Sacred 2 Buff Slots

Turns into a Dragon Berserk. Attacks will extend the transformation time. Gives a bonus to damage, armor, attack and defense. In his changed form, the dragon mage enters a trance and fully focuses on the battle. He is oblivious to other people or objects.
LacerateFrenzyChange Back

Aspect

- Dragon Magic

Innate Abilities (Lvl 1)

  • Duration 25.0 seconds (increases with CA level)
  • Cooldown + Regeneration Time: 60.0s + 4.9s = 64.9 seconds
  • Each successful hit increases duration by 1 second

From Weapons/Resistance/General tooltips:

  • Damage: 59-59 Physical
  • Attack value: 77 (normal: 24)
  • Defense value: 41 (normal: 21)
  • Resistances: 86 (24 Physical, 18 Magic, 18 Fire, 13 Poison, 13 Ice)
  • Hitpoints: 160 + 3.5/s
  • Attack speed: 110.0%
  • Open Wounds: 32.5%

From Sigma tooltip:

  • Attack value + 10%
  • Attack speed + 10%
  • Life leech +10 (7.5 + 2.5 per CA level)

Modifications

See also: Sacred 2:Combat Art Modifications
Bronze
  • Frenzy - Hits increase the duration of Berserk Form. (+0.35 seconds per hit)
  • Fury - Faster melee attacks. (20% boost to attack speed and cast speed)
Silver
  • Concentration - Increased duration of the Berserk Form. (7 seconds + 3 per CA level)
  • Steal Life - Increase the life stolen with each hit. (2.2 + 0.8 per CA level)
Gold
  • Frenzy - Hits increase the duration of Berserk Form. (+0.35 seconds per hit)
  • Blood Frenzy - An additional spell for the berserk. (Grants the Frenzy CA)
Dragon Berserk


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Skills and Attributes

The temple guardian is bar none the best shopper build.My temple guardian uses his Devout Guardian aspect and at level 85 my bargaining skill is around 260.I am finding tons of sick rings with all skills +8 and another stat such as damage +35%,etc.,etc.I am currently finding level 90 lightsabers with three slots and decent damage.The temple guardian can spare the two skills needed to get.

20) Buff Slots - A maximum of three simultaneous buffs is allowed. You start off with one. Choosing the Concentration skill will allow you a second, and then getting mastery (75 points in Concentration) will give you the third. Press 5, 6, or 7 to activate. Sacred Black List & Good Guys List. Sacred 2: Fallen Angel. Some enemies in Sacred 2 have abilities to deactivate buffs, and you might not notice this if you don’t have these effects. “Quick cast” changes the way combat arts are used. Normally you would switch to a slot with a combat art or combo slotted into it with the number keys 1-5 and then press the right mouse button to use it. All charactors start with only 1 buff slot unlocked (and can only have 1 active buff). The 2nd buff slot is unlocked upon taking the skill Concentration, and the 3rd buff slot is only unlocked when you invest another 74 hard skill points into Concentration to reach Level 75 Concentration (which also requires the character to have reached Level.

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The following skills will affect this combat art:

  • Dragon Magic Lore - increases casting speed but NOT the damage or any of the Dragon Berserk's abilities. Allows for modification points.
  • Dragon Magic Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
  • Concentration - directly improves regeneration time
  • Tactics Lore, Ancient Magic do not raise the damage - no skills do.

The following attributes will affect this combat art:

Slot
  • Stamina will lower regeneration time of Dragon Berserk (but not the regeneration time of his special CA's)
  • Neither Strength nor Intelligence increase his damage
Buff

Usage Strategies

  • All of the Dragon Berserk's innate abilities (and his special CA's) scale with CA level. However, they also scale with character level, meaning a Dragon Berserk with only one rune read will be much more powerful when the character is level 50 than when they are level 1. This scaling (partially) makes up for the fact that no attributes or skills increase his power.
  • Suggested modifications are Fury,Steal Life, and Blood Frenzy. These will increase his offensive powers massively. The other modifications all work to increase the duration - they are unneccessary as hits already make the form last longer even without mods. Landing hits faster, harder, and more reliably is more important.
  • In Bronze and Silver, the Dragon Berserk can go toe-to-toe with most bosses and be used as a boss-slayer due to high life steal and offensive power.
  • In this form the Dragon Mage's normal combat arts are replaced with special new ones, though he can still use his Divine Gift while in Berserk form.
  • Needless to say the Dragon Berserk cannot ride a Horse or Draconicon. The Dragon Mage will automatically dismount to shapeshift and cannot re-mount until changing back.

Combo Recommendations

Dragon Berserk can't function as part of a combo as it is a shapeshifting form

Pros and Cons

Pros

  • Extremely powerful in lower difficulty levels, especially with the Life Leech ability enhanced with Steal Life mod.
  • With the Frenzy modifications, hits can easily sustain the Dragon Berserk form. But even without them, so long as the Dragon Berserk remains in combat and able to land hits, he can sustain the form indefinitely.
  • The Community Patch significantly improves the offensive and defensive powers of the Dragon Berserk while granting him access to potions, buff slots, and alchemy trophies, making the Dragon Berserk viable even in higher difficulties.
Sacred

Cons

  • A player cannot open containers, talk to NPCs or use mounts, merchants, smiths or runemasters while in this form. He also cannot manage his inventory, CA's or combos.
  • Without the Community Patch, the Dragon Berserk suffers significantly in offensive and defensive capability in Platinum and Niobium.
  • No skills, equipment, or attributes affect the powers of the Dragon Berserk. Only the level of the CA (and higher character level) will increase his power.

Stats Chart

See Also

Gallery

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  • 4Removing Buffs
In Sacred 2 the term 'Buff' refers to a specific type of Combat Art that affects the player in a positive manner over a period of time. They are Combat Arts that can be 'permanently' active and are indicated in game with the word (BUFF) beside the combat art name. In order to use Buffs they must first be equiped. Left click on a Buff from the Combat Arts window, (Push 'E'), and drag it onto the first Buff slot on the interface to the bottom right of the screen. When a Buff is equipped it can be activated by left clicking on it's Buff slot icon. They remain active until switched off. Some enemies in game have the ability to disable a player's buffs such as the White Griffin's or a champion Dark Fairies lightening attack. This is typically referred to as a 'De-Buff'(de=deactivate).


At the start of the game only the 1st Buff slot is available on the bottom right hand interface. Players can increase the number of Buffs they can have active at the same time by choosing the skillConcentration. When choosing Concentration for the first time a player will immediately gain the 2nd Buff slot in the bottom right interface. By putting points into Concentration a 3rd Buff slot will be granted when achieving Concentration Mastery at skill level 75.


Permanent Buffs are a convenient way to improve a character's abilities in battle but also come at a cost. Permanent Buffs have a penalty associated to them that cause all Combat Arts to regenerate more slowly making normal Combat Art timers take longer to complete. The more Permanent Buffs a character has active the greater the penalty will be. One exception however is the High Elf's Grand Invigoration Buff which does not cause a regeneration penalty. In addition to multiple Buffs increasing the penalty, increasing the level of the Buff by reading Runes will also increase the penalty. There are many ways to reduce this penalty and it is up to the player to find a balance between benefit and penalty of Buffs. Increasing Stamina, Concentration or Focus, forgingitem modifiers like Chance to halve Regeneration time, using items with the modifier Regeneration Penalty from Buffs and even the Blacksmith Art Enhance are but a few of the ways that can reduce the penalty caused by Permanent Buffs, either by affecting the penalty directly or by reducing overall Combat Art timers.

Buff slots interface

Permanent Buffs

Each of the character aspects contain 5 Combat Arts and within each aspect one Buff exists in most cases. Exceptions to this rule are; The High Elf's Arrant Pyromancer aspect contains 2 Buffs, the Temple Guardian's Lost Fusion aspect does not contain a Buff and the Seraphim's Revered Technology aspect contains 2 Buffs.

Dryad

Sinister Predator - Capricious Hunter

Moribund Animus - Cabalistic Voodoo

Ancient Bark - Nature Weaver

High Elf

Fire Demon - Arrant Pyromancer

Incandescent Skin - Arrant Pyromancer

Crystal Skin - Mystic Stormite

Grand Invigoration - Delphic Arcania

Inquisitor

Purifying Chastisement - Gruesome Inquisition

Reverse Polarity - Astute Supremacy

Soul Reaver - Nefarious Netherworld

Seraphim

Battle Stance - Exalted Warrior

Cleansing Brilliance - Celestial Magic

BeeEffGee - Revered Technology

Warding Energy - Revered Technology

Shadow Warrior

Grim Resilience - Death Warrior

Reflective Emanation - Malevolent Champion

Nether Allegiance - Astral Lord

Temple Guardian

T-Energy Shroud - Devout Guardian

Untouchable Force - Source Warden


Note:Lost Fusion does not have a Buff.

Dragon Mage

Familiar - Dragon Magic

Protector - Elemental Magic

Runes of Protection - Mentalism

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Temporary Buffs

Temporary Buffs are Combat Arts that increase a character's stats and remain active for a specifc amount of time. Some can be upgraded into Permanent Buffs through modifications. Because they often have long durations, most temporary buffs have a Cooldown in addition to their regeneration time.

Dragon Mage

Dragon Berserk - Dragon Magic

Dragon Form - Dragon Magic

Combat Trance - Mentalism

Dryad

Dust Devil - Capricious Hunter

Goldenglade Touch - Nature Weaver

Acute Mind - Nature Weaver

High Elf

Cascading Shroud - Mystic Stormite


Inquisitor

Frenetic Fervor - Gruesome Inquisition

Zealous Doppelganger (Upgradeable) - Astute Supremacy


Temple Guardian

Combat Alert (Upgradeable) - Devout Guardian

Charged Grid - Source Warden

Seraphim

Dashing Alacrity - Exalted Warrior

Hallowed Restoration - Celestial Magic

Divine Protection - Revered Technology

Shadow Warrior

Rousing Command - Death Warrior

Augmenting Guidon - Malevolent Champion

Killing Spree - Malevolent Champion

Shadow Veil (Upgradeable) - Astral Lord


Notes

Ruinous Onslaught - Death Warrior

Ruinous Onslaught can appear like a buff at times. It is designed for use against an enemy target for which it causes the Shadow Warrior to charge into the enemy and do damage or as a quick escape from enemy damage. Since it does not allow concurrent actions Ruinous Onslaught is not strategically a buff. When active the Shadow Warrior can not perform any other action except to run in order to maintain its effect which lasts a very brief time of less than 10 seconds (although while mounted on the Hellhound it has an unlimited duration). It is a great way to temporarily increase the Shadow Warrior's run speed in order to cover more ground. However, as soon as the Shadow Warrior stops moving or bumps into something Ruinous Onslaught will abruptly end it's effects.

Removing Buffs

Some examples of things which may remove buffs in the game are:

- selected traps (Abishai summons them for example)
- chain ice lightning (some champions and White Griffin)
- CAs (Combat Arts) of the some characters such as 'Archimedes Beam' with gold 'Annul' modification, Expulse magic, Dryad's Black Curse with gold 'Dispel' modification.

If the character has a chance to blockreflect combat arts, then successfully hitting from the chain lightning does not necessarily mean that all of buffs will be removed. For each attempt to remove buff (lightning may remove from 1 to 3 buffs, it depends on the level of CA) chance to blockreflect is calculated anew: lightning, successfully passed the test on the blockreflection, can cause damage, but don't remove any buff or only onetwo of them. Buff is removed in reverse order from the third buff slot to the first.

Removing buffs by Expulse Magic can not be blockedreflected, Expulse Magic doesn't save character from removing the buffs by enemy's EM circle. (see more about removing buffs mechanics in players contributed guides section)

Regeneration Penalty

Buffs use following modifier to descrease their penalty:

StaminaModifier
251
750.75
1250.5
2250.33
3250.25
4250.2
7250.125
9250.1

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For example, you have a total penalty from buffs of 100%, and a regeneration time of the CA is 3 seconds:

The final regeneration time for the CA = 3 * ( 1 + 1 ) = 6 seconds;

And now let's increase stamina to set modifier in 2 times lower than before: there were 125 points in stamina (modifier 0.5) - will be 325 points (modifier 0.25). Will be the final total regeneration time in 2 times less?

The regeneration time for the CA = 3 * 0,5 * ( 1 + 1 * 0,5 ) = 1,5 * 1,5 = 2,25
6 / 2.25= 2.67
This is almost three times less, not two!

This suggests that the more buffs character uses (and a greater penalty from buffs they give), the more value of each point in stamina.

See Also

  • All combat arts as Item Modifier

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