m (→Description: linked Life stealing) |
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*[[Captain Osric]] ([[Yak's Bend]]) |
*[[Captain Osric]] ([[Yak's Bend]]) |
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*[[Dakk]] ([[Ember Light Camp]]) |
*[[Dakk]] ([[Ember Light Camp]]) |
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− | '''[[Signet of Capture]]''': |
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− | * ... to be added ... |
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==Usage== |
==Usage== |
Revision as of 20:24, 4 March 2006
Shadow Strike | ||||||||||||||||||
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File:Shadow Strike.png | ||||||||||||||||||
Skill details | ||||||||||||||||||
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Description
Target foe takes 12...41 shadow damage. If that foe's Health is above 50%, you steal 12...41 Health.
Progression
Blood Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
Shadow damage | 12 | 14 | 17 | 19 | 22 | 24 | 26 | 29 | 31 | 34 | 36 | 38 | 41 | 43 | 46 | 48 | 50 | 53 | 55 | 58 |
Health | 12 | 14 | 17 | 19 | 22 | 24 | 26 | 29 | 31 | 34 | 36 | 38 | 41 | 43 | 46 | 48 | 50 | 53 | 55 | 58 |
Acquisition
Usage
- Much like with Deathly Chill, beware of relying too heavily on this skill as a primary source of damage. Though you may be devilishly effective originally, once your foe's health becomes lower, this skill will not suffice without backup.
- This skill deals less average damage over time than Vampiric Gaze (At 12 Blood Magic Vampiric Gaze does an average of ~8.7 damage per second if cast continuously. Under the same conditions, Shadow Strike deals only 8.2 damage per second against a foe with greater than 50% health, and once that foe's health drops, the damage drops to just 4.1 damage per second,) but costs less energy over time (Vampiric Gaze costs ~1.7 Energy per second if cast continuously, while Shadow Strike costs 1.0 Energy per second.)
- At 12 Blood Magic, Vampiric Gaze offers 5.2 damage per energy, while Shadow Strike offers 8.2 damage per energy against a healthy foe and 4.1 damage per energy against a weak foe. At 16 Blood Magic, though, Vampiric Gaze offers 6.3 damage per energy, and Shadow Strike offers 10.0 damage per energy against a healthy foe and 5.0 damage per energy against a weakened foe.
- Because this skill deals a large amount of armor-ignoring damage, especially to healthy targets, many Necromancers find it primarily useful as a spike skill.