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

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(added 'multiple impaling' to usage strategies)
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|A strong gust of wind can damage, stun or knock back enemies.
 
|A strong gust of wind can damage, stun or knock back enemies.
 
|}
 
|}
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This is a [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Art]]
  
 
{|width="100%"
 
{|width="100%"
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|width="75%" valign="top"|
 
|width="75%" valign="top"|
  
==Innate Abilities (Lvl 1)==
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==Innate Abilities (Lvl 1) [[File:Physical.png]]==
* Physical damage: 90 +45*level
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* [[Sacred 2:Damage|Damage]]: 90 + 45 per CA level [[Sacred 2:Physical|Physical]]
* Blow distance 200+2*level
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* [[Sacred 2:Chance to knock back opponents|Knocks back]] any enemy hit by the gust
 +
* Blow range 5.7 + 2 meters per CA level
 
* Max angle: 180
 
* Max angle: 180
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* [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.9 seconds
 
|}
 
|}
  
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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>
 
|
 
|
*Stun - Chance to stun enemies. (33.4%+0.2%*level)
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*'''Stun''' - [[Sacred 2:Chance to stun opponents|Chance to stun enemies]]. (33.4% + 0.2% per CA level)
*Poison Mist - Light poisoning.  (poison DoT: 40+20*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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|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>
 
|
 
|
*Radius - Increased radius of Gust of Wind. (+60 degree angle)
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*'''Radius''' - Increased radius of Gust of Wind. (+60 degree angle)
*Squall - Gust of Wind spreads faster. (25%)
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*'''Squall''' - Gust of Wind spreads faster. (25%)
 
|}
 
|}
 
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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>
 
|
 
|
*Impact - Increased damage from rebound. (adds 30+15*level physical)
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*'''Impact''' - Increased damage from rebound. (adds 30 + 15 per CA level physical damage)
*Poison Mist - Light poisoning. (Poison DoT: 40+20*level)
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*'''Poison Mist''' - Light poisoning. ([[Sacred 2:Damage over time: Poison|Poison damage over time]]: 40 + 20 per CA level)
 
|}
 
|}
  
==Skills and Attributes==
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|valign="top"|
The following skills will affect this combat art:
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{| align="right"
* Elemental Magic Lore - improves damage, critical chance and casting speed
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|{{s2frame|{{#ev:youtube|t2w8xKJOm08|400}}|center|'''Gust of Wind Without Modifications'''}}
* Elemental Magic Focus - improves regeneration time and maximum combat art levels
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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
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__NOTOC__
* [[Intelligence]] - directly improves combat art damage
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<BR CLEAR=right>
* [[Sacred 2:Stamina |Stamina]] reduces regeneration time as usual.
+
 
 +
|}
 +
 
 +
==Skills and Attributes==
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The following [[Sacred 2:Skills|skills]] will affect this combat art:
 +
 
 +
* [[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.
 +
 
 +
* [[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.
 +
 
 +
* [[Sacred 2:Concentration |Concentration]] - directly improves regeneration time.
 +
 
 +
* [[Sacred 2:Ancient Magic|Ancient Magic]] - directly improves combat art damage and lowers opponents' [[Sacred 2:Armor|resistance]] to its damage.
 +
 
 +
* [[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]].
 +
 
 +
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]].
  
 +
*[[Sacred 2:Stamina|Stamina]] will lower regeneration time.
  
 
== Usage Strategies ==
 
== Usage Strategies ==
* You can 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 you aimed well.
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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.
* You 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 you to one-shot small groups. Note that this may be a lag exploit.
 
  
 +
* 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.
  
 
== Combo Recommendations ==
 
== Combo Recommendations ==
 +
*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.
  
 +
*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.
  
 
== Pros and Cons ==
 
== Pros and Cons ==
 
Pros
 
Pros
* ...
+
* 100% knockback chance
* ...
+
* Can control the angle and radius (wide sweep or focused blast)
  
 
Cons
 
Cons
* ...
+
* If put late in a combo, it might not auto-target the desired enemy (firing at some distant foe rather than a close one).
 
* ...
 
* ...
  
 
== Stats Chart ==
 
== Stats Chart ==
 
 
 
|valign="top"|
 
{| align="right"
 
|{{s2frame|{{#ev:youtube|t2w8xKJOm08|400}}|center|'''Gust of Wind Without Modifications'''}}
 
 
{{s2frame|[[File:Sacred2 IceandBlood Addon 08.jpg|400px]]|none}}
 
|}
 
__NOTOC__
 
<BR CLEAR=right>
 
 
|}
 
  
 
==See Also==
 
==See Also==
 
*[[Sacred 2:Dragon Mage|Dragon Mage]]
 
*[[Sacred 2:Dragon Mage|Dragon Mage]]
 +
*[[Sacred 2:Dragon Mage Guides|Dragon Mage Guides]]
 
*[[Sacred 2:Combat Arts|Combat Arts]]
 
*[[Sacred 2:Combat Arts|Combat Arts]]
 
*[[Sacred 2:Skills|Skills]]
 
*[[Sacred 2:Skills|Skills]]
*[[Sacred 2:Combat Art Modifications|Combat Art Modifications]]
+
 
 +
==Gallery==
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{{s2frame|[[File:Sacred2 IceandBlood Addon 08.jpg|300px]]|none}}
  
 
[[Category:Sacred 2 Combat Arts]][[Category:Dragon Mage Combat Arts]]
 
[[Category:Sacred 2 Combat Arts]][[Category:Dragon Mage Combat Arts]]

Revision as of 16:35, 19 December 2013

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

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.

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 at some distant foe rather than a close one).
  • ...

Stats Chart

See Also

Gallery