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{{Languages|Freiturnier}} | |||
== | == Freiturnier == | ||
[[File: | [[File:IPUI.jpg]]<br> | ||
A special system for Chung which utilize the usage of cannonballs to aid him in combat. | |||
<br> | <br> | ||
=== Ammunition/Cannonballs === | |||
[[File:Chungammo.png|right|thumb|Chung's old ammunition supply icon. Full and empty]] | |||
Chung's '''Ammunition Supply''' is one of his most notable and interesting features. Many of his skills are ammo-reliant. Skills such as [[Lunatic Blow]] use up all of Chung's ammo, but increase in power based on how much ammo was used. Other skills such as [[Aiming Shot]] use only one. Many of Chung's {{CX}} attacks use ammo too. | |||
To reload your ammo, stand still. This reload animation is affected by Action Speed. You can also reload by using certain skills or combos, such as {{CZ}}{{CZ}}'''('''{{CDZ}}''')'''{{CZ}}. | |||
Each job path has Passives that will aid you with Cannonball management: | |||
*[[File:Mini Icon - Iron Paladin (Trans).png]] [[Iron Paladin]]'s [[Awakened Will: Iron Paladin|Awakened Will]] allows you to use {{CDR}}{{CX}} ''', '''{{CDRU}}{{CX}} and [[Freiturnier#Heavy Stance|Heavy Stance]]'s {{CX}} Counter without needing Cannonballs. | |||
*[[File:Mini Icon - Shooting Guardian.png]] [[Shooting Guardian]]'s [[Remodel Magazine]] increases the max ammo to 12 and grants a chance to load an additional Cannonball when reloading. | |||
**[[File:Mini Icon - Deadly Chaser.png]] [[Deadly Chaser]]'s [[Gas Piston System]] will grant a chance to restock a Cannonball when consuming ammo. | |||
*[[File:Mini Icon - Shelling Guardian.png]] [[Shelling Guardian]]'s [[Reload Mastery]] will grant chances to load an additional Cannonball when reloading and to load a Cannonball when attacked. | |||
After the 2015 Character Revamp, using Awakening with any number of beads will completely refill all of Chung's cannonballs upon activation. | |||
<br> | |||
=== Berserk Mode === | |||
[[File:Beadchung.png|right|thumb|Chung's third awakening bead. Empty and full]] | |||
[[File:Awakenchungnew.png|right|thumb|Note Chung's change of appearance in Berserk Mode]] | |||
Chung's third '''[[Awakening Mode|awakening]] bead''' starts off being covered in chains. This is purely visual and does not prevent you from gaining it like any other awakening bead. It changes appearance once obtained.<br> | |||
With 3 stacks of Awakening, Berserk Mode is activated and Chung is enveloped in his full Freiturnier armor (including the helmet) stored inside his suit's '''Guardian Stone''', a special object that increases his fighting ability. The base benefits of '''Berserk Mode''' are: | |||
*The standard 20% damage increase from Awakening Mode. | |||
*'''Infinite cannonball supply''' ([[File:Mini Icon - Tactical Trooper.png]] [[Tactical Trooper]]'s [[Mobile Shelling|red cannonballs]] are unaffected). | |||
Furthermore, each job path has Passives that enhance Awakening Mode and Berserk Mode: | |||
*[[File:Mini Icon - Comet Crusader.png]] [[Comet Crusader]]'s [[Berserker's Strength]] increases Physical Damage and Max HP based on the number of beads used to Awaken. ('''Berserk Mode''' giving the highest Stat Boost output). | |||
*[[File:Mini Icon - Deadly Chaser.png]] [[Deadly Chaser]]'s [[Tussle Technique]] grants a chance to enter '''Berserk Mode''' when Awakening with 1 or 2 Beads. | |||
**[[File:Mini Icon - Deadly Chaser.png]] [[Deadly Chaser]]'s [[Intense Showtime]] reduces the MP cost and Cooldown of Skills '''while in Berserk Mode'''. | |||
***[[File:Mini Icon - Fatal Phantom.png]] [[Fatal Phantom]]'s [[Phantom Shooter]] makes '''Cannonball''' commands to inflict ['''Chaser's Mark'''],<br>Hitting foes with this Debuff using '''Cannonball Skills''' will grant you ['''Prepared Chaser'''] Buff, <br>Increasing both Awakening Charge rate and the chance to enter '''Berserk Mode''' when Awakening with 1 or 2 Beads. | |||
****[[File:Mini Icon - Fatal Phantom.png]] [[Fatal Phantom]]'s [[Death Wish]] will increase Magical Damage '''while in Berserk Mode''' and also,<br>If HP is under 60%, any Awakening is guaranteed to activate '''Berserk Mode'''. | |||
*[[File:Mini Icon - Tactical Trooper.png]] [[Tactical Trooper]]'s [[Reaction Gloves]] increases Damage Reduction based on the number of beads used to Awaken.<br>('''Berserk Mode''' giving the highest Reduction output). | |||
<br> | |||
=== Sanctification Mode === | |||
[[File:CorDivineBead.png|right|thumb|[[Cor Guardian]] path's awakening bead. Empty and full]] | |||
Exclusive to the [[Cor Guardian]] path, Chung's Awakening System is changed to only have a single Awakening Bead, which can be used to activate Sanctification Mode upon Awakening. Aside from this, there is no functional difference between Sanctification Mode and Berserk Mode. | |||
<br> | |||
=== List of Cannonball Related Skills === | |||
{| cellpadding="3" style="border-collapse: collapse; border: 0px solid rgb(0, 0, 0); width=100%; valign=top;" | |||
|- | |||
| valign="top" | | |||
{| class="wikitable sortable" cellpadding="5" border="1" style="border-collapse: collapse;" | |||
! class="unsortable" | Class !! class="unsortable" | Skill Name !! Reload !! Use | |||
|- | |||
| [[Chung]] || [[File:Scare_Chase.png|27px]] [[Scare Chase]] || 1 || 1 | |||
|- | |||
| [[Chung]] || [[File:Reload.png|27px]] [[Reload]] || 1 || - | |||
|- | |||
| [[Chung]] || [[File:Reload.png|27px]] [[Reload|[Enhanced] Reload]] || 3 || - | |||
|- | |||
| [[Chung]] || [[File:SiegeShelling.png|27px]] [[Siege Shelling]] || 1 || 0~7 | |||
|- | |||
| [[Chung]] || [[File:Aceldama.png|27px]] [[Aceldama]] || - || 4 | |||
|- | |||
| [[Chung]] || [[File:Aiming_Shot.png|27px]] [[Aiming Shot]] || - || 1 | |||
|} | |||
|- | |||
| valign="top" | | |||
{| class="wikitable sortable" cellpadding="5" border="1" style="border-collapse: collapse;" | |||
! class="unsortable" | Class !! class="unsortable" | Skill Name !! Use | |||
|- | |||
| [[Fury Guardian]] || [[File:SI_SUDDENBURSTER1.png|27px]] [[Sudden Burster]] || 1 | |||
|- | |||
| [[Fury Guardian]] || [[File:SI_LUNATICFURY.png|27px]] [[Lunatic Fury]] || 3~6 | |||
|- | |||
| [[Iron Paladin]] || [[File:ArtilleryNovaR.png|27px]] [[Artillery Nova]] || 6 | |||
|- | |||
| [[Iron Paladin]] || [[File:LD_-_Earthquake.png|27px]] [[Land Demolisher - Earthquake]] ([[Land Demolisher - Earthquake/ModA|A]]) || 3 | |||
|- | |||
| [[Iron Paladin]] || [[File:SI_GUARD.png|27px]] [[Guard]] || 0~1 | |||
|- | |||
| [[Iron Paladin#Transcendence_2|Transcendent Iron Paladin]] || [[File:IPTrans1.png|27px]] [[Crack Crusher]] || 1 | |||
|} | |||
| valign="top" | | |||
{| class="wikitable sortable" cellpadding="5" border="1" style="border-collapse: collapse;" | |||
! class="unsortable" | Class !! class="unsortable" | Skill Name !! Reload !! Use | |||
|- | |||
| [[Shooting Guardian]] || [[File:SI_DUALBUSTER.png|27px]] [[Dual Buster]] || 1 || - | |||
|- | |||
| [[Shooting Guardian]] || [[File:DeadlyShot(New).png|27px]] [[Deadly Shot]] || - || 3 | |||
|- | |||
| [[Shooting Guardian]] || [[File:AS_Quantum_Ballista.png|27px]] [[Artillery Strike - Quantum Ballista]] ([[Artillery Strike - Quantum Ballista/ModA|A]]) || - || 6 | |||
|- | |||
| [[Deadly Chaser]] || [[File:SI_SHOOTINGSTAR.png|27px]] [[Shooting Star]] ([[Shooting Star/ModA|A]]) || - || 3 | |||
|- | |||
| [[Deadly Chaser]] || [[File:RumbleShot(New).png|27px]] [[Rumble Shot]] || - || 6 | |||
|- | |||
| [[Deadly Chaser]] || [[File:SI_HEAVYRAILGUN.png|27px]] [[Heavy Railgun]] || - || 1 | |||
|- | |||
| [[Deadly Chaser]] || [[File:SI_COMETCRASHER.png|27px]] [[Comet Crasher]] || - || 3~6 | |||
|- | |||
| [[Deadly Chaser]] || [[File:Rapid_Cannon.png|27px]] [[Rapid Cannon]] || - || 3~6 | |||
|- | |||
| [[Deadly Chaser#Transcendence_2|Transcendent Deadly Chaser]] || [[File:DCTrans3.png|27px]] [[Exciting Crash]] || - || 1 | |||
|} | |||
| valign="top" | | |||
{| class="wikitable sortable" cellpadding="5" border="1" style="border-collapse: collapse;" | |||
! class="unsortable" | Class !! class="unsortable" | Skill Name !! Reload !! Use | |||
|- | |||
| [[Shelling Guardian]] || [[File:DreadChase.png|27px]] [[Dread Chase]] || - || 3~5 | |||
|- | |||
| [[Shelling Guardian]] || [[File:IDetonation.png|27px]] [[Impact Detonation]] || - || 3~6 | |||
|- | |||
| [[Shelling Guardian]] || [[File:Magnum_Shot.png|27px]] [[Magnum Shot]] || - || 3 | |||
|- | |||
| [[Shelling Guardian]] || [[File:Magnum_Shot.png|27px]] [[Magnum Shot|[Enhanced] Magnum Shot]] || - || 2 | |||
|- | |||
| [[Shelling Guardian]] || [[File:ChaosCannon.png|27px]] [[Chaos Cannon]] || - || 1~5 | |||
|- | |||
| [[Tactical Trooper]] || [[File:CarpetBombing.png|27px]] [[Carpet Bombing]] ([[Carpet Bombing/ModA|A]]) || - || 0~6 | |||
|- | |||
| [[Tactical Trooper]] || [[File:TactField.png|27px]] [[Tactical Field]] ([[Tactical Field/ModA|A]]) || 6 || - | |||
|- | |||
| [[Tactical Trooper]] || [[File:SI_ASTRIKE.png|27px]] [[Artillery Strike - Missile Shower]] || - || 6 | |||
|- | |||
| [[Tactical Trooper]] || [[File:Cannon_Strike.png|27px]] [[Cannon Strike]] || 6 + <font color="ff4444">6</font> || - | |||
|- | |||
| [[Tactical Trooper#Transcendence_2|Transcendent Tactical Trooper]] || [[File:TTTrans1.png|27px]] [[Cannon Prison]] || - || 1 | |||
|- | |||
| [[Tactical Trooper#Transcendence_2|Transcendent Tactical Trooper]] || [[File:TTTrans2.png|27px]] [[Fatal Cannon]] || - || <font color="ff4444">1</font> | |||
|- | |||
| [[Centurion]] || {{Force|IDetonation.png|size=2}} [[Impact Detonation/ModA|[Mod] Impact Detonation]] || - || 1~3 | |||
|} | |||
|} | |||
*Numbers in <font color="ff4444">red</font> indicated [[Mobile Shelling|Enhanced Cannonballs]]. | |||
=== List of Cannonball Related Commands === | |||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Chung" | |||
|- | |||
! colspan=2 | [[Chung]] !! colspan=2 | [[Comet Crusader]] !! colspan=2 | [[Fatal Phantom]] !! colspan=2 | [[Centurion]] | |||
|- | |||
| ZZZ'''X''' || Use 1~6 Cannonballs || ^vZ'''Z''' || Use 1 Cannonball || XZ'''Z''' || Use 1 Cannonball || '''X''' || Reload 1 Cannonball | |||
|- | |||
| ZZ'''vZ''' || Reload 1 Cannonball || || || >>^Z'''X''' || Use 1~7 Cannonballs || X'''X''' || Use 1 Cannonball | |||
|- | |||
| X'''X''' || Reload 1 Cannonball || || || >>XX'''X''' || Use 1 Cannonball || >>Z'''Z''' || Reload 1 Cannonball | |||
|- | |||
| XX'''X''' || Use 1 Cannonball || || || ZZXX'''X''' || Use 1 Cannonball || >>ZZ'''X''' || Use 1 Cannonball | |||
|- | |||
| XXZ'''X''' || Use 1~6 Cannonballs || || || || || ZZX'''X''' || Reload 1 Cannonball | |||
|- | |||
| >>'''X''' || Use 1 Cannonball || || || || || >>X'''X''' || Reload and Use 1 Cannonball | |||
|- | |||
| >>^'''X''' || Use 1 Cannonball || || || || || >>^X'''X''' || Use 1 Cannonball | |||
|- | |||
| Heavy Stance '''X''' || Use 1 Cannonball || || || || || >>X'''Z''' || Use 1 Cannonball | |||
|- | |||
| Recovery '''X''' || Use 1 Cannonball || || || || || || | |||
|} | |||
<br> | |||
== Heavy Stance == | |||
Whenever Chung is hit while he has a blue outline (e.g., the third attack of the {{CZ}}{{CZ}}{{CZ}} combo), he switches to a guarding stance which gives 20% damage reduction. However, he will stagger after guarding around 5-6 hits or an attack that inflicts [[Status Effects|Power Stun]]. | |||
*While in '''Heavy Stance''', Chung is immune to [[Status Effects|Stun]] and [[Status Effects|Flattening]].<br> | |||
While guarding, Chung can counterattack. | |||
*Press {{CZ}} to swing your cannon and inflict 239% Physical damage while knocking the target down. This can be cancelled immediately by dashing. | |||
*Press {{CX}} to fire a short blast in both directions with invulnerability and inflict 366% Magical damage. If used at point-blank, it can hit twice. This knocks down (although with appropiate scenery or very high Action Speed, can catch afterwards) and uses one cannonball. If you have no cannonballs, the {{CZ}} attack is used instead. | |||
=== Heavy Tanking === | |||
While Countering, is possible for '''Chung''' to reset his Heavy Stance hit count, '''allowing him to withstand a theorically infinite number of hits.'''<br> | |||
To perform this, perform any counter or use a Skill right as '''Chung''' is struck by an attack, this will interrupt '''Chung''''s action and refresh his Heavy Stance.<br> | |||
*This is easier done with {{CZ}} Counter or Skills, furthermore, attacks that hit extremely fast are the easiest to continually tank, provided the player has a quick finger. | |||
*Comparatively, {{CX}} Counter is the hardest since it provides Invulnerability, which will ruin the sequence if used frames out of tempo, however, the Cannon Burst will occur '''everytime Chung resets Heavy Stance''', potentially inflicting huge damage agaisnt nearby Super Armored enemies.<br> | |||
Some job paths have Passives that will enhance Heavy Stance: | |||
*[[File:Mini Icon - Iron Paladin.png]] [[Iron Paladin]]'s [[Veteran Technique]] gives a chance to not knock down with the {{CX}} Counter. | |||
**[[File:Mini Icon - Iron Paladin (Trans).png]] [[Iron Paladin#Transcendence_2|Iron Paladin]]'s [[Awakened Will: Iron Paladin|Awakened Will]] increases Awakening Charge and Mana gain when attacked during '''Heavy Stance'''. | |||
*[[File:Mini Icon - Tactical Trooper.png]] [[Tactical Trooper]]'s [[Cannoneer's Perseverance]] changes both counters into a cannon slam that reloads ammo, launches, and gives a chance to enter [[Siege Shelling]]. | |||
Non-flinch attacks don't contribute to '''Heavy Stance''''s hit threshold, but their damage will still be lowered nonetheless. | |||
'''Heavy Stance''' take precedence over Super Armor. Even in a Super Armor state, Chung can still enter '''Heavy Stance'''. | |||
<br> | |||
== Evasive Counter == | |||
When Chung gets knocked down, if you have at least one cannonball, press {{CX}} to shoot the floor and flinches foes, if no Cannonballs are avaible, {{CZ}} counter is used. | |||
If Chung falls on his back, he'll use the shot to recoil back to his feet, marginally behind his spot pre-Knocked Down. | |||
If Chung falls on his front, he'll use the shot to recoil front far away ahead from his Knock Down spot, passes through objects and enemies. | |||
Both variants deal 430% Magical Damage. | |||
<br> | |||
== Specialization <font color = red> (Not available anymore) </font>== | |||
{| cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse; width: 100%;" | |||
|- | |||
! width="6%" | Character | |||
! width="46%" | [[File:HQ Shop Item 72550.png|35px]] Specialization A | |||
! width="46%" | [[File:HQ Shop Item 72560.png|35px]] Specialization B | |||
|- | |||
| [[File:Icon - Chung.png|center|link=Chung]] || MP Usage decreased by x% for skills. (Only when there's more than 1 cannonball) (Max: 20%) || x% chance of not using cannonball (Max: 40%) | |||
|} | |||
<br> | |||
== Tips and Details == | |||
*Strangely, [[Chung]]'s combo '''Heavy Stance''''s can withstand hits by behind, whereas [[Iron Paladin]]'s [[Guard]] '''Heavy Stance''' cannot. | |||
*Chung falls noticeably faster than all the other characters. This makes it harder for others to do combos on him which require the opponent to be launched. | |||
*Chung can more quickly reload his ammo by tapping the left or right key just after he had reloaded a cannonball. This also works for his idle-reload. | |||
*If Chung activates a Special Active when he's attacked while guarding with '''Heavy Stance''', the skill will be canceled, but MP will be consumed, cooldown time will begin, and skill delay will apply. This trick can also be used with Awakening Beads, allowing Chung to escape or start a combo. | |||
*Chung's Specialization A stat will affect the MP cost of all skills, including Hyper Active skills. | |||
<br> | |||
== Gallery == | |||
<gallery> | |||
File:Status 060.png|Unused '''Berserk Mode''' buff icon. | |||
</gallery> | |||
<br> | <br> | ||
== | |||
[ | == Trivia == | ||
*Oddly, "Freiturnier" is [https://translate.google.com/?hl=en&tab=wT#de/en/Freiturnier German for "free tournament."] | |||
*When awakened, Chung shouts special actives' names instead of calmly stating them. | |||
*Chung was the first character to have a special character system. Systems for characters before him, such as [[Way of the Sword]] for [[Elsword]], were added later. | |||
*Chung's Magical class paths both grant him a secondary gauge for his Cannonballs, with the [[Shooting Guardian]] path doubling his standard Cannonballs and the [[Shelling Guardian]] path granting him red Enhanced Cannonballs. His physical paths, however, do not grant this additional gauge and only ever use the six standard Cannonballs from his base job. | |||
**There is actually a slight gap between this second gauge and the MP Gauge. This is likely a mistake caused by the second gauge being level with the first one and the slant of the gauges. | |||
<br> | <br> | ||
==Updates== | |||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" class="colortable-Chung updates-table" | |||
|- | |||
! colspan=2 | Date !! rowspan=2 | Changes | |||
|- | |||
! KR !! NA | |||
|- | |||
| 12/23/2010 || 06/27/2012 || align="left" | | |||
*'''Freiturnier''' added. | |||
|- | |||
| 04/21/2016 || 05/18/2016 || align="left" | | |||
*{{nerf|Specialization A socket effectiveness decrease amount increased.}} | |||
|- | |||
| 10/13/2016 || 11/23/2016 || align="left" | | |||
*{{nerf|Specialization A cap decreased from 30% to 20%.}} | |||
*{{nerf|Starting matches with 3 cannonballs in PvP removed.}} | |||
|- | |||
| 08/23/2018 || 09/06/2018 || align="left" | | |||
*{{nerf|Heavy Stance's damage decrease lowered from 67% to 40%.}} | |||
|- | |||
| 08/27/2020 || 09/23/2020 || colspan=2 align="left" | | |||
*{{nerf|Heavy Stance's damage decrease lowered from 40% to 20%.}} | |||
|} | |||
<br> | <br> | ||
{{SpecialAbilities}} | |||
{{Guides}} |