Sacred 2:Charge

From SacredWiki
Jump to navigation Jump to search

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

Charge.png In showing fear, a Paladin displays lack of faith, and a faithless Paladin is less than a woman - let alone a knight. This is vital in that when all else fails, it is faith that will carry the Paladin through to victory. Warriors of faith never shirk from combat, but rush forward with heads down and shields up, allowing their glory to carry them into the thick of battle to deliver the first blow.

This is a Spell Damage Based Combat Art.

Aspect

Sublimecombat.png - Sublime Combat

Innate Abilities (Lvl 1) Physical.png

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Vigor - Further increases movement speed by 30% + 0.1% per level.
  • Overwhelm - Adds a chance to stun opponents (50% + 0.1% per level).

MODicons_10.gif Silver
  • Bulwark - Increases the Paladin's base defense rating during the charge by 35 + 15 per level.
  • Resist - Adds damage mitigation against all damage types during the charge (20% + 0.1% per level).

MODicons_08.gif Gold
  • Knit - Restores some of the Paladin's hitpoints (10% + 1% per level).
  • Resist - Adds damage mitigation against all damage types during the charge (20% + 0.1% per level).
Charge


Skills and Attributes

The following skills will affect this combat art:

The following attributes will affect this combat art:

  • Stamina will lower regeneration time

Usage Strategies

  • Charge is adapted from the Horse combat art of the same name. It serves as both a temporary buff and a damage-dealing spell that hits any opponents that the Paladin runs into.
  • Charge can be tricky to get used to. When casting, the player must immediately begin running (hold left mouse button or movement key) and must keep moving to maintain the Charge. If the Paladin stops moving, the Charge ends.
  • It is easy to keep the duration longer than the regeneration time so the player can keep up Charge almost indefinitely so long as they keep running. This is the defensive use of Charge.
  • Charge can also be used in offensive bursts. Any opponents directly in front of the Paladin will be hit by the initial damage burst even if the Paladin doesn't run. Alternatively the player can cast Charge and run circles around enemies, stunning them and knocking them around.
  • Stun overrides knockback, so if stun triggers from Overwhelm modification then the enemies won't be knocked back.
  • Charge is a spell, and gains damage from the usual spell-boosting sources like Ancient Magic and Intelligence. Though it doesn't use weapon damage, it does use Tactics Lore for its aspect lore skill (+% damage boost), and uses weapon speed for casting speed (so having a weapon lore skill will boost casting speed).
  • Despite the CA description and some expectations, Charge does not utilize the Paladin's shield in any way. There is simply no way to make shields offensive in Sacred 2, even shield-specific animations are absent.

Pros and Cons

Pros

  • Good spell damage
  • Causes knockback and stun, good for crowd control
  • Very good for escaping and covering long distances on foot

Cons

  • Paladin needs to keep moving to maintain the Charge.

Gallery