If we rank the power/utility of those rarest of bonuses, I feel they should appear this way. What really sets them apart are the very special/rare bonuses. Named Item, Sets, Enchanter's, Legendary, Epic, Rare, Common. So the way I'm envisioning the gear hierarchy in Eternium: So this gives players the ability to really craft their own customized gear without making Sets obsolete. Very simply an Enchanter's item is a normal/rare/epic/legendary item that can have TWO enchantments. Since one can enchant set items as well, I think it isn't overpowered to consider a new kind of recipe. For example Jugg 2 gives you 280 Power while greater power enchantment is only 100. Generally speaking even the greater enchantments aren't as powerful as any of the set bonuses we have seen. I would link that topic here if I knew how. If you are still using Assassin's Pistol set, switch over to Igniters pistols for the bonus Tracer Ammo stacks.Since I'm not able to yet enjoy the crafting update, here is my 2cents added to Lam 's idea about an enchantment set. If anything survives, trap them and repeat, if not move on to round up the next few mobs. Strategy: Once you lock down a mob with Magnetic Trap, move around it firing at different targets each time to attach more sticky bombs, then hit it with Rapid Fire immediately followed by Heatseekers to set off a chain reaction explosion. Then push these abilities to level 10 for maximum effect. Open the third ability slot and add Magnetic Trap to group up mobs, so you get more bang from Sticky Bomb explosions. Snipe is a Stalker BH ability,and most of your damage will come from Heatseekers and Sticky Bombs. For a Demolitionsist BH, replace Multishot with Rapid Fire for 3 second bonus damage and replace Snipe with Heatseekers.
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