Originally Hydra was assumed to have a variety of rune choices involving the fully-functional summonable pet with the Striking rune. This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes. The Typhon's Veil (Set Bonus for 6 pieces): Hydras deal 2000% increased damage for each Hydra head alive.Taking damage causes one Hydra head to die, but no more than one every 2 seconds. The Typhon's Veil (Set Bonus for 4 pieces): Damage taken is reduced by 8% for each Hydra head alive as long as there is one available.The Typhon's Veil (Set Bonus for 2 pieces): Doubles the duration of Hydras and increases the number of heads on multi-headed Hydras by two.Enforcer (Legendary Gem): increases damage by 15% (+0.3% per rank).Winter Flurry (Legendary Source): increases Hydra damage by 125-150% to enemies in a Blizzard.Tasker and Theo (Legendary Gloves): increases Hydra attack speed by 40-50%.Each new cast will cause the oldest of the earlier summons to despawn. Serpent's Sparker (Legendary Wand): two Hydras can be summoned at once, and Hydra deals 250-300% increased damage.This Frost Nova DOES benefit from any enhancements of a regular Frost Nova spell. The Magistrate(Legendary Wizard Hat): Hydra periodically casts Frost Nova and deals 250-300% increased damage.Hydra deals 25-30% increased damage for each Spectral stack. You gain a Spectral buff whenever you land an attack with a Signature Spell. Fragment of Destiny (Legendary Wand): Your Signature Spells attack 50% faster and deal triple damage.Multiple lines in one area stack, making Mammoth Hydra effective against immobile enemies. Mammoth Hydra: Hydra only has one head, damage increased to 330% per tick, but missiles are replaced with a 40 yard long, 5 yard wide line of fire that deals damage over time to enemies within and lasts 5 seconds (that is, 1650% damage as Fire per breath).Frost Hydra: damage increased to 255%, damage type changes to Cold, but bolts are replaced with a 20 yard range, 120 degree wide cone.Note that unlike the speed of Hydra bolts released, the damage over time does not scale with attack speed. Each enemy hit suffers 155% damage as Fire over 3 seconds, stacking infinitely, but not renewed. Blazing Hydra: initial damage of each firebolt reduces to 0, but bolts explode on impact, hitting all enemies within 10 yards.Lightning Hydra: damage increased to 255%, damage type changes to Lightning, and target is hit instantly, being unable to dodge the attack.Arcane Hydra: damage increased to 205%, damage type changes to Arcane, and bolts explode on impact, hitting all enemies within 10 yards.In other words, spamming Hydra again and again with careful timing can increase its attack speed (at cost of greatly raised Arcane Power expenditure).Īs Hydra exists for a limited time and attacks independently, it benefits greatly from Attack Speed.ĭiablo II: Resurrected Review - Pile Of Old Bones Hydra's attack speed interval is reset if it is resummoned. Since then this combo was fixed and now Mirror Images can have only one summoned Hydra at the same time, whatever the Images' numbers. With Serpent's Sparker wand and Duplicates rune, a Wizard could have as many as 10 Hydras active at a time (even though 8 of them would be fake and do little damage). Hydra is not applying shields from Magic Weapon (Deflection) on attacking, only doing it on cast. The Arcane Hydra version does benefit from the Temporal Flux passive skill to everything within the area of effect of each bolt, turning it into a very effective AoE DPS and Crowd Control turret. Hydra is a popular kiting build spell, as it can attack independently from the Wizard, and regardless of its master's movement. Hydra will not attack Treasure Goblins beyond 10 yards of itself if those are not yet in combat. In return, Hydra's attacks will not cause Wizard to take damage from the Reflects Damage monster affix. In other words, Wizard will not gain any healing for Hydra's attacks, and these attacks will not trigger any 'on hit' special effects. Another Hydra is summoned, causing the old one to despawn.Īttack Speed of Hydra depends on that of its master, and each head spits independently.Hydra cannot be directly controlled, is unable to move, does not block path, and may not be targeted with any attacks and spells, only disappearing in three cases: Normally only one Hydra per Wizard can be summoned. Costs 15 Arcane Power, and has no cooldown. All Hydra heads try, but do not have to fire at a single target. Each head rapidly spits high-speed firebolts, causing 165% damage as Fire to the first enemy they hit (missiles have a limited range). Summons a single three-headed Hydra at the targeted location anywhere within approximately 60 yards (not necessarily within line of sight).
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