![]() – Increases the damage of your bomb when attacked. Marvelous fireworks show and for some reason red colored rain. A turn passed, send another bomb next to it. Run for it and await a close range monster to attack it. AND could really help you in butchering your close ranged enemies. – This spell is in my opinion definitely worth it at level 5 it is roughly +90 damage. We wouldn’t want you to have to increase your bomb’s damage, lower your vitality and then not be able to get out of your bombs range now would we? It lasts for 1 turn (including the 50% off of your vitality) IF you level this be sure to get it to level 5 so you have a bigger range around you. Since its a circle of 8 cells you better avoid being in the impact range of your bombs. Ankama is yet again helping you with your rogue problems. – Not a ranged spell it is cast upon thyself and has a circle of 8 cells when maxed to level 5. This spell was most likely invented by the wise and ever so vigilant ankama to help you fix this issue, anything attacking the spells target from an adjacent cell is pushed back. – alot of people were complaining about bombs being low on health and easily destroyed. Do not bother with this spell unless you have found a use for it. Linking it however does not mean the entire space between the two bombs linked together will also share the impact of the explosion. Its a range of 6 cells in a plus form ( + ) it lasts for 2 turns however and can only be cast once in 4 turns when maxed to level 5. – ankama somewhat fixed the range issue of linked bombs by adding this spell. The more mp you invested in the spell the more the damage. however has a penalty of minus all mp you have. placing/kicking and switching however takes 7 ap and could be done with a Gobbal set. however in combination of placing/kicking/switching/detonating you’d need 9 AP. Place a bomb, kick it as far as possible and with maxed dirty trick you can switch places with the bomb you have just kicked it meaning you just increased its damage. – I’ve seen loads of rogue’s loving this spell and I can see why. Also healing it may not be that essential since you blow them up anyways. So pulling it back might not prove very useful. Although most monsters tend to attack your bomb instead of walking past it. You can use this spell to pull back a bomb and heal its health. Although if you go for the bomb-kickback strategy do not bother leveling this, invest your points elsewhere. THIS SPELL DOES NOT INCREASE BOMB HEALTH WHEN LEVELED the bomb health is influenced by your vitality. – the funny thing is leveling this spell only increases its range, which is to some extent pretty essential for the making of a fire wall. ![]() It skips one cell north, south, east and west of you and is also linear. Seeing as how you can combine it with kickback when a locked. It is a spell you should definately start leveling. Might destroy your bomb and do minimum damage (if any damage). A ‘pushback penalty’ as I’d like to call it. You summon your bomb and attempt to kick it, but it has the same penalty as pushing a monster when he’s already against a wall. (for example you might walk 3 cells away from a close range monster. Which means maxing it will also have its penalties. Although at the moment you can’t decide how far you wish to kick this spell. 25+ damage and pushes the bomb 5 cells ahead. ![]() – you might want to level this after detonator. (if you level kickback before this one you’ll end up kicking bombs out of detonating range) – the higher the level the more range you get for it. No matter what you do, you will need to max these spells as soon as possible.
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