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  • *Cooldown is a property that some [[Sacred 2:Combat Arts|Combat Arts]] have, which sh *Cooldown time is added to regen time to determine the total duration of the Combat A
    7 KB (957 words) - 21:00, 1 February 2014

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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 59.4s + 15.9s = 75.4 * Cooldown slowly decreases as Confuse levels up
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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. ...ed 2:Small Earth Elemental - Diablo 2 Fallen|Small Earth Elemental]]. 20s cooldown.
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  • ...re the Du'Rach suddenly appears right next to you. Causes no damage. 10s cooldown. ...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 Marauder may have two tra
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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 ...een Goblin'' - Colenzo spawns a single Goblin Warrior. The spell has an 8s cooldown so he'll call more quite regularly.
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  • |Combat Trance reduces the caster's combat art cooldown and protects him from effect damage and stuns. * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 0.9s = 60.9
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  • *Cooldown is a property that some [[Sacred 2:Combat Arts|Combat Arts]] have, which sh *Cooldown time is added to regen time to determine the total duration of the Combat A
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  • cooldown = 80.000000, cooldown = 8.000000,
    7 KB (939 words) - 15:27, 5 February 2011
  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 6.9s = 66.9 * '''Inertia''' - Decreases the cooldown for Burst of Speed by 10s.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 60.0s + 1.6s = 61.6 * '''Proficiency''' - Decreases the cooldown of Acute Mind. (49.5% + 0.5% per CA level decrease)
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 60.0s + 1.0s = 61.0 * '''Impatience''' - Reduces the [[Sacred 2:Cooldown|cooldown]] of Dashing Alacrity. (33.3% decrease, down to 40 seconds)
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  • ...acred 2:Regeneration Time:|Regeneration Time]]: 3.9s + 5.9s = 9.9 seconds (Cooldown decreases slightly per CA level) *'''Squall''' - Decreases the cooldown gradually as Twister levels up.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 120.0s + 2.4s = 122. * '''Persevere''' - Decreases the cooldown of Shout by 24s.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 20.0s + 0.9s = 20.9
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 9.9s + 1.0s = 10.9 s * Cooldown decreases with CA level
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 25.0s + 3.0s = 28.0 ...en as possible. There is only a 5 second gap between the duration and the cooldown.
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  • ...red 2:Regeneration Time:|Regeneration Time]]: 12.4s + 8.4s = 20.8 seconds (Cooldown decreases slightly per CA level) * The cooldown slowly decreases as Tornado levels up, and can get as low as 8.0s at high l
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 25.0s + 3.0s = 28.0 ...en as possible. There is only a 5 second gap between the duration and the cooldown.
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  • ...layer with a boosted [[Sacred 2:Chance for Poison|Chance for Poison]]. The cooldown and duration are both 20 seconds so a Shaman will usually have one Totem up ...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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  • ...red 2:Regeneration Time:|Regeneration Time]]: 12.3s + 4.9s = 17.9 seconds (Cooldown decreases -0.1% per CA level) ...best choice for use in a [[Sacred 2:Combo|combo]] given its initially long cooldown.
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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]]: 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.
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  • * [[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.
    3 KB (539 words) - 01:23, 23 January 2017
  • ...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
    3 KB (533 words) - 01:42, 30 June 2017
  • ...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.
    22 KB (3,586 words) - 03:16, 20 October 2013
  • ...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.
    4 KB (551 words) - 20:07, 23 April 2017
  • * No cooldown
    4 KB (572 words) - 21:15, 6 January 2020
  • *No cooldown and 100% convert chance allows for converting many opponents
    4 KB (594 words) - 23:10, 4 January 2020
  • ...fect while he is inside the magic circle. Causes no damage. Duration: 10s. Cooldown: 10s.
    4 KB (644 words) - 20:05, 23 April 2017
  • ...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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  • 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)
    11 KB (1,651 words) - 00:53, 18 August 2014
  • ...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
    20 KB (3,450 words) - 01:40, 18 August 2014
  • *Skeletal Mages will attack with their wands while their spells are on cooldown. The damage types of the attacks are randomly determined by what wand the m
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  • * Does not affect the Cooldown of [[Sacred 2:Horse#Horse Combat Arts|horse 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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  • ...24.6 seconds, and since I have enough RpH to ignore the regen. part of the cooldown+regen calculation. I usually have 2 Alerts running at the same time, and th ..., early on the Source Warden spells are really nice, since they are mainly cooldown-based, a couple of runes can be eaten to bump them up to kill large groups
    9 KB (1,547 words) - 01:24, 18 August 2014
  • * No cooldown, good regeneration time
    5 KB (752 words) - 01:48, 6 January 2020
  • ...often have long durations, most temporary buffs have a [[Sacred 2:Cooldown|Cooldown]] in addition to their regeneration time.
    15 KB (2,131 words) - 16:22, 24 December 2014
  • ...e reduced by 50%. Bear in mind, this has NO effect on "cooldown" time. The cooldown time doesn't get reduced.
    11 KB (2,008 words) - 11:55, 2 September 2013
  • ...schwerer die Rüstung, desto stärker. Einige Kampfkünste haben einen festen Cooldown, der dann zur Regenerationszeit hinzuaddiert wird. Dieser kann nur durch sp
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  • cooldown = 25.000000,
    6 KB (885 words) - 20:59, 12 July 2014
  • '''RegTime = cooldown + (cost_base + n * cost_level + m * cost_level / 2) / 100 * Stamina_mod * B
    9 KB (390 words) - 21:09, 8 March 2014
  • ...p it very low and use it as your main attack when other combat arts are on cooldown.
    7 KB (1,045 words) - 22:11, 27 April 2022
  • '''RegTime = cooldown + (cost_base+n*cost_level+m*cost_level/2) / 100 * Stamina_mod * Buff_recuir
    8 KB (1,152 words) - 21:09, 8 March 2014
  • '''Skeletal Fortification''' - Focus 1 (reduce cooldown), Arcane Power 2 (magic damage), Scatter Shot 3 (2 projectiles) ...fication. Unless its a lone rat and then use spectral hand. But there is a cooldown so in between you will switch over to spectral hand.
    13 KB (2,265 words) - 23:48, 17 August 2014
  • ...high level, with lots of – regen that the duration will exceed the regen + cooldown, but it has not happened at Combat Art level 50... This will also be your p ...ke, since this Combat Art is coupled with Charged Grid (which has a longer cooldown)
    23 KB (4,008 words) - 21:55, 17 August 2014
  • ...er unmounting will be creating a dust devil. We will modify if for shorter cooldown, lasting longer and doing damage. To modify it and to more damage with it w
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  • ...requent use - Capacity - Boost - Improved Mirror. These mods will make its cooldown lower and its duration loger. ...mods will make it more durable and with better damage absorption, but the cooldown times will remain high.
    27 KB (4,777 words) - 21:54, 17 August 2014
  • CD is a must in this case, as the cooldown on shadow step with phase shift mod is just under a 4 move combo (with all ...r with the games mechanics to choose mods that debuff etc over duration or cooldown effects.
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  • 1. <b>Recondition</b> lowers regen (or cooldown) time.<br />
    11 KB (1,753 words) - 21:57, 17 August 2014
  • ...even further, and to make it last almost as long as the regeneration time+cooldown. * Impatience - Reduces the cooldown of Dashing Alacrity. (33.3% decrease)
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  • Reduce regeneration time. As it doesn't affect cooldown, I prefer to use some -xx% regeneration time on rings or BS-arts. You can t
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  • Shadow Step - Phase Shift - Decreases the Cooldown of Shadow Step (drops from 15 seconds ish to 10)
    11 KB (2,045 words) - 23:03, 17 August 2014
  • Impatients - shorter cooldown
    17 KB (3,046 words) - 23:46, 17 August 2014
  • [[Sacred 2:Acute Mind|Acute Mind]]: cooldown (22), negative effects(23), speed(24)
    16 KB (2,564 words) - 23:44, 17 August 2014
  • ...ThisCool 1-1/(1+(x+y*calvl)/1000) percent reduced cooldown time
    24 KB (3,184 words) - 21:09, 22 January 2022
  • ...higher Combat Art-levels to reach 100% explosion chance. Shadow step has a cooldown which gets less with higher Combat Art-level. So it's no mistake to read ru
    19 KB (3,400 words) - 23:44, 17 August 2014
  • Phase Shift--the only way to bring down cooldown time to 15 seconds. The only choice.
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  • * Focus - Reduces the cooldown time for the skeletal tower. (100% + 1% per CA level decrease)
    21 KB (3,355 words) - 23:57, 17 August 2014
  • ...d, or if I got 3 or 4 champs/elites in one battle. Recondition lowers the cooldown of the Combat Art, allowing it to be used more often. Spell Shield was the
    20 KB (3,461 words) - 02:20, 18 August 2014
  • ...s but expecialy source warden combat arts suffer from high cooldowns. With cooldown I don’t mean regeneration time but additional unreducable penalty that is
    27 KB (4,610 words) - 00:52, 18 August 2014
  • * Corrected loading screen tips where "Cooldown" is used instead of "Regeneration Time" ...Miasma no longer regenerates health faster than it summons undead (reduced cooldown on summoning spell).
    42 KB (6,354 words) - 00:23, 31 December 2017