Sacred 2:Combat Trance

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combat_trance.gif Combat Trance reduces the caster's combat art cooldown and protects him from effect damage and stuns.


DM_Asp_03.gif - Mentalism

Innate Abilities (Lvl 1)

  • Aspect Regeneration:-23.2%
  • Block Chance Snare:33.4%+0.3%*level
  • Block Chance Stun:33.4%+0.3%*level
  • Boosts Regeneration Times by: 30%+0.5%*level
  • Resistance against side effects: 20%*0.4%*level
  • Cooldown: 60s
  • Duration:15.0s+0.05s*level


See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Light Footed - Increased snare resistance (ie, resistance to roots). (16.7%+0.1%*level)
  • Awareness - Increased stun resistance. (16.7%+0.1%*level)

MODicons_10.gif Silver
  • Hardened - Increased resistance against side effects. (20%+0.2%*level)
  • Experienced - Reduces the cooldown of the trance. (down to 40s)

MODicons_08.gif Gold
  • Hardened - Increased resistance against side effects. (20%+0.2%*level)
  • Energy Flux - Markedly increased regeneration. (15%+0.3%*level)

Skills and Attributes

  • Mentalism Lore improves cast speed as usual.
  • Mentalism Focus improves regeneration time and maximum combat art levels.
  • Concentration reduces regeneration time as usual.
  • Stamina reduces regeneration time as usual.

Usage Strategies

When engaging bosses cast it on yourself, drink concentration potion and spam Mind Strike with very low regeneration rate (after weakening them with Maelstrom, Dragon strike, Energy Blaze).

Combo Recommendations

Pros and Cons


  • Regeneration reduction allows spamming CAs in rapid succession.
  • Protection against stun increases survivability.
  • ...


  • Short duration / high cooldown.
  • ...
  • ...

Stats Chart

Combat Trance without Modifications

See Also

Personal tools

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