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Dread Chase: Difference between revisions

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!MP Usage || Cooldown
!MP Usage || Cooldown
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| {{SkillText|Critical|120}} || 240 MP || {{SkillText|Heavy|140|150}} || 22.5 Seconds
| {{SkillText|Critical|120}} || 240 MP || {{SkillText|Heavy|144|120}} || 18 Seconds
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== Tips and Details ==
== Tips and Details ==
*'''Dread Chase''' when scattered, can deal up to {{formatnum:{{#expr:  81*15}}}}% ({{formatnum:{{#expr:  28*15}}}}% in PvP) Physical Damage and {{formatnum:{{#expr:  300*15}}}}% ({{formatnum:{{#expr:  108*15}}}}% in PvP) Magical Damage, consuming 5 cannonballs.
*'''Dread Chase''', when scattered, can deal up to {{formatnum:{{#expr:  81*15}}}}% ({{formatnum:{{#expr:  28*15}}}}% in PvP) Physical Damage and {{formatnum:{{#expr:  300*15}}}}% ({{formatnum:{{#expr:  108*15}}}}% in PvP) Magical Damage, consuming 5 cannonballs.
**With '''Heavy''' it can deal up to {{formatnum:{{#expr:  (81*15)*1.4}}}}% ({{formatnum:{{#expr:  (28*15)*1.4}}}}% in PvP) Physical Damage and {{formatnum:{{#expr:  (300*15)*1.4}}}}% ({{formatnum:{{#expr:  (108*15)*1.4}}}}% in PvP) Magical Damage when scattered.
**With '''Heavy''', it can deal up to {{formatnum:{{#expr:  (81*15)*1.44}}}}% ({{formatnum:{{#expr:  (28*15)*1.44}}}}% in PvP) Physical Damage and {{formatnum:{{#expr:  (300*15)*1.44}}}}% ({{formatnum:{{#expr:  (108*15)*1.44}}}}% in PvP) Magical Damage when scattered.
*This skill is boosted by [[Tactical Trooper#Red Cannonball Skill Boost|red cannonballs]].
*This skill is boosted by [[Tactical Trooper#Red Cannonball Skill Boost|red cannonballs]].
*This skill is heavily affected by Attack Speed.
*This skill is heavily affected by Attack Speed.
*This skill should be used while away from edges since [[Chung]] steps forward before shooting the missiles. If he steps off a platform, the skill will be cancelled.  
*This skill should be used while away from edges since [[Chung]] steps forward before shooting the missiles. If he steps off a platform, the skill will be canceled.  
*Unlike [[Shooting Guardian]]'s [[Shooting Star]], each missile seeks the nearest target instead of random ones.
*Unlike [[Shooting Guardian]]'s [[Shooting Star]], each missile seeks the nearest target instead of random ones.
*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using [[Dread Chase]] further away; by the time the first missile hits, the last missile is already seeking a target.
*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using [[Dread Chase]] further away; by the time the first missile hits, the last missile is already seeking a target.
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