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Risk of rain 2 acrid
Risk of rain 2 acrid








risk of rain 2 acrid

Killing enemies per se isn't worth much past the early game collecting items is power, and aside boss drops and a few other caveats once you've opened all the chests, prayed out all the shrines, and so on, you really should be moving on, and in fact should have triggered the teleporter before you finished with all that. I'm much better with some of the other classes.Ī related point is that Acrid is both actually fairly hard to get too deep into trouble -the bigger the horde of enemies chasing you, the more damage you're dishing out- and yet fairly easy to overestimate your capabilities and end up behind the curve. In this run luck was partly to blame, with the first level being heavy on things to spend money on, encouraging me to grind for money for a bit, but this really is mostly on me. As it happens, I don't really have good judgment in this regard -I like playing Acrid and think he's great, in fact he's actually the first class I almost beat the game with, but as this video illustrates I tend to push too hard for fights even when they're not actually worth the payoff. Mostly this amounts to bosses, but can include some elites depending on what the base enemy type is and what the elite bonus is.Īs such, an important part of playing Acrid well is having good judgment about when to ignore a few enemies as not worth your time vs when to actually engage groups. Festering Wounds itself is, past the early game, primarily a way of wearing down big tough enemies that aren't too hard to avoid the attacks of or whose damage output isn't that high. Early in the game you'll probably just tear apart lone enemies with Festering Wounds, but Acrid is really best off having groups of enemies chase him into Caustic Sludge for mass damage, hurling Epidemic to wear down groups, and getting in Neurotoxin hits on clusters for it to be worth getting that close. 11 second cooldown.Īcrid really comes into his own as the game intensifies and it becomes increasingly routine for you to be mobbed. Additionally, if an infected target dies, its infection will linger for a moment and potentially jump to another target.

risk of rain 2 acrid

After a second has passed, Epidemic will attempt to spread from a victim to two other victims within a small radius in any direction straight through terrain, who can then spread it to two other victims, and so on, though a given use of Epidemic cannot infect a given target more than once. Once the projectile hits an enemy, that enemy becomes infected, taking 100% base damage per second. Lobs a projectile in a straight line, penetrating terrain and going a fair distance beyond the edge of the screen. Unlock-wise, you've already seen how he gets unlocked open the crate and kill the Acrid boss that pops out. Yet true ranged combat isn't really his thing either, with only one genuinely long-ranged attack in his arsenal, which has a long cooldown and is only really effective against clustered mobs.Īcrid is also surprisingly durable (High base HP, innate armor rating where most characters don't start with armor), with particularly swift HP regeneration, contributing well to his preferred hit and run strategies. You can play him more-or-less like the other melee classes if you get the right item support, unlike most of the ranged classes, but it's not really his thing. Acrid's basic attack is melee, but he's really more an in-and-out sort of class, laying down slime trails to damage enemies pursuing him and harrying them with his ranged options, with his basic melee attack being more filler than a defining capability. Acrid is either a bit of an in-between class or a whole thing to himself depending on how you want to look at it most classes in Risk of Rain are either primarily ranged fighters who want to stay out of the mess of mobs or primarily melee fighters who want to hurl themselves amid groups and kill everything at once.










Risk of rain 2 acrid