="180px"|Attack #2 | ||
+ | <center>{{S2frame|[[File:Battle extension 02.jpg|x160px]]|none}}</center> | ||
+ | |||
+ | |width="180px"|Attack #3 | ||
+ | <center>{{S2frame|[[Image:BattleExtension.jpg|x160px]]|none}}</center> | ||
|} | |} | ||
[[Category:Sacred 2 Combat Arts]][[Category:Temple Guardian Combat Arts]] | [[Category:Sacred 2 Combat Arts]][[Category:Temple Guardian Combat Arts]] |
Latest revision as of 17:01, 3 February 2023
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 Battle Extension hit harder, also allows modification points.
- Devout Guardian 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 Temple Guardian 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 Battle Extension, based on the damage types on the equipped weapon (open wounds, burning, 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 for magic staves
- Stamina will lower regeneration time
- Willpower will increase damage for Lightsabers (Community Patch Only)
Usage Strategies
- For silver mod choice, Impairment is probably a better choice over Efficiency, due to the regen per hit modifier and the ease of decreasing the regeneration time of Battle Extension.
- Goes well in a combo either before or after Dedicated Blow.
- A melee Temple Guardian should keep Battle Extension in the active slot even when using regular left click attacks, as it gives a passive chance for double hits. Tested with the CM Patch.
- If used in a combo it needs to be in the first slot to still passively provide the chance for double hits.
- After executing Battle Extension, the player can switch to a Combat Art that uses the arm gun, and Battle Extension will being firing laser blasts from the Battery.
- Battle Extension is slow to execute, even with a fast execution speed. Rather than immediately attacking, the Temple Guardian takes second to "wind-up," striking a pose before launching the attacks. Even though this CA inflicts powerful hits, with sufficiently high weapon lore and a good weapon a melee TG may actually kill more quickly by just using left click attacks or by spamming Dedicated Blow.
- This slow execution speed was fixed in Community Patch 1.60. The "wind-up" battle pose is removed, and the execution speed of the three attacks is increased.
- In the Community Patch 1.60, when mounted, using ranged weapons may be advantages duo to all the projectiles being shot in rapid succession. The same can not be said about melee weapons as well as magic staffs, which will attack in short intervals.
Pros and Cons
Pros
- Hits multiple opponents
- Passive double-hit chance when in the active CA slot. NOTE: It is not a chance per se, but it makes 2 out of the 4 possible melee attack animation variations trigger double hit. This basically translates into a 50% overall chance to score a double hit on normal attack, as the melee attack animation is chosen randomly. NOTE 2: When riding the Mobiculum, all attacks trigger double hits. It is therefore advantageous to keep mounted, if normal attacks are the main source of damage.
- Very interesting attack animation when mounted - the Mobiculum spins around in place while the TG's weapon repeatedly comes down on the enemy.
Cons
- Very slow execution speed (requires CM Patch to fix).
Stats Chart
Level | Regeneration Time | Damage |
---|---|---|
1 | 8.7 | 15-15 |
2 | 12.2 | 15-15 |
See Also
Gallery
Battle Arm
|
Disco Fever
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Attack #1
|
Attack #2
|
Attack #3
|