Staves, wands and orbs are all labeled "staff class" in-game, but the three weapon types have distinct properties. Because orbs are separate from all other weapon categories, magic and rare orbs can have unusual affixes for weapons, such as high elemental resistances, magic damage reduction, and half freeze duration. Orbs also have Auto Mods: Jackal, Fox, Wolf, Tiger, Mammoth, Colossus (Magic Orbs only), Lizard's, Snake's, Serpent's, Drake's, Dragon's, Wyrm's, Great Wyrm's (Magic Orbs only). Unlike staves, use of an orb allows the sorceress to take advantage of the defense bonuses of a shield. Like staves, nonmagic, magic and rare orbs can have innate bonuses to individual Sorceress Skills, and magic and rare orbs can have Sorceress skill prefixes and faster cast rate suffixes, but fewer attack rating and weapon damage suffixes. Orb damage scales with the wielder's Strength, with each point of Strength equivalent to 1% enhanced damage. All orbs have a range adder of 0 and no Strength or Dexterity requirements to wield. Although orbs can be used to make melee attacks, they are not classified as melee weapons, blunt weapons, or rods. They can be equipped only by the Sorceress. Sorceress orbs are one-handed weapons in the Diablo II expansion Lord of Destruction. Level 10-15 Redemption Aura When Equipped (varies) +350-400 Enhanced Damage (varies) -28 To Enemy Fire Resistance. 40 Chance To Cast Level 22 Firestorm On Striking. Diablo II one-hand swing attack speed data Class 100 Chance To Cast level 40 Blaze When You Level-up.
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