Difference between revisions of "Sacred 2:Propelled Levitation"
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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> | ||
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− | * '''Fuel ''' - Decreases the regeneration time of Propelled Levitation. | + | * '''Fuel ''' - Decreases the regeneration time ('''note:''' actually the Cooldown) of Propelled Levitation. (-33% reduction to Cooldown time (down to 20 seconds from 30)) |
* '''Super charger''' - Increases damage range. (+0.65 meters, a 32.5% increase) | * '''Super charger''' - Increases damage range. (+0.65 meters, a 32.5% increase) | ||
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'''Cons''' | '''Cons''' | ||
*Not enough damage to be a main killing CA | *Not enough damage to be a main killing CA | ||
− | * | + | *Sometimes fails to jump obstacles it should be able to |
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== Stats Chart == | == Stats Chart == |
Latest revision as of 07:13, 7 January 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:
- Lost Fusion Lore - improves combat art damage, critical chance and casting speed, allows for modification points.
- Lost Fusion Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- 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).
- Damage Lore - will improve the chance, duration, and strength of Burning (secondary damage effect) triggered by Propelled Levitation's fire damage.
The following attributes will affect this combat art:
- Intelligence will increase its damage and spell intensity
- Stamina will lower regeneration time
Usage Strategies
- Useful as a utility CA that will help the Temple Guardian in escaping and exploring (crossing rivers, etc.)
- An especially useful skill for kiting monsters with the Super Charger, Jet Stream, and Flux modifications. This essentially allows a player to hit a large group of monsters fairly quickly with a large number of small fire based hits. 3.5 hits per second over a two second jump is 7 hits per monster. A two second jump can cover easily 15+ monsters so that is 7*15 which is 105 hits in two seconds!
- This is a highly entertaining Combat Art to watch when mounted on the Temple Guardian's mount, the Mobiculum. Unmounted, the Temple Guardian will grow a pair of thrusters and fly to the targeted point. Mounted, the Temple Guardian's Mobiculum (wheel) will begin to spin horizontally and turn into a mini-flying saucer (see gallery below).
Pros and Cons
Pros
- Can allow quick escapes
- Decent damage against mobs if modded correctly
Cons
- Not enough damage to be a main killing CA
- Sometimes fails to jump obstacles it should be able to
Stats Chart
Level | Regeneration Time | Cooldown | Damage | Defense Value | Hits/second |
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1 | 1.5s | 30.0s | 11-11 | +50.0% | 2.5/s |
2 | 2.0s | 30.0s | 16-16 | +70.0% | 2.5/s |
See Also
Gallery
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