Difference between revisions of "Sacred 2:Hallowed Restoration"

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This is a [[Sacred 2:Healing|Healing Combat Art]]
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==Aspect==
 
==Aspect==
 
http://www.sacredwiki.org/images/Sacred_2/Aspects/Sm/Sera_AspS_02.png  - '''[[Sacred 2:Celestial Magic|Celestial Magic]]'''
 
http://www.sacredwiki.org/images/Sacred_2/Aspects/Sm/Sera_AspS_02.png  - '''[[Sacred 2:Celestial Magic|Celestial Magic]]'''
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==Innate Abilities (Lvl 1)==
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* Hitpoints +60
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* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds
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== Modifications ==
 
== Modifications ==
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* '''Remedy''' - Increase healing effect. (increased by 10hp + 20hp per CA level)
 
* '''Remedy''' - Increase healing effect. (increased by 10hp + 20hp per CA level)
* '''Recuperation''' - Temporarily increases the hitpoint regeneration effect. (20hp/s + 40hp/s per CA level healed)
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* '''Recuperation''' - Temporarily increases the [[Sacred 2:Hitpoint Regeneration|hitpoint regeneration]] effect. (20hp/s + 10hp/s per CA level healed; in [[Sacred 2:Ice and Blood|Ice and Blood]] this is changed to 10% of the amount directly healed by the CA)
 
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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>
 
|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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* '''Prevention''' - Temporary protection from damage over time. (Note: this modification appears to also break Root effects, 100% chance; the in-game description may be incorrect)
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* '''Prevention''' - Temporary protection from [[Sacred 2:Damage over Time|damage over time]]. (Note: this modification [[Sacred 2:Block chance: Root|breaks Root effects]], 100% chance; the in-game description is incorrect)
* '''Master Healer''' - Decreases the regeneration time of this spell. (1-1/(1+(500+10*calvl)/1000) percent decrease; ~34% at CA-Lvl 1, ~38% at CA-Lvl 10, 50% at CA-Lvl 50)
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* '''Master Healer''' - Decreases the [[Sacred 2:Regeneration Time:|regeneration time]] of this spell. (1-1/(1+(500+10*calvl)/1000) percent decrease; ~34% at CA-Lvl 1, ~38% at CA-Lvl 10, 50% at CA-Lvl 50)
 
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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>
 
|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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* '''Solidarity''' - Extends the healing effect to nearby allies. (33% + 0.2% per CA level effectiveness to allies, ~5.7m area (guess))
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* '''Solidarity''' - Extends the healing effect to nearby allies. (33% + 0.2% per CA level effectiveness to allies, ~5.7m [[Sacred 2:Area of Effect|area of effect]] (guess))
* '''Antidote''' - Reduces the duration of all impediment and wound effects. (1-1/(1+(200+5*calvl)/1000) percent decrease; ~17% at CA-Lvl 1, 20% at CA-Lvl 10, ~31% at CA-Lvl 50)
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* '''Antidote''' - Reduces the duration of all [[Sacred 2:Detrimental magic effects|impediment and wound effects]]. (1-1/(1+(200+5*calvl)/1000) percent decrease; ~17% at CA-Lvl 1, 20% at CA-Lvl 10, ~31% at CA-Lvl 50)
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{| align="right"
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|{{s2frame|{{#ev:youtube|x6ZoNqEkl0g|400}}|center|Hallowed Restoration without Modifications}}
 
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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:Celestial Magic Lore|Celestial Magic Lore]] - improves the healing effect and the hitpoint regeneration of the '''Recuperation''' mod.  Increases [[Sacred 2:Casting Speed|casting speed]] and allows for modification points.
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* [[Sacred 2:Celestial Magic Focus|Celestial 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 reduces regeneration time for this combat art.
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* [[Sacred 2:Combat Discipline|Combat Discipline]] - will lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]].
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The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
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* [[Sacred 2:Stamina|Stamina]] reduces regeneration time.
  
==Skills==
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* [[Sacred 2:Intelligence|Intelligence]] increases the amount healed.
The following skills will affect this combat art:
 
* [[Sacred 2:Aspect Lore|Celestial Magic Lore]] - improves combat art damage, critical chance and casting speed
 
* [[Sacred 2:Aspect Focus|Celestial Magic Focus]] - improves regeneration time and increases the maximum combat art level
 
* [[Sacred 2:Concentration |Concentration]] - directly reduces regeneration time for this skill
 
  
 
== Usage Strategies ==
 
== Usage Strategies ==
The amount healed is also affected by the attribute [http://www.sacredwiki.org/index.php5/Sacred_2:Intelligence| Intelligence].
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*This Combat Art is very useful for any Seraphim at the beginning of the game (even unmodded and even without [[Sacred 2:Celestial Magic Lore|Celestial Lore]] or [[Sacred 2:Celestial Magic Focus|Celestial Focus]]) as it can replace [[Sacred 2:Health potion|health potions]].  This will free up space in a player's inventory or let them accumulate health potions faster.   
 
 
This Combat Art is very useful for any seraphim at the beginning of the game (even unmodded and even without [[Sacred 2:Aspect Lore|Celestial Lore]] or [[Sacred 2:Aspect Focus|Celestial Focus]]) as it can replace [[Sacred 2:Health potion|health potions]].  This will free up space in a player's inventory or let them accumulate health potions faster.   
 
  
An effective way to use this spell is to use the bronze mod Recuperation,  as it will boost the player's regeneration  of health points significantly, transforming it into a HoT (heal over time) effect. Health will be maintained at 100% when taking damage for as long as the effect lasts (10 seconds).
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*An effective way to use this spell is to use the bronze mod '''Recuperation''',  as it will boost the player's regeneration  of health points significantly, transforming it into a HoT (heal over time) effect. Health will be maintained at 100% when taking damage for as long as the effect lasts (10 seconds). This modification will also stack, a considerable benefit. If cast subsequently before the effect of previous casts have ended, the stacking effect will allow for a very large healing effect.  Note that this has been changed (nerfed) in [[Sacred 2:Ice and Blood|Ice and Blood]], and the '''Recuperation''' mod now heals 10% of the amount directly healed by the CA, per second of duration.
This modification will also stack, a considerable benefit. If cast subsequently before the effect of previous casts have ended, the stacking effect will allow for a very large healing effect and make the seraphim indestructible.
 
  
A useful way to take advantage of this ability is to precast the spell just before entering combat.  If a player knows in advance that a large amount of damage may be incurred, for the next ten seconds, the player's health will be healed to full. Players must remember to recast the spell each ten seconds to remain invulnerable, or the spell will lapse, leaving the player open to damage.   
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*A useful way to take advantage of this ability is to precast the spell just before entering combat.  If a player knows in advance that a large amount of damage may be incurred, for the next ten seconds, the player's health will be healed to full. Players must remember to recast the spell each ten seconds to keep up the heal over time, or the spell will lapse, leaving the player more vulnerable to damage.   
  
The silver mod Master Healer significantly reduces regeneration time of this combat art, allowing it to be raised higher for the same regeneration as before choosing this mod, and healing a larger amount and with the recuperation mod, healing more hit points per second during the 10 seconds it lasts.
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*The silver mod '''Master Healer''' significantly reduces regeneration time of this combat art, allowing it to be raised higher for the same regeneration as before choosing this mod, and healing a larger amount and with the recuperation mod, healing more hit points per second during the 10 seconds it lasts.
  
On quests where a player has an NPC traveling with them , it is possible to heal the NPC with this Combat Art, therefore making the task of keeping the NPC alive much easier.
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*On quests where a player has an [[Sacred 2:NPC|NPC]] traveling with them, it is possible to heal the NPC with this Combat Art, therefore making the task of keeping the NPC alive much easier. As of Ice and Blood, you have to target the NPC now for this, otherwise it will be cast on yourself.
  
 
== Pros and Cons ==
 
== Pros and Cons ==
 
Pros
 
Pros
 
*A real lifesaver in many situations
 
*A real lifesaver in many situations
*When modded for Recuperation, allows for near invulnerable characters
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*When modded with '''Recuperation''', may void the necessity to use health potions
 
Cons
 
Cons
 
*Can make a player reckless very easily
 
*Can make a player reckless very easily
 
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*Certain [[Sacred 2:Boss|bosses]] and champions have the ability to remove the Recuperation buff effect
  
 
== Stats Chart ==
 
== Stats Chart ==
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*Life healed is 20 + 40*CA-Level health points.
 
*Life healed is 20 + 40*CA-Level health points.
  
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== See Also==
{{S2frame|http://i90.photobucket.com/albums/k271/gogoblender/hallowedrestoration.jpg}}
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*[[Sacred 2:Seraphim|Seraphim]]
__TOC__
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*[[Sacred 2:Seraphim Guides|Seraphim Guides]]
<BR CLEAR=right>
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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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{|valign="top" width="100%" padding="10px" style="font-size:1em;font-weight:bold;text-align:center"
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|-valign="top"
  
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|width="180px"|
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<center>{{S2frame|[[Image:hallowedrestoration.jpg]]|center}}</center>
 
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[[Category:Sacred 2 Combat Arts]][[Category:Seraphim Combat Arts]]
 
[[Category:Sacred 2 Combat Arts]][[Category:Seraphim Combat Arts]]

Latest revision as of 20:52, 21 October 2023

Sera_9.gif Heals a considerable amount of the Seraphim's health or that of a targeted ally.

This is a Healing Combat Art

Aspect

Sera_AspS_02.png - Celestial Magic

Innate Abilities (Lvl 1)

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Remedy - Increase healing effect. (increased by 10hp + 20hp per CA level)
  • Recuperation - Temporarily increases the hitpoint regeneration effect. (20hp/s + 10hp/s per CA level healed; in Ice and Blood this is changed to 10% of the amount directly healed by the CA)

MODicons_10.gif Silver
  • Prevention - Temporary protection from damage over time. (Note: this modification breaks Root effects, 100% chance; the in-game description is incorrect)
  • Master Healer - Decreases the regeneration time of this spell. (1-1/(1+(500+10*calvl)/1000) percent decrease; ~34% at CA-Lvl 1, ~38% at CA-Lvl 10, 50% at CA-Lvl 50)

MODicons_08.gif Gold
  • Solidarity - Extends the healing effect to nearby allies. (33% + 0.2% per CA level effectiveness to allies, ~5.7m area of effect (guess))
  • Antidote - Reduces the duration of all impediment and wound effects. (1-1/(1+(200+5*calvl)/1000) percent decrease; ~17% at CA-Lvl 1, 20% at CA-Lvl 10, ~31% at CA-Lvl 50)
Hallowed Restoration without Modifications


Skills and Attributes

The following skills will affect this combat art:

  • Celestial Magic Lore - improves the healing effect and the hitpoint regeneration of the Recuperation mod. Increases casting speed and allows for modification points.
  • Concentration - directly reduces regeneration time for this combat art.

The following attributes will affect this combat art:

Usage Strategies

  • This Combat Art is very useful for any Seraphim at the beginning of the game (even unmodded and even without Celestial Lore or Celestial Focus) as it can replace health potions. This will free up space in a player's inventory or let them accumulate health potions faster.
  • An effective way to use this spell is to use the bronze mod Recuperation, as it will boost the player's regeneration of health points significantly, transforming it into a HoT (heal over time) effect. Health will be maintained at 100% when taking damage for as long as the effect lasts (10 seconds). This modification will also stack, a considerable benefit. If cast subsequently before the effect of previous casts have ended, the stacking effect will allow for a very large healing effect. Note that this has been changed (nerfed) in Ice and Blood, and the Recuperation mod now heals 10% of the amount directly healed by the CA, per second of duration.
  • A useful way to take advantage of this ability is to precast the spell just before entering combat. If a player knows in advance that a large amount of damage may be incurred, for the next ten seconds, the player's health will be healed to full. Players must remember to recast the spell each ten seconds to keep up the heal over time, or the spell will lapse, leaving the player more vulnerable to damage.
  • The silver mod Master Healer significantly reduces regeneration time of this combat art, allowing it to be raised higher for the same regeneration as before choosing this mod, and healing a larger amount and with the recuperation mod, healing more hit points per second during the 10 seconds it lasts.
  • On quests where a player has an NPC traveling with them, it is possible to heal the NPC with this Combat Art, therefore making the task of keeping the NPC alive much easier. As of Ice and Blood, you have to target the NPC now for this, otherwise it will be cast on yourself.

Pros and Cons

Pros

  • A real lifesaver in many situations
  • When modded with Recuperation, may void the necessity to use health potions

Cons

  • Can make a player reckless very easily
  • Certain bosses and champions have the ability to remove the Recuperation buff effect

Stats Chart

  • Duration (for Recuperation?) is 10 seconds.
  • Life healed is 20 + 40*CA-Level health points.

See Also

Gallery