Difference between revisions of "Sacred 2:Jolting Touch"

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{|
 
{|
 
|http://www.sacredwiki.org/images/Sacred_2/CombatArts/TG/08.gif
 
|http://www.sacredwiki.org/images/Sacred_2/CombatArts/TG/08.gif
|The Temple Guardian clutches his opponent with the left hand immobilizing him and sending out electrical impulses for several seconds. This Combat Art can leech life, heal, regenerate your Combat Arts, as well as reduce damage taken while active.  
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|The Temple Guardian clutches his opponent with the left hand immobilizing him and sending out electrical impulses for several seconds. Additionally, he slightly recharges his combat arts while Jolting Touch is active.  
 
|}
 
|}
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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"|
 
==Aspect==
 
==Aspect==
 
http://www.sacredwiki.org/images/Sacred_2/Aspects/TG_Asp_02.png - '''[[Sacred 2:Lost Fusion|Lost Fusion]]'''
 
http://www.sacredwiki.org/images/Sacred_2/Aspects/TG_Asp_02.png - '''[[Sacred 2:Lost Fusion|Lost Fusion]]'''
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|width="75%" valign="top"|
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==Innate Abilities (Lvl 1) [[File:Magic.png]]==
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* [[Sacred 2:Damage|Damage]]: 21-21 [[Sacred 2:Magic|Magic]]
 +
* Damage Frequency: 1.0/s
 +
* [[Sacred 2:Attack Speed|Attack Speed]] (Opponent) -23.6%
 +
* 100% chance to Root Opponents in place
 +
* Recharges combat arts: 5.0% ([[Sacred 2:Regeneration per hit|Regen per hit]] effect, actually means 0.5 seconds)
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* Duration: 3.0 seconds
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* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds
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|}
  
 
== Modifications ==
 
== Modifications ==
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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>
 
|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|
 
|
* '''Payback ''' - [[Sacred 2: Chance to reflect: Close Combat|Chance to reflect melee damage]]. (30% + 1% per Combat Art level chance)
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* '''Payback ''' - [[Sacred 2: Chance to reflect: Close Combat|Chance to reflect close combat damage]]. (30% + 1% per Combat Art level chance)
* '''Life Leech ''' - [[Sacred 2: Life leeched per hit|Leeches back health from target]]. (5 + 3 per Combat Art level) - Modified by [[Sacred 2:Aspect Lore|'''Lost Fusion Lore''']], but not by +% Damage.
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* '''Life Leech ''' - Each impulse [[Sacred 2: Life leeched per hit|leeches life from the target]] and adds it to the caster's life. (5 + 3 per Combat Art level) - Modified by [[Sacred 2:Lost Fusion Lore|Lost Fusion Lore]], but not by +% Damage.
 
|}
 
|}
 
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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>
 
|
 
|
* '''Self repair''' - Minor self healing effect every damage pulse. (5% healed)
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* '''Self Repair''' - Adds a minor self [[Sacred 2:Healing|healing]] effect to every damage pulse. (5% hitpoints healed)
* '''Voltage''' - Each damage pulse increases Combat Art regeneration. (2% + 0.1% per Combat Art level (?))
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* '''Voltage''' - Each impulse increases combat art regeneration. (0.2s + 0.01s per Combat Art level [[Sacred 2:Regeneration per hit|regen per hit]] effect)
 
|}
 
|}
 
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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>
 
|
 
|
* '''Shelter ''' - Reduces incoming damage while active. (25% + 0.5% per Combat Art level damping)
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* '''Shelter ''' - While Jolting Touch is active, incoming damage is reduced. (25% + 0.5% per Combat Art level [[Sacred 2:Damage Mitigation|damage mitigation]] (all damage types))
* '''Flux ''' - Increases pulse frequency. (33.4% increase in hits per second and thereby damage)
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* '''Flux ''' - Increases Jolting Touch's pulse frequency. (damage frequency increased to 1.3/s, a 33.4% increase in hits per second)
 
|}
 
|}
 
==Skills==
 
The following skills will affect this combat art:
 
* [[Sacred 2:Lost Fusion Lore|Lost Fusion Lore]] (damage, chance for critical hit, execution speed, life leach from mod)
 
* [[Sacred 2:Lost Fusion Focus|Lost Fusion Focus]]
 
* [[Sacred 2:Concentration|Concentration]]
 
* [[Sacred 2:Combat Discipline|Combat Discipline]] (damage, regen speed when in a combo)
 
 
== Usage Strategies ==
 
Note: The silver Self repair mod on consoles heals the enemy instead of you due to a bug.
 
The shelter mod provides scaling damage mitigation as CA level increases and allows 100% mitigation around CA level 150(?)
 
 
== Pros and Cons ==
 
Pros
 
*Provides significant damage mitigation
 
*Payback stacks with reflection from other CAs/gear
 
Cons
 
*...
 
*...
 
 
== Stats Chart ==
 
  
 
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|valign="top"|
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__NOTOC__
 
__NOTOC__
 
<BR CLEAR=right>
 
<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:Lost Fusion Lore|Lost Fusion Lore]] - improves combat art [[Sacred 2:Damage|damage]] (including damage from the '''Life Leech''' modification), [[Sacred 2:Chance for critical hits|critical chance]] and [[Sacred 2:Casting Speed|casting speed]], allows for modification points.
 +
 
 +
* [[Sacred 2:Lost Fusion Focus|Lost Fusion 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.
 +
 
 +
* [[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:Ancient Magic|Ancient Magic]] - directly increases the damage and reduces enemies' [[Sacred 2:Armor|resistance]] to the damage of this combat art (skill is only available to Temple Guardian with [[Sacred 2:Community Patch|CM Patch]]).
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* [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of [[Sacred 2:Chance for Weaken|Weaken]] ([[Sacred 2:Secondary Damage Effects|secondary damage effect]]) triggered by Jolting Touch's magic damage.
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The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
 +
 
 +
*[[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 ==
 +
*'''Note:''' On Consoles, due to a bug the silver '''Self Repair''' mod will heal the enemy instead of a player.
 +
 
 +
*Jolting Touch already has an innate ability to recharge combat arts that are regenerating, but it is fixed at 0.5 seconds.  The '''Voltage''' silver modification will boost it and continue to increase it per CA level.
 +
 
 +
*Damage from the bronze mod '''Life Leech''' cannot be resisted by enemies, so it will always heal the Temple Guardian to the fullest effect.  Choosing this can make the silver mod '''Self Repair''' somewhat unneccessary, unless the Temple Guardian is often extremely wounded and in need of healing.
 +
 
 +
*The '''Shelter''' gold mod provides scaling damage mitigation as Combat Art level increases and allows 100% mitigation at approximately Combat Art level 150, making it a popular choice for the gold mod.
 +
 
 +
*The '''Flux''' gold mod is the offensive choice. It provides more ticks of damage within a single cast and as the duration of Jolting Touch increases with CA level, it can eventually reach 6-7 ticks per cast. Meaning more occurrences of all the related effects, like the CA regeneration, the bronze mod '''Life Leech''' or the silver mod '''Self Repair'''.
  
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*Jolting Touch is very useful for both melee and caster Temple Guardians.  However, players that prefer to stay ranged should be prepared to go into melee range to use this CA.  Luckily Jolting Touch provides powerful buffs to the player and debuffs to the enemy.
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 +
== Pros and Cons ==
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'''Pros'''
 +
*Can provide significant [[Sacred 2:Damage Mitigation|Damage Mitigation]], Life leech, Energy leech and healing if modded appropriately
 +
*'''Payback''' stacks with reflection from other Combat Arts as well as equipment
 +
*After activating Jolting Touch the Temple Guardian can safely retreat from the rooted enemy
 +
*If cast repeatedly in quick succession on the same enemy, can leave them nearly completely paralyzed, incapable of attacking or moving, including bosses
 +
'''Cons'''
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*Requires going into melee range to touch the enemy
 +
*...
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== Stats Chart ==
 +
*Duration is 3 + 0.02*CA level seconds (increases root duration and potentially allows more damage ticks once it increases enough, depending on damage frequency)
 +
*Attack speed reduction is 30 + 1*CA level percentage points (stacks multiplicatively, not additively and multiple casts on the same enemy stack, possibly slowing down the enemy attack speed to a crawl)
 +
*Damage frequency is 1 and 1.334 hits per second with '''Flux'''
 +
*Chance to root is always guaranteed (100%)
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*Energy Leech ([[Sacred 2:Regeneration per hit|Regen per hit]]) is 0.5 and 0.5 + (0.2 + 0.01*CA level) seconds with '''Voltage'''
  
 
==See Also==
 
==See Also==
 
*[[Sacred 2:Temple Guardian|Temple Guardian]]
 
*[[Sacred 2:Temple Guardian|Temple Guardian]]
 +
*[[Sacred 2:Temple Guardian Guides|Temple Guardian Guides]]
 
*[[Sacred 2:Temple Guardian Combat Arts|Temple Guardian Combat Arts]]
 
*[[Sacred 2:Temple Guardian Combat Arts|Temple Guardian Combat Arts]]
 
*[[Sacred 2:Skills|Skills]]
 
*[[Sacred 2:Skills|Skills]]
*[[Sacred 2:Combat Art Modifications|Combat Art Modifications]]
 
  
 
== Gallery ==
 
== Gallery ==
 
 
{|valign="top" width="100%" padding="10px" style="font-size:1em;font-weight:bold;text-align:center"
 
{|valign="top" width="100%" padding="10px" style="font-size:1em;font-weight:bold;text-align:center"
 
|-valign="top"
 
|-valign="top"
  
 
|width="180px"|
 
|width="180px"|
<center>{{S2frame|http://www.sacredwiki.org/images/Sacred_2/CombatArts/tgjoltingtouch.jpg|160px}}</center>
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<center>{{S2frame|[[File:Tg-jolting-touch-gun.jpg|x145px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[[File:Sacred2-FallenAngel TempleguadianvsLizman.jpg|x145px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[[File:Jolting touch 1.jpg|x145px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[[File:Jolting touch 2.jpg|x145px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[[File:Jolting touch mounted.jpg|x145px]]|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 22:41, 21 December 2022

08.gif The Temple Guardian clutches his opponent with the left hand immobilizing him and sending out electrical impulses for several seconds. Additionally, he slightly recharges his combat arts while Jolting Touch is active.

This is a Spell Damage Based Combat Art.

Aspect

TG_Asp_02.png - Lost Fusion

Innate Abilities (Lvl 1) Magic.png

Modifications

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

MODicons_10.gif Silver
  • Self Repair - Adds a minor self healing effect to every damage pulse. (5% hitpoints healed)
  • Voltage - Each impulse increases combat art regeneration. (0.2s + 0.01s per Combat Art level regen per hit effect)

MODicons_08.gif Gold
  • Shelter - While Jolting Touch is active, incoming damage is reduced. (25% + 0.5% per Combat Art level damage mitigation (all damage types))
  • Flux - Increases Jolting Touch's pulse frequency. (damage frequency increased to 1.3/s, a 33.4% increase in hits per second)
Jolting Touch without Modifications


Skills and Attributes

The following skills will affect this combat art:

  • Concentration - directly reduces regeneration time for 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.
  • Ancient Magic - directly increases the damage and reduces enemies' resistance to the damage of this combat art (skill is only available to Temple Guardian with CM Patch).

The following attributes will affect this combat art:

  • Stamina will lower regeneration time

Usage Strategies

  • Note: On Consoles, due to a bug the silver Self Repair mod will heal the enemy instead of a player.
  • Jolting Touch already has an innate ability to recharge combat arts that are regenerating, but it is fixed at 0.5 seconds. The Voltage silver modification will boost it and continue to increase it per CA level.
  • Damage from the bronze mod Life Leech cannot be resisted by enemies, so it will always heal the Temple Guardian to the fullest effect. Choosing this can make the silver mod Self Repair somewhat unneccessary, unless the Temple Guardian is often extremely wounded and in need of healing.
  • The Shelter gold mod provides scaling damage mitigation as Combat Art level increases and allows 100% mitigation at approximately Combat Art level 150, making it a popular choice for the gold mod.
  • The Flux gold mod is the offensive choice. It provides more ticks of damage within a single cast and as the duration of Jolting Touch increases with CA level, it can eventually reach 6-7 ticks per cast. Meaning more occurrences of all the related effects, like the CA regeneration, the bronze mod Life Leech or the silver mod Self Repair.
  • Jolting Touch is very useful for both melee and caster Temple Guardians. However, players that prefer to stay ranged should be prepared to go into melee range to use this CA. Luckily Jolting Touch provides powerful buffs to the player and debuffs to the enemy.

Pros and Cons

Pros

  • Can provide significant Damage Mitigation, Life leech, Energy leech and healing if modded appropriately
  • Payback stacks with reflection from other Combat Arts as well as equipment
  • After activating Jolting Touch the Temple Guardian can safely retreat from the rooted enemy
  • If cast repeatedly in quick succession on the same enemy, can leave them nearly completely paralyzed, incapable of attacking or moving, including bosses

Cons

  • Requires going into melee range to touch the enemy
  • ...

Stats Chart

  • Duration is 3 + 0.02*CA level seconds (increases root duration and potentially allows more damage ticks once it increases enough, depending on damage frequency)
  • Attack speed reduction is 30 + 1*CA level percentage points (stacks multiplicatively, not additively and multiple casts on the same enemy stack, possibly slowing down the enemy attack speed to a crawl)
  • Damage frequency is 1 and 1.334 hits per second with Flux
  • Chance to root is always guaranteed (100%)
  • Energy Leech (Regen per hit) is 0.5 and 0.5 + (0.2 + 0.01*CA level) seconds with Voltage

See Also

Gallery