Difference between revisions of "Sacred 2:Glacial Thorns"
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*Thorns can be stopped if the target is far up hill, unlike Blazing Tempest which seems to have no problems going up hills. | *Thorns can be stopped if the target is far up hill, unlike Blazing Tempest which seems to have no problems going up hills. | ||
+ | == Notes == | ||
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+ | Mod 1b - Frost is highly recommended: large direct damage reduces the armor effectiveness: more armor value enemy has, the greater increase in damage Mod 1b - Frost gives, because increasing base CA damage we reduce a percent of damage that absorbed by opponent's [[Sacred 2:armor|Armor]] | ||
The maximum number of shards, which can cause damage to one target for one castes, is calculated by the formula: | The maximum number of shards, which can cause damage to one target for one castes, is calculated by the formula: | ||
− | + | :'''Total Numer of shards/6''' | |
− | '''Total Numer of shards/6''' | + | Some creatures have a chance to block combat arts, they block a percent from the 'Total Numer of shards/6', not from their total number(!). In other words, '''''for one minimal in-game time (frame) no more than 'Total Numer of shards/6' hits on the target is considered, and from these hits is calculated a chance to block/reflect!''''' |
− | |||
− | Some creatures have a chance to block combat arts, they block a percent from the 'Total Numer of shards/6', not from their total number(!). In other words, '''''for one minimal in-game time (frame) | ||
== Stats Chart == | == Stats Chart == |
Revision as of 09:06, 25 May 2014
This is a Spell Damage Based Combat Art.
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Mystic Stormite Lore - improves combat art damage, critical chance and casting speed, allows for modification points.
- Mystic Stormite Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly improves regeneration time
- Ancient Magic - directly improves combat art damage and lowers opponents' resistance to its damage
- Combat Discipline - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo.
- Damage Lore - will improve the chance, duration, and strength of the secondary damage effects triggered by Glacial Thorns: Open Wounds and Freeze.
The following attributes will affect this combat art:
- Intelligence will increase its damage and spell intensity
- Stamina will lower regeneration time
Usage Strategies
- The spread pattern of the thorns is controlled with mouse targetting.
- Clicking close to your character will cause a wide fan of Glacial Thorns, and with higher CA levels the area of the fan can cover almost 360 degrees.
- Clicking far from your character (i.e. in a corner of the screen) will cause the Glacial Thorns to concentrate together. This is useful when confronting a large and powerful monster, as it will be hit by most of the thorns at once. It may require some adjustment of the camera to be able to click/target a spot beyond a large monster to get this effect.
- On console versions only: the spread of Glacial Thorns seems to be determined by your distance from the enemy that is targeted. If you are far from the enemy, the spread will be narrower and if you are close to the enemy, the spread will be wider. To ensure the most thorns hit large targets (bosses) on console versions, the easiest way seems to be to get as close to them as possible and in this case, nearly all the thorns will hit even if the spread is wide because the bosses are large targets.
Pros and Cons
Pros
- Not stopped by water (unlike Blazing Tempest) - nice in The Swamp and other wet areas.
- Very good as a boss killer.
Cons
- Thorns do not pierce enemies unless the player chooses the Pierce mods which only gives a chance to pierce (not 100%).
- Thorns can be stopped if the target is far up hill, unlike Blazing Tempest which seems to have no problems going up hills.
Notes
Mod 1b - Frost is highly recommended: large direct damage reduces the armor effectiveness: more armor value enemy has, the greater increase in damage Mod 1b - Frost gives, because increasing base CA damage we reduce a percent of damage that absorbed by opponent's Armor
The maximum number of shards, which can cause damage to one target for one castes, is calculated by the formula:
- Total Numer of shards/6
Some creatures have a chance to block combat arts, they block a percent from the 'Total Numer of shards/6', not from their total number(!). In other words, for one minimal in-game time (frame) no more than 'Total Numer of shards/6' hits on the target is considered, and from these hits is calculated a chance to block/reflect!
Stats Chart
See Also
Gallery
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