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Siege Shelling: Difference between revisions

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== Tips and Details ==
== Tips and Details ==
*Reload is not affected by '''Enhanced Siege Shelling'''.
*The unlisted '''Cannon Hit''' is not affected by either skill trait.
*Chung will enter [[Freiturnier#Heavy Stance|Heavy Stance]] while he is firing the 7th cannon shot or when ending the skill with the Melee Cannon Attack.
*Chung will enter [[Freiturnier#Heavy Stance|Heavy Stance]] while he is firing the 7th cannon shot or when ending the skill with the Melee Cannon Attack.
*The missiles pierce once and explode after traveling a set distance or hitting a second target.
*The missiles will deal splash damage to nearby enemies, though since they can only pierce once, this limits the potential damage increase to just twice the usual damage.
**The missile explodes while piercing; allowing the skill to hit targets up to 2 times.
**As with most splash damage projectiles, the missiles will also explode at their maximum range if they do not hit a second target. Hitting an enemy at max range can allow the skill to deal more damage without the need of additional enemies.
***The missile can deal splash damage when attacking targets that are grouped together.
***Some wider enemies, like [[Labyrinth of Ruin|Chaos Leviathan]] can be consistently hit by both explosions without requiring any particular spacing.
***Some wide enemies can be hit by both explosions without the need for proper spacing or a second target.
*By having enough Movement Speed, it is possible to catch after the final {{CX}} shot by canceling with a dash. It is also possible to cancel right after the initial strike by dashing, serving as a quicker and cheaper [[Reload]].
***The missile can hit twice when attacking targets that are at the edge of the missile's range, which is about one screen in front of the player.
*The skill can easily be looped on itself indefinitely in [[Freiturnier#Berserk Mode|Berserk mode]], either by spacing out the shots or with the help of [[Intense Showtime]].
**The distance explosion has a lingering hitbox.
**[[Centurion]] can simply opt to continue firing indefinitely so long as he has ammo, thanks to [[Awakened Will: Tactical Trooper]].
*Normal MP regeneration while attacking in [[Siege Shelling]] stance is disabled. This means items that modify MP regeneration would not work in [[Siege Shelling]] stance.
*None of the hits of this skill will grant you any MP, including for your Pet.
**This will also mean that this skill will not generate MP for your Pet.
*Be careful to not use this skill while at the edge of a ledge behind you, since the casting animation will make '''Chung''' back up slightly, potentially interrupting the skill.
**'''Siege Shelling''' can still generate MP by activating certain [[Special Effect]]s or [[Titles|title effects]].
*By having enough Movement Speed, it is possible to catch after the seventh shot by canceling with a dash. It is also possible to cancel right after the initial strike by dashing, serving as a quicker and cheaper [[Reload]].
*Either by spacing out the shots or with the help of [[Intense Showtime]], [[Siege Shelling]] can easily be looped on itself indefinitely in [[Freiturnier#Berserk Mode|Berserk mode]].
**With the introduction of [[Awakened Will: Tactical Trooper]], [[Tactical Trooper]] can simply continue to fire indefinitely so long as he has ammo.
*Be careful to not use this Skill while pixels away from a ledge behind you, since the Reload hit will make '''Chung''' to lightly back up for a moment, potentially interrupting the Skill.
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