Siege Shelling: Difference between revisions
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**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. | **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. | ||
***Some wider enemies, like [[Labyrinth of Ruin|Chaos Leviathan]] can be consistently hit by both explosions without requiring any particular spacing. | ***Some wider enemies, like [[Labyrinth of Ruin|Chaos Leviathan]] can be consistently hit by both explosions without requiring any particular spacing. | ||
*It is typically better to finish the skill with the {{CZ}} input, as it provides you with longer '''Heavy Stance''' frames as well as prevents the skill from potentially knocking down. It also deals more damage than the final {{CX}} missile on most paths, except for [[Centurion]]. | |||
*The skill's '''Range Increase''' is based on the range of a cannonball fired by a command such as {{CZ}}{{CZ}}{{CZ}}{{CX}}. | *The skill's '''Range Increase''' is based on the range of a cannonball fired by a command such as {{CZ}}{{CZ}}{{CZ}}{{CX}}. | ||
*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]]. | *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]]. |