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Class Deep Dive: The Head of Hydroponic 🌿

[p]Hey Timetravelers![/p][p]We are back with another breakdown of the mechanics behind the frontlines. Today, we are analyzing the Head of Hydroponic. This is a high-utility support class that balances healing, area denial, and a unique "Nutrient" resource system to empower its abilities. Let's dig into the data![/p][p][/p][p][/p][h3]πŸ§ͺ Weapon: Nutrient Spray[/h3][p]The Head of Hydroponic sweeps a chemical gun side-to-side, spraying a frontal cone that drains life from enemies and leaves a restorative mist for allies.[/p]
  • [p]Base AP Scaling: 0.125 (1.25/s) direct; 0.2/s for the mist.[/p]
  • [p]Core Mechanic: Nutrients. Direct hits have a "Nutrient Chance" (similar to Crit). At 175%, you are guaranteed 1 Nutrient per hit with a 75% chance for a second.[/p]
  • [p]Evolution Highlights: Range increases significantly from 400 to 800. Max Nutrient capacity jumps from 80 to 150, allowing for massive Ability scaling.[/p]
[p][/p][p][/p][h3]πŸ’¨ LMB: Agrochemical Spray[/h3][p]A powerful, instant blast of chemicals that heals allies and damages enemies based on your current Nutrient stacks.[/p]
  • [p]Base AP Scaling: 0.3 + (0.0125
  • Nutrients).[/p]
  • [p]Healing Scaling: 0.1 + (0.005
  • Nutrients).[/p]
  • [p]Evolution Highlights: Starting at Evolution 3, this ability applies a 2s Stun. By Evolution 5, the cooldown is nearly halved (18s to 10s), and the spray angle widens to a massive 140 degrees.[/p]
[p]πŸ’‘ Pro-Tip: Your Auto-Attack and Agrochemical Spray have a hidden synergy with the Druid Plants. Hitting your summoned plants with your spray increases their effectiveness for a short duration![/p][p][/p][p][/p][h3]πŸͺ΄ Q: Carnivorous Growth[/h3][p]Summon a plant sentinel that evolves based on the Nutrients consumed at the moment of casting.[/p]
  • [p]Tier 1 (0 Nutrients): Pitcher Plant – 2s Slow.[/p]
  • [p]Tier 2 (40 Nutrients): Venus Fly Trap – 2s Stun.[/p]
  • [p]Tier 3 (100 Nutrients): Sundew – High range (2000), 3s Stun, 5s Slow, and fires Poison Cloud projectiles.[/p]
  • [p]Evolution Highlights: You start with 1 charge, but reach 3 charges at max level, allowing you to sprout an entire garden of teeth.[/p]
[p][/p][p][/p][h3]🫧 E: Bioactive Enclosure[/h3][p]The ultimate defensive tool. Create a massive transparent terrarium that pushes enemies out while creating a "safe zone" for allies.[/p]
  • [p]Core Mechanic: Enemies must physically break the enclosure (hits-to-destroy) to enter. Allies inside enter a "swimming state" and receive constant healing.[/p]
  • [p]Evolution Highlights: Evolution 3 adds a Thorns Scalar (0.35), dealing damage back to any enemy brave enough to attack the glass. At max level, the enclosure's health jumps from 60 to 200 hits.[/p]
[p]πŸ’‘ Pro-Tip: Players abilities are disabled while within the enclosure and enter the swimming state. This can make a difference between a good bubble usage and a perfect one.[/p][p][/p][p][/p][h3]πŸ›€οΈ Shift: Nutrient Film[/h3][p]Lay down a vibrant path of hydroponic film. It’s a "speed-way" for your team and a "death-trap" for the opposition.[/p]
  • [p]Movement Speed: Allies gain up to +50% Move Speed.[/p]
  • [p]Healing/Damage: Allies are healed (2.4/s) and enemies are damaged (0.4/s) while standing on the film.[/p]
  • [p]Evolution Highlights: The path distance grows from 2400 units to 5600 units, and the duration nearly doubles to 15s.[/p]
[p][/p][p][/p][p][/p][h3]πŸ›‘οΈ Helmet Passive: Deep Water Culture[/h3][p]This helmet features the "Healer Class" XP bonus (up to 10% at Legendary) and a periodic protective bubble.[/p]
  • [p]Core Mechanic: Periodically spawns a bubble around you and nearby allies that provides a shield (up to 30% Max HP).[/p]
  • [p]The Pop: When the shield expires or is broken, it pops for 1.25 AP damage in a 500-unit radius.[/p]
  • [p]Evolution Highlights: Shield duration scales from 8s to 12s, ensuring your team stays topped off during heavy engagements.[/p]
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