Difference between revisions of "Sacred 2:Clustering Maelstrom"

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This is a [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Art]].
  
 
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==Innate Abilities (Lvl 1)==
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==Innate Abilities (Lvl 1) [[File:Physical.png]]==
* Damage: 30-30
+
* [[Sacred 2:Damage|Damage]]: 30-30 [[Sacred 2:Physical|Physical]]
* Range: 4.5m
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* [[Sacred 2:Combat art range|Range]]: 4.5m
 +
* [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.5 seconds
 
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* '''Gravitation''' - Adds a damage bonus to Clustering Maelstrom. (42.9% increase)
 
* '''Gravitation''' - Adds a damage bonus to Clustering Maelstrom. (42.9% increase)
* '''Chaos''' - Opponents tumbling into other opponents will inflict more damage. (49.5% + 0.5% per CA level increase)
+
* '''Chaos''' - Opponents tumbling into other opponents will inflict more damage. (49.5% + 0.5% per Combat Art level increase)
 
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|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
 
|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
 
|
 
|
* '''Vortex''' - Increases the range of Clustering Maelstrom. (18.75% increased area of effect from base value)
+
* '''Vortex''' - Increases the range of Clustering Maelstrom. (18.75% increased [[Sacred 2:Area of Effect|area of effect]] from base value)
* '''Gash''' - Adds bleeding damage (damage over time). (42 + 21 per CA level physical damage over time (+damage modifiers))
+
* '''Gash''' - Adds bleeding damage (damage over time). (42 + 21 per Combat Art level [[Sacred 2:Damage over time: Physical|physical damage over time]] (+damage modifiers))
 
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|
 
|
 
* '''Vortex''' - Increases the range of Clustering Maelstrom. (18.75% increased area of effect from base value)
 
* '''Vortex''' - Increases the range of Clustering Maelstrom. (18.75% increased area of effect from base value)
* '''Stupefy''' - Adds a chance to stun opponents briefly. (14.9% + 0.1% per CA level chance)
+
* '''Stupefy''' - Adds a [[Sacred 2:Chance to stun opponents|chance to stun]] opponents briefly. (14.9% + 0.1% per Combat Art level chance)
 +
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|valign="top"|
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{| align="right"
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|{{s2frame|{{#ev:youtube|K81wfvqFPdU|400}}|center|Clustering Maelstrom without Modifications}}
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|}
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__NOTOC__
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<BR CLEAR=right>
 
|}
 
|}
  
 
==Skills and Attributes==
 
==Skills and Attributes==
The following skills and attributes will affect this combat art:
+
The following [[Sacred 2:Skills|skills]] will affect this combat art:
* [[Sacred 2:Intelligence |Intelligence]] will raise its damage
+
 
* [[Sacred 2:Stamina |Stamina]] will decrease its regeneration
+
* [[Sacred 2:Astute Supremacy Lore|Astute Supremacy Lore]] - improves combat art [[Sacred 2:Damage|damage]] (including DoT from '''Gash''' mod), [[Sacred 2:Chance for critical hits|critical chance]] and [[Sacred 2:Casting Speed|casting speed]], allows for modification points.
* [[Sacred 2:Aspect Focus|Astute Supremacy Focus]] will decrease its regeneration
+
 
* [[Sacred 2:Aspect Lore|Astute Supremacy Lore]] will raise its damage
+
* [[Sacred 2:Astute Supremacy Focus|Astute Supremacy Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|higher level combat art without penalty]], allows for modification points.
* [[Sacred 2:Concentration|Concentration]] will decrease its regeneration
+
 
* [[Sacred 2:Combat Discipline|Combat Discipline]] will increase its [[Sacred 2:Damage |Damage]] and reduce its regeneration time if this Combat Art is placed within a combo. This increase in [[Sacred 2:Damage |Damage]] is direct; it increases the +xx% that the CA adds to base damage.
+
* [[Sacred 2:Concentration |Concentration]] - directly improves regeneration time
 +
 
 +
* [[Sacred 2:Ancient Magic|Ancient Magic]] - directly improves combat art damage and lowers opponents' [[Sacred 2:Armor|resistance]] to its damage
 +
 
 +
* [[Sacred 2:Combat Discipline|Combat Discipline]] - will increase the damage of this combat art and lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]].
 +
 
 +
* [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of [[Sacred 2:Chance to inflict Open Wounds|open wounds]] ([[Sacred 2:Secondary Damage Effects|secondary damage effect]]) triggered by Clustering Maelstrom's physical damage.
 +
 
 +
The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
 +
 
 +
*[[Sacred 2:Intelligence |Intelligence]] will increase its damage and [[Sacred 2:Spell Intensity|spell intensity]]
 +
 
 +
*[[Sacred 2:Stamina|Stamina]] will lower regeneration time
  
 
== Usage Strategies ==
 
== Usage Strategies ==
 
* At least one of the '''Vortex''' modifications are highly recommended since the initial range of '''Clustering Maelstrom''', is by comparison much lower.  
 
* At least one of the '''Vortex''' modifications are highly recommended since the initial range of '''Clustering Maelstrom''', is by comparison much lower.  
 +
 
* Regardless of mods or other enhancements, '''Clustering Maelstrom''' works best when there are lots of enemies caught in it.
 
* Regardless of mods or other enhancements, '''Clustering Maelstrom''' works best when there are lots of enemies caught in it.
 
* However, take note that if you prefer to use '''Clustering Maelstrom''' on small groups of enemies, the '''Gravitation''' modification may better suit your needs than '''Chaos'''.   
 
* However, take note that if you prefer to use '''Clustering Maelstrom''' on small groups of enemies, the '''Gravitation''' modification may better suit your needs than '''Chaos'''.   
 +
 
* The " +% damage of enraged players" bonus provided by [[Sacred 2:Purifying Chastisement|Purifying Chastisement]] (and equipment) increases the damage of '''Maelstrom'''.  
 
* The " +% damage of enraged players" bonus provided by [[Sacred 2:Purifying Chastisement|Purifying Chastisement]] (and equipment) increases the damage of '''Maelstrom'''.  
 
** Thus, an Inquisitor who likes to get surrounded and take damage can use '''Clustering Maelstrom''' to suddenly wipe out a crowd.
 
** Thus, an Inquisitor who likes to get surrounded and take damage can use '''Clustering Maelstrom''' to suddenly wipe out a crowd.
 +
 
* Inquisitors can "herd" enemies by running around, getting enemies to see him and gang up in a mob and then suddenly unleash '''Clustering Maelstrom''' for a huge payload.  
 
* Inquisitors can "herd" enemies by running around, getting enemies to see him and gang up in a mob and then suddenly unleash '''Clustering Maelstrom''' for a huge payload.  
 +
 
* Against bosses who are accompanied by lesser monsters, the Inquisitor can use '''Clustering Maelstrom''' to cause a (sometimes fatal) burst of damage.
 
* Against bosses who are accompanied by lesser monsters, the Inquisitor can use '''Clustering Maelstrom''' to cause a (sometimes fatal) burst of damage.
* '''Clustering Maelstrom''' can quickly charge up [[Sacred 2:Soul Reaver|Soul Reaver]]. This is due to '''Maelstrom's''' potential to kill huge crowds.
+
 
 +
* '''Clustering Maelstrom''' can quickly charge up [[Sacred 2:Soul Reaver|Soul Reaver]]. This is due to '''Maelstrom's''' potential to kill huge crowds.
 +
 
 
* [[Sacred 2:Paralyzing Dread|Paralyzing Dread]] can be used to slow down nearby monsters who may try to escape Clustering Maelstrom.
 
* [[Sacred 2:Paralyzing Dread|Paralyzing Dread]] can be used to slow down nearby monsters who may try to escape Clustering Maelstrom.
* The Bleeding damage from the Gash modification is applied to all monsters in range of '''Clustering Maelstrom''' as soon as the spell is cast, rather than after the monsters are drawn together. This mod is a good way to apply Bleeding damage to single targets as well as large groups.
+
 
 +
* The Bleeding damage from the '''Gash''' modification is applied to all monsters in range of '''Clustering Maelstrom''' as soon as the spell is cast, rather than after the monsters are drawn together. This mod is a good way to apply Bleeding damage to single targets as well as large groups.
  
 
=== Combo Recommendations ===
 
=== Combo Recommendations ===
  
 
* [[Sacred 2:Levin Array|Levin Array]] works well with '''Maelstrom''', since it can hit crowds as well.
 
* [[Sacred 2:Levin Array|Levin Array]] works well with '''Maelstrom''', since it can hit crowds as well.
 +
** '''Console Version Note:''' This combo leads to very frequent game crashes/freezes.
 +
 
* [[Sacred 2:Ruthless Mutilation|Ruthless Mutilation]] can be used before or after '''Clustering Maelstrom'''; this is useful for either hurting & slowing down monsters before '''Maelstrom''' or killing the survivors.
 
* [[Sacred 2:Ruthless Mutilation|Ruthless Mutilation]] can be used before or after '''Clustering Maelstrom'''; this is useful for either hurting & slowing down monsters before '''Maelstrom''' or killing the survivors.
 +
 
* [[Sacred 2:Raving Thrust|Raving Thrust]], '''Clustering Maelstrom's''' little brother, can be used to push an enemy into a crowd prior to unleashing '''Clustering Maelstrom''' for extra impact.  
 
* [[Sacred 2:Raving Thrust|Raving Thrust]], '''Clustering Maelstrom's''' little brother, can be used to push an enemy into a crowd prior to unleashing '''Clustering Maelstrom''' for extra impact.  
 +
 
* [[Sacred 2:Eruptive Desecration|Eruptive Desecration]] can be used after '''Clustering Maelstrom''' to take advantage of any possible dead bodies. This can help finish off any survivors of '''Clustering Maelstrom'''.
 
* [[Sacred 2:Eruptive Desecration|Eruptive Desecration]] can be used after '''Clustering Maelstrom''' to take advantage of any possible dead bodies. This can help finish off any survivors of '''Clustering Maelstrom'''.
 +
 
* [[Sacred 2:Mortifying Pillory|Mortifying Pillory]] can be used to cause enemies to attack an outlaw. The Inquisitor can then follow up with '''Clustering Maelstrom'''.  
 
* [[Sacred 2:Mortifying Pillory|Mortifying Pillory]] can be used to cause enemies to attack an outlaw. The Inquisitor can then follow up with '''Clustering Maelstrom'''.  
 +
 
* '''Advanced Combo''': For a taking out crowds of high HP enemies -
 
* '''Advanced Combo''': For a taking out crowds of high HP enemies -
 
# Begin with [[Sacred 2:Levin Array|Levin Array]] to not only damage a large potion of enemies, but to also apply a continuous damage effect to them as well.
 
# Begin with [[Sacred 2:Levin Array|Levin Array]] to not only damage a large potion of enemies, but to also apply a continuous damage effect to them as well.
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== Pros and Cons ==
 
== Pros and Cons ==
 
+
'''Pros'''
Pros
 
 
* Can be used to quickly annihilate huge crowds of enemies.
 
* Can be used to quickly annihilate huge crowds of enemies.
 
* Easy to incorporate into a number of Inquisitor combos.
 
* Easy to incorporate into a number of Inquisitor combos.
 
* It can send hundreds of dead bodies flying in all directions. :)
 
* It can send hundreds of dead bodies flying in all directions. :)
  
Cons
+
'''Cons'''
 
* Useless against single targets (requires for there to be at least 2 enemies for there to be a collision).
 
* Useless against single targets (requires for there to be at least 2 enemies for there to be a collision).
 
* High regeneration time.
 
* High regeneration time.
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* Fast enemies can run out of the Maelstrom's range, before they are pulled into collision.
 
* Fast enemies can run out of the Maelstrom's range, before they are pulled into collision.
 
* Lack of instances where it can be used effectively on bosses.
 
* Lack of instances where it can be used effectively on bosses.
 +
* '''Console Version:''' Using Clustering Maelstrom on large groups can lead to frequent crashes.
  
 
== Stats Chart ==
 
== Stats Chart ==
 
 
{|class="skills"
 
{|class="skills"
 
|-class="skillsth" align="center"
 
|-class="skillsth" align="center"
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 +
==See Also==
 +
*[[Sacred 2:Inquisitor|Inquisitor]]
 +
*[[Sacred 2:Inquisitor Combat Arts|Inquisitor Combat Arts]]
 +
*[[Sacred 2:Skills|Skills]]
 +
*[[Sacred 2:Inquisitor Guides|Inquisitor Guides]]
  
|valign="top"|
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== Gallery ==
__TOC__
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{|valign="top" width="100%" padding="10px" style="font-size:1em;font-weight:bold;text-align:center"
<BR CLEAR=right>
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|-valign="top"
 
 
[http://www.sacredwiki.org/images/Sacred_2/CombatArts/inqclustering.jpg http://www.sacredwiki.org/images/Sacred_2/CombatArts/th_inqclustering.jpg]
 
 
 
  
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|width="180px"|
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<center>{{S2frame|[[File:Clustering Maelstrom Bodies Flying.jpg|x160px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[[File:Clustering Maelstrom Bodies Flying 02.jpg|x160px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[[Image:ClusteringMaelstrom.jpg|x160px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/CombatArts/inqclustering.jpg http://www.sacredwiki.org/images/Sacred_2/CombatArts/th_inqclustering.jpg]}}</center>
 
|}
 
|}
  
 
[[Category:Sacred 2 Combat Arts]][[Category:Inquisitor Combat Arts]]
 
[[Category:Sacred 2 Combat Arts]][[Category:Inquisitor Combat Arts]]

Latest revision as of 03:23, 9 January 2014

08.gif Everything within range of the maelstrom will be drawn in to collide heavily at its core. Opponents will sustain damage from the collision.

This is a Spell Damage Based Combat Art.

Aspect

INQ_Asp_02.png - Astute Supremacy

Innate Abilities (Lvl 1) Physical.png

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Gravitation - Adds a damage bonus to Clustering Maelstrom. (42.9% increase)
  • Chaos - Opponents tumbling into other opponents will inflict more damage. (49.5% + 0.5% per Combat Art level increase)

MODicons_10.gif Silver
  • Vortex - Increases the range of Clustering Maelstrom. (18.75% increased area of effect from base value)
  • Gash - Adds bleeding damage (damage over time). (42 + 21 per Combat Art level physical damage over time (+damage modifiers))

MODicons_08.gif Gold
  • Vortex - Increases the range of Clustering Maelstrom. (18.75% increased area of effect from base value)
  • Stupefy - Adds a chance to stun opponents briefly. (14.9% + 0.1% per Combat Art level chance)
Clustering Maelstrom without Modifications


Skills and Attributes

The following skills will affect 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.

The following attributes will affect this combat art:

  • Stamina will lower regeneration time

Usage Strategies

  • At least one of the Vortex modifications are highly recommended since the initial range of Clustering Maelstrom, is by comparison much lower.
  • Regardless of mods or other enhancements, Clustering Maelstrom works best when there are lots of enemies caught in it.
  • However, take note that if you prefer to use Clustering Maelstrom on small groups of enemies, the Gravitation modification may better suit your needs than Chaos.
  • The " +% damage of enraged players" bonus provided by Purifying Chastisement (and equipment) increases the damage of Maelstrom.
    • Thus, an Inquisitor who likes to get surrounded and take damage can use Clustering Maelstrom to suddenly wipe out a crowd.
  • Inquisitors can "herd" enemies by running around, getting enemies to see him and gang up in a mob and then suddenly unleash Clustering Maelstrom for a huge payload.
  • Against bosses who are accompanied by lesser monsters, the Inquisitor can use Clustering Maelstrom to cause a (sometimes fatal) burst of damage.
  • Clustering Maelstrom can quickly charge up Soul Reaver. This is due to Maelstrom's potential to kill huge crowds.
  • Paralyzing Dread can be used to slow down nearby monsters who may try to escape Clustering Maelstrom.
  • The Bleeding damage from the Gash modification is applied to all monsters in range of Clustering Maelstrom as soon as the spell is cast, rather than after the monsters are drawn together. This mod is a good way to apply Bleeding damage to single targets as well as large groups.

Combo Recommendations

  • Levin Array works well with Maelstrom, since it can hit crowds as well.
    • Console Version Note: This combo leads to very frequent game crashes/freezes.
  • Ruthless Mutilation can be used before or after Clustering Maelstrom; this is useful for either hurting & slowing down monsters before Maelstrom or killing the survivors.
  • Raving Thrust, Clustering Maelstrom's little brother, can be used to push an enemy into a crowd prior to unleashing Clustering Maelstrom for extra impact.
  • Eruptive Desecration can be used after Clustering Maelstrom to take advantage of any possible dead bodies. This can help finish off any survivors of Clustering Maelstrom.
  • Mortifying Pillory can be used to cause enemies to attack an outlaw. The Inquisitor can then follow up with Clustering Maelstrom.
  • Advanced Combo: For a taking out crowds of high HP enemies -
  1. Begin with Levin Array to not only damage a large potion of enemies, but to also apply a continuous damage effect to them as well.
  2. Next, use Clustering Maelstrom to smack the enemy crowd into each other.
  3. As soon as the enemies start to slam into each other, use Ruthless Mutilation, to slice through all of them at once!

Pros and Cons

Pros

  • Can be used to quickly annihilate huge crowds of enemies.
  • Easy to incorporate into a number of Inquisitor combos.
  • It can send hundreds of dead bodies flying in all directions. :)

Cons

  • Useless against single targets (requires for there to be at least 2 enemies for there to be a collision).
  • High regeneration time.
  • Range of Clustering Maelstrom is low without at least one of the Vortex modifications.
  • Fast enemies can run out of the Maelstrom's range, before they are pulled into collision.
  • Lack of instances where it can be used effectively on bosses.
  • Console Version: Using Clustering Maelstrom on large groups can lead to frequent crashes.

Stats Chart

Level Regeneration Time Damage Range
1 9.9s 30-30 4.5m
2 13.3 41-41 4.5m

See Also

Gallery