Unlike Traps, however, Hydra is not limited to 5-10 shots, nor does it have a fixed cap on 5 Hydras at a time, though limitations on spell duration and 1.6 s spell cooldown do technically place a cap on how much damage a Hydra can deal and how many can be active.Įntering Hell difficulty changes up the playstyle a bit. Similar to Assassin Traps, the Hydra appears at a target point and starts spewing out damage on the nearest enemy it sees. Unless there is a nearby monster to bounce the lightning off of back and forth, Chain Lightning in fact tends to deal less damage than Lightning, while coming with a significantly higher mana cost. The one aspect where Chain Lightning tends to fall short is single target damage. Due to the skill’s chaining effect, the spell serves as an excellent AoE ability to clear out dense packs of enemies, deliver damage to monsters around corners that cannot fire back, and also decimate smaller, less dense groups of enemies by continuously chaining damage between them. The character is built primarily around Chain Lightning as its core.
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