Difference between revisions of "Sacred 2:Charged Grid"
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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> | ||
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− | * '''Longevity ''' - Increases duration of Charged Grid. (4s + 0. | + | * '''Longevity ''' - Increases duration of Charged Grid. (4s + 0.02s per CA level / 40% increase from base value) |
* '''Widen ''' - Increases range of Charged Grid. (2.5m + 0.02m per CA level / 40% increase from base value) | * '''Widen ''' - Increases range of Charged Grid. (2.5m + 0.02m per CA level / 40% increase from base value) | ||
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Latest revision as of 19:18, 25 June 2023
This is a Spell Damage Based Combat Art.
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Source Warden Lore - improves combat art damage and critical chance, improves the healing effect, increases casting speed, allows for modification points.
- Source Warden 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 Weaken (secondary damage effect) triggered by Charged Grid's magic damage.
The following attributes will affect this combat art:
- Intelligence will increase its damage and spell intensity
- Stamina will lower regeneration time
Usage Strategies
- Charged Grid can be used to damage large mobs that are surrounding the Temple Guardian. It goes well in combination with other AoE spells like Fiery Ember, Icy Evanescence, and/or Deathly Spears. Note that Charged Grid has a high cooldown compared to those spells, so casting them separately may be better than putting them together into a combo.
- Mod with both Substance mods and Longetivity to maximize the defensive/healing effect of the spell. The healing effects work on both the Temple Guardian and his allies.
- Choose Havoc - Unnatural Selection - Widen for maximum damage and mayhem against enemies.
- Range is smaller than Icy Evanescence or Fiery Ember, but it can be improved with +combat art range item modifiers.
Pros and Cons
Pros
- The grid follows the Temple Guardian around while it lasts
- Hits all enemies within its area of effect
- Good healing aura for a party
Cons
- Low initial damage
- Duration will never catch up to the long Cooldown
Stats Chart
- Range is 7.5 + 0.06*CA level meters and 10.5 + 0.09*CA level meters with Widen.
- Duration is 10 + 0.05*CA level seconds and 14 + 0.07*CA level seconds with Longevity.
- Healing is 2 + 3*CA level HP, 3 + 4.5*CA level HP with one Substance and 4 + 6*CA level HP with two Substance mods.
- Hits 0.6 + 0.002*CA level times per second.
See Also
Gallery
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