![]() Light Drones - Elemental drones* that hover around and attack enemies** that have hit you*** Safety Measure - Slows down time for a few secondsĮmergency Recovery - Heals the player based on the alteration statĪbsorption - Recovers magicka based on the damage dealt on the player >Devouring Flames - Knocks target down, deals damage based on 10% of the caster's destruction stat, doesn't cancel out the second-tier combo state >Shaking Hands - Target's stamina and stamina rate goes down to 0 >Paper Armor - Pushes target away, damage resistance stat is 0 >Nerve Damage - Slows down weapon swing even more than Neural Burn and causes stagger every second (for 10 seconds) >Blown Weapon - Unequips right hand weapon and removes it (yes, it removes it from the target's inventory), pushes target away, damages target based on 30% of your destruction stat >Hot Metal - Unequips all items, pushes target away, damages target based on 80% of your destruction stat >Synapse Break - 0 magicka rate, 0 magicka, pushes target away >Lightning Rod - Stops enemy movement and shocks nearby targets (careful) Soul Fire causes enemies to fire a fireball at an enemy if there are any nearby >Soul Burn and Soul Fire - Soul Burn damages health over time and may cause Soul Fire >Stolen Breath - absorbs stamina replaces Frozen Life (I sorta found Frozen Life a tad annoying) >Ward Recompense - Ward Combo restores magicka based on the damage taken while the ward is put up >Elemental Mimicry - Ward Combo casts a cloak depending on the element that hit the ward These combos act generally like combat support drones, which is why I call them "protocols" rather than "combos". These combos are triggered while there's a mage or candle light spell active. ***Second-tier combos will sometimes be triggered alongside first-tier combos **Tip: Basic spells like flames, sparks, and frostbite cause different second-tier combos from their higher level brethren (alternatively, you can use a cloak or a rune) *You can use firebolt>firebolt to prep the enemy for second-tier combos For the sake of balance, I set the duration of being in a second-tier state to 10 seconds only so make it count! The next spell** that hits will trigger a second-tier combo***. Triggering second-tier combos is a three-step process: cause the combo state, then attack the target with the same element but of higher expertise (flames > firebolt, sparks>lightning bolt, etc.)*. >A way for battlemages to incorporate melee combat >Incorporate other schools of magic (I'm looking at you, Illusion) > This version already has the player immune fix from the previous version, but if you get hit with a combo let me know which combo it is and the details on how it happened (who hit you, what spells were used, etc.) in the comments section >For any issues, please let me know immediately through the comments section as well >For any suggestions on balancing or suggestions for new combos, just fire away at the comments section >Second-tier combos added for fire and shock (might be OP, but they're second-tier for a reason) Magicka 2 spell combos list mod#He hosts the Youtube series Skyrim Mod of the Day which showcases a few mods (usually the less popular ones) on a daily basis. *Thanks to user Preykousis for pointing out this page's lack of a proper description Different combinations of spells yield different effects, so experimentation is encouraged. For example, casting Ice Spike on an enemy then shocking him with Sparks or Chain Lightning will cause the Superconductor combo which deals a additional damage and sets enemy magicka to 0. The next spell that hits the enemy within the allotted time will trigger the spell combo. It works by setting up the enemy for a combo by casting a spell of a particular element. Spell Combos allows you to trigger different effects (explosion, stat debuffs, push, disarm, etc.) when casting different spells in combat. Why don't you subscribe to his show? He updates on a daily basis! This mod has also been featured in Preykousis' show Skyrim Mod of the Day, showcasing v1.5b. ![]()
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