Difference between revisions of "Sacred 2:Gar'Colossus Boss"

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entry4 = {"et_spelldamage_physical", 1120, 560, 0, 133 },
 
entry4 = {"et_spelldamage_physical", 1120, 560, 0, 133 },
 
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Revision as of 18:31, 28 January 2010

See the Gar'Colossus Quest page for details about his role in the campaign quest.

Damage Done:

Weak against:

The Hitpoints, Chance to hit, Damage and Armor noted above of the Gar'Colossus Boss are dependent on the level of the Gar'Colossus Boss. Stats will scale based on the Gar'Colossus Boss's level. Use the above stats as a guideline.


Gar'Colossus is the first Boss to be fought while playing the Campaign and can also be fought in Free Play mode without any need to do quests. Since he is the first Boss he is quite easy to defeat. A notable disadvantage of Gar'Colossus' is that he moves very slowly making it easy for a player to maintain a safe distance away from him. At a distance a player need only be watchful of Gar'Colossus' ranged attacks Earthquake, Stone Throw and Rock Rockets which can be read about below. When fighting melee style the player should be aware that Gar'Colossus' Rage buff will increase his attack speed substantially. Gar'Colossus is a T-Energy type enemy though his damage is primarily physical.jpg Physical. Of the 3 damage types that would be most effective against Gar'Colossus, fire ice and poison, ice.jpg Ice damage may be the best option for a melee build so as to benefit from from it's Secondary Effect Freeze which will slow him down.

Watch out for those T-Energy pools nearby! They will heal Gar'Colossus if he steps in them.


Combat Arts:

hardhit.jpg Hard Hit

A melee attack that has significantly higher damage than a regular melee attack. Can be recognized by the animation of the attack. A trailing flash.

earthquake.jpg Earthquake

*Regenerates some of his Energy Shield during the cast animation
  • Several rocks fall from above
  • Does physical.jpg Physical damage
Values copied from source; Ice & Blood - Spell.txt (C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared)
	tokens = {
		entry0 = {"et_missile_count", 7500, 500, 0, 8 },
		entry1 = {"et_shield_reload_rel", 50, 2, 0, 5 },
		entry2 = {"et_hits_persec", 10000, 200, 0, 4 },
		entry3 = {"et_range_area", 1000, 0, 0, 4 },
		entry4 = {"et_spelldamage_physical", 1120, 560, 0, 133 },

spell.jpg Rock Rockets

This Combat Art fires two missiles from Gar's back called Shockwave and Splinter Shot. Shockwave and Splinter Shot have their own characteristics described below:

Shockwave

  • Quite fast and generally can not be dodged
  • Has a chance to knockback
  • Does physical.jpg Physical and magic.jpg Magic damage
Values copied from source; Ice & Blood - Spell.txt (C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared)
	tokens = {
		entry0 = {"et_chance_knockback", 1000, 0, 0, 133 },
		entry1 = {"et_range_area", 1500, 0, 0, 4 },
		entry2 = {"et_spelldamage_magic", 420, 210, 0, 133 },
		entry3 = {"et_spelldamage_physical", 420, 210, 0, 133 },

Splinter Shot

  • Can be avoided by moving out of the way
  • Has a chance to cause Splash damage
  • Does physical.jpg Physical damage
Values copied from source; Ice & Blood - Spell.txt (C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared)
	tokens = {
		entry0 = {"et_spelldamage_physical", 760, 380, 0, 133 },
		entry1 = {"et_chance_areasplash", 1000, 0, 0, 5 },

offensivebuff.jpg Rage

A buff that increases attack rating and attack speed.

Values copied from source; Ice & Blood - Spell.txt (C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared)
	tokens = {
		entry0 = {"et_AW_rel", 400, 100, 0, 5 },
		entry1 = {"et_addAttackspeed", 300, 0, 0, 41 },

spell.jpg Stone Throw

*Picks a rock up and throws it
  • Does physical.jpg Physical and magic.jpg Magic damage
  • Has a chance to cause splash damage
Values copied from source; Ice & Blood - Spell.txt (C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared)
	tokens = {
		entry0 = {"et_range_area", 800, 0, 0, 4 },
		entry1 = {"et_spelldamage_magic", 330, 300, 0, 133 },
		entry2 = {"et_spelldamage_physical", 660, 600, 0, 133 },
		entry3 = {"et_chance_areasplash", 1000, 0, 0, 5 },

spell.jpg Energy Transfer

  • Recharges his Energy Shield

energyshield.jpg Energy Shield

  • Protective buff like the Seraphim and Temple Guardian have.
Values copied from source; Ice & Blood - Spell.txt (C:\Program Files (x86)\Deep Silver\Sacred 2 - Fallen Angel\scripts\shared)
	tokens = {
		entry0 = {"et_shieldstrength", 2000, 0, 0, 5 },
		entry1 = {"et_shieldblock", 15, 5, 0, 5 },
		entry2 = {"et_damping_any", 700, 0, 0, 41 },
		entry3 = {"et_shieldfactor", 1000, 10, 0, 37 },

Notes