This is actually a guide for magicka 1. Magicka 2 does not have the combination elements steam and Ice anymore. Magicka 2 doesn't let you combine spells in your element queue. So water and fire don't combine into steam until released meaning it doesn't free up one of your five element slots. Likewise for water and frost to make ice. Fearstrider June 25, , pm. More magicka 2 Content. Can be charged which will increase the projectile's range. It will also increase the direct hit damage maxed at x4.
Converts all Earth damage to Ice damage and inhibits the effect of other elements. Nightmare Hailstone. This attack does the most damage. Beams are long-distance rays that can be merged to create more powerful beams. Opposite elements cannot be merged. Arcane rays do contain life healing. Life rays do not contain life healing. These spells can be charged. The longer players charge these spells, the more narrow the target becomes.
It increases speed and physical damage as well. Damage is based on ricochets and gravity. Sprays last up to 16 hits in increments of 2 hits. Increased range and velocity, Ignites, Cancels out Lightning. Lightning jumps between targets and damages multiple enemies and allies. Hits up to 8 times. Extra expands AOE damage and radius. Can be cast twice if held.
Extra expands AOE radius, Extra increases damage. This site makes extensive use of JavaScript. Please enable JavaScript in your browser. Live PTR. Classic TBC. Quick Facts. Due to druids generally being at their best in the great outdoors, skills such as nature, perception and survival are all probably good bets.
However, insight and medicine are much more common when dealing with other people, which might make for a more well-rounded character. Your first choice as a druid is between a wooden shield or simple weapon, whilst your second is between a scimitar or any simple melee weapon.
Choosing a simple weapon from option A will allow your druid to potentially wield a ranged weapon, whilst the shield gives an obvious defensive advantage. A scimitar is a decent weapon to start out with, but you might prefer to use something that doles out bludgeoning damage instead of slashing - a good reason to choose a simple melee weapon from option B instead.
Whenever you want your druid to cast certain types of spells, the spell description will list whether your character is rolling a spell attack against an AC and if the target needs to make a saving throw against it. As with weapon attacks, the spell attack must exceed an enemy AC in order to hit - with your spellcasting ability providing a modifier to your roll.
Spell attack modifiers are calculated by adding your overall proficiency bonus to your wisdom modifier. As spellcasters druids are able to prepare which spells they plan to use after every long rest. Selecting from the list of druid spells, your character will be able to select as many spells to prepare as equal to their wisdom modifier plus their current level. The number of spells per level is determined by how many spell slots your druid has of each level.
For example, your druid will not be able to learn more than two second-level spells if they only have two second-level spell slots. When it comes to cantrips, your druid can pick two of their choice at first level and then subsequently learn more as they level up. Whenever they have a long rest, your druid can swap out as many spells as they can learn from the druid spell list.
Ritual casting allows a druid character to cast a spell if they do not have any spell slots left. However, the spell must have a ritual tag - you can find these on the druid spell list - and your druid must have it prepared. They also cannot cast ritual spells at higher spell slot levels to increase aspects such as radius, the number of targets or damage dealt. Druids are able to transform into animals and other beasts because of their connection to nature and its inhabitants.
However, this unfortunately does not mean that they can form unique bonds with other animals as a human. Nevertheless, druids are not able to summon familiars in the same way as wizards in 5E and cannot gain animal companions as the ranger class does.
Can only be executed while under the effects of both Enochian and Astral Fire. Between the Lines. Thunder IV. Deals lightning damage with a potency of 50 to target and all enemies nearby it. Polyglot Cost: 1. Umbral Soul. Grants Umbral Ice and 1 Umbral Heart. Lucid Dreaming. Spells can be cast without interruption. Additional Effect: Nullifies most knockback and draw-in effects Duration: 6s. Magick and Mend. Duration: 18s. Magick and Mend II. Thunder Mastery II. Enhanced Umbral Heart.
Casting Flare completely removes the Umbral Heart status. Enhanced Freeze. Grants the effect of Polyglot upon maintaining Enochian for 30 seconds. Aspect Mastery.
Accumulating full stacks of either Astral Fire or Umbral Ice then casting a spell of the opposite element will consume no MP. Effect does not apply to Flare. Enhanced Sharpcast. Enhanced Enochian II. Enhanced Polyglot. Umbral Ice. Umbral Hearts. Deals fire damage with a potency of 1, Additional Effect: Lightning damage over time Potency: Duration: 15s Additional Effect: Grants Thundercloud if target is dealt over 8, points of damage while under the effect of Thunder Duration: 10s Thunder effect is removed from target upon receiving Thundercloud status.
Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target. Deals lightning damage with a potency of to target and all enemies nearby it.
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