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流放之路3.12版本新增技能及重做技能汇总

日期:2022-10-18 18:00:09栏目:游戏攻略浏览:

ARPG游戏流放之路目前已经公布即将推出3.12新版本,新版本中新追加了部分装备和技能,下面给大家带来3.12版本新增技能及重做技能详解

  • Blazing Salvo
    Blazing Salvo releases a torrent of fiery mortars that can hit enemies as they fly and land in rapid succession, with each mortar causing an explosion. When targeting up close, the explosions can hit a target multiple times, while targeting at range causes them to spread out and have a higher explosion radius, giving you a wide damage spread.
    The skill rewards clever positioning, making it well suited to casting by hand or by being careful about placement of totems, traps and mines. Multiple Projectile supports result in more damage up close and more reliable area spread, while Fork lets the mortars split into two if they hit enemies, with each exploding separately. Combine the skill with Void Sphere to draw enemies in for a concentrated salvo, or use Flame Wall to add fire damage to Blazing Salvo while applying the Flame Wall's burning effect to enemies hit.
    火球连射
    火球连射能释放出一串火球,每个火球会击中在飞行途中遇到的敌人,并且触发一个爆炸的效果。近距离击中的时候,爆炸效果能多次击中同一个目标。远距离的时候,会有更大的范围爆炸效果,赋予你更好的清图能力。
    这个技能设计比较灵活,能很好适应各种施法方式,自施法,图腾,地雷或者陷阱。高阶多重投射这个辅助宝石能让这个技能在近距离的时候造成更多的伤害,远距离的时候造成更大的范围爆炸,分裂这个辅助宝石可以让这个技能在击中敌人的时候分裂成两个火球,各自造成爆炸。关于这个宝石的联动,可以考虑用下赛季的新技能虚空球,把敌人拉到一块,集中输出火球爆炸,或者配合下赛季的新技能火墙,可以增加火球的伤害,同时在击中敌人的时候适用火墙的燃烧效果。

    Crackling Lance
    Crackling Lance shoots out a wide beam of lightning that has secondary areas of lightning that split off it, striking enemies in a wide spread. Crackling Lance comes with built in Intensity, so each cast builds in damage, while the secondary areas angle in, until all the lightning fires in a single wider beam.
    The skill has powerful single target damage capacity when handcast, while having reliable area coverage when used with triggers, totems, traps or mines. Its damage bonus is multiplicative with the Intensity support, allowing it to build up incredible single target damage, and its high damage is great for creating very powerful shocks on enemies.
    霹雳电矛
    霹雳电矛在射出一个闪电激光之后,还有附带的一个范围闪电效果,击中周围的敌人。霹雳电矛有法术凝聚的机制,每次释放会造成伤害,同时会触发范围效果,最后会有一个大型的光束。
    这个技能在自施法的时候有很强的单体伤害,在用图腾、地雷或者陷阱这些触发方式的时候,有个不错的范围效果。这个技能的伤害能跟法术凝聚辅助技能石提供的伤害叠加,可以造成很高的单体伤害,因此能对敌人有很强的感电效果。

    Intensity and the Pinpoint Support
    Intensity was introduced as a high-risk, high-reward mechanic for handcasting that lets you build up powerful concentrated damage while casting repeatedly, as long as you don't move and at the cost of area of effect. To improve the mechanic, we're lowering the base maximum Intensity to 3, while increasing all bonuses to compensate. This will make it faster to build up and lose intensity, while also putting more power on the passive tree notable that gives maximum Intensity.
    We've changed the Intensity mechanic to be one we can build into other skills and supports, like Crackling Lance and the new Pinpoint Support. Pinpoint Support gives 3 additional projectiles, while each stack of Intensity will reduce the number of projectiles you fire by 1 while greatly increasing the skill's damage. By increasing your maximum Intensity you could lose all projectiles, so this support works well with spells that can easily gain additional projectiles.
    法术凝聚和精准投射辅助
    法术凝聚对于自施法来说,有很强的优势,在不移动的情况下重复施法,牺牲范围效果,可以提供更高的范围伤害。为了加强这个机制,新版本的法术凝聚上限由4层改为3层,同时平衡了层数更改带来了伤害变化。这个改动能让你更快到达法术凝聚的最高层数,更快获得最高的伤害,同时也加快了法术凝聚层数的流失。天赋树上跟法术凝聚相关的天赋点,+1法术凝聚上限,会提供更高的伤害。
    法术凝聚现在有更多的应用,比如前文提到的霹雳电矛,还有新的辅助,精准投射。精准投射辅助技能石释放3个额外投射物,每层法术凝聚效果会减少一个额外投射物,同时会提高伤害。

    Firestorm
    A classic Path of Exile spell, Firestorm has been reworked to give it more powerful visuals, more reliable area coverage and a greater reward for casting fewer, more powerful Firestorms. It is now a level 28 skill, increased from level 12. Firestorm now calls down a single, powerful meteor followed by a smaller ongoing storm of fire over a duration. It now has a limit on how many ongoing storms can be active at once, so you can call down as many meteors as you'd like but can't stack up the ongoing fire storms by extending their duration and triggering or casting the skill rapidly. This has allowed us to greatly increase the area of each impact and the overall damage per cast (and improves performance).
    火雨(希望新版本火雨能改名叫毁天灭地)
    火雨是流放之路一个经典技能,现在改版之后有更强的视觉效果,施法间隔越长,范围覆盖越广,产生更多的火雨。现在改成一个28级的技能石(以前是12级技能石)。新版本的火雨会召唤一个火球,落地后还有一些持续一段时间的小型火焰风暴。现在对这种小型火焰风暴有个上限的设定,你可以随意释放火雨,但是同一时间内只能有特定数量的小型火焰风暴。这次改版提高了火雨的表现效果,增大了撞击的范围和提高了每次释放的伤害。

    Icestorm
    The Icestorm skill granted by The Whispering Ice has received a visual overhaul to modernise the skill, while also receiving some balance changes. It has a storm limit like Firestorm, though the limit is much higher than Firestorms so it works better with triggering and rapid cast mechanics. Its impact area of effect and damage has been increased, while the impact frequency has been lowered.
    冰风暴
    冰点低语暗金长杖提供的冰风暴改版了。跟上文提到的火雨限制类似,但是冰风暴存在的冰雨上限会比火雨高得多,所以冰风暴比较适合触发类型或者快速施放类型。提高了冰风暴的击中范围和伤害,降低了冰风暴的频率。

    Discharge
    Discharge is another long standing Path of Exile skill that hasn't received much balance attention due to how dependent it has been on specific mechanics that can very rapidly generate charges, forcing the balance to be focused on a small handful of unique items that can generate huge numbers of charges as quickly as you can use the skill. To make the skill more accessible, Discharge’s base damage has been almost tripled and its area of effect now scales significantly with the number of charges consumed, but it has been given a short cooldown. This makes keeping up with charge generation much more manageable for a wider selection of builds. Its damage penalty when triggered has been replaced by a damage penalty to ailments, as it can now create a very devastating ignite.
    To preserve the classic trigger Discharge playstyle, a new threshold jewel called Endless Misery has been added which sets the cooldown of Discharge to a much lower value, but also comes with penalties to its damage and area of effect, bringing it closer to (though superior in many setups) the previous iteration of Discharge.
    It has also received a visual overhaul to bring it on par with modern skill effects and improve its performance.
    解放
    解放也是个老技能了,一直以来因为解放机制绑定的暗金多,没舍得改动。为了让这个技能变得灵活一点,新版本解放的基础伤害大概变成了现版本的三倍,根据消耗的能量球提供范围效果,但是会有一个短暂的冷却时间。这样在选择BD的时候,能更好地控制能量球的获取。解放的触发伤害惩罚改成了对异常伤害的惩罚,因为新版本的解放提供了很高的点燃伤害。
    与此同时,为了让一直以来的解放暗金人能继续运作,新版本的解放多了个门槛珠宝,可以大幅降低解放的冷却时间,但是会有一个伤害和范围效果的惩罚,最终伤害会跟以前类似(或者说有所提高)。
    提高了解放的表现效果。

    Glacial Cascade
    Glacial Cascade now has additional mechanics that provide a unique playstyle that rewards clever positioning. The skill now has inherent knockback, a fixed cascade spread, and the final burst of the cascade deals significantly more damage in a larger area. Use the knockback from the cascade to push enemies away and into the large impact, and position the skill carefully on bosses to make the most of the damage overlap. The skill still deals significant damage with Traps and Mines, but can now take much more advantage of the deliberate positioning that totems and hand casting allows.
    The skill benefits greatly from increased area of effect, allowing for more overlap between bursts. We've also changed the skill to convert 100% of its physical damage to cold, so no enchantment or threshold jewel is required to fully convert the skill. We're replacing the Enchantment and disabling the Long Winter threshold jewel from dropping, to be re-introduced in a new form later.
    冰川之刺
    新版本冰川之刺加入了不少独特的东西。新版本的冰川之刺自带一个击退的效果,在最后一个冰刺爆炸的时候,造成更大范围的更高的伤害。用陷阱或者地雷释放冰刺的时候,会造成不俗的伤害,但是新版本对于图腾和自施法来说会更有优势。
    新版本冰刺的范围效果得到了提高,允许更多冰刺爆炸的叠加。同时自带100%的物转冰,所以没必要用到头盔附魔或者门槛珠宝。因为这个改动,门槛珠宝暂时取消掉落,日后会重做门槛珠宝。

    Splitting Steel
    Splitting Steel is a new low level skill that uses the shard mechanic. Each use fires a single shard that explodes into additional projectiles when it hits an enemy or reaches the targeted location, creating smaller shards that fly towards nearby enemies before detonating in smaller explosions. The skill has some added physical damage and a chance to impale, something that wasn't previously accessible at such low levels.
    Changes have been made to the Split mechanic that means Splitting now occurs before other projectile behaviours; This means that Fork, Pierce or Chain would take place after Split has generated all of the additional projectiles, opening up all sorts of interesting ways to take advantage of these mechanics.
    分裂钢铁
    分裂钢铁是个低级的技能石,使用了碎片机制。每次使用的时候释放出一个单独的碎片,爆开,分裂成数个投射物,在击中敌人的时候或者到达目标的时候,分成更小的碎片,飞向周围的敌人,最后造成一个小型的爆炸。这个技能自带物理点伤和穿刺几率。
    分裂(split)相关的机制改动了,现在分裂发生在所有其他投射物机制之前,也就是说,在分裂钢铁射出所有投射物之后,才会触发分裂(fork),穿透或者连锁的机制。
    (感觉国服的翻译要改版了,本来fork就翻译成分裂,现在加入一个split也是分裂的意思。就单纯改个名字避免重复)

    Call of Steel
    Call of Steel is a secondary skill granted as long as you have any of the Steel gems equipped. It lets you detonate all impales on enemies in a very large range, causing them to deal their stored impale damage in a small area around them. This includes any dead enemies whose corpses are impaled.
    Call of Steel also generates Shards that can be used by any of the Steel skills, generating one for each impaled enemy in range as well as 4 shards when first used, then another 4 every half a second until you're at the maximum of 12 shards. Using a steel skill will interrupt this ongoing recharge, so it's best to time your use of this to when you'll be performing other actions if you don't have enough impaled enemies nearby.
    钢铁呼唤
    在你配置任意钢铁技能相关的技能石后,会自带一个钢铁呼唤的技能。这个技能可以引爆很大范围内的敌人身上的穿刺效果,根据敌人身上储存的穿刺效果对敌人周围造成一个小型的范围伤害。包括那些带有穿刺效果的尸体。
    钢铁呼唤同时也能获得钢铁技能所需的碎片,第一次使用的时候,附近每个穿刺的敌人提供4个碎片,每0.5秒获得4个碎片,直到12个到达上限。使用钢铁技能的时候会打断这个充能,所以在你周围没有很多穿刺的敌人的时候,要控制好这个技能的使用。

    Shattering Steel
    Shattering Steel has received some changes to make the skill more flexible at the cost of consuming two shards. Shattering Steel projectiles can no longer hit the same target multiple times, but instead deal much more damage up close when consuming shards. The skill now has four additional projectiles (from two) and projectile distance is now more reliably modified by projectile speed. Projectiles still explode in a cone area when they stop, and these areas can hit a target multiple times if you can get them to overlap.
    The skill now grants buffs that give a chance to block whenever you use it while consuming a shard. You can have up to 6 of these buffs that grant block chance, each with its own duration, so you've got to keep using the skill frequently to keep the bonus active. These give a sizable defensive advantage to keep you alive when getting up close for those deadly close range shots.
    破碎铁刃
    破碎铁刃改得更加灵活,消耗两个碎片。破碎铁刃的投射物不再多次击中同样一个目标,但是新版本的破碎铁刃在近距离消耗碎片的时候,造成更多的伤害。新版本的破碎铁刃自带4个额外投射物(以前是两个),投射物距离会随着投射物速度提升。在投射物停止的时候,会造成一个范围爆炸,这些范围爆炸能对单一目标造成多次伤害。
    现在这个技能,在消耗碎片的时候,能提供一层格挡率的增益效果,上限是6层,每层有独自的持续时间。所以你需要频繁使用这个技能以保持增益效果。这个改动提高了生存能力。

    Lancing Steel
    Lancing Steel has been completely reworked. Using the attack now consumes 4 shards, creating a whirling cluster of shards pointing forward. The cluster rapidly fires out its projectiles, aiming towards enemies in front at great range or enemies in any direction close to the cluster. The projectiles target enemies the cluster hasn't hit first, letting the cluster pick off weaker enemies before focusing on remaining targets. The projectiles deal more damage to targets that haven't yet been hit by each cluster of shards, to make the skill much more effective at taking out very large groups of enemies that are spread out.
    Additional projectiles add to the total number of projectiles each cluster fires, with 50% more projectiles fired for each shard consumed. This means that the skill usually fires three times its number of projectiles at a fixed rate, creating a hail of shards that deal a devastating salvo of damage, especially when combined with the impale effect. You can have multiple clusters active at once, limited only by how fast you can generate Shards.
    Because of the high shard cost, you'll likely want to invest in a chance to impale, so that you've got more shards in enemies to draw out with Call of Steel.
    断金之刃
    旧技能重做了。新版本的断金之刃消耗4个碎片,向前释放出回旋的碎片,然后释放投射物,击中前方大范围内的敌人,或者近处范围内的敌人。投射物会先击中回旋碎片一开始没有击中的敌人,这样能使回旋碎片跳过一些更弱的敌人,专注击中剩余的目标。投射物对于碎片没有击中的敌人造成更高的伤害,提高了这个技能的清图能力。
    额外投射物会增加回旋碎片释放的投射物数量,每次消耗碎片的时候会有50%更多的投射物射出。这意味着,每次释放投射物的时候,会有三倍的投射物释放,制造出大量的碎片造成毁灭性的伤害,尤其是搭配了穿刺机制的时候。你可以同时放出数个回旋碎片,取决于你产生碎片的速度。
    因为这技能的高额碎片消耗,你可能需要投资穿刺几率,这样会提高你每次用钢铁呼唤收集到的碎片的数量。
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