Difference between revisions of "Sacred 2:Combat Trance"

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*Hardened - Increased resistance against side effects. (20%+0.2%*level)
 
*Hardened - Increased resistance against side effects. (20%+0.2%*level)
*Experienced - Reduces the cooldown of the trance. (30s)
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*Experienced - Reduces the cooldown of the trance. (down to 40s)
 
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Revision as of 15:18, 13 September 2013

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

Aspect

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

Modifications

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

Combo Recommendations

Pros and Cons

Pros

  • ...
  • ...

Cons

  • ...
  • ...

Stats Chart

Combat Trance without Modifications



See Also