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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 5.0s + 4.0s = 9.0 s * '''Expert''' - Decreases the cooldown gradually as Avoid levels up.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 100.0s + 1.4s = 101. * '''Proficiency''' - Reduces the cooldown of Oak Sage by 20 seconds.
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  • ...red 2:Regeneration Time:|Regeneration Time]]: 15.0s + 1.4s = 16.4 seconds (Cooldown decreases -0.1% per CA level) ...'Solid''' mod it's easy to get the duration of the barrier higher than the cooldown. However, the Dragon Mage cannot have multiple barriers up at the same tim
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  • ...amage with 100% [[Sacred 2:Chance to stun opponents|chance to stun]]. 10s cooldown. ...combat arts go on regeneration. Trap lasts 45 seconds and has a 50 second cooldown, so there's almost always one active during the battle.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 15.0s + 4.2s = 19.2s ...he cooldown of Malicious Totem. (100% + 1% per CA level decrease, cuts the cooldown approximately in half (down to 7.4s))
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 20.0s + 1.0s = 21.0 * '''Expert''' - Decreases the cooldown of Forest Flight. (100% + 1% per Combat Art level decrease)
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 6.9s = 66.9 * '''Lurk''' - Decreases the cooldown of Cloak of Shadows by 10 seconds.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 75.0s + 3.7s = 78.7s * '''Seasoned''' - Decreases the cooldown of Berserk by 15 seconds.
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  • ...Trap'' - spawns a stationary trap that does magic and physical damage. The cooldown is 10 seconds and it lasts 10 seconds, so there would only be one trap acti ...rap that does fire and physical damage with a +50% chance for burning. The cooldown is 6 seconds and it lasts 10 seconds, so a single Alchemist may have two tr
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 15.0s + 4.9s = 19.9 ...s the cooldown immediately and slowly continues to go down with CA levels. Cooldown = 7.5 seconds at CA level 1, 6 seconds at CA level 50, 5 seconds at CA leve
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  • * This CA has a 1.0 second [[Sacred 2:Cooldown|cooldown]] and no [[Sacred 2:Regeneration Time:|regeneration time]]. These values n
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 1.0s = 61.0 *No way to reduce the long cooldown
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 60.0s + 1.0s = 61.0 ...s shield's recharge ([[Sacred 2:Cooldown|cooldown]]) time. (33% reduction. Cooldown becomes 40 seconds.)
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 2.0s = 62.0 * Long Cooldown
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  • ...is to resurrect dead enemies. They can revive two at once and there is no cooldown on this spell so they will regularly cast it.
    952 bytes (133 words) - 19:54, 13 February 2017
  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 120.0s + 1.5s = 121. ...about every 12 levels. At CA level 125 the duration will catch up to the cooldown, so as long as regeneration times are kept low, the Sorceress can begin kee
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 15.0s + 1.5s = 16.5 * '''Phase Shift''' - Decreases the cooldown time (not regeneration time) of Shadow Step. (Scales with CA level. ~33% re
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 19.2s + 4.5s = 23.7 * Cooldown decreases with CA level
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 60.0s + 1.5s = 61.5 * '''Boost''' - Decreases the cooldown of Holy Shield by 12 seconds.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 30.0s + 0.9s = 30.9 ...ses the regeneration time of Ruinous Onslaught. (Actually decreases the '''Cooldown''', from 30s down to 20s)
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 1.0s = 61.0 !Cooldown
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.0s + 4.6s + 10.6 S
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  • ...rotection from his buff while the dryad does party healing while the totem cooldown is active. The character had to be done in a way that even at level 150 on ...s at 6 seconds and recharges the combination except the cooldown. When the cooldown ist still active (unmodified) frenzied rampage is used with a x% lifeleech
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  • ...ed 2:Dashing Alacrity|Dashing Alacrity]] has a regen time of 2 seconds + a cooldown time of 30 seconds, only the 2 second regen time may be eliminated via Rege
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 60.0s + 0.9s = 60.9 *No way to reduce cooldown time, only increase duration
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 30.0s + 1.0s = 31.0 ...ote:''' actually the Cooldown) of Propelled Levitation. (-33% reduction to Cooldown time (down to 20 seconds from 30))
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  • ...cred 2:Regeneration Time:|Regeneration Time]]: 3.9s + 8.9s = 12.9 seconds (Cooldown decreases per CA level).
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 5.0s + 11.8s = 16.8 *No way to decrease the cooldown or increase the duration.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.9s + 7.9s = 12.8 s * '''Pyromancer''' - Decreases the cooldown gradually as Armageddon levels up.
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  • ...ls with have no effect while he is inside the magic circle. Duration: 10s. Cooldown: 10s. Causes no damage. ...ses magic and physical damage if you touch it. It lasts 45 seconds and the cooldown is only 10 seconds, so Walther is likely to have multiple traps active duri
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  • ...ls with have no effect while he is inside the magic circle. Duration: 10s. Cooldown: 10s. Causes no damage. ...ses magic and physical damage if you touch it. It lasts 45 seconds and the cooldown is only 10 seconds, so The Guardian is likely to have multiple traps active
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  • ...ls with have no effect while he is inside the magic circle. Duration: 10s. Cooldown: 10s. Causes no damage. ...ses magic and physical damage if you touch it. It lasts 45 seconds and the cooldown is only 10 seconds, so Haenir is likely to have multiple traps active durin
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 30.0s + 4.0s = 34.0 ...cred 2:Deathly Spears|Deathly Spears]]. Note that Charged Grid has a high cooldown compared to those spells, so casting them separately may be better than put
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  • ...emental'' - the Earth Lord summons two elite Earth Elementals to aid him. Cooldown is 20 seconds so he summons more regularly. They can hit hard so it is best ...uses fire and physical damage if you touch it. It lasts 45 seconds and the cooldown is only 10 seconds, so the Earth Lord is likely to have multiple traps acti
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 20.0s + 1.9s = 21.9 *No way to decrease the Cooldown.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.0s + 13.3s = 19.3 * No way to reduce the 6.0 second cooldown.
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  • ...red 2:Regeneration Time:|Regeneration Time:]] 3.9s + 14.5s = 18.4 seconds (Cooldown decreases per CA level).
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 30.0s + 3.2s = 33.2
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  • ...r to get to an area that would be impossible to reach otherwise.) It has a Cooldown Timer, which depends on Combat Art level (higher level horse/art has lower ...Riding|Riding]]) with its front hoofs, and knocks back opponents. It has a Cooldown Timer, which depends on Combat Art level (higher level horse/art has lower
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 1.0s = 61.0 * It has a limited duration and no way to reduce the lengthy cooldown.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 15.0s + 12.0s = 27.0 ...mod will slowly increase the duration, allowing it to catch up to the 15s cooldown at level 100, allowing constant Wake of Inferno if the regen time is kept l
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 120.0s + 2.1s = 122. ...t higher levels it is possible to achieve spell duration equal/higher than cooldown + regeneration time if [[Sacred 2:Astute Supremacy Focus|Astute Supremacy F
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  • ...acred 2:Regeneration Time:|Regeneration Time]]: 2.1s + 5.9s = 8.0 seconds (Cooldown decreases -0.04% per CA level)
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  • ...is to resurrect dead enemies. They can revive two at once and there is no cooldown on this spell so they will regularly cast it.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 5.0s + 5.1s = 10.1 s
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 15.0s + 8.0s = 23.0 ...on at CA level 1, 43% at CA level 50, 50% at CA level 100. Does not affect Cooldown time.)
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  • ...in|Demon Gremlins]] and 1-2 [[Sacred 2:Kerbos (Diablo 2 Fallen)|Kerbos]]. Cooldown 20s.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 60.0s + 1.9s = 61.9 !Cooldown Time (s)
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 30.0s + 4.5s = 34.5 *No way to reduce the cooldown
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  • ...is to resurrect dead enemies. They can revive two at once and there is no cooldown on this spell so they will regularly cast it.
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  • ...ver time: Poison|poison DOT]] if you touch it. It lasts 45 seconds and the cooldown is only 10 seconds, so many traps may be active at once.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0s + 11.0s = 16.0s
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  • ...cred 2:Regeneration Time:|Regeneration Time]]: 8.0s + 4.4s = 12.4 seconds (Cooldown decreases per CA level).
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 20.0s + 2.9s = 22.9s ...ery 10 levels. At combat art level 50 the duration will catch up with the cooldown, which means if regen times are kept low the Barbarian can begin to have tw
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  • ...re the Du'Rach suddenly appears right next to you. Causes no damage. 10s cooldown.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 15.0s + 8.0s = 23.0 ...on at CA level 1, 43% at CA level 50, 50% at CA level 100. Does not affect Cooldown time.)
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  • ...is to resurrect dead enemies. They can revive two at once and there is no cooldown on this spell so they will regularly cast it.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 45.0s + 1.0s = 46.0 * '''Recondition''' - Significantly reduces recharge time (Cooldown). (-50% + 1% per Combat Art level decrease)
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  • ...Cooldown|Cooldown]] time, which is a property that some Combat Arts have. Cooldown is added to regen time to determine the total duration of the regen timer,
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  • ...2:Burning Dead (Diablo 2 Fallen)|Burning Dead]]. It only has a 10 second cooldown so it will summon more quite often, but the skeletons don't pose much of a
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 60.0s + 2.4s = 62.4 *No way to reduce cooldown
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  • ...around the player's feet that cause pulses of fire damage for 8 seconds. Cooldown 30s.
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  • * Son cooldown ne peut pas être diminué
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 8.0s + 4.3s = 12.3 s * Cooldown decreases by 0.2 seconds per CA level
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  • ...ff when it hits you. It can chain to and from your allies and minions. 2s cooldown means she casts it often.
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  • ...ks projectiles and causes pulses of fire damage. It only lasts 10s with a cooldown of 30s, so squishy characters may want to stay out of melee range while Fla
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  • ...is to resurrect dead enemies. They can revive two at once and there is no cooldown on this spell so they will regularly cast it.
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  • ...ff when it hits you. It can chain to and from your allies and minions. 2s cooldown means he casts it often.
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  • ...two elite [[Sacred 2:Skinned One|Flayed Ones]]. The spell has a 30 second cooldown and he'll keep summoning more so it's best to take them out quickly to avoi
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  • ...rap that does fire and physical damage with a +50% chance for burning. The cooldown is 6 seconds and it lasts 10 seconds, so multiple traps may be active at on
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  • ...this to resurrect dead enemies. He can revive two at once and there is no cooldown on this spell so he will regularly cast it.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 10.0s + 8.0s = 18.0
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 4.9s = 64.9
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 10.0s + 8.0s = 18.0
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  • *''Summon Skeleton'' - summons a single normal Skeleton Warrior. Cooldown 5 seconds. Not particularly dangerous.
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  • ...iablo 2 Fallen)|Burning Dead]] to aid the Dragon. It only has a 10 second cooldown so it will summon more quite often, but the skeletons are fairly easy to de
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 4.9s = 64.9
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  • ...amage with 100% [[Sacred 2:Chance to stun opponents|chance to stun]]. 10s cooldown.
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  • ...ectiles and causes pulses of fire damage to you. It only lasts 10s with a cooldown of 30s, so squishy characters may want to stay well out of melee range whil
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  • ...ver time: Poison|poison DOT]] if you touch it. It lasts 45 seconds and the cooldown is only 10 seconds, so the Poison Lord is likely to have multiple traps act
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  • ...Trap'' - spawns a stationary trap that does magic and physical damage. The cooldown is 10 seconds and it lasts 10 seconds, so there would only be one trap acti
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  • ...ll increase the duration by another 10 seconds, Impatience will reduce the cooldown to 40 seconds. ...regen time of course). At CA level 34 the duration will be 35 seconds, vs cooldown of 40 seconds (this allows to have it on most of the time). At CA level 67
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  • * bronze mod : less cooldown What i must achieve, is a minimum cooldown on shadow step, and a nice damage on Cobalt Strike to get rid of champs and
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  • ...ectiles and causes pulses of fire damage to you. It only lasts 10s with a cooldown of 30s, so squishy characters may want to stay well out of melee range whil
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  • ...Fallen)|Burning Dead]] to aid the Dark Seraphim. It only has a 10 second cooldown so she will summon more quite often, but the skeletons are fairly easy to d
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  • ...ff when it hits you. It can chain to and from your allies and minions. 2s cooldown means she casts it often.
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  • ...rit is not particularly dangerous on its own, but the spell has a very low cooldown so The Summoner will spawn more every 5 seconds or so, building an army ver
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  • ...red 2:Character Class|character]] level and the aspect focus ability. The cooldown will still increase. ...succession without waiting for the recharge but the combat arts will go on cooldown after the combo.
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  • ...ttack rating. Causes no damage. Trap lasts 45 seconds and has a 55 second cooldown, so there's almost always one active during the battle.
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  • * No cooldown
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  • *No cooldown and 100% convert chance allows for converting many opponents
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  • ...e and very poor drops (equivalent to rats). The spell has a long 3 minute cooldown but it's conceivable that Baal could spawn even more clones if the battle d
    4 KB (653 words) - 13:06, 21 January 2017
  • ...ectiles and causes pulses of fire damage to you. It only lasts 10s with a cooldown of 30s, so squishy characters may want to stay well out of melee range whil
    4 KB (646 words) - 23:05, 21 May 2017
  • ...combat arts go on regeneration. Trap lasts 45 seconds and has a 50 second cooldown, so there's almost always one active during the battle.
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  • ...fect while he is inside the magic circle. Causes no damage. Duration: 10s. Cooldown: 10s.
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  • Gold: Impatience - Reduces the cooldown of Dashing Alacrity. (33.3% decrease) Silver: Boost - Reduces shield's recharge(cooldown) time. (50% + 1% per CA level decrease)
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  • ...d hardly matter, with Focus mod you're going to be hard pressed to get its cooldown past its duration. You might opt to go with Stamina from 50 on with your ex 1. Skeletal Fortification. Usually shaves about a second off the cooldown, not much but worth it.
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  • *'''Energy Flux''' - Reduces the cooldown of spells (Regeneration Time: -16.7%, applies to all combat arts).
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  • |Combat Trance reduces the caster's combat art cooldown and protects him from effect damage and stuns.
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  • ...mportant. Chain-casting multiple towers is preferable that waiting for the cooldown to expire to cast a new one. And if it coincides with the time to cast a bu ...od for the buffer. It forces RC to last twice as longer. Since the general cooldown time is 60s, 30s buff will be perfect for them. And besides, you have augme
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