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== Acquisition == |
== Acquisition == |
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− | '''[[Skill Quests]]''': |
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− | *None |
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'''[[Skill Trainer]]s''': |
'''[[Skill Trainer]]s''': |
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− | *[[Firstwatch Sergio]] ([[Lion's Arch]]) |
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*[[Mazzim]] ([[Fishermen's Haven]]) |
*[[Mazzim]] ([[Fishermen's Haven]]) |
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*[[Tengsao]] ([[The Amnoon Oasis]]) |
*[[Tengsao]] ([[The Amnoon Oasis]]) |
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*[[Dakk]] ([[Ember Light Camp]]) |
*[[Dakk]] ([[Ember Light Camp]]) |
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'''[[Signet of Capture]]''': |
'''[[Signet of Capture]]''': |
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− | * |
+ | *[[Ulrik the Undefeated]] ([[Traveler's Vale]]) |
== Notes == |
== Notes == |
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− | *When Kinetic Armor is renewed, its new length is determined by your current enchantment modifiers. For example, if |
+ | *When Kinetic Armor is renewed, its new length is determined by your current enchantment modifiers. For example, if you cast Kinetic Armor with no enchantment modifiers, then it will be active for 8 seconds. If you then switch to a weapon with +20% enchantment length and cast a spell, Kinetic Armor will be renewed for 10 seconds. |
*Ideally, Kinetic Armor can be held up with at least one quick recharge, low cost spell, such as [[Stone Daggers]]. |
*Ideally, Kinetic Armor can be held up with at least one quick recharge, low cost spell, such as [[Stone Daggers]]. |
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+ | *Earth Magic has relatively few low-recharge spammable spells, so, because of its strong effect even with a modest investment in Earth Magic, this spell could be more useful with an attribute with more quick spells, such as [[Air Magic|Air]] or [[Fire Magic]]. [[Searing Flames]] is especially useful, because it will almost always be spammed. |
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+ | |||
+ | ==Related skills== |
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+ | *{{skill icon|Critical Defenses}} |
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+ | *{{skill icon|Critical Agility}} |
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+ | |||
+ | == Related articles == |
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+ | *[[Armor skills quick reference]] |
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+ | *[[Enchantment spell skills quick reference]] |
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+ | |||
+ | [[de:Kinetik-Rüstung]] |
Latest revision as of 14:42, 7 December 2010
Skill details
Kinetic Armor | ||||||||||||
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Full: For 8 seconds, you gain +20...68...80 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds.
Concise: (8 seconds.) You have +20...68...80 armor. Renewal bonus: cast a spell.
Earth Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
+Armor | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 | 84 | 88 | 92 | 96 | 100 | 104 |
Acquisition[ | ]
Notes[ | ]
- When Kinetic Armor is renewed, its new length is determined by your current enchantment modifiers. For example, if you cast Kinetic Armor with no enchantment modifiers, then it will be active for 8 seconds. If you then switch to a weapon with +20% enchantment length and cast a spell, Kinetic Armor will be renewed for 10 seconds.
- Ideally, Kinetic Armor can be held up with at least one quick recharge, low cost spell, such as Stone Daggers.
- Earth Magic has relatively few low-recharge spammable spells, so, because of its strong effect even with a modest investment in Earth Magic, this spell could be more useful with an attribute with more quick spells, such as Air or Fire Magic. Searing Flames is especially useful, because it will almost always be spammed.