![]() Provoke duration increased by 0.1 seconds. Tornado Knockup duration increased by 0.1 seconds.įlamethrower Tower gains 20 Defense Power.įlamethrower Tower gains 15 Defense Health.Įarthshatter Tower gains 20 Defense Power.Įarthshatter Tower gains 15 Defense Health.Īll Defenses gain 1% Defense Crit Chance.Īll Defenses gain 1% Defense Crit Damage.Įarthshatter Tower gains 30 Defense Range and loses -30 Defense power.įlamethrower gains 30 Defense Range and loses -30 Defense power Offense deals with hero and ability stats, Defense focuses on defense power and health and utility focuses on miscellaneous upgrades such as movement speed and ability mana.Īncient Power Resets have the capability to raise the point cap from some of the ascension powers, including Hero Health, Hero Damage, specific Ability Damage, Defense Power and Health, elevating them from 200 to 999 points. Once ascension points have been spent, they cannot be recovered unless the player pays a fee of either 200 Defender Medals or 50 Gems to reset the ascension points on a hero.Īscension points are awarded every time the player levels up and fall into one of three categories: Offense, Defense and Utility. Heroes under level 50 cannot apply any ascension points, however, upon reaching level 50, heroes can apply all ascension points that have been earned on that account.Īscension points are spent on Ascension Powers by accessing the "Ascension" tab on a hero in the inventory. ![]() An Ascension Point is earned for every Ascension Level increase. Once any Hero in an account reaches level 50, experience will go into increasing Ascension Level. The Ascension system allows players to upgrade their Heroes and Defense stats in unique ways through the use of Ascension points. It was added in the Trials: Endgame Update. That's 30,000g there, where (at 300g) and (at 80g) have much more an effect.Not to be confused with the Ascension patch, part of the Open Alpha releaseĪscension is an account-wide system in which players continue to gain virtually limitless power past level 50. It says 8% but the radius barely moves even at Lv2. ![]() Alternatively swap Mass Animate Dead out for some other upgrade maybe giving their attacks a chance to Fear enemies for a short period of time, or their attacks Curse them, etc.Īlso, while not a trap upgrade exactly, the Empowering for a Soul Harvester has a really minor area of effect. Suggestion: Skeletons would need to be a lot stronger and/or more durable for this to be able to really compete with Mausoleum. Corpse Explosion tends to be a better pick too. I always go Mausoleum for the extra lich instead of worrying about the skellies. In fact, in DW2 I rarely get the chance to see skeletons at all beyond the early stages because they're too brittle to even stand up to Peasants and Nobles even if their summoners can. Skeletons don't scale well so they tend to die too quickly for them to be of any use. The problem with this one is minions tend to be kind of weak, particularly later in the game. Alternatively, have it be a % increase in power like the Dart Trap's. Suggestion: Maybe instead of raising the damage on a successful kill, have it inflicting a damage-over-time debuff onto the affected target? It's "siphoning" its power! So when upgrading the trap you're deciding between faster recharge, stronger upfront damage, or a lingering effect. It's also more expensive than Giant Killer is. The other downside is in the description: It actually needs to land a killing blow to get the damage increase, and it's only a meager +1 to the damage. Even at Lv30+, I often go Giant Killer over the other two because it needs that boost in damage to keep doing what it's supposed to do. The downside is that to meet the same damage boost as Giant Killer, it'll need to have killed HUNDREDS of enemies. ![]() The upside is that Power Siphon will work forever. However, it has to compete with which is a 50% boost in damage up-front. It increases the trap's damage by +1 for every successful Hexing. ![]()
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