Difference between revisions of "Sacred 2:Charged Grid"

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* Damage 3-3 [[Sacred 2:Magic|Magic]] (hits enemies in multiple pulses, in an [[Sacred 2:Area of Effect|area of effect]])
 
* Damage 3-3 [[Sacred 2:Magic|Magic]] (hits enemies in multiple pulses, in an [[Sacred 2:Area of Effect|area of effect]])
 
* [[Sacred 2:Healing|Healing]]: +5 hitpoints healed per pulse
 
* [[Sacred 2:Healing|Healing]]: +5 hitpoints healed per pulse
* Duration: 10.0 seconds (increases 0.1s per CA level)
+
* Duration: 10.0 seconds (increases 0.05s per CA level)
 
* [[Sacred 2:Combat art range|Range]]: 7.5 meters
 
* [[Sacred 2:Combat art range|Range]]: 7.5 meters
 
* [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 30.0s + 4.0s = 34.0 seconds
 
* [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 30.0s + 4.0s = 34.0 seconds
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|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
 
|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
 
|
 
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* '''Longevity ''' - Increases duration of Charged Grid. (4s + 0.05s per CA level / 40% increase from base value)
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* '''Longevity ''' - Increases duration of Charged Grid. (4s + 0.02s per CA level / 40% increase from base value)
 
* '''Widen ''' - Increases range of Charged Grid. (2.5m + 0.02m per CA level / 40% increase from base value)
 
* '''Widen ''' - Increases range of Charged Grid. (2.5m + 0.02m per CA level / 40% increase from base value)
 
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== Stats Chart ==
 
== Stats Chart ==
 
+
* Range is 7.5 + 0.06*CA level meters and 10.5 + 0.09*CA level meters with '''Widen'''.
 +
* Duration is 10 + 0.05*CA level seconds and 14 + 0.07*CA level seconds with '''Longevity'''.
 +
* Healing is 2 + 3*CA level HP, 3 + 4.5*CA level HP with '''one Substance''' and 4 + 6*CA level HP with '''two Substance''' mods.
 +
* Hits 0.6 + 0.002*CA level times per second.
 
==See Also==
 
==See Also==
 
*[[Sacred 2:Temple Guardian|Temple Guardian]]
 
*[[Sacred 2:Temple Guardian|Temple Guardian]]

Latest revision as of 19:18, 25 June 2023

14.gif T-Energy pulsates around the Temple Guardian and damages opponents while it heals allies at the same time.

This is a Spell Damage Based Combat Art.

Aspect

TG_Asp_03.png - Source Warden

Innate Abilities (Lvl 1) Magic.png

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Substance - Increases healing effect on allies. (1hp + 1.5hp per Combat Art level (?) / 50% increase from base value)
  • Havoc - Increases inflicted damage. (50% increase)

MODicons_10.gif Silver
  • Substance - Increases healing effect on allies. (1hp + 1.5hp per CA level / 50% increase from base value)
  • Unnatural selection - Inflicts higher damage to severely wounded opponents. (Opponent level for deathblow effect, double damage at 50% + 1% per Combat Art level health of enemies)

MODicons_08.gif Gold
  • Longevity - Increases duration of Charged Grid. (4s + 0.02s per CA level / 40% increase from base value)
  • Widen - Increases range of Charged Grid. (2.5m + 0.02m per CA level / 40% increase from base value)
Charged Grid without Modifications


Skills and Attributes

The following skills will affect this combat art:

  • Concentration - directly reduces regeneration time for this combat art.
  • Combat Discipline - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo.
  • Ancient Magic - directly increases the damage and reduces enemies' resistance to the damage of this combat art (skill is only available to Temple Guardian with CM Patch).

The following attributes will affect this combat art:

  • Stamina will lower regeneration time

Usage Strategies

  • Charged Grid can be used to damage large mobs that are surrounding the Temple Guardian. It goes well in combination with other AoE spells like Fiery Ember, Icy Evanescence, and/or Deathly Spears. Note that Charged Grid has a high cooldown compared to those spells, so casting them separately may be better than putting them together into a combo.
  • Mod with both Substance mods and Longetivity to maximize the defensive/healing effect of the spell. The healing effects work on both the Temple Guardian and his allies.
  • Choose Havoc - Unnatural Selection - Widen for maximum damage and mayhem against enemies.
  • Range is smaller than Icy Evanescence or Fiery Ember, but it can be improved with +combat art range item modifiers.

Pros and Cons

Pros

  • The grid follows the Temple Guardian around while it lasts
  • Hits all enemies within its area of effect
  • Good healing aura for a party

Cons

  • Low initial damage
  • Duration will never catch up to the long Cooldown

Stats Chart

  • Range is 7.5 + 0.06*CA level meters and 10.5 + 0.09*CA level meters with Widen.
  • Duration is 10 + 0.05*CA level seconds and 14 + 0.07*CA level seconds with Longevity.
  • Healing is 2 + 3*CA level HP, 3 + 4.5*CA level HP with one Substance and 4 + 6*CA level HP with two Substance mods.
  • Hits 0.6 + 0.002*CA level times per second.

See Also

Gallery