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Tödliche Kühlung: Unterschied zwischen den Versionen

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   | stat3 = Wiederaufladung | val3 = 5
   | stat3 = Wiederaufladung | val3 = 5
   | beschreibung =
   | beschreibung =
Das Ziel erleidet '''5...41''' [[Kälteschaden]]. Wenn die [[Lebenspunkte]] des Ziels über 50% liegen, dann erleidet das Ziel zusätzlich '''5...29''' [[Schattenschaden]].
Das Ziel erleidet '''5...41''' [[Kälte-Schaden]]. Wenn die [[Lebenspunkte]] des Ziels über 50% liegen, dann erleidet das Ziel zusätzlich '''5...29''' [[Schatten-Schaden]].
}}<noinclude> <!-- das noinclude ist wichtig; bitte nicht entfernen -->
}}<noinclude> <!-- das noinclude ist wichtig; bitte nicht entfernen -->


== Progressionstabelle ==
== Progressionstabelle ==
{{progression top|attrib=[[Todesmagie]]}}
{{progression top|attrib=[[Todesmagie]]}}
{{progression main|effect=Kälteschaden|5|8|11|14|17|20|23|26|29|32|35|38|41|44|47|50|53|?|}}
{{progression main|effect=Kälte-Schaden|5|8|11|14|17|20|23|26|29|32|35|38|41|44|47|50|53|?|}}
{{progression main|effect=Schattenschaden|5|7|9|11|13|15|17|19|21|23|25|27|29|31|33|35|37|?}}
{{progression main|effect=Schatten-Schaden|5|7|9|11|13|15|17|19|21|23|25|27|29|31|33|35|37|?}}
{{progression bottom}}
{{progression bottom}}


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'''[[Fertigkeitstrainer]]:'''
'''[[Fertigkeitstrainer]]:'''
*[[Avena]] ([[Maguuma Gestade]])  
*[[Avena]] ([[Maguuma Gestade]])  
*[[Tengsao]] ([[Oase Amnoon]])
*[[Tengsao]] ([[Die Oase Amnoon]])
*[[Dakk]] ([[Glutscheinlager]])
*[[Dakk]] ([[Glutscheinlager]])
'''[[Siegel der Erbeutung]]''':
'''[[Siegel der Erbeutung]]''':
Zeile 31: Zeile 31:


==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.
*Ähnlich wie bei [[Schattenschlag]], sollte man sich nicht zu sehr auf '''[[Tödliche Kühlung]]''' als Hauptschadensquelle verlassen. Besonders bei Gegnern niedrigerer Stufen ist die Fertigkeit sehr effektiv, doch sobald die Lebenspunkte des Gegners unter 50 % liegen, fällt der zusätzliche Schaden weg.  
*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.
*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.


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Version vom 3. Oktober 2006, 12:37 Uhr

Vorlage:Übersetzungs-stubVorlage:Fertigkeitsbox

Progressionstabelle

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

Wie erlangt man diese Fertigkeit?

Fertigkeitsquests:

  • keine

Fertigkeitstrainer:

Siegel der Erbeutung:

Hinweise zur Benutzung

  • Ähnlich wie bei Schattenschlag, sollte man sich nicht zu sehr auf Tödliche Kühlung als Hauptschadensquelle verlassen. Besonders bei Gegnern niedrigerer Stufen ist die Fertigkeit sehr effektiv, doch sobald die Lebenspunkte des Gegners unter 50 % liegen, fällt der zusätzliche Schaden weg.
  • 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.