Difference between revisions of "Sacred 2:Jolting Touch"

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*'''Note:''' On Consoles, due to a bug the silver '''Self Repair''' mod will heal the enemy instead of a player.
 
*'''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 5.0%.  The '''Voltage''' silver modification will boost it and continue to increase it per CA level.
+
*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.
 
*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.
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*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 '''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 the related effects, like bronze mod '''Life Leech''' and the CA regeneration (including from '''Voltage''').
+
*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.
 
*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 ==
 
== Pros and Cons ==
 
'''Pros'''
 
'''Pros'''
*Can provides significant [[Sacred 2:Damage Mitigation|Damage Mitigation]], Life leech, Energy leech and healing if modded appropriately
+
*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
 
*'''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
 
*After activating Jolting Touch the Temple Guardian can safely retreat from the rooted enemy
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== Stats Chart ==
 
== 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)
 
*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)
+
*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'''
 
*Damage frequency is 1 and 1.334 hits per second with '''Flux'''
 
*Chance to root is always guaranteed (100%)
 
*Chance to root is always guaranteed (100%)

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