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== Tips and Details == | == Tips and Details == | ||
* | *The '''Guided Missiles''' do not pierce but instead cause a small explosion on each hit, capable of hitting multiple enemies close to each other. | ||
**They deal the most damage among all three parts, making them less effective when dealing with spread-out targets. | |||
**Compared to other homing skills like [[Linear Divider]] and [[Fox Fire]], the homing speed and range of the missiles are medium. | |||
*On the other hand, the '''Galing Shots''' damage all enemies in front, pushing them back and forth, dealing moderate damage. Due to their hitbox structure, these shots can sometimes be difficult to deal with, so it may be wise to turn away from the enemy in such cases. | |||
*The '''Laser Beam''' has a delayed activation compared to the other damage parts of this skill. Although it is homing, it can pierce through targets and deals decent damage at the expense of its low duration. | |||
*It's worth noting that both the missiles and shots have a tendency to inconveniently push hit targets away, often causing shots and other skills to miss. Additionally, the laser will knock down the target upon hitting it, making this skill most effective against immobile targets. | |||
**Certain enemies, such as [[Dekal]], [[Maya]], and [[Herbaon]], have unique physics that result in continuous knockdown or pushback when hit. In the case of [[Herbaon]], he gets pushed out of the screen every time. | |||
***Some skills can be used as a wall to prevent this from happening, such as [[EZ-8 Countdown]] or [[Armored Tempest]]. Albeit, they don't mitigate the issue entirely as both have drawbacks, such as low duration or launch on explosion. | |||
**Furthermore, if the target is airborne, the missiles will lift it up with each hit, often moving it beyond the hitboxes of yours and other characters' skills and even out of the viewport. | |||
*You can move shortly after casting the skill, but the summon will continue dealing damage while you are free to cast more skills. | *You can move shortly after casting the skill, but the summon will continue dealing damage while you are free to cast more skills. | ||
*Each cast deals damage independently and can be used several times in a row without canceling the previous one. However, it will always count as 1 summon for the [[Mecha Generator]] passive. | *Each cast deals damage independently and can be used several times in a row without canceling the previous one. However, it will always count as 1 summon for the [[Mecha Generator]] passive. | ||
* | *Properly utilized cooldown resets on this skill are highly advantageous due to its damage-over-time structure. | ||
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