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Decided to make some Ideas for an Inaros rework, since people are asking for one.


Sir.X

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Passives - Sarcophagus Bleedout timer will now only go down if Inaros is not Siphoning from allies or enemies. True damage per tick now scales with enemy level's Health. This is to help with enemies in high level missions siphoning too little points to revive yourself, resulting in you dying most of the time.
-Killing enemies with melee Finishers now only restores 10% of Inaros's Max Health. This will help prevent spamming Dessication to continuously use Finishers to restore health.


Dessiccation - Charge the ability to double the range and damage, with double the Energy Cost. Health restore will now affect Sentinels. Dessication will now restore a small percentage of Scarab Swarm on finishers.


Devour - Life steal will now affect Sentinels. Tap to quickly target a enemy and siphon health. Now Hold to Trap multiple enemies in quicksand to siphon health from, in a cone aoe infront of Inaros. True Damage per second now scales with enemy health, to reduce the amount of time it takes to create a Sand Shadow with higher level enemies.


SandStorm - You can now Left click with Sandstorm to Double the Damage per second and Status chance, at the cost of double energy per second. Sandstorm now has less Fling, meaning it will hold more enemies in the Storm and less flinging them away. Enemies affected by Devour receive double damage and will be dragged towards the Storm in its damage radius, while not being affected by the lift-up either.


Scarab Swarm -  Can now cast Scarab Swarm during Sandstorm to affect enemies caught in it. Corrosive Damage per second is now changed to Slash damage per second, while also scaling off enemy health for its duration. You can now aim at allies and cast Scarab Swarm to transfer the 25% of Armor Bonus to them as Damage Reduction.

 

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