Difference between revisions of "Tendrils eruption (talent)"
From Tales of Maj'Eyal
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|require={{TalentReq/SpellsReq3}} | |require={{TalentReq/SpellsReq3}} | ||
|use_mode=Active | |use_mode=Active | ||
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|cooldown=18 ; 10 on Constrict | |cooldown=18 ; 10 on Constrict | ||
|desc= | |desc= |
Latest revision as of 08:45, 19 February 2019
Tendrils Eruption | ||
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Game Version | 1.5.10 | |
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Category Type | Demented | |
Category | Tentacles | |
Requirements | Lvl (8,9,10,11,12) Mag (28,30,32,34,36) | |
Use Mode | Active | |
Cost | - | |
Range | 7 | |
Cooldown | 18 ; 10 on Constrict | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | You plant your tentacle hand in the ground where it splits up and extends to a target zone of radius 3. The zone will erupt with many black tendrils to hit all foes caught inside dealing 180–300%cTWD tentacle damage.
Any creature hit by the tentacle must save against spell or be numbed by the attack, reducing its damage by 25–40cTL:50 for 5 turns. If at least one enemy is hit you gain 20 insanity. When constricting: The tendrils pummel your constricted target for 1.5*(180–300%cTWD) tentacle damage and if adjacent you make an additional mainhand weapon attack. Talent cooldown reduced to 10. |