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H A B I L I D A D    P A S I V A:     Alineación Elemental
El color de energía escogido determina el tipo de daño elemental hecho por las habilidades.

Nota: Chroma tiene el pasivo único de cambiar el atributo elemental de sus habilidades dentro de cualquier de los elementos básicos deseados. El color de energía de Chroma determina el elemento, esto se puede hacer cambiando el color de su energía a través de la Extensión del selector de color, colocando un tono rojo-naranja para el Calor b Calor, azul-purpura para el Eléctrico b Eléctrico, verde-lima para el Toxina n Toxina, y blanco-negro para el Frío b Frío. Los jugadores no necesitan comprar paletas de colores para desbloquear todo el potencial de este rasgo.

Cuando personalizas los colores de la energía de Chroma, la sección del color de la energía de la pestaña de apariencia mostrará el icono correspondiente al elemento del color elegido (Calor b , Eléctrico b , Toxina b , Frío b ), permitiéndoles a los jugadores ver que colores corresponden a qué elemento.


Grito espectral Grito espectral simbolo
ENERGÍA
OrbeEnergía10
TECLA
1
Grito espectral
Exhala un respiro profundo de destrucción elemental. Presiona para cambiar de elemento, mantén para lanzar. El elemento elegido se aplica a todas las habilidades de Chroma.
Drena energía: 3 s-1
AbilityStrengthBuffFuerza:200 / 250 / 300 / 400 (daño)
AbilityDurationBuffDuración:N/A
AbilityRangeBuffRango:4 / 5 / 6.5 / 10 m (largo del cono)
Misc:100% (probabilidad de estado)
10 m (alcance de dispersión)
90° (ángulo de apuntado horizontal)
45° (ángulo de apuntado vertical)

  • Chroma puede cambiar su elemento al presionar el botón de habilidad (por defecto, 1 ). Chroma puede elegir cualquiera de los elementos básicos (Calor b Calor, Eléctrico b Eléctrico, Toxina b Toxina o Frío b Frío).
    • El elemento inicial de Chroma (el que tiene al entrar a una misión) depende del color de energía emisiva primaria. El elemento por defecto es Calor b ).
  • Al mantener presionado el botón de habilidad (por defecto, 1 ), Chroma consume 10 de energía para activar Grito espectral. Mientras se encuentra activo, Chroma baja sus armas y exhala energía elemental en un cono de 4 / 5 / 6.5 / 10 e inflige 200 / 250 / 300 / 400 del daño elemental seleccionado (Calor b Calor, Eléctrico b Eléctrico, Toxina b Toxina o Frío b Frío) por segundo con un 100 % de probabilidad de estado y un porcentaje de hacer tambalear. Cada enemigo golpeado directamente con el cono de Grito espectral hace que la habilidad se expanda a un enemigo dentro de 10 metros.
    • El coste de activación se ve afectado por eficiencia de habilidad.
    • El daño por segundo se ve afectado por fuerza de habilidad.
    • El daño ignora obstáculos del entorno y no se reduce con la distancia.
      • El tipo de daño depende del elemento seleccionado por Chroma, que a su vez depende del color de energía emisivo o del seleccionado al presionar el botón de habilidad.
    • La probabilidad de estado y de tambalear y el rango de expansión no se ven afectados por mods.
    • El cono de energía elemental es exhalado desde la boca de Chroma y su dirección cambia en base a donde el modelo de Chroma esté mirando (no la cámara del jugador) y solo puede apuntar a 90 grados a cada lado o a 45 grados por encima o debajo de Chroma.
    • Aunque no puede usar sus armas, Chroma todavía puede moverse o usar otras habilidades.
    • El largo del cono se ve afectado por rango de habilidad en base a la siguiente fórmula: 10 × (1 + Rango de habilidad)1/3

Posquemador
Artículo principal: Posquemador

Posquemador es un mod de aumento de warframe de PvE y PvP para Grito espectral de Chroma que lanza una descarga elemental por cada segundo que la habilidad se encuentre activa.

  • Esta habilidad pude ser utilizada como control de masas o como daño, dependiendo el elemento seleccionado.
  • Mientras Chroma está canalizando es resistente a los derribos, por lo que no se ve afectado por las puertas láser de los Corpus o las ondas de choque de los MOA.

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</noinclude>


Protección elemental Protección elemental simbolo
ENERGÍA
OrbeEnergía50
TECLA
2
Protección elemental
Dependiento del elemento de Chroma, se crea un área de efecto ofensivo. Chroma y sus aliados obtienen energía defensiva.
AbilityStrengthBuffFuerza:

25 / 50 / 75 / 100 (daño por segundo)

50% / 75% / 100% / 200% (Salud bonus)

2% / 5% / 7% / 10% (status chance) [NOT affected]

2.5x / 3x / 5x / 10x (damage multiplier)

50% / 65% / 75% / 100% (escudo bonus)
10% / 15% / 20% / 25% (status chance) [IS affected]

50 / 60 / 100 / 200 (minimum arc damage)

25% / 35% / 40% / 50% (damage chance per second)

1.5x / 2x / 2.5x / 3x (damage multiplier)

25% / 75% / 100% / 150% (Armadura bonus)

10% / 15% / 20% / 25% (status chance) [IS affected]

AbilityDurationBuffDuración:

10 / 15 / 20 / 25 s (ability duration)

10 / 15 / 20 / 25 s (ability duration)

10 / 15 / 20 / 25 s (ability duration)

15% / 25% / 30% / 35% (holster rate bonus)

15% / 25% / 30% / 35% (velocidad de recarga bonus)

10 / 15 / 20 / 25 s (ability duration)

AbilityRangeBuffRango:

6 / 8 / 10 / 12 m (aura range)
5 / 5 / 5 / 5 m (burn radius) [NOT affected]

6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

6 / 8 / 10 / 12 m (aura range)

6 / 8 / 10 / 12 m (aura range)

  • Chroma emits an aura that infuses himself and nearby allies with elemental energy as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. The aura lasts for 10 / 15 / 20 / 25 seconds.
  • Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's energy color.

  • Generates a flame aura around Chroma and affected allies that increases base Salud by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 Calor b Calor damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance.
    • Health bonus and damage per second are affected por la fuerza de habilidad, while the status chance is not.
    • The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed Vitalidad e Intensificación will increase Chroma's health at rank 30 to 300 + 100 × (4.4 + 2 × 1.3) = 1000.
    • Calor b Calor status effect deals 50% of Elemental Ward's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
    • Damage bypasses obstacles in the environment and decreases with distance.
    • Burn radius is not affected por el rango de habilidad.

  • Infuses Chroma and affected allies with an electric current that increases base escudos by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1000% incoming damage as Eléctrico n Eléctrico damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200 Eléctrico n Eléctrico damage.
    • Escudo bonus, damage multiplier, minimum damage, and status chance are affected by Fuerza de habilidad.
    • The escudo bonus stacks additively with base escudo modifiers, and the amount of escudos gained is determined by the affected Warframe's base escudos at rank 0. Since Chroma has 100 escudos at rank 0, a rank-3 Elemental Ward with a maxed Redirección and Intensificación will increase Chroma's escudo capacity at rank 30 to 300 + 100 × (4.4 + 1 × 1.3) = 870.
    • Eléctrico n Eléctrico status effect chains 50% of Elemental Ward's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
    • Arc damage bypasses obstacles in the environment.
    • The final damage of an arc discharge is determined by the amount of escudos and/or health lost by incoming damage. For example with a maxed Intensificación, losing 100 escudos from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1300 Eléctrico n Eléctrico damage at rank 3 to a single target as long as it's within range.
    • Self-damage and damage from environmental hazards can also be converted into arc discharges.
    • Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
    • Arc range is affected por el rango de habilidad.

  • Emits an aura of noxious fumes around Chroma and affected allies that increases base velocidad de recarga by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxina n Toxina damage with a 100% status chance.
    • Damage chance per second is affected por la fuerza de habilidad, while the damage is not.
    • Toxina n Toxina status effect deals 50% of Elemental Ward's base damage per tick over 9 ticks in 8 seconds. As the base damage constitutes 5% of an enemy's maximum health, the ensuing proc will deal a total of 22.5% of the enemy's max health as Toxin damage in 9 ticks over 8 seconds, bringing the total damage to 27.5% of the enemy's max health.
    • The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 9 seconds.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Velocidad de recarga and holster rate bonuses are affected por la duración de habilidad.
    • The amount of reload speed gained is determined by the affected weapon's base reload speed.
    • Damage radius is not affected por el rango de habilidad.

  • Encases Chroma and affected allies in a layer of frost that increases base Armadura by 25% / 75% / 100% / 150% and creates an ice escudo that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25% status chance.
    • Armadura bonus, damage multiplier, and status chance are affected por la fuerza de habilidad.
    • The Armadura bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor. Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Fibra de acero and Intensificación will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × 1.3) = 1417.5. As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses such as Armadura de vejación.
    • Frío b Frío status effect reduces a target's movement speed and fire/attack rate by 50% over a duration of 6 seconds.
    • Incoming hitscan and non-hitscan projectiles are physically redirected. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
    • Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
    • Non-hitscan projectiles are reflected in the direction of the source enemy.

  • Elemental Auras of the same type from two or more Chromas do not stack, i.e. two Calor b Calor auras do not increase damage nor health values, the first aura stays until you move out of range or it expires.
  • Has a casting delay of 1 second. The animation interrupts movement and other actions.
  • Elemental Ward cannot be recast while active.
    • Bug: Allies who enter, leave, then re-enter the radius of a chroma modded for heat will not regain the buff on the same cast of Elemental Ward. This is not related to DE's nerf that allowed the ability to heal players every time they entered the radius, they simply will have a large empty space where the bonus health should be even if they took no damage at all.
      • This causes Rayo curativo and other healing abilities to attempt to heal the player, but if the player gets out of range again from chroma, their health will return to normal again, wasting Rayo curativo/energy in the process. For example, a Chroma can now troll a player using Resaca curativa by getting close to the hydroid, leaving, then coming close again, causing the Hydroid to use massive amounts of energy to regain the health they are supposed to be receiving, only to lose it again when they leave the radius.

    Protección perpetua
    Artículo principal: Protección perpetua


    • In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.

  • Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum fuerza de habilidad this will allow you to return 28.4x the damage they deal, easily finishing off weaker enemies and potentially stunning any survivors.

  • Works very well with weapons that require you to reload frequently or have long reload times.

  • Properly modded, a Frío b Frío-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Efigie.

  • Maximización is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximizar la duración de habilidad increases duration to 70.5 seconds
    • Reduces aura radius to 4.08 meters and arc range to 3.4 meters.
  • Maximizar la eficiencia de habilidad reduces cost to 12.5 energy.
    • Reduces duration to 10 seconds.
  • Maximizar el rango de habilidad increases aura radius to 30 meters and arc range to 25 meters.
    • Reduces damage multiplier to 4x, escudo bonus to 40%, minimum damage to 80, and status chance to 10%
  • Maximizar la fuerza de habilidad increases damage multiplier to 29.9x, escudo bonus to 299%, minimum damage to 598, and status chance to 74.75%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 18.125 seconds.

  • Maximizar la duración de habilidad increases duration to 70.5 seconds and reload speed and holster rate bonuses to 98.7%.
    • Reduces aura radius to 4.08 meters.
  • Maximizar la eficiencia de habilidad reduces cost to 12.5 energy.
    • Reduces duration to 10 seconds and reload speed and holster rate bonuses to 14%.
  • Maximizar el rango de habilidad increases aura radius to 30 meters.
    • Reduces damage chance per second to 20%.
  • Maximizar la fuerza de habilidad increases damage chance per second to 100%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 18.125 seconds and reload speed and holster rate bonuses to 25.375%.

  • Maximizar la duración de habilidad increases duration to 70.5 seconds
    • Reduces aura radius to 4.08 meters.
  • Maximizar la eficiencia de habilidad reduces cost to 12.5 energy.
    • Reduces duration to 10 seconds.
  • Maximizar el rango de habilidad increases aura radius to 30 meters.
    • Reduces Armadura bonus to 60%, damage multiplier to 1.2x, and status chance to 10%.
  • Maximizar la fuerza de habilidad increases Armadura bonus to 448.5%, damage multiplier to 8.97x, and status chance to 74.75%.
    • Increases cost to 77.5 energy.
    • Reduces duration to 18.125 seconds.

  • <onlyinclude><onlyinclude>

    Armadura de vejación Armadura de vejación simbolo
    ENERGÍA
    OrbeEnergía75
    TECLA
    3
    Armadura de vejación
    Cuando los escudos bajan, la armadura de Chroma se fortalece, cuando la salud baja, el daño de las armas incrementa.
    AbilityStrengthBuffFuerza:200% / 250% / 300% / 350% (máxima bonificación de armadura)
    200% / 225% / 250% / 275% (máxima bonificación de daño)
    AbilityDurationBuffDuración:10 / 15 / 20 / 25 s
    AbilityRangeBuffRango:8 / 10 / 15 / 18 m

    • Chroma enters a state of primal rage, gaining Scorn when escudos are hit and Fury when Salud is damaged. Scorn increases by an additional 0.25% / 0.375% / 0.5% / 0.625% for every point of escudos lost and multiplies Chroma's armadura by a maximum of 200% / 250% / 300% / 350%. Fury increases additional 1% / 1.25% / 1.5% / 1.75% for every point of Salud lost and causes Chroma to gain a maximum of 100% / 125% / 150% / 175% bonus weapon damage. The effects of Vex Armor last for 10 / 15 / 20 / 25 seconds.
      • Scorn, Fury, and conversion percentages are affected por la fuerza de habilidad.
      • Scorn is a multiplier that affects Chroma's total armor (e.g., with a maxed Fibra de acero and Intensificación, Scorn will increase Chroma's total armor to a maximum of 350 × (1 + 1.1) × 3.5 × 1.3 = 3344.25 at rank 3). Scorn is applied after all additive armor bonuses have been accounted for, including the armor bonus from a Frío b Frío damage Protección elemental.
        • Scorn is tracked from 100% to its maximum percentage in the HUD next to Chroma's escudo and Salud indicators (e.g., with a maxed Intensificación, maximum Scorn at rank 3 will have 3.5 × 1.3 = 455% displayed in the HUD). The displayed percentage is the multiplier that is currently applied to Chroma's total armor.
      • Fury is a multiplicative bonus applied to Chroma's total weapon damage (e.g., with a maxed Intensificación and a weapon that inflicts 250 total damage, Fury will increase the weapon's total damage to a maximum of 250 × (1 + 1.75 × 1.3) = 818.75 at rank 3).
        • Fury is tracked from 100% to 100% + its maximum percentage in the HUD next to Chroma's escudo y Salud indicators (e.g., with a maxed Intensificación, maximum Fury at rank 3 will have 1 + 1.75 × 1.3 = 327.5% displayed in the HUD). The displayed percentage is the multiplier that is currently applied to Chroma's total weapon damage.
      • Scorn and Fury will gradually increase each time escudos o Salud are hit until they reach their maximum percentages. 400 escudo points must be lost to maximize Scorn, and 100 Salud points must be lost to maximize Fury.
        • Scorn's conversion percentage uses the following expression when accounting for Power Strength: Conversion Percentage = 0.25% × (Maximum Scorn × (1 + Power Strength) − 1). As an example with a maxed Intensificación, a rank-3 Vex Armor will have a Scorn conversion percentage equal to 0.25% × (3.5 × 1.3 − 1) = 0.8875%. If 200 escudo points are lost while Vex Armor is active, Scorn will increase by an additional 200 × 0.8875% = 177.5%.
        • Fury's conversion percentage uses the following expression when accounting for Power Strength: Conversion Percentage = 1% × Maximum Fury × (1 + Power Strength). As an example with a maxed Intensificación, a rank-3 Vex Armor will have a Fury conversion percentage equal to 1% × 1.75 × 1.3 = 2.275%. If 50 Salud points are lost while Vex Armor is active, Fury will increase by an additional 50 × 2.275% = 113.75%.
      • Scorn does not accumulate when overshields are hit.
      • La duración se ve afectada por la duración de habilidad.
    • Vex Armor is a Acción con una mano. As such, it can be used while performing various maneuvers and actions without interruption.
    • Vex Armor cannot be recast while active.
    • Casting animation time of 0.75 seconds.

    Represalia de vejación
    Artículo principal: Represalia de vejación

    Represalia de vejación es un mod de aumento de warframe para Chroma que hace que su habilidad armadura de vejación explote haciendo daño en área luego de recibir más de 150 de daño, aplicando efectos de estado a los enemigos cercanos.

    Rango Rango Coste de capacidad
    0 4.0m 6
    1 5.0m 7
    2 7.0m 8
    3 9.0m 9

    • Explosive self-damaging weapons such as Ogris, Castanas, and Stug can allow you to damage yourself to gain Scorn and Fury while Vex Armor is active.
    • Equipping a rank 4 or higher Vigor mod will allow you to maximize scorn armor bonus without requiring escudos to recharge, as well as provide additional Salud.

    Maximización is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    • Maximizar la duración de habilidad increases duration to 70.5 seconds.
      • Has no negative effect on this ability.
    • Maximizar la eficiencia de habilidad reduces cost to 18.75 energy.
      • Reduces duration to 10 seconds.
    • Maximizar el rango de habilidad has no positive effect on this ability.
      • Reduces Scorn's conversion percentage to 0.1% and its maximum armor multiplier to 1.4x, and reduces Fury's conversion percentage to 0.7% and its maximum damage bonus to 70%.
    • Maximizar la fuerza de habilidad increases Scorn's conversion percentage to 2.36625% and its maximum armor multiplier to 10.465x, y increases Fury's conversion percentage to 5.2325% and its maximum damage bonus to 523.25%.
      • Increases cost to 116.25 energy.
      • Reduces duration to 18.125 seconds.

    Última edición, 05-10-2019 por JARVIII
    Effigy EffigyIcon
    ENERGÍA
    OrbeEnergía50
    TECLA
    4
    Efigie
    Chroma convierte su piel en un centinela que fortalece a los aliados cercanos y envuelve a los enemigos en ataques elementales.
    Energy Drain: 10 s-1
    AbilityStrengthBuffFuerza:

    100 / 200 / 300 / 400 (damage/tick)
    5 / 5 / 5 / 5 (ticks/second) [NOT affected]
    500 / 1000 / 1500 / 2000 (damage/second)
    1000 / 2000 / 4000 / 8000 (Salud)
    15% / 30% / 45% / 60% (credit chance) [NOT affected]

    25% / 50% / 75% / 100% (credit bonus) [NOT affected]

    20% (speed bonus) [NOT affected]
    50% (armor reduction) [NOT affected]

    AbilityDurationBuffDuración:N/A
    AbilityRangeBuffRango:20 m (attack range) [NOT affected]

    30 m (stun radius) [NOT affected]
    5 m (knockback radius) [NOT affected]

    • Chroma sheds his outer pelt, imbuing it with elemental energy to sprout wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000 Salud. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400 Calor n Calor, Eléctrico n Eléctrico, Toxina n Toxina, or Frío n Frío damage per tick. The sentry is capable of unleashing a radial attack that inflicts 200 Calor n Calor, Eléctrico n Eléctrico, Toxina n Toxina, or Frío n Frío damage to enemies within 5 meters. The sentry can also unleash a radial roar to temporarily stun enemies within 30 meters.
      • Sentry Salud and continuous damage are affected por la fuerza de habilidad, while the radial attack damage is not.
      • Effigy's elemental breath attack does 5 ticks of damage within 1 second making the base damage per second 2000.
      • Damage type is based on Chroma's current elemental alignment, determined by Chroma's energy color.
      • Enemies affected by the close-range radial attack are ragdolled.
      • Sentry attack range, stun radius, and knockback radius are not affected por el rango de habilidad.
    • Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to yield 25% / 50% / 75% / 100% additional Créditos.
    • While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
      • Speed bonus and armor reduction are not affected por la fuerza de habilidad.
      • The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed Fibra de acero and Intensificación, Chroma with Armadura de vejación at full capacity will have his armor lowered to 350 × (1 + 1.1) × 3.5 × 1.3 × 0.5 = 1672.125 when Effigy is activated).
    • Effigy drains 10 energy per second while active, and will deactivate if Chroma runs out of energy, sentry Salud is depleted, or if manually deactivated by pressing the ability key again (default 4 ).
    • When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
      • When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
      • Effigy cannot be activated while in the air, but can be deactivated at any time.
    • Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.

    Efigie guiada
    Artículo principal: Efigie guiada


    • The sentry usually unleashes its roar a few seconds after deploying. This allows you to quickly deploy the sentry for a temporary stun to all nearby enemies.
    • The pelt can be Banished, preventing damage from non-banished enemies while still being able to damage all enemies normally.
    • The pelt gains shields from the Shield Osprey Eximus Specter.

    Maximización es una forma de especialización: los mods pueden ser mezclados para dar lugar a valores que varían entre los límites de gama alta listados aquí. Haga clic en cualquier enlace de maximización para aprender cómo construirla.


    Mods de Fuerza

    Intensificación

    Mods de Duración

    Continuidad

    Mods de Rango

    Estirar

    SpectralScreamIcon SpectralScreamIcon
    ElementalWardIcon ElementalWardIcon ElementalWardIcon
    VexArmorIcon VexArmorIcon
    EffigyIcon
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