Difference between revisions of "Sacred 2:Hallowed Restoration"

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(added and corrected links, info)
(added innate abilities, attribute modifiers, formatting)
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|Heals a considerable amount of the Seraphim's health or that of a targeted ally.
 
|Heals a considerable amount of the Seraphim's health or that of a targeted ally.
 
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This is a [[Sacred 2:Healing|Healing Combat Art]]
  
 
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{|width="100%"
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|width="75%" valign="top"|
 
|width="75%" valign="top"|
 
==Innate Abilities (Lvl 1)==
 
==Innate Abilities (Lvl 1)==
* '''Please add in game tooltip info for this CA from a Level 1 character with no equipment on and no Survival Bonus.  See [[Sacred 2:Blazing Tempest|Blazing Tempest]] for an example.  Basic starter tips are welcome here.'''
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* Hitpoints +60
*...
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* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds
 
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==Skills==
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|valign="top"|
The following skills will affect this combat art:
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{| align="right"
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|{{s2frame|{{#ev:youtube|x6ZoNqEkl0g|400}}|center|Hallowed Restoration without Modifications}}
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|}
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__NOTOC__
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<BR CLEAR=right>
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==Skills and Attributes==
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The following [[Sacred 2:Skills|skills]] will affect this combat art:
 
* [[Sacred 2:Aspect Lore|Celestial Magic Lore]] - improves combat art effects and [[Sacred 2:Casting Speed|casting speed]], allows for modification points.
 
* [[Sacred 2:Aspect Lore|Celestial Magic Lore]] - improves combat art effects and [[Sacred 2:Casting Speed|casting speed]], allows for modification points.
 
* [[Sacred 2:Aspect 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.
 
* [[Sacred 2:Aspect 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.
 
* [[Sacred 2:Concentration|Concentration]] - directly reduces regeneration time for this combat art.
 
* [[Sacred 2:Concentration|Concentration]] - directly reduces regeneration time for this combat art.
 
* [[Sacred 2:Combat Discipline|Combat Discipline]] - will lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]].
 
* [[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.
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* [[Sacred 2:Intelligence|Intelligence]] increases the amount healed.
  
 
== Usage Strategies ==
 
== Usage Strategies ==
*The amount healed is also affected by the attribute [[Sacred 2:Intelligence|Intelligence]].
 
 
 
*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.   
 
*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.   
  
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*Duration (for '''Recuperation'''?) is 10 seconds.
 
*Duration (for '''Recuperation'''?) is 10 seconds.
 
*Life healed is 20 + 40*CA-Level health points.
 
*Life healed is 20 + 40*CA-Level health points.
 
|valign="top"|
 
{| align="right"
 
|{{s2frame|{{#ev:youtube|x6ZoNqEkl0g|400}}|center|Hallowed Restoration without Modifications}}
 
|}
 
__NOTOC__
 
<BR CLEAR=right>
 
 
|}
 
  
 
== See Also==
 
== See Also==
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*[[Sacred 2:Combat Arts|Combat Arts]]
 
*[[Sacred 2:Combat Arts|Combat Arts]]
 
*[[Sacred 2:Skills|Skills]]
 
*[[Sacred 2:Skills|Skills]]
*[[Sacred 2:Healing|Healing Combat Arts]]
 
  
 
== Gallery ==
 
== Gallery ==

Revision as of 19:15, 29 October 2013

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; under 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 (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:


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 & 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