The trap takes less than a second to trigger, deals about 3k/16k/35k damage in NG0/NG+/NG+5 on Elite and – unlike the floor spike trap – is unblockable and ignores all armor, damage reduction and even the Engineer’s Forcefield. It’s easy to miss the innocent floor trap as you’re plowing through enemies and feeling safe behind your 75% block chance and 75% damage reduction. These appear only in Act II dungeons (thankfully). The number one culprit behind hardcore character deaths. While it’s usually easy to see these coming, the damage is staggering if the attack should connect. Charging attacks (Hulking Slasher, Forest Gargoyle, Tutara Skullcrusher, etc.). Since burning ignores armor, avoid any attacks that spread fire on the ground, or your health will start dropping alarmingly fast.ģ. Burning attacks (Deathcaps, Salamanders, Desiccated Archers, etc.). The "ice wave" attacks of these enemies have very high damage and can potentially one-shot an ill-equipped character.Ĥ. Ice attacks (Mirka Frostbinder, Chillhoof, Ice Elemental). Since everyone loves lists, here’s a list of the most dangerous things in the game to watch out for.ĥ. I mean 75% block, 75% damage reduction, high dodge, missile reflection, and as much health as possible. To survive on Elite and higher NG+ tiers, you need 10% luck, 20% skill, 15% concentrated power of will.
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