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.
*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]].
*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 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]].