Well I never liked this one but seeing how it got left behind maybe it's time for a revamp.
First, I never understood what having grass all over has to do with a random immolate and random shield. The other two sets seem to be more coherent thematically so I thought. . .
2 - Set
Each time you receive damage :
Your regeneration rate is increased by 100%
Your power increases by 100 points
This stacks up to the total number of set pieces equiped.
4 - Set
If your armor total is 4000 or higher, nature spells/attacks get a dmg bonus equal to the dmg prevented by armor.
6 - Set
Whenever an enemy attacks, casts an AOE offensive spell or charges an attack at you :
He/she is automatically slowed, poisoned, deals X less dmg, receives X more dmg - depending on distance.
For enemies at melee range, X is 50%.
For enemies at shooting range, X is 20%.
Casting a fire/ice spell negates this effect.
As for nature themed spells, I can only think of two moderately interesting ones :
- Attack: "Thorns". Incorporated pierce and bleed. Think nail gun. More projectiles than Bolt but less dmg/hit.
- an AOE around the character hitting most enemies on the screen. Would look similar to the warrior's whirlwind; radius 150% that of an upgraded immolate. Wind and thorns. Nearby enemies are blasted away and momentarily stunned. May add bleed. Massive damage. Very long recuperation time. 2-3 seconds commitment (as in frost ray, DfA)
- Heal: Base regeneration rate and AR are increased by up to 1000% for 5 seconds. Regeneration rate is similarly increased for minions and summoned merloks.
First, I never understood what having grass all over has to do with a random immolate and random shield. The other two sets seem to be more coherent thematically so I thought. . .
2 - Set
Each time you receive damage :
Your regeneration rate is increased by 100%
Your power increases by 100 points
This stacks up to the total number of set pieces equiped.
4 - Set
If your armor total is 4000 or higher, nature spells/attacks get a dmg bonus equal to the dmg prevented by armor.
6 - Set
Whenever an enemy attacks, casts an AOE offensive spell or charges an attack at you :
He/she is automatically slowed, poisoned, deals X less dmg, receives X more dmg - depending on distance.
For enemies at melee range, X is 50%.
For enemies at shooting range, X is 20%.
Casting a fire/ice spell negates this effect.
As for nature themed spells, I can only think of two moderately interesting ones :
- Attack: "Thorns". Incorporated pierce and bleed. Think nail gun. More projectiles than Bolt but less dmg/hit.
- an AOE around the character hitting most enemies on the screen. Would look similar to the warrior's whirlwind; radius 150% that of an upgraded immolate. Wind and thorns. Nearby enemies are blasted away and momentarily stunned. May add bleed. Massive damage. Very long recuperation time. 2-3 seconds commitment (as in frost ray, DfA)
- Heal: Base regeneration rate and AR are increased by up to 1000% for 5 seconds. Regeneration rate is similarly increased for minions and summoned merloks.
Comment