Difference between revisions of "Sacred 2:Gust of Wind"

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(New page: http://i241.photobucket.com/albums/ff165/SacredWiki/Sacred_2/CombatArts/gustofwind.png A strong gust of wind can damage, stun or knock back enemies.)
 
 
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http://www.sacredwiki.org/images/Sacred_2/CombatArts/gustofwind.png A strong gust of wind can damage, stun or knock back enemies.
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{|
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|width="80%"|
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{|
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|http://www.sacredwiki.org/images/Sacred_2/CombatArts/DM/gust_of_wind.gif
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|A strong gust of wind that can damage, stun or knock back enemies.
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This Combat Art is called '''Flurry''' in the [[Sacred 2:Runes|Rune]] exchange screen.
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|}
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This is a [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Art]]
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{|width="100%"
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|width="25%" valign="top"|
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==Aspect==
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http://www.sacredwiki.org/images/Sacred_2/Aspects/DM_Asp_02.gif - '''[[Sacred 2:Elemental Magic|Elemental Magic]]'''
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|width="75%" valign="top"|
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==Innate Abilities (Lvl 1) [[File:Physical.png]]==
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* [[Sacred 2:Damage|Damage]]: 90 + 45 per CA level [[Sacred 2:Physical|Physical]]
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* [[Sacred 2:Chance to knock back opponents|Knocks back]] any enemy hit by the gust
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* Blow range 5.7 + 2 meters per CA level
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* Max angle: 180
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* [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.9 seconds
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|}
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== Modifications ==
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{{See Also|Sacred 2:Combat Art Modifications}}
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{|
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|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
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|
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*'''Stun''' - [[Sacred 2:Chance to stun opponents|Chance to stun enemies]]. (33.4% + 0.2% per CA level)
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*'''Poison Mist''' - Light poisoning.  ([[Sacred 2:Damage over time: Poison|Poison damage over time]]: 40 + 20 per CA level)
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|}
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----
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{|
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|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
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|
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*'''Radius''' - Increased radius of Gust of Wind. (+60 degree angle)
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*'''Squall''' - Gust of Wind spreads faster. (25%)
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|}
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----
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{|
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|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
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|
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*'''Impact''' - Increased damage from rebound. (adds 30 + 15 per CA level physical damage)
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*'''Poison Mist''' - Light poisoning.  ([[Sacred 2:Damage over time: Poison|Poison damage over time]]: 40 + 20 per CA level)
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|}
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|valign="top"|
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{| align="right"
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|{{s2frame|{{#ev:youtube|t2w8xKJOm08|400}}|center|'''Gust of Wind Without Modifications'''}}
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|}
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__NOTOC__
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<BR CLEAR=right>
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|}
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==Skills and Attributes==
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The following [[Sacred 2:Skills|skills]] will affect this combat art:
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* [[Sacred 2:Elemental Magic Lore|Elemental Magic Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance for critical hits|critical chance]] and [[Sacred 2:Casting Speed|casting speed]], allows for modification points.
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* [[Sacred 2:Elemental Magic Focus|Elemental Magic 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.
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* [[Sacred 2:Concentration |Concentration]] - directly improves regeneration time.
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* [[Sacred 2:Ancient Magic|Ancient Magic]] - directly improves combat art damage and lowers opponents' [[Sacred 2:Armor|resistance]] to its damage.
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* [[Sacred 2:Combat Discipline|Combat Discipline]] - will increase the damage of this combat art and lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]].
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* [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of [[Sacred 2:Chance to inflict Open Wounds|open wounds]] ([[Sacred 2:Secondary Damage Effects|secondary damage effect]]) triggered by Gust of Wind's physical damage.
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The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
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*[[Sacred 2:Intelligence |Intelligence]] will increase its damage and [[Sacred 2:Spell Intensity|spell intensity]].
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*[[Sacred 2:Stamina|Stamina]] will lower regeneration time.
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== Usage Strategies ==
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* Damage aside, this is an excellent CA for keeping enemies away from the Dragon Mage.  After knocking back enemies with Gust of Wind, he can slam a [[Sacred 2:Magic Barrier|Magic Barrier]] between himself and them, keeping opponents at a distance while picking them off with damaging spells.
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* Use this Combat Art to either toss back a group of enemies (if you point somewhere close to your Mage), or to give one enemy a powerful blow (pointing further away from the character), effectively impaling it if aimed well.
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* The Dragon Mage can impale multiple enemies with a single cast of Gust of Wind by moving closely along the edge of a group immediately after casting. The beam can then impale up to at least six enemies, thus allowing to one-shot small groups. Note that this may be a lag exploit.
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*When the "Gust of Wind" is focused, 11 projectiles produces instead of 7, and damage to each projectile grown in 2,2 times. It multiplies the base damage, not final, which helps against enemies with high physical armor (large direct damage reduces the armor effectiveness: more armor value enemy has, the greater increase in damage focusing "gust of wind" gives, because increasing base CA damage we reduce a percent of damage that absorbed by opponent's [[Sacred 2:armor|armor]]).
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== Combo Recommendations ==
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*Great at the end of a [[Sacred 2:Combo|combo]] after one or two combat arts that do heavy damage over time, such as [[Sacred 2:Energy Blaze|Energy Blaze]], [[Sacred 2:Eternal Fire|Eternal Fire]], or a modded [[Sacred 2:Mind Strike|Mind Strike]].  Enemies will be knocked back by the gust, and before they can run back to the Dragon Mage, the damage over time will have depleted their health.
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*Keep in mind that for some area-of-effect combat arts ([[Sacred 2:Dragon Strike|Dragon Strike]], [[Sacred 2:Destroyer|Destroyers]]), the gust may actually push the enemies out of harm's way.  So it should probably not go in a combo following one of those CA's.
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== Pros and Cons ==
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'''Pros'''
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* 100% knockback chance
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* Can control the angle and radius (wide sweep or focused blast)
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'''Cons'''
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* If put late in a combo, it might not auto-target the desired enemy (firing in the wrong direction, or at some distant foe rather than a close one).
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* For one minimal in-game time (1 frame) no more than one hit (flat damage) on the target can cause Damage Over Time\Stun\Knockback, and from this hit a chance to cause these effects is calculated. This means even a million projectiles, simultaneously inflicting damage, have the same chance to cause these effects as one projectile.
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== Stats Chart ==
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==See Also==
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*[[Sacred 2:Dragon Mage|Dragon Mage]]
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*[[Sacred 2:Dragon Mage Guides|Dragon Mage Guides]]
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*[[Sacred 2:Combat Arts|Combat Arts]]
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*[[Sacred 2:Skills|Skills]]
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==Gallery==
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{{s2frame|[[File:Sacred2 IceandBlood Addon 08.jpg|300px]]|none}}
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[[Category:Sacred 2 Combat Arts]][[Category:Dragon Mage Combat Arts]]

Latest revision as of 10:51, 1 July 2014

gust_of_wind.gif A strong gust of wind that can damage, stun or knock back enemies.

This Combat Art is called Flurry in the Rune exchange screen.

This is a Spell Damage Based Combat Art

Aspect

DM_Asp_02.gif - Elemental Magic

Innate Abilities (Lvl 1) Physical.png

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze

MODicons_10.gif Silver
  • Radius - Increased radius of Gust of Wind. (+60 degree angle)
  • Squall - Gust of Wind spreads faster. (25%)

MODicons_08.gif Gold
  • Impact - Increased damage from rebound. (adds 30 + 15 per CA level physical damage)
  • Poison Mist - Light poisoning. (Poison damage over time: 40 + 20 per CA level)
Gust of Wind Without Modifications


Skills and Attributes

The following skills will affect 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.

The following attributes will affect this combat art:

  • Stamina will lower regeneration time.

Usage Strategies

  • Damage aside, this is an excellent CA for keeping enemies away from the Dragon Mage. After knocking back enemies with Gust of Wind, he can slam a Magic Barrier between himself and them, keeping opponents at a distance while picking them off with damaging spells.
  • Use this Combat Art to either toss back a group of enemies (if you point somewhere close to your Mage), or to give one enemy a powerful blow (pointing further away from the character), effectively impaling it if aimed well.
  • The Dragon Mage can impale multiple enemies with a single cast of Gust of Wind by moving closely along the edge of a group immediately after casting. The beam can then impale up to at least six enemies, thus allowing to one-shot small groups. Note that this may be a lag exploit.
  • When the "Gust of Wind" is focused, 11 projectiles produces instead of 7, and damage to each projectile grown in 2,2 times. It multiplies the base damage, not final, which helps against enemies with high physical armor (large direct damage reduces the armor effectiveness: more armor value enemy has, the greater increase in damage focusing "gust of wind" gives, because increasing base CA damage we reduce a percent of damage that absorbed by opponent's armor).

Combo Recommendations

  • Great at the end of a combo after one or two combat arts that do heavy damage over time, such as Energy Blaze, Eternal Fire, or a modded Mind Strike. Enemies will be knocked back by the gust, and before they can run back to the Dragon Mage, the damage over time will have depleted their health.
  • Keep in mind that for some area-of-effect combat arts (Dragon Strike, Destroyers), the gust may actually push the enemies out of harm's way. So it should probably not go in a combo following one of those CA's.

Pros and Cons

Pros

  • 100% knockback chance
  • Can control the angle and radius (wide sweep or focused blast)

Cons

  • If put late in a combo, it might not auto-target the desired enemy (firing in the wrong direction, or at some distant foe rather than a close one).
  • For one minimal in-game time (1 frame) no more than one hit (flat damage) on the target can cause Damage Over Time\Stun\Knockback, and from this hit a chance to cause these effects is calculated. This means even a million projectiles, simultaneously inflicting damage, have the same chance to cause these effects as one projectile.

Stats Chart

See Also

Gallery