When you use your Charge for skills, you regain some of your Health. You deploy an immobilization drone which slows enemies within range of its beam. Your skill with a shield goes beyond “defense” and straight to “offense,” adding some of your shield’s armor value directly to your melee attacks as physical damage. Initial physical damage is tripled and the blast range is increased with one Charge. Damage is derived from your shield’s armor value. You channel a potent blast of energy through your shield at a foe. Tremor only deals damage when it uses Charge. This electrical surge generates charge for each enemy that is struck (up to five per field).ĭischarging the energy from your suit into the earth causes a massive shockwave to expand outward, knocking back and weakening foes across a large area. You tap into your armor’s energy to project an electrical burst in a 5 meter radius. The amount of damage is determined by your available Charges. You overload your armor’s circuits to project a nova of Ember energy, electrocuting up to 5 foes in a 6 meter radius around you. Forcefield consumes all of your available Charges to increase its strength. Once the forcefield absorbs its maximum damage it dissipates, removing all benefits. Your armor projects Ember energy, creating a forcefield around you, and a half strength forcefield around allies. Each Charge you currently have provides an additional 10% damage bonus. Damage is equal to 5 times your shield’s Armor value. You smash enemies in front of you, stunning them, slowing their attacks and knocking them back. This ability can not trigger more often than once every three seconds. When you slay an enemy, you have a chance to absorb enough energy to fill your charge bar. +2% to Physical Armor and Physical Damage Taken is reduced by 2%. Your expertise with armor lets you get the most out of it, increasing its effectiveness, and reducing any damage that actually gets through. +12% to Fire Damage and +12% to electric damage. The spark to make things work … and fire to make things die. You construct a powerful melee Sledgebot which pulverizes foes. If you have once or more Charges you throw 3 grenades instead of once, at the cost of one charge. You lob a grenade, which shocks and stuns enemies in a 4 meter radius. Each skill rank increases the gunbot’s damage portential. You create and deploy a small drone that assaults your enemies with a hail of gunfire for 1 minute. #TORCHLIGHT 2 EMBERQUAKE BUILD UPGRADE#Spider Mines have a 5% chance to upgrade to a bigger explosion, in a bigger radius with a 2 second stun. You may deploy a maximum of ten Spider Mines at any one time. You deploy a trio of spider drones that charge the nearest foes and explode. At higher ranks, the flames leave foes more susceptible. You fire a long-range projectile from your cannon that damages any foes in its path. You deploy a small drone that generates energy pulses, healing both you and your allies. This can be done a maximum of one time per second. When you hit a stunned target, an electrical surge helps finish the foe off. While supercharged you gain additional charge. When you attack foes with a melee weapon, you have a chance to direct excess energy into your weapon… then discharge it into the enemies you strike over the next 10 seconds. 2% chance to Stun target for 3 seconds.Ī huge overhand smash sends 8 magma fissures racing outward, seeking out and destroying your enemies. Your skill with giant weaponry allows you to attack faster and adds a chance to stun your foes. You gain a 20% chance to stun for 3 seconds for every Charge you have, but the skill itself neither gains nor expends Charge. Every enemy hit also recharges your mana by 5%, for up to 5 targets.Ī surge of energy from your armor draws a foe into striking range. Bolts of energy discharge from your suit on impact, striking remote enemies. Ember hammer does not gain Charge.Ī blast from your pack rockets you swiftly forward, knocking back foes. You deliver a powerful sidelong swing which channels ember energy into a wide, 270 degree arc, destroying shields. Onslaught hits gain half of normal Charge. Foes at the point of impact are damaged and slowed significantly. You leap forward, slamming your melee weapon into the ground. You can not be knocked back while using this skill. If available, a Charge is consumed to generate two additional blasts. Your weapon crushes foes it strikes, creating flaming splinters that seek out other enemies and ignite them.
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