Note, that Mules have levels as well, but they are determined by how long a character stayed shapeshifted. Will result in the experience needed to progress from level 8 to level 12. The #calc command can operate with levels, e.g. The progression in experience needed for the next level is an exponential one with drops in the growth rate at the levels 10, 20, 30, 40 and 90.Ī listing of levels, experience, differences as well as notes on recommended, required and ignore levels is available at CEL. As a character earns experience he progresses through levels which in turn are used to determine chances of success in "mixing" skills, combat related statistics, such as chance to hit and "ignore levels", and in Magic certain levels are required before a character may attempt to cast a particular spell.Įxperience depends on Rationality and can be further increased in up to three compatible skills by serving the Gods. If you’re placing a debuff, affinity doesn’t matter as there’s no concern for a “weak hit”.Advancement in the skills of Eternal Lands is determined by experience gained through the pursuit of a particular skill. If the skill is a hit, you can get a weak hit with negative affinity and debuffs cannot land on weak hits. Keep in mind affinity does not matter when champion skills place vs hit. If your team is too Magic-heavy, Wrath will be even more of an issue with the hard hits and you might struggle landing important debuffs. If you’re preparing well and planning to counteract all 6 heads, keep in mind that the Head of Blight is Magic and the Head of Wrath is Force. (Uugo & Lydia are a great combo in a rotation like this!) However, you can also have extra insurance and use multiple champions with that skill to cover your bases. You’ll want to avoid force champions for Block buffs if you’re going that strategy instead of having a Mischief target. The Head of Suffering and Mischief are both Spirit affinity for this rotation. The Head of Torment is Magic affinity this doesn’t affect your decisions of team composition too much as you still need specific champions to counteract it. For this rotation, you’ll want to pick a Provoke champion (or two) that are not Magic affinity to avoid weak hits and the debuff not landing. These are made available to help you do preliminary mixer sizing, mixtank volume calculations, some mixer mechanical design calcs, etc. When talking about counteracting each head, making sure you have champions that aren’t weak affinity for that role is important. Mixing Calculators White Mountain Process is happy to provide these free mixing calculators for your use. (Again, it should be stressed that for the BEST success with hydra, you should prepare for these as well to reduce the RNG stressing about which head will pop up after decapitation). With Wrath not being in the start, you also can possibly drop extra protection like Shields. However, you should have Block Buffs used for the heads regardless so don’t skip that when planning your team. The biggest concern with them is to have Block Buffs in your arsenal. This rotation does not include Wrath or Blight at the start. It’s one of the most important debuffs to bring into all hydra fights. Two of the heads put up buffs (or steal them) so a key for this lineup will also be a champion with Block Buffs. You can avoid worrying about this head also by having Block Buffs up the entire time as well. Mischief being in the mix either requires your whole team to have high resistance to resist the buff steals or a “mischief target” to be built. The other option is to have cleansers but can become a bit more unreliable. You need a champion with this skill to prevent the True Fear debuffs being placed on you from the Passive of the Head of Torment.
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