Screenshot through Grimoire Video games
Titan Quest 2‘s early-access construct means that you can inflict passive injury on enemies with the assistance of Illnesses, which add standing results on the unlucky enemies.
Not like abilities that all the time do direct injury, Illnesses perform instantly. All of them apply completely different standing results to the enemy. Whereas a few of them deal injury over time, others are extra targeted on debuffs. Moreover, Illnesses will also be inflicted on you by an enemy.
All damage-dealing Illnesses in Titan Quest 2
Illnesses that deal injury perform through completely different standing results in Titan Quest 2. If inflicted, you’ll need to clear the standing results or maintain taking (or doing) injury.
- Bleed: Saps away injury over time, triggered primarily by melee weapons after their assaults pierce your armor.
- Burn: Applies burn on enemies that continues to cut back their well being. It could do extra injury if the person’s hearth injury scales up.
- Chill: Much like Fireplace injury, however applies Chilly injury as an alternative. Additionally slows down enemies for a sure period of time.
- Holy: Spirit injury, primarily dealt from support-based assaults.
- Plague: Poison injury performed by talent assaults which can be poison-based.
- Shock: Lightning injury that may additionally cease enemies from performing actions.
- Shadow: Not solely does Shadow eat enemy well being with time, however they’ll additionally work properly with life drain-focused builds.
All non-damage dealing Illnesses in Titan Quest 2
These Illnesses may not have an effect on the enemy’s well being, however they will let you survive longer by disrupting the enemy.
- Disrupt: Stops the enemy actions with stuns. You can too use it to cease enemy castings and abilities.
- Stagger: Slows down the enemy’s motion and assault velocity.
- Weaken: Reduces enemy DPS and might scale up.
There are a number of important factors to remember about Illnesses and the standing results they inflict.
- Illnesses have an related probability of figuring out when the standing results can be added to an enemy.
- The standing results, their durations, and injury can enhance in the event that they’re primarily based on abilities that may be scaled up.
- Identical to Spell Rage, Illnesses have a smooth and arduous cap. The smooth cap is ready at 10, whereas the arduous cap is ready at 20.
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Printed: Aug 6, 2025 08:13 am