Mobile Shelling: Difference between revisions

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{{Languages|Mobile Shelling}}__NOTOC__
{{Languages|Mobile Shelling}}__NOTOC__
<div style="float: right;">{{#ev:youtube|GzYfICQ2yhU|400}}</div>
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| [[File:MAM.png]]<br>
| [[File:MAM.png]]
| {{SkillType|P}} Change from Siege Stance to Mobile Siege Stance by pressing the {{CD}} key. The enhanced cannonballs from the Mobile Siege load 1 for every 1 shot fired from the Siege Stance and pierces the enemy 2 times. Unused enhanced cannonballs are used to strengthen the normal cannonball skills.<br>You can quickly dodge during Mobile Shelling by using the <nowiki>[</nowiki>[[Back Blast]]<nowiki>]</nowiki> skill.
| {{SkillType|P}} Change from Siege Stance to Mobile Siege Stance by pressing the {{CD}} key. The enhanced cannonballs from the Mobile Siege load 1 for every 1 shot fired from the Siege Stance and pierces the enemy 2 times. Unused enhanced cannonballs are used to strengthen the normal cannonball skills.<br>You can quickly dodge during Mobile Shelling by using the [[Back Blast]] skill.
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{{clearfix}}


== Requirements ==
== Requirements ==
{{ADSquareSkill}}
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! rowspan=3 | Skill Level !! rowspan=3 | Level Required !! colspan=5 | Mobile Shelling !! colspan=3 | Enhanced Cannonballs
! rowspan=3 | Skill Level !! rowspan=3 | Level Required !! colspan=5 | Mobile Shelling !! colspan=3 | Enhanced Cannonballs
|- style="background:{{ColorSel|CharLight|Chung}}"
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! rowspan=2 | Enhanced Cannonball Blast (Magical) !! colspan=3 | Aim Range !! rowspan=2 | Range Increase !! rowspan=2 | Cannonball Gain<br>(Per [[Siege Shelling]] {{CX}} input) !! colspan=2 | Damage Increase (Per Enhanced Cannonball Consumed)
! rowspan=2 | Enhanced Cannonball Blast (Magical) !! colspan=3 | Aim Range !! rowspan=2 | Range Increase !! rowspan=2 | Cannonball Gain<br>(Per [[Siege Shelling]] {{CX}} input) !! colspan=2 | Damage Increase (Per Enhanced Cannonball Consumed)
|- style="background:{{ColorSel|CharLight|Chung}}"
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! Upward !! Downward !! Depth !! Active / Tenacity !! Strength / Bravery
! Upward !! Downward !! Depth !! Active / Tenacity !! Strength / Bravery
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== Related Skills ==
== Related Skills ==
{| class="related-skills" style="border-collapse: collapse;" border="1" cellpadding="1"
{{SkillTable
|-
|SiegeShelling.png; Siege Shelling;
| width="40" | [[File:SiegeShelling.png]]
ConvertedWarhead.png; Modified Warhead;
| align="center" width="150" | [[Siege Shelling]]
TTTrans4.png; Awakened Will: Tactical Trooper;
| width="40" | [[File:ConvertedWarhead.png]]
}}
| align="center" width="150" | [[Modified Warhead]]
| width="40" | [[File:TTTrans4.png]]
| align="center" width="150" | [[Awakened Will: Tactical Trooper]]
|}
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== Tips and Details ==
== Tips and Details ==
*While in '''Mobile Shelling''', the camera will zoom out and pan to the side, allowing you to see further ahead. You are able to slowly move with the {{CR}} and {{CL}} keys and can freely switch back to '''Siege Shelling''' by pressing the {{CD}} key again. You will also automatically switch back if you run out of enhanced cannonballs.
*While in [[Mobile Shelling]], the camera will zoom out and pan to the side, allowing you to see farther ahead. You are able to slowly move with the {{CR}} and {{CL}} keys and can freely switch back to [[Siege Shelling]] by pressing the {{CD}} key again. You will also automatically switch back if you run out of enhanced cannonballs.
**Switching between stances will '''not''' reset the input count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch enemies away.
**Switching between stances will '''not''' reset the input count of '''Siege Shelling'''. The seventh shot of '''Siege Shelling''' (no matter when fired) will always launch enemies away.
***After unlocking [[Awakened Will: Tactical Trooper]], this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
***After unlocking [[Awakened Will: Tactical Trooper]], this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
**When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
**When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
*Unlike Siege Shelling, you cannot cancel '''Mobile Shelling''' through skills or movement, with the sole exception of [[Back Blast]]. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
*Unlike '''Siege Shelling''', you cannot cancel '''Mobile Shelling''' through skills or movement, with the sole exception of [[Back Blast]]. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
*While the in-game tooltip claims the enhanced cannonballs fired by '''Mobile Shelling''' pierce enemies 3 times, this is false. They only pierce twice, once more than normal [[Siege Shelling]].
*While the in-game tooltip claims the enhanced cannonballs fired by '''Mobile Shelling''' pierce enemies 3 times, this is false. They only pierce twice, once more than normal [[Siege Shelling]].
*Whereas '''Siege Shelling''''s range increase is based on the range of missiles fired from commands, '''Mobile Shelling''''s range increase is based on the resulting range of '''Siege Shelling''' itself, allowing it to reach even further.
*Whereas '''Siege Shelling''''s range increase is based on the range of missiles fired from commands, '''Mobile Shelling''''s range increase is based on the resulting range of '''Siege Shelling''' itself, allowing it to reach even further.
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**While the missiles explode at the end of their range as usual, they can also simply hit a single wider enemy multiple times as they pass through them. These additional hits do count towards its pierce count however, so they can still only hit 3 times.
**While the missiles explode at the end of their range as usual, they can also simply hit a single wider enemy multiple times as they pass through them. These additional hits do count towards its pierce count however, so they can still only hit 3 times.
*Firing missiles while in '''Mobile Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Firing missiles while in '''Mobile Shelling''' is significantly slower than in '''Siege Shelling''', though they also deal much more hitstun to compensate.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give Chung infinite enhanced cannonballs.
*Activating [[Freiturnier#Berserk_Mode|Berserk Mode]] will '''not''' give you infinite enhanced cannonballs.
*Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes [[Aiming Shot]], which can be used without consuming a cannonball if nothing is in range, and [[Artillery Strike - Missile Shower]], which will not consume cannonballs if the aiming duration expires. By extension, the damage increase then also usually only applies to whichever part of the skill consumes the enhanced cannonballs specifically.
*Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes [[Aiming Shot]], which can be used without consuming a cannonball if nothing is in range, and [[Artillery Strike - Missile Shower]], which will not consume cannonballs if the aiming duration expires. By extension, the damage increase then also usually only applies to whichever part of the skill consumes the enhanced cannonballs specifically.
**The exceptions to this are [[Carpet Bombing/ModA|[Mod] Carpet Bombing]], where consumed enhanced cannonballs affect all of the '''Portal Strike''' and '''Submissile Explosion''' hits instead of only the additional 2~4 '''Submissile Explosion''' hits per wave, and [[Impact Detonation/ModA|[Mod] Impact Detonation]], which will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3, likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
**The exceptions to this are {{mod|Carpet Bombing|1}}, where consumed enhanced cannonballs affect all of the '''Portal Strike''' and '''Submissile Explosion''' hits instead of only the additional 2~4 '''Submissile Explosion''' hits per wave, and {{mod|Impact Detonation|1}}, which will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3, likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
**Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by [[Impact Detonation]]'s '''Additional Shelling''' and [[Dread Chase]] will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
**Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by [[Impact Detonation]]'s '''Additional Shelling''' and [[Dread Chase]] will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
*The full list of skills able to consume enhanced cannonballs in some way for this passive's damage bonus includes [[Aiming Shot]], [[Dread Chase]], [[Impact Detonation]] [[Impact Detonation/ModA|(A)]], [[Chaos Cannon]], [[Carpet Bombing]] [[Carpet Bombing/ModA|(A)]] and [[Artillery Strike - Missile Shower]].
*The full list of skills able to consume enhanced cannonballs in some way for this passive's damage bonus includes [[Aiming Shot]], [[Dread Chase]], [[Impact Detonation]] [[Impact Detonation/ModA|(A)]], [[Chaos Cannon]], [[Carpet Bombing]] [[Carpet Bombing/ModA|(A)]] and [[Artillery Strike - Missile Shower]].
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== Trivia ==
== Trivia ==
*While in '''Mobile Shelling''', pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed disfrozen canisters as seen in [[Chaos Cannon]] and [[Carpet Bombing]].
*While in '''Mobile Shelling''', pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed Disfrozen canisters as seen in [[Chaos Cannon]] and [[Carpet Bombing]].
*[[Aiming Shot]], [[Impact Detonation]] and [[Dread Chase]] will visibly fire red missiles whenever they consume enhanced cannonballs, just like '''Mobile Shelling''' itself.
*[[Aiming Shot]], [[Impact Detonation]] and [[Dread Chase]] will visibly fire red missiles whenever they consume enhanced cannonballs, just like '''Mobile Shelling''' itself.
*As none of the enhanced cannonball effects are listed anywhere in-game, the wiki opts to split the damage bonus of 2% and 5% between Active/Tenacity and Strength/Bravery skills, instead of Active and Special Active skills, as Impact Detonation is the only Tenacity skill that can gain the bonus, despite this being a very likely holdover from when it was still an Active skill.
*As none of the enhanced cannonball effects are listed anywhere in-game, the wiki opts to split the damage bonus of 2% and 5% between Active/Tenacity and Strength/Bravery skills, instead of Active and Special Active skills, as [[Impact Detonation]] is the only Tenacity skill that can gain the bonus, despite this being a very likely holdover from when it was still an Active skill.
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|Between its initial release and the 07/10/2014 KR patch, Mobile Shelling did not fire a projectile. Instead, it would automatically hit the closest target within range, similar to [[Aiming Shot]].
|Between its initial release and the 07/10/2014 KR patch, [[Mobile Shelling]] did not fire a projectile. Instead, it would automatically hit the closest target within range, similar to [[Aiming Shot]].
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== Updates ==
==Updates==
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! colspan=2 | Date !! colspan=2 | Changes
! colspan=2 | Date !! colspan=2 | Changes
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! KR !! NA !! PvE !! PvP
! KR !! NA !! PvE !! PvP
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{{SkillNav - Tactical Trooper}}
{{SkillNav - Tactical Trooper}}
[[Category:Passive Skills]]
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Latest revision as of 22:36, 1 April 2024

[Passive]
Change from Siege Stance to Mobile Siege Stance by pressing the key. The enhanced cannonballs from the Mobile Siege load 1 for every 1 shot fired from the Siege Stance and pierces the enemy 2 times. Unused enhanced cannonballs are used to strengthen the normal cannonball skills.
You can quickly dodge during Mobile Shelling by using the Back Blast skill.


Requirements

Class Level Required
Tactical Trooper 35


Skill Information

Skill Level Level Required Mobile Shelling Enhanced Cannonballs
Enhanced Cannonball Blast (Magical) Aim Range Range Increase Cannonball Gain
(Per Siege Shelling input)
Damage Increase (Per Enhanced Cannonball Consumed)
Upward Downward Depth Active / Tenacity Strength / Bravery
PvE
1 35 2499% ~35° ~25° ~60° 30% 1 2% 5%
2 51 2776%
3 59 3085%
3 92 3428%
PvP
1 35 187% ~35° ~25° ~60° 30% 1 2% 5%
2 51 208%
3 59 231%
3 92 257%


Related Skills


Tips and Details

  • While in Mobile Shelling, the camera will zoom out and pan to the side, allowing you to see farther ahead. You are able to slowly move with the and keys and can freely switch back to Siege Shelling by pressing the key again. You will also automatically switch back if you run out of enhanced cannonballs.
    • Switching between stances will not reset the input count of Siege Shelling. The seventh shot of Siege Shelling (no matter when fired) will always launch enemies away.
      • After unlocking Awakened Will: Tactical Trooper, this limitation is removed, allowing you to switch between either stance freely as long as cannonballs are available.
    • When switching between stances, the standby MP drain is temporarily disabled, though since it takes effect again immediately upon the animation ending, this will still not let you gain MP at your natural MP gain rate.
  • Unlike Siege Shelling, you cannot cancel Mobile Shelling through skills or movement, with the sole exception of Back Blast. You are able to dash out of the switching animation between stances, however, and moving off a ledge will automatically cancel the stance.
  • While the in-game tooltip claims the enhanced cannonballs fired by Mobile Shelling pierce enemies 3 times, this is false. They only pierce twice, once more than normal Siege Shelling.
  • Whereas Siege Shelling's range increase is based on the range of missiles fired from commands, Mobile Shelling's range increase is based on the resulting range of Siege Shelling itself, allowing it to reach even further.
  • Just like Siege Shelling, the missiles can deal splash damage, and due to piercing one additional time, are less limited in the potential damage benefit by comparison.
    • While the missiles explode at the end of their range as usual, they can also simply hit a single wider enemy multiple times as they pass through them. These additional hits do count towards its pierce count however, so they can still only hit 3 times.
  • Firing missiles while in Mobile Shelling is significantly slower than in Siege Shelling, though they also deal much more hitstun to compensate.
  • Activating Berserk Mode will not give you infinite enhanced cannonballs.
  • Enhanced cannonballs will only be consumed for cannonball costs that are not inherently mandatory. This includes Aiming Shot, which can be used without consuming a cannonball if nothing is in range, and Artillery Strike - Missile Shower, which will not consume cannonballs if the aiming duration expires. By extension, the damage increase then also usually only applies to whichever part of the skill consumes the enhanced cannonballs specifically.
    • The exceptions to this are [Mod] Carpet Bombing, where consumed enhanced cannonballs affect all of the Portal Strike and Submissile Explosion hits instead of only the additional 2~4 Submissile Explosion hits per wave, and [Mod] Impact Detonation, which will only gain the damage increase of a single enhanced cannonball, despite being able to consume 3, likely because the two additional cannonballs consumed only serve to create additional portals, and have no effect on its damage output regardless.
    • Since the damage increase from enhanced cannonballs is applied per consumed cannonball, the individual missiles fired by Impact Detonation's Additional Shelling and Dread Chase will gain the bonus for 1 cannonball per missile fired, instead of for the total they can consume.
  • The full list of skills able to consume enhanced cannonballs in some way for this passive's damage bonus includes Aiming Shot, Dread Chase, Impact Detonation (A), Chaos Cannon, Carpet Bombing (A) and Artillery Strike - Missile Shower.


Trivia

  • While in Mobile Shelling, pale blue smoke will surround the Destroyer, implying the enhanced cannonballs contain primed Disfrozen canisters as seen in Chaos Cannon and Carpet Bombing.
  • Aiming Shot, Impact Detonation and Dread Chase will visibly fire red missiles whenever they consume enhanced cannonballs, just like Mobile Shelling itself.
  • As none of the enhanced cannonball effects are listed anywhere in-game, the wiki opts to split the damage bonus of 2% and 5% between Active/Tenacity and Strength/Bravery skills, instead of Active and Special Active skills, as Impact Detonation is the only Tenacity skill that can gain the bonus, despite this being a very likely holdover from when it was still an Active skill.


Old Version

Video Description
Between its initial release and the 07/10/2014 KR patch, Mobile Shelling did not fire a projectile. Instead, it would automatically hit the closest target within range, similar to Aiming Shot.


Updates

Date Changes
KR NA PvE PvP
09/06/2012 10/02/2013
  • Mobile Shelling added.
07/10/2014 -
  • Damage increased.
  • Range increased and angles changed.
  • Fires tangible projectiles.
07/17/2014 -
  • Range error fixed.
  • None
  • Damage decreased.
02/05/2015 -
  • Range Increase decreased.
08/20/2015 01/27/2016
  • Switching and firing speed when switching between siege and mobile shelling increased.
  • Changed so 1 enhanced cannonballs load per 1 siege shelling shot.
04/07/2016 -
  • Fixed issue where damage is different from tooltip.
04/27/2017 05/10/2017
  • None
  • Damage decreased.
04/05/2018 04/18/2018
  • Damage decreased.
08/01/2019 08/28/2019
  • Damage increased.


Alternative Names

Server Name Translation
South Korea 이동 포격 Mobile Armored Mode
Japan 移動砲撃 Mobile Shelling
China (Simplified Chinese) 移动炮击 Mobile Shelling
Germany Mobile Abschussposition Mobile Firing Stance
Spain Posición de disparo móvil Mobile Firing Stance
France Position de tir mobile Mobile Firing Stance
Italy Posizione di Tiro Mobile Mobile Firing Stance
Poland Mobilna Pozycja Wystrzału Mobile Firing Stance
United Kingdom Mobile Firing Stance
Brazil Habilidade Avançada de Artilharia Advanced Artillery Ability