Difference between revisions of "Sacred 2:Icy Evanescence"

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|Causes [[Sacred 2:Ice|ice]] damage and decreases opponents’ ice [[Sacred 2:Resistance|resistance]] within a certain radius. Allied players receive a bonus to [[Sacred 2:Fire|fire]] resistance.  If the combat art [[Sacred 2:Fiery Ember|Fiery Ember]] is active within range, the spell with the higher level will cancel the weaker one.
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Causes ice damage and decreases opponents’ ice resistance within a certain radius. Allied players receive a bonus to ice resistance. It can damage most monsters on screen. As well, if you are surrounded by numerous monsters when this Combat Art is cast, it will spawn 1 damage point (Will produce ice stalagmites). Can be modded for further damage, more monster resist reduction, reduction to monster movement speed, amongst others.  
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This is a [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Art]].
  
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==Aspect==
 
==Aspect==
http://www.sacredwiki.org/images/Sacred_2/Aspects/TG_Asp_03.png - '''Source Warden'''
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http://www.sacredwiki.org/images/Sacred_2/Aspects/TG_Asp_03.png - '''[[Sacred 2:Source Warden|Source Warden]]'''
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==Innate Abilities (Lvl 1) [[File:Ice.png]]==
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* [[Sacred 2:Damage|Damage]]: 3-3 [[Sacred 2:Ice|Ice]]
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* [[Sacred 2:Area of Effect|Area of Effect]] combat art. Spawns 1 damage point (will appear as a cluster of ice spikes) per monster on the screen.
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* Duration: 10.0 seconds (increases 0.1s per CA level)
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* Ice [[Sacred 2:Armor|Resistance]] (Opponent): -10.1%
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* [[Sacred 2:Damage Mitigation|Mitigation]]: [[Sacred 2:Fire|Fire]]: 10.1%
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* [[Sacred 2:Combat art range|Range]]: 15.0 meters
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* [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 15.0s + 8.0s = 23.0 seconds
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== Modifications ==
 
== Modifications ==
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{{See Also|Sacred 2:Combat Art Modifications}}
 
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|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
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* '''Ice Needles ''' - Increases ice damage.
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* '''Icy Needles ''' - Increases ice damage within range. (50% increase)
* '''Freeze ''' - Reduces target's movement speed.
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* '''Freeze ''' - Slows down opponent's [[Sacred 2:Run Speed|movement speed]]. (20% + 0.5% per CA level decrease)
 
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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>
 
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* '''Fire protection''' - Improves protection against fire damage.
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* '''Fire protection''' - Reduces fire damage even more. (20% + 0.1% per CA level [[Sacred 2:Damage Mitigation|damage mitigation]])
* '''Deep frost''' - Further reduces target's ice resist.
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* '''Deep frost''' - Further decreases opponents' resistance against ice damage. (20% + 0.1% per CA level decrease)
 
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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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* '''Conservation ''' - Reduces regeneration time.
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* '''Conservation''' - Decreases the regeneration time. (50% + 0.5% per CA level decrease, does not affect Cooldown time)
* '''Sustain''' - Increases duration.
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** ''Note: This is called '''Energy Efficiency''' in the console version.
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* '''Sustain''' - Increases the duration of Icy Evanescence. (5.0 seconds + 0.1 seconds per CA level, a 50% increase)
 
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==Skills==
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|valign="top"|
The following skills will affect this combat art:
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{| align="right"
* ...
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|{{s2frame|{{#ev:youtube|Qwyct5zk6eI|400}}|center|Icy Evanescence without Modifications}}
* ...
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* ...
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__NOTOC__
* ...
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<BR CLEAR=right>
* ...
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|}
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==Skills and Attributes==
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The following [[Sacred 2:Skills|skills]] will affect this combat art:
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* [[Sacred 2:Source Warden Lore|Source Warden Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance for critical hits|critical chance]] and [[Sacred 2:Casting Speed|casting speed]], allows for modification points.
  
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* [[Sacred 2:Source Warden Focus|Source Warden 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.
  
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* [[Sacred 2:Concentration|Concentration]] - directly reduces regeneration time for this combat art.
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* [[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]].
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* [[Sacred 2:Ancient Magic|Ancient Magic]] - directly increases the damage and reduces enemies' [[Sacred 2:Armor|resistance]] to the damage of this combat art (skill is only available to Temple Guardian with [[Sacred 2:Community Patch|CM Patch]]).
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* [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of [[Sacred 2:Chance for Freeze|Freeze]] ([[Sacred 2:Secondary Damage Effects|secondary damage effect]]) triggered by Icy Evanescence's ice damage.
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The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
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*[[Sacred 2:Intelligence |Intelligence]] will increase its damage and [[Sacred 2:Spell Intensity|spell intensity]]
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*[[Sacred 2:Stamina|Stamina]] will lower regeneration time
  
 
== Usage Strategies ==
 
== Usage Strategies ==
...
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*A player may gather as large a mob as possible, casting Icy Evanescence while being attacked. If done successfully, each monster will be damaged by several of the damage points/crystal clusters, resulting in significantly increased damage, as well as effecting a chance to [[Sacred 2:Chance for Freeze|freeze]] monsters (slowing effect)
  
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*Due to its reduction to enemy ice resists, it's useful to cast Icy Evanescence before attacking with CA's like [[Sacred 2:Amplifying Discharge|Amplifying Discharge]] (modded for ice damage) or ice-damage weapons socketed with [[Sacred 2:Ice Crystal|ice crystals]].
  
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*Icy Evanescence has a wide radius that can be increased even further with +[[Sacred 2:Combat art range|combat art range]] item modifiers, killing everything on the screen.
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*Great against [[Sacred 2:Dragon|Dragons]] - protects against their fire breath and weakens them even further to ice (which they are already weak against)
  
 
== Pros and Cons ==
 
== Pros and Cons ==
Pros
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'''Pros'''
*...
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* Can be useful against very large mobs that are not moving, for example enemies within melee range
*...
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* The effect follows the Temple Guardian around while it lasts
Cons
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* Ice resist reduction can be useful when paired up with an ice [[Sacred 2:High Elf|High Elf]]
*...
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* Damage mitigation protects against fire spells and melee attacks
*...
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'''Cons'''
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* Very low initial damage
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* Very low damage increase per level
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* 15 second cooldown is fixed (not modified by [[Sacred 2:Concentration|Concentration]], [[Sacred 2:Source Warden Focus|Source Warden Focus]] or [[Sacred 2:Stamina|Stamina]]) in addition to the regeneration time.
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== Notes ==
  
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Temple Guardian's CAs Fiery Ember and Icy Evanescence increase target's vulnerability to Ice or Fire; High Elf's Buff Crystal Skin has "Feel Cold" modification that causes all targets in close vicinity to the caster to be more vulnerable to Ice Damage. These CAs cause all enemies in Area of Effect to have modifier "Damage Vulnerability Ice/Fire +x%" which not only removes these enemies' resistance to Damage but can decrease it below zero, causing CAs to deal more damage than the value stated in CA description. These CAs do not affect target's Armor, but decrease "Damage Mitigation" modifier by fixed percentage (not by percent of target's mitigation like Ancient Magic).
  
 
== Stats Chart ==
 
== Stats Chart ==
  
|valign="top"|
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==See Also==
__TOC__
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*[[Sacred 2:Temple Guardian|Temple Guardian]]
<BR CLEAR=right>
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*[[Sacred 2:Temple Guardian Guides|Temple Guardian Guides]]
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*[[Sacred 2: Temple Guardian Combat Arts|Temple Guardian Combat Arts]]
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*[[Sacred 2:Skills|Skills]]
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==Gallery==
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{|valign="top" width="100%" padding="10px" style="font-size:1em;font-weight:bold;text-align:center"
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|-valign="top"
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<center>{{S2frame|[[File:Icy evanescence.jpg|x160px]]|none}}</center>
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|width="180px"|
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<center>{{S2frame|[[File:Icy evanescence 2.jpg|x160px]]|none}}</center>
  
PICTURE HERE
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|width="180px"|
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<center>{{S2frame|[[Image:IcyEvanescence.jpg|x160px]]|none}}</center>
  
<vimeo v="334641" />
 
 
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[[Category:Sacred 2 Combat Arts]][[Category:Temple Guardian Combat Arts]]

Revision as of 06:52, 14 May 2014

13.gif Causes ice damage and decreases opponents’ ice resistance within a certain radius. Allied players receive a bonus to fire resistance. If the combat art Fiery Ember is active within range, the spell with the higher level will cancel the weaker one.

This is a Spell Damage Based Combat Art.

Aspect

TG_Asp_03.png - Source Warden

Innate Abilities (Lvl 1)
Error creating thumbnail: Unable to save thumbnail to destination

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Icy Needles - Increases ice damage within range. (50% increase)
  • Freeze - Slows down opponent's movement speed. (20% + 0.5% per CA level decrease)

MODicons_10.gif Silver
  • Fire protection - Reduces fire damage even more. (20% + 0.1% per CA level damage mitigation)
  • Deep frost - Further decreases opponents' resistance against ice damage. (20% + 0.1% per CA level decrease)

MODicons_08.gif Gold
  • Conservation - Decreases the regeneration time. (50% + 0.5% per CA level decrease, does not affect Cooldown time)
    • Note: This is called Energy Efficiency in the console version.
  • Sustain - Increases the duration of Icy Evanescence. (5.0 seconds + 0.1 seconds per CA level, a 50% increase)
Icy Evanescence 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

  • A player may gather as large a mob as possible, casting Icy Evanescence while being attacked. If done successfully, each monster will be damaged by several of the damage points/crystal clusters, resulting in significantly increased damage, as well as effecting a chance to freeze monsters (slowing effect)
  • Due to its reduction to enemy ice resists, it's useful to cast Icy Evanescence before attacking with CA's like Amplifying Discharge (modded for ice damage) or ice-damage weapons socketed with ice crystals.
  • Icy Evanescence has a wide radius that can be increased even further with +combat art range item modifiers, killing everything on the screen.
  • Great against Dragons - protects against their fire breath and weakens them even further to ice (which they are already weak against)

Pros and Cons

Pros

  • Can be useful against very large mobs that are not moving, for example enemies within melee range
  • The effect follows the Temple Guardian around while it lasts
  • Ice resist reduction can be useful when paired up with an ice High Elf
  • Damage mitigation protects against fire spells and melee attacks

Cons

Notes

Temple Guardian's CAs Fiery Ember and Icy Evanescence increase target's vulnerability to Ice or Fire; High Elf's Buff Crystal Skin has "Feel Cold" modification that causes all targets in close vicinity to the caster to be more vulnerable to Ice Damage. These CAs cause all enemies in Area of Effect to have modifier "Damage Vulnerability Ice/Fire +x%" which not only removes these enemies' resistance to Damage but can decrease it below zero, causing CAs to deal more damage than the value stated in CA description. These CAs do not affect target's Armor, but decrease "Damage Mitigation" modifier by fixed percentage (not by percent of target's mitigation like Ancient Magic).

Stats Chart

See Also

Gallery