Tödliche Kühlung: Unterschied zwischen den Versionen

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==Hinweise zur Benutzung==
 
==Hinweise zur Benutzung==
 
*Much like with [[Schattenschlag]], beware of relying too heavily on '''Tödliche Kühlung''' as a primary source of damage. You may be devilishly effective initially, but once your foe's health becomes lower, this skill alone will not be very effective without backup. Early on in the game it can be decently effective, but once the HP of your foes becomes higher, it does not do nearly so well.
 
*Much like with [[Schattenschlag]], beware of relying too heavily on '''Tödliche Kühlung''' as a primary source of damage. You may be devilishly effective initially, but once your foe's health becomes lower, this skill alone will not be very effective without backup. Early on in the game it can be decently effective, but once the HP of your foes becomes higher, it does not do nearly so well.
*Compared with [[Tödlicher Schwarm]] as a means of dealing quick damage, in the absence of effects which alter cast time or recharge time ([[Mantra of Recovery]], [[Quickening Zephyr]], [[Fast Casting]], many offhand items, and so on), [[Tödlicher Schwarm]]m tends to outperform '''Tödliche Kühlung'''. Both can be cast once every six seconds ([[Tödlicher Schwarm]] has a 3s cast time and a 3s recharge time, whereas '''Tödliche Kühlung''' has a 1s cast time and a 5s recharge time) and cost the same amount. At 12 [[Todesmagie]], [[Tödlicher Schwarm]] will do 67 damage to an opponent, while '''Tödliche Kühlung''' will do 69 damage to an opponent with over 50% HP. Assuming that the chosen spell is cast as often as possible, over a period of time for any number of iterations greater than 1, the two will end up triggering damage at the same rate; however, because [[Tödlicher Schwarm]] does damage to multiple targets and '''Tödliche Kühlung''' does less damage once the target's health becomes lower, [[Tödlicher Schwarm]] is more effective overall. However, these results can change in the presence of other factors; for example, it may be beneficial to take the armor-ignoring Shadow component of '''Tödliche Kühlung''' in the face of enemies with a high elemental armor level, or it may be detrimental to use a skill with a cast time as long as [[Tödlicher Schwarm]] when facing enemies who tend to [[interrupt]] spellls. Of course, there is no inherent reason not to employ both skills simultaneously, if the necromancer can afford to put both in his or her skillbar.
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*Compared with [[Tödlicher Schwarm]] as a means of dealing quick damage, in the absence of effects which alter cast time or recharge time ([[Mantra der Zurückrufung]], [[Beschleunigender Zephyr]], [[Schnellwirkung]], many offhand items, and so on), [[Tödlicher Schwarm]] tends to outperform '''Tödliche Kühlung'''. Both can be cast once every six seconds ([[Tödlicher Schwarm]] has a 3s cast time and a 3s recharge time, whereas '''Tödliche Kühlung''' has a 1s cast time and a 5s recharge time) and cost the same amount. At 12 [[Todesmagie]], [[Tödlicher Schwarm]] will do 67 damage to an opponent, while '''Tödliche Kühlung''' will do 69 damage to an opponent with over 50% HP. Assuming that the chosen spell is cast as often as possible, over a period of time for any number of iterations greater than 1, the two will end up triggering damage at the same rate; however, because [[Tödlicher Schwarm]] does damage to multiple targets and '''Tödliche Kühlung''' does less damage once the target's health becomes lower, [[Tödlicher Schwarm]] is more effective overall. However, these results can change in the presence of other factors; for example, it may be beneficial to take the armor-ignoring Shadow component of '''Tödliche Kühlung''' in the face of enemies with a high elemental armor level, or it may be detrimental to use a skill with a cast time as long as [[Tödlicher Schwarm]] when facing enemies who tend to [[interrupt]] spellls. Of course, there is no inherent reason not to employ both skills simultaneously, if the necromancer can afford to put both in his or her skillbar.

Version vom 17. Mai 2006, 13:09 Uhr

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Progressionstabelle

Todesmagie 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Kälteschaden 5 8 11 14 17 20 23 26 29 32 35 38 41 44 47 50 53 ? N/A N/A ?
Schattenschaden 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 ? N/A N/A ?

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Hinweise zur Benutzung

  • Much like with Schattenschlag, beware of relying too heavily on Tödliche Kühlung as a primary source of damage. You may be devilishly effective initially, but once your foe's health becomes lower, this skill alone will not be very effective without backup. Early on in the game it can be decently effective, but once the HP of your foes becomes higher, it does not do nearly so well.
  • Compared with Tödlicher Schwarm as a means of dealing quick damage, in the absence of effects which alter cast time or recharge time (Mantra der Zurückrufung, Beschleunigender Zephyr, Schnellwirkung, many offhand items, and so on), Tödlicher Schwarm tends to outperform Tödliche Kühlung. Both can be cast once every six seconds (Tödlicher Schwarm has a 3s cast time and a 3s recharge time, whereas Tödliche Kühlung has a 1s cast time and a 5s recharge time) and cost the same amount. At 12 Todesmagie, Tödlicher Schwarm will do 67 damage to an opponent, while Tödliche Kühlung will do 69 damage to an opponent with over 50% HP. Assuming that the chosen spell is cast as often as possible, over a period of time for any number of iterations greater than 1, the two will end up triggering damage at the same rate; however, because Tödlicher Schwarm does damage to multiple targets and Tödliche Kühlung does less damage once the target's health becomes lower, Tödlicher Schwarm is more effective overall. However, these results can change in the presence of other factors; for example, it may be beneficial to take the armor-ignoring Shadow component of Tödliche Kühlung in the face of enemies with a high elemental armor level, or it may be detrimental to use a skill with a cast time as long as Tödlicher Schwarm when facing enemies who tend to interrupt spellls. Of course, there is no inherent reason not to employ both skills simultaneously, if the necromancer can afford to put both in his or her skillbar.