![]() ![]() When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies. Rotorswell: Gyre's mechanisms spin at incredible speeds, generating an Electic Field that shocks nearby enemies. However, you cannot use Mods to adjust the skill's cooldown timer. The Energy regen, critical chance bonus, initial Energy cost, and duration can all be tweaked through Mods. It's possible to have constant uptime of this ability with enough kills, but keep this cooldown in mind. Unlike the rest of her kit, this ability has a 60-second cooldown that starts when the ability is cast. At base stats, this ability seems to give 1.5 Energy regen and 50% critical chance, the critical chance behaving like Point Strike and similar Mods. Kills grant just over two seconds of extra duration. Casting is on a cooldown.Ĭathode Grace is similar to some of Harrow's abilities, granting her passive Energy regeneration and critical chance for a short duration (seems to be around six seconds base). Most will use this ability to quickly build up Electricity stacks to trigger Gyre's passive.Ĭathode Grace: Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. It's unknown how much bonus damage the Arcsphere will deal when it hits multiple targets. ![]() Also Known As (AKA) (original title) Maelstrom: USA: Maelstrom: Getting Started. Be the first to contribute Just click the 'Edit page' button at the bottom of the page or learn more in the release dates submission guide. The impact deals a large amount of Electricity damage, and those inside take a small amount of Electricity damage over time. It looks like we dont have any release dates for this title yet. Gyre will throw an orb towards your cursor, projecting an electrical AoE on impact. Hitting at least 3 enemies with the initial launch enhances damage. Gyre's First Ability: ArcsphereĪrcsphere: Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. This could have some devastating synergies with subsumed abilities from the Helminth system. All content for The Maelstrom & The Gyre is the property of Ezra Bale and is served directly from their servers with no modification, redirects, or rehosting. Garuda is also getting some Ability kit tweaks to improve the overall flow and feel of her playstyle. We discussed these in a previous Devstream, but now they’re confirmed Pablo stated these were from A-L, so expect us to review M-Z at a later date. Enemies can have up to ten Electricity procs on them at any given moment, allowing Gyre to always crit with her abilities if you shock a target enough times. This could be as basic as factoring in the date or the users overall region, or when used with Tracking, could be based on more personal user data. Augment tweaks are also coming for 15-16 of the lesser-used ones. It's unknown what Gyre's critical multipliers are for her abilities, but it should be around a 2x multiplier if it works like most weapons. (Credit to u/Cephalon_Zelgius for the description) Passive: Gyre's abilities have a 10% chance to deal critical damage for each electrical status on an enemy. ![]()
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