Fantasy Impromptu - 2nd Movement: Difference between revisions
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*While decreasing the CP cost by chaining from [[Fantasy Impromptu - 1st Movement]] may sound like a good thing, later passives actually make this detrimental as you want to consume all your CP for their benefits. | *While decreasing the CP cost by chaining from [[Fantasy Impromptu - 1st Movement]] may sound like a good thing, later passives actually make this detrimental as you want to consume all your CP for their benefits. | ||
*The hit range of this skill is a circular dome around you. Enemies within the dome will be shot back and forth and pushed away on the last hit. | *The hit range of this skill is a circular dome around you. Enemies within the dome will be shot back and forth and pushed away on the last hit. | ||
**Some targets, | **Some targets, notably [[4-X|Alterasia Type-H]] and other players, will be quickly pushed out of the skill, especially with the '''Useful''' trait. It is advised to use it when they are near a wall, but far enough away so they won't simply get pushed the opposite way instead. | ||
*With the Useful trait, this skill can deal up to 9,760% Magical Damage. With the Empowered trait, this skill can deal up to 7,612.8% Magical Damage. | *With the Useful trait, this skill can deal up to 9,760% Magical Damage. With the Empowered trait, this skill can deal up to 7,612.8% Magical Damage. | ||
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