Difference between revisions of "Sacred 2:Telekinesis"

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* [[Sacred 2:Damage|Damage]]: 43-43 [[Sacred 2:Magic|Magic]]
 
* [[Sacred 2:Damage|Damage]]: 43-43 [[Sacred 2:Magic|Magic]]
 
* Causes Knock Back (100% Chance)
 
* Causes Knock Back (100% Chance)
* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.0 seconds
+
* Damage Radius: 0.8m
 +
* Debuff Duration: 8.0s (applies to mods)
 +
* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds
 
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{{See Also|Sacred 2:Combat Art Modifications}}
 
{{See Also|Sacred 2:Combat Art Modifications}}
 
{|
 
{|
|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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|width="100px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|
 
|
* '''Disarm''' - Telekinesis knocks the weapon out of the opponent's hands for 10 seconds.
+
* '''Disarm''' - Telekinesis knocks the weapon from the opponent's hands for a brief period.
* '''Crushing Blow''' - Adds a chance to decrease the opponent's hitpoints by 20% for 10s ([[Sacred 2:Chance to inflict Deadly Wounds|Deadly Wounds]] effect, 25% + 0.2% chance per level).
+
* '''Crushing Blow''' - Adds a chance to decrease the opponent's hitpoints by 20% for 10s ([[Sacred 2:Chance to inflict Deadly Wounds|Crushing Blow]] effect, 25% + 0.2% chance per level).
 
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----
 
----
 
{|
 
{|
|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
+
|width="100px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
 
|
 
|
 
* '''Impact''' - Telekinesis inflicts additional [[Sacred 2:Physical|physical]] damage on enemies (30 + 15 per level).
 
* '''Impact''' - Telekinesis inflicts additional [[Sacred 2:Physical|physical]] damage on enemies (30 + 15 per level).
* '''Expansion''' - Telekinesis hits more enemies next to the target (triples the range).
+
* '''Expansion''' - Increases the radius of Telekinesis so it hits multiple opponents. (triples the range).
 
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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="100px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
 
|
 
|
* '''Stupefy''' - Adds a [[Sacred 2:Chance to stun opponents|chance to stun enemies]] (30% + 0.5% per level).
+
* '''Stupefy''' - Adds a [[Sacred 2:Chance to stun opponents|chance to stun opponents]] (30% + 0.3% per level).
* '''Weaken''' - Reduces the [[Sacred 2:Attributes|attributes]] of enemies by 24% + 1% per level.
+
* '''Weaken''' - Decreases the [[Sacred 2:Attributes|attributes]] of enemies by 24% + 1% per level.
 
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* Good for long distance attacks against enemies, and knockback effect is good for keeping enemies away.
 
* Good for long distance attacks against enemies, and knockback effect is good for keeping enemies away.
 
* Stun overrides knockback, so enemies won't be knocked back if stun from the '''Stupefy''' mod triggers.
 
* Stun overrides knockback, so enemies won't be knocked back if stun from the '''Stupefy''' mod triggers.
 +
* The "Debuff Duration" parameter affects the '''Disarm''' and '''Weaken''' mods. It slowly increases as Telekinesis levels up, resulting in these effects lasting for over 16 seconds at max level.
 
* '''Disarm''' mod only affects enemies that use weapons.  By losing their weapon, disarmed enemies also lose the benefit of any weapon skills they have.  So disarmed enemies usually have not only lower damage but also slower attack speed and lower attack rating.
 
* '''Disarm''' mod only affects enemies that use weapons.  By losing their weapon, disarmed enemies also lose the benefit of any weapon skills they have.  So disarmed enemies usually have not only lower damage but also slower attack speed and lower attack rating.
 +
* Although the radius slowly increases as Telekinesis levels up, it will not be enough to hit more than two or three enemies at once, and only then at max level.  The '''Expansion''' mod is needed to turn the spell into a true mob-killer; at max level the radius will be nearly tripled. Item modifier [[Sacred 2:Combat art range|Combat Art Range +X%]] is a good alternative for those wishing to take the raw damage increase of '''Impact''' instead.
  
 
== Pros and Cons ==
 
== Pros and Cons ==
 
'''Pros'''
 
'''Pros'''
* Good damage, can gain AoE damage from '''Expansion''' mod.
+
* Good damage, can gain AoE damage from '''Expansion''' mod or Combat Art Range +X%.
 
* Low regeneration time, allows for spamming at high levels.
 
* Low regeneration time, allows for spamming at high levels.
  
 
'''Cons'''
 
'''Cons'''
* ...
+
* Single target without modification or item modifiers.
  
 
==Gallery==
 
==Gallery==

Latest revision as of 01:34, 6 January 2020

icon13.gif NOTE: The contents of this page are exclusive content found only by installing the player-made mega-mod Diablo 2 Fallen.

Telekinesis.png With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is able to send her attacks to knockback distant enemies.

This is a Spell Damage Based Combat Art.

Aspect

Lightning_spells.png - Lightning Spells

Innate Abilities (Lvl 1) Magic.png

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Disarm - Telekinesis knocks the weapon from the opponent's hands for a brief period.
  • Crushing Blow - Adds a chance to decrease the opponent's hitpoints by 20% for 10s (Crushing Blow effect, 25% + 0.2% chance per level).

MODicons_10.gif Silver
  • Impact - Telekinesis inflicts additional physical damage on enemies (30 + 15 per level).
  • Expansion - Increases the radius of Telekinesis so it hits multiple opponents. (triples the range).

MODicons_08.gif Gold
Telekinesis


Skills and Attributes

The following skills will affect 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

  • Good for long distance attacks against enemies, and knockback effect is good for keeping enemies away.
  • Stun overrides knockback, so enemies won't be knocked back if stun from the Stupefy mod triggers.
  • The "Debuff Duration" parameter affects the Disarm and Weaken mods. It slowly increases as Telekinesis levels up, resulting in these effects lasting for over 16 seconds at max level.
  • Disarm mod only affects enemies that use weapons. By losing their weapon, disarmed enemies also lose the benefit of any weapon skills they have. So disarmed enemies usually have not only lower damage but also slower attack speed and lower attack rating.
  • Although the radius slowly increases as Telekinesis levels up, it will not be enough to hit more than two or three enemies at once, and only then at max level. The Expansion mod is needed to turn the spell into a true mob-killer; at max level the radius will be nearly tripled. Item modifier Combat Art Range +X% is a good alternative for those wishing to take the raw damage increase of Impact instead.

Pros and Cons

Pros

  • Good damage, can gain AoE damage from Expansion mod or Combat Art Range +X%.
  • Low regeneration time, allows for spamming at high levels.

Cons

  • Single target without modification or item modifiers.

Gallery