Energy Sphere
Energy Sphere is a Projectile spell often found within the Mines. It produces small, long-lived, blue, spheres that travel in an arcing trajectory, bounce several times, and which explode harmlessly upon final impact producing a weak digging effect.
Damage is split equally between types Projectile and Slice, making this somewhat like a Bouncing Burst/Disc Projectile hybrid. Energy Sphere’s damage is partly affected by speed, but this only affects its' projectile damage, and not the slice damage component.
There is also a Timer variant, notable for having the longest duration Timer in the game - 200 frames, or 3.3s. This comes at a significant mana cost increase to 50, making it one of the most expensive Timer spells. Unless you need the long Timer duration, this is unlikely to be a useful spell.
Tips
- This spell is best in the early game due to its average stats, but isn't bad later if modified with extra damage or other effects.
- Since this spell does slice damage in addition to projectile damage, it's useful against enemies that have resistance to projectile damage, without the potential for accidental damage to you that spells like Disc Projectile have.
- As the spell bounces a little, it can be lobbed around corners.
- With an explosion radius of 2, this spell can be combined with two Explosive Projectile modifiers to produce 325dmg (player-safe) explosions.
- The Timer version with its much higher mana drain is less suited for the early game due to most wands at that stage being unsuitable for combos. If you need a timer then look for Spark Bolts with that suffix. They are very common.
- For advanced wand crafting, this spell will set the current recoil value of a cast to 20. Placing it in the same multicast as, and after, high-recoil spells will mitigate their recoil.
Speed & Damage
The Projectile damage dealt by Energy Sphere depends on its speed. Specifically, base damage is multiplied by the ratio of its current and starting speeds, i.e.:
This effect will tend to reduce damage over the lifetime of the projectile as it slows down after being fired. Since this effect works both ways it can also be used to increase damage - by reducing the initial speed, increasing the final speed, or ideally both.
- Accelerating Shot is ideal for this since it both reduces the initial speed, increases speed over the projectile's lifetime, and prevents it from slowing down.
- Heavy Shot also reduces initial speed while providing a hefty damage boost (which is multiplied by the speed damage).
- Rotate Towards Foes is also ideal since it does not change the projectile's speed, only the direction it is moving in.
Gallery
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- Spells with positive cast delay
- Spells related to projectile damage
- Spells related to slice damage
- Spells that modify recoil
- Spells that modify bounces
- Spells tagged with speeddamage
- Spells tagged with setlowrecoil
- Spells with Timer
- Spells tagged with timer
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- Spells
- Spells of type Projectile
- Spells with damage scaled by speed