Whenever Penetrating Shot damages an enemy, 2 additional arrows split off to either side. Your Imbuement Skill effects have % increased potency against Vulnerable enemies. While you have a Barrier active, there is a % chance to ignore incoming direct damage from Distant enemies. You gain % increased Armor for 4 seconds when you deal any form of damage, stacking up to %. This effect can only happen once every 30 seconds. Gain % Damage Reduction while Shapeshifted into a Werewolf.īasic Skills grant 20% Damage Reduction for seconds.ĭamaging an Elite enemy grants you a Barrier absorbing up to damage for 10 seconds. In addition, Cyclone Armor will also be applied to all Nearby Allies. If you are at full Life, gain the same amount as Fortify.Ĭyclone Armor also provides Physical Damage Reduction. When you use a Shapeshifting Skill that changes your form, gain Life. In addition, killing an enemy with Earth Skills replenishes of your active Earthen Bulwark’s Barrier. The duration of Earthen Bulwark is increased by 6 seconds. Taking direct damage has a % chance to reset the Cooldown of one of your Defensive Skills. While within your own Blizzard, you take % less damage.Ĭasting Ice Armor makes you Unstoppable for seconds. While standing in Earthquakes, you gain % increased Damage Reduction.Īfter swapping weapons 6 times, gain Fortify. Leap creates an Earthquake that deals Physical damage over seconds. Iron Skin grants Unstoppable, and % Damage Reduction.Įach point of Fury generated while at Maximum Fury grants Fortify. Gain % Damage Reduction for each Nearby Bleeding enemy up to % maximum. Lucky Hit: Damaging a Vulnerable enemy with a Core Skill has up to a % chance to drop a Healing Potion. Whenever a Crowd Controlled enemy deals direct damage to you, gain +15% Movement Speed for 2 seconds. You take % less damage from Crowd Controlled enemies. Breaking Stealth with an attack grants you % Control Impaired Duration Reduction for 4 seconds. Each Dark Shroud shadow grants % increased Damage Reduction.ĭealing direct damage to a Dazed Enemy with an Agility Skill grants Stealth for 4 seconds. Gain a free Dark Shroud shadow every 3 seconds when standing still. This is much less of an issue on melee characters.Here is a list of all the Legendary Affixes that have Aspects that can be unlocked in the Codex Of Power in Diablo 4. The problem with SS and EB is 10 feet away means you have to get in reach of a lot of enemies and you need to move across the batttlefield to hit others. I do agree on upcasting spirit shroud, although upcast Hex will last t8 hours, so you still have it up without using one of your two slots if it was up before your short rest started. Hex is very useful out of combat by imposing disadvantage. On the first part, yes I know, you can trigger it on more than one enemy. I like Spirit Shroud more for melee Pact of the Blade locks but it should have no problems functioning with Eldritch Blast as long as you manage to stay out of your enemies reach. Of course Spirit Shroud has its downsides mainly being it lasting only 1 combat and requiring you to be within 10 ft of your enemies. Spirit Shroud's damage also increases when it is upcast, this may be a hard decision for other casters to justify by not for a Warlock as their spell slots are all the same level. As in the ability to switch targets without having to kill your initial target and spending a Bonus Action like Hex does. While Hex does have the range factor it does not have the utility factor provided by Spirit Shroud. Unless you seem to think it only triggers once per turn in which case you are mistaken as you can hit as many enemies as you can as long as they are within 10 ft of you when your hit them and they will all receive the 'stop healing' effect. Why would you need to trigger the 'stop healing' effect more than once on the same enemy? Once its on them its on them. It is slightly higher damage and a one-turn movement penalty, while Hex has a longer effective range and an ability penalty. To be honest, it is not that much better than Hex unless you are fighting regenerating foes or using your bonus regularly. So if you hit the same enemy more than once, you get 1d8 on each hit but the other thing only are only on the first one that hits. The stopping healing can only trigger once on one enemy. The damage triggers as long as they are within 10 feet of you. Monstrous Compendium Vol 3: Minecraft Creatures
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