Difference between revisions of "Sacred 2:Radiant Pillar"

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==Skills and Attributes==
 
==Skills and Attributes==
 
The following [[Sacred 2:Skills|skills]] will affect this combat art:
 
The following [[Sacred 2:Skills|skills]] will affect this combat art:
 +
 
* [[Sacred 2:Celestial Magic Lore|Celestial 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:Celestial Magic Lore|Celestial 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:Celestial Magic 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:Celestial Magic 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 increase the damage of this combat art and lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]].
 
* [[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]].
 +
 
* [[Sacred 2:Ancient Magic|Ancient Magic]] - directly increases the damage and reduces enemies' [[Sacred 2:Armor|resistance]] to the damage of this combat art.
 
* [[Sacred 2:Ancient Magic|Ancient Magic]] - directly increases the damage and reduces enemies' [[Sacred 2:Armor|resistance]] to the damage of this combat art.
  
 +
* [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of the [[Sacred 2:Secondary Damage Effects|secondary damage effect]] triggered by Radiant Pillar: [[Sacred 2:Chance for Weaken|Weaken]].
  
 
The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
 
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:Intelligence |Intelligence]] will increase its damage and [[Sacred 2:Spell Intensity|spell intensity]]
 +
 
*[[Sacred 2:Stamina|Stamina]] will lower regeneration time
 
*[[Sacred 2:Stamina|Stamina]] will lower regeneration time
  
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*Damage of Radiant Pillar is affected by [[Sacred 2:Intelligence|Intelligence]], so you need to invest in this [[Sacred 2:Attributes|attribute]] to make it effective.
 
*Damage of Radiant Pillar is affected by [[Sacred 2:Intelligence|Intelligence]], so you need to invest in this [[Sacred 2:Attributes|attribute]] to make it effective.
  
*Bronze choices: Hypnosis may be considered useful if followed by [[Sacred 2:Flaring Nova|Flaring Nova]], [[Sacred 2:Archangel's Wrath|Archangel's Wrath]] (explosion mod), [[Sacred 2:BeeEffGee|BeeEffGee]] (pierce mod). Otherwise Delude is a very good option especially when combined with [[Sacred 2:Baneful Smite|Baneful Smite]] with another attack value reduction mod.
+
*Bronze choices: '''Hypnosis''' may be considered useful if followed by [[Sacred 2:Flaring Nova|Flaring Nova]], [[Sacred 2:Archangel's Wrath|Archangel's Wrath]] (explosion mod), [[Sacred 2:BeeEffGee|BeeEffGee]] (pierce mod). Otherwise '''Delude''' is a very good option especially when combined with [[Sacred 2:Baneful Smite|Baneful Smite]] with another attack value reduction mod.
  
*Silver choices: Duration will come naturally with leveling. It will eventually be longer than you ever need. Taking Brightness seems like a better choice.
+
*Silver choices: Duration will come naturally with leveling. It will eventually be longer than you ever need. Therefore taking '''Brightness''' seems like a better choice than '''Conserve'''.
  
*Gold choices: Ordeal effect can be easily obtained with items (in Fallen Angel only, this was changed in the [[Sacred 2:Ice and Blood|Ice & Blood]] expansion). Straight damage from Magnify is a very good choice.
+
*Gold choices: '''Ordeal''' effect can be easily obtained with items (in Fallen Angel only, this was changed in the [[Sacred 2:Ice and Blood|Ice & Blood]] expansion). Straight damage from '''Magnify''' is a very good choice.
  
*The Delude mod uses a particular formula to calculate the attack value reduction: 1-1/(1+(650+10*CA lvl)/1000). For level 1, this gives 1-1/(1+(650+10*1)/1000 = 39.8% reduction, level 10 gives 1-1/(1+(650+10*10)/1000 = 42.9% reduction, level 50 gives 1-1/(1+(650+10*50)/1000 = 53.5% reduction.
+
*The '''Delude''' mod uses a particular formula to calculate the attack value reduction: 1-1/(1+(650+10*CA lvl)/1000). For level 1, this gives 1-1/(1+(650+10*1)/1000 = 39.8% reduction, level 10 gives 1-1/(1+(650+10*10)/1000 = 42.9% reduction, level 50 gives 1-1/(1+(650+10*50)/1000 = 53.5% reduction.
  
 
== Pros and Cons ==
 
== Pros and Cons ==
Pros
+
'''Pros'''
*Great ability to cause area of effect damage
+
*Great ability to cause [[Sacred 2:Area of Effect|area of effect]] damage
 
*Very useful debuff ability on both mobs and [[Sacred 2:Boss|bosses]]
 
*Very useful debuff ability on both mobs and [[Sacred 2:Boss|bosses]]
Cons
+
'''Cons'''
 
*The [[Sacred 2:Casting Speed|cast time]] of this combat art is a bit slow early on
 
*The [[Sacred 2:Casting Speed|cast time]] of this combat art is a bit slow early on
 
*It is a stationary spell, if the target moves out of its damage range, its useless
 
*It is a stationary spell, if the target moves out of its damage range, its useless
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*[[Sacred 2:Seraphim|Seraphim]]
 
*[[Sacred 2:Seraphim|Seraphim]]
 +
*[[Sacred 2:Seraphim Guides|Seraphim Guides]]
 
*[[Sacred 2:Combat Arts|Combat Arts]]
 
*[[Sacred 2:Combat Arts|Combat Arts]]
 
*[[Sacred 2:Skills|Skills]]
 
*[[Sacred 2:Skills|Skills]]

Revision as of 05:05, 6 January 2014

Sera_7.gif A pillar of intense, bright light will appear from the heavens and strike down onto the target area. Adaptations include one short burst against a single strong enemy or a devastating area attack against groups of enemies.

This is a Spell Damage Based Combat Art.

Aspect

Sera_AspS_02.png - Celestial Magic

Innate Abilities (Lvl 1) Magic.png

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Hypnosis - Attracts opponents to the center of the pillar. (~6.75m area (guess))
  • Delude - Reduces opponents' attack values within the area of effect. (650 + 10 per CA level, see below)

MODicons_10.gif Silver
  • Brightness - Increases the area of effect. (33.3% increase)
  • Conserve - Increases duration of Radiant Pillar. (50% increase)

MODicons_08.gif Gold
  • Magnify - Increase damage of Radiant Pillar. (35.7% increase (guess))
  • Ordeal - Inflicts twice as much damage when the opponent's health has fallen below a threshold value. (Opponent Level for Deathblow; threshold is 25% + 0.?% per CA level of max health)
Radiant Pillar 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.

The following attributes will affect this combat art:

  • Stamina will lower regeneration time

Usage Strategies

  • Damage of Radiant Pillar is affected by Intelligence, so you need to invest in this attribute to make it effective.
  • Bronze choices: Hypnosis may be considered useful if followed by Flaring Nova, Archangel's Wrath (explosion mod), BeeEffGee (pierce mod). Otherwise Delude is a very good option especially when combined with Baneful Smite with another attack value reduction mod.
  • Silver choices: Duration will come naturally with leveling. It will eventually be longer than you ever need. Therefore taking Brightness seems like a better choice than Conserve.
  • Gold choices: Ordeal effect can be easily obtained with items (in Fallen Angel only, this was changed in the Ice & Blood expansion). Straight damage from Magnify is a very good choice.
  • The Delude mod uses a particular formula to calculate the attack value reduction: 1-1/(1+(650+10*CA lvl)/1000). For level 1, this gives 1-1/(1+(650+10*1)/1000 = 39.8% reduction, level 10 gives 1-1/(1+(650+10*10)/1000 = 42.9% reduction, level 50 gives 1-1/(1+(650+10*50)/1000 = 53.5% reduction.

Pros and Cons

Pros

Cons

  • The cast time of this combat art is a bit slow early on
  • It is a stationary spell, if the target moves out of its damage range, its useless

Stats Chart

  • Duration is 10 + 0.1*CA-Lvl seconds and 15 + 0.15*CA-Lvl seconds with Conserve.
  • It inflicts damage 0.5 + 0.003*CA-Lvl times per second.

See Also

Gallery