![]() You will lose 5 Resonance per second of each Element you are not currently gaining, through the afforementioned system, meaning you have 5 seconds before you reach 0 on both Fire and Lightning in our previous example, if you only hit once with the Frost Blades. There is a Maximum of 50 Resonance PER Element type, for a total of 150, if you acquire all three at once. You would thus gain 25 Resonance for Fire AND Lightning, over the next 2 seconds. You gain 25 Resonance over 2 seconds for the Elemental Damage Types that did NOT deal the Highest Damage with your hit.Įxample: If you’re using Frost Blades, you will likely deal a majority of Cold damage. Not as hard to understand as the Hydrosphere, but still a few things I’d like to clarify: Let’s take a look at the Trinity Support Gem at level 20: The Best uses for this new Gem will likely be as a supporting Skill, rather than a Main-skill, but I would not count it out to be Main-skill viable. I’d imagine the most optimal choice being the Superior version in most circumstances. Divergent: 10% increased Area of Effect (0.5% per 1% Gem Quality).Anomalous: 10% increased Cast Speed (0.5% per 1% Gem Quality).Superior: 10% increased Pulse Frequency (0.5% per 1% Gem Quality).Lastly, the Skill Gem comes with the usual three different versions, granting different advantages for quality on the Gem: Every 0.4 seconds if it’s afflicted by an ailment.The Sphere will Pulse in this way, under three specific circumstances: Preparing groups of enemies with “Drenched” will allow you to easily hit hundreds of Enemies at once with every Pulse. The Orb will start pulsing at a 0.4 second interval, Damaging every Enemy that has the “Drenched” debuff applied to them in a Large Radius.Īs you can see, moving the Orb and applying the “Drenched” debuff is extremely important, as the Pulse-Radius is vastly larger than the actual Radius of the Orb itself (in which it can apply “Drenched”).If the Orb is hit with a Cold-based ailment, that is not “Chill”, the Physical Damage will be 100% converted to Cold Damage.If the Orb is hit with a Lightning-based ailment, the Physical Damage will be 100% converted to Lightning Damage.This will cause multiple things to happen: You can, at any point during the Sphere’s duration, hit it with another Skill, in order to inflict Cold (not chill) or Lightning Ailments to it. This ailment becomes more important later, but for now, know that it applies Cold and Lightning Exposure to them, at a -10% value for a (base) duration of 4 seconds. The Sphere constantly applies a new status debuff, called “Drenched”, to the enemies in it’s Area, as well as Enemies that it travels through. Continously moving it towards packs of enemies is going to be an integral part of the playstyle for any builds featuring this Gem. This will reset it’s duration back to the original duration of the skill, which is fairly important, as the overall duration is fairly low at 8 seconds. The skill itself will create an Orb of Water, which can be moved by using the skill again. Do note however, that this ability, by default, converts 100% of the pDPS to Cold DPS. At base values, this will deal roughly 1,111.25 Physical DPS, which is around the usual DPS you can expect from support abilities. ![]() The base damage of the Orb is 356 to 533 Physical Damage, which is considered fairly decent for a skill that hits once every 0.4 seconds. Let’s take a look at the Level 20 version of the Hydrosphere Gem: You can find the official reveal for ALL the changed/reworked and new Skill Gems over here: Hydrosphere GGG has provided us with the Level 20 Gem Information for Echoes of the Atlas’ new Gems today!
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