Torch Light 2 Engineer Skills add offensive and defensive roles

Source: Internet
Author: User
"Science and Technology" September 29 news, recently, small series has been sharing with you the torch of Light 2 Ash Mage and Berserker warriors of some experience, today will bring you a game in another ruthless role-the engineers add to the discussion.





This engineer is not a small robot to go in front of the anti-strange, his wretched hiding behind the output skills, but can be like a soldier to charge into the monster heap, a violent bombing of the face flow. The player who likes to be a fan of Zhang Fei in the battlefield will certainly have a preference for this role.





words do not say, the following will share with you some of the engineers skills to add some experience, let the heart of the small universe wanton burning the year!




Blitz


  


Fire Hammer





The burning attack of your weapon to crush the enemy, and the flame fragments look for the other enemies and ignite them. When you have enough energy to recharge, you can consume 1 more to generate more shock waves in a larger range.


mana Cost: 16 point


caused 68% of weapons damage


15% of the chance to burn the enemy for 3 seconds.





Ember Hammer (Level 7)





You use a powerful sweeping attack to focus the embers energy on the arc range and destroy the shield effect. Each charge effect can increase the damage by 10%, but the skill itself does not produce or consume the charge effect.


Range: 4.5m


radians: 270 degrees


mana Cost: 16 point


damage caused by 82% of weapons


100% chance of breaking Shield





earthquake hit (level 7)





you mechanically trample the ground to stun all the enemies around you. The potent fuel is expelled in the process, igniting all enemies within the 4m range.


Punch Radius: 3m


mana Cost: 11 point


75% chance to stun the enemy for 3 seconds.


+4 Ignition Damage (the effect increases with player rating)


+100% Break Chance


20 Fire damage in 5 seconds (the effect increases with player level)





Onslaught (Level 14)





you jump forward and smash your melee weapons into the ground. Enemies in the target position can be greatly harmed and slowed down.


mana Cost: 28 Point


caused 60% of weapons damage


2 seconds-50% attack speed


2 seconds-50% casting speed


2 seconds-50% move Speed


needs the right hand to equip melee weapons





Ember earthquake (level 21)





a powerful bash and shoots out 8 lava fragments, looking for and destroying the enemy.


Mana Cost: 44 Point


+6 Ignition Damage (the effect increases with player rating)


a 20% chance of burning the target


caused 35% of weapons damage


need melee weapons (except claws)


giant Weapon (passive)


your mastery of mega-weapons allows you to attack faster and with a certain chance to stun the enemy.


+2% Attack Speed


a 2% chance to stun the target for 3 seconds





Super Charge (Level 14, passive)





whenever you attack an enemy with a melee weapon, you have a certain chance of attaching the remaining energy to the weapon and releasing it in the next 10 seconds of attack. You get extra recharge when you're super charged.


+30% Weapon Damage


+3% Charge Effect


A 3% chance to cast a super charge weapon during an attack





Fatal Strike (level 28, passive)





whenever you attack a stun enemy, the surge of electricity helps you end the enemy. This effect fires at most once per second.


damage is an electrical injury, equivalent to 10 times times the value of your strength.


+ 170 Point Electric damage


need melee weapons





Build





treatment Robot





you deploy a small robot to generate an energy pulse to treat you and your partner.


mana Cost: 28 Point


Cooling Time: 10 seconds


restores 90 points of life in 4 seconds (the effect increases with player level)





Spider Mine (level 7)





you deploy 3 spider droids to charge and explode against the nearest enemy. You deploy up to 10 spider mines at the same time.


spider mines have a 5% chance of escalating to a larger explosion and stun the enemy for 2 seconds.


Mana Cost: 33 Point


Cooling Time: 4 seconds


Duration: 15 seconds





Explosive Artillery (level 7)





you fire a long-range firing cannon from the cannon, causing damage to all the enemies on the path. At higher levels, the flames will blind the enemy, lowering their horizons to 2m and making them more susceptible to future injuries.


mana Cost: 12 point


caused 120% of weapons damage


needs artillery





machine gun Robot (level 14)





you deploy a machine gun robot to attack the enemy for 60 seconds.


Mana Cost: 49 Point


Cooling Time: 3 min


Duration: 60 seconds





Shock Grenade (level 21)





You throw a hand grenade to shock the enemy and make it impossible to move. If you have one or more energy-charging effects, you can throw three grenades by consuming 1 full energy effects.


Mana Cost: 18 Point


Cooling time: 1.6 seconds


20% of the chance to stun the enemy for 4 seconds

The odds of
60% make the enemy unable to move for 4 seconds.


4-8-point electrical damage in 4 seconds (the effect increases with player rating)


4 seconds of damage, +10%
.

+100% Break Chance





impregnable (passive)





Your mastery of armor allows you to maximize the use of armor, improve its effectiveness and reduce damage.


+2% Physical Armor


Physical Damage-2%.


Flame and Spark specialization (level 14, passive)


is born with Sparks, and things die of flame


+6% Fire Damage


+6% Electric Damage





Charge (Level 28, passive)





whenever you kill an enemy, you have a certain chance of absorbing enough energy to fill the charge. This skill is triggered at most once every 3 seconds.

The odds of
20%





Asylum





Shield Bash





you hit the enemy ahead, stun them, reduce their attack speed and repel them. Each of your current recharge effects can add an additional 10% damage bonus.


Damage equals 5 times times the value of shield armor.


0.2 energy-filled effects each time a shield is punched


Mana Cost: 7 point


+x Point Physical damage


a 60% chance to stun the target for 1 seconds


+25 Repel


2 seconds-20% attack speed


needs a shield





electric field (Level 7)





You use your armor energy to launch a power shock wave within a 5m range. Each hit an enemy will have a charge effect.


produces 0.2 full energy effects per enemy hit


mana Cost: 11 point


4-point electrical damage in 2 seconds (the effect increases with player rating)


+60% Break Chance





force field (Level 7)





your armor emits an ember energy, creates a force field around you, and a force field with half the effect is centered around the companion. Once the force field absorbs the maximum damage, it disappears, removing all gain effects. The amount of absorption is determined by the charge effect you currently have available.


1:33% absorption added.


2:67% Absorption added.


3:100% Absorption added.


4:133% Absorption added.


5:167% Absorption added.


mana Cost: 38 Point


Cooling time: 5 Seconds


absorbs 26 points of all damage in 30 seconds (the effect increases with player level)





ember Field (Level 14)




The surge of energy
from your armor pulls an enemy into your range of attack. There is a 20% chance that you will stun the enemy for 3 seconds, but the skill itself does not produce or consume the energy-charging effect.


Range: 10m


Mana Cost: 15 point


Cooling time: 2 seconds


overload (Level 21)


you overload your armor line to launch an Ember Energy Nova and Zap all the enemies around you. The damage is determined by the charge effect you currently have available.


1:100% damage Bonus


2:200% damage Bonus


3:300% damage Bonus


4:400% damage Bonus


5:500% damage Bonus


damage Range: 7m


mana Cost: 46 Point


cooling time: 1.4 seconds


caused 20% of weapons damage


+19-24 Point Electric damage


+60 Repel (the effect increases with player level)





Sword Shield Integrated (passive)





your mastery of the shield allows it to go beyond the "defensive" category to "attack", adding a portion of your shield armor value to your melee attack.

20% increase in
Shield armor value for melee attack


Fate Refuge (Level 14, passive)


whenever an enemy attacks you, your armor has a certain chance of creating a defensive "bubble" around you to prevent further damage. Shields can absorb damage equivalent to 200% of the armor value plus 100 points. When the shield is activated, you also get a 50% repel resistance.


was attacked with a 2% chance to cast an asylum
.




(level 28, passive)





whenever your skills are used to recharge your energy, you will recover some of the life values.


restores 54 points of life in 2 seconds (the effect increases with player level)
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