Siege Shelling: Difference between revisions
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**The missile explodes while piercing; allowing the skill to hit targets up to 2 times. | **The missile explodes while piercing; allowing the skill to hit targets up to 2 times. | ||
***The missile can deal splash damage when attacking targets that are grouped together. | ***The missile can deal splash damage when attacking targets that are grouped together. | ||
***Some wide enemies can be hit by both explosions without the need | ***Some wide enemies can be hit by both explosions without the need for proper spacing or a second target. | ||
***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 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 distance explosion has a lingering hitbox. | **The distance explosion has a lingering hitbox. | ||
*'''[Enhanced] Siege Shelling''' can | *'''[Enhanced] Siege Shelling''' can deal up to 3,835% (1,530% in PvP) Magical Damage. | ||
**With the double hit trick, it | **With the double hit trick, it can deal up to 7,670% (3,060% in PvP) Magical Damage. | ||
*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. However, some skills such as [[Modified Warhead]] will allow MP regeneration while attacking. | |||
*Normal MP regeneration while attacking | |||
**This will also mean that this skill will not generate MP for your Pet. | **This will also mean that this skill will not generate MP for your Pet. | ||
**'''Siege Shelling''' can still generate MP by activating certain [[Special Effect]]s or [[Titles|title effects]]. | **'''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 | *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]]. | *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. | **With the introduction of [[Awakened Will: Tactical Trooper]], [[Tactical Trooper]] can simply continue to fire indefinitely so long as he has ammo. |