Dread Chase: Difference between revisions
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| [[Image:DreadChase.png]]<br> | | [[Image:DreadChase.png]]<br> | ||
| '''[Special Active]''' | | '''[Special Active]''' Shoot consecutive homing missiles. | ||
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| | | | ||
| {{SkillText|Cannonball|3 to 5}} | | {{SkillText|Cannonball|3 to 5}} | ||
{{SkillText|TrueKR|ExplosionRange}} | |||
|} | |} | ||
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== [[Skill Traits]] == | == [[Skill Traits]] == | ||
{ | {| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | ||
|- style="background:{{ColorSel|CharLight|Chung}}" | |||
! colspan=5 | ! colspan=5 | Enhanced Dread Chase !! colspan=5 | Heavy Dread Chaser | ||
|- style="background:{{ColorSel|CharLight|Chung}}" | |||
! rowspan=2 | ! rowspan=2 | Level Required !! rowspan=2 | Attribute Effect !! colspan=3 | Details !! rowspan=2 | Level Required !! rowspan=2 | Attribute Effect !! colspan=3 | Details | ||
|- style="background:{{ColorSel|CharLight|Chung}}" | |||
! colspan=2 | ! colspan=2 | Damage !! Critical Rate !! colspan=2 | Damage !! Cooldown | ||
|- | |||
| 32 || {{SkillText|Enhanced|80}} || 44.8% || 462.4% || 100% || 41 || {{SkillText|Heavy|140|150}} || 78.4% || 809.2% || 22.5 Seconds | |||
|} | |||
== Tips and Details == | == Tips and Details == | ||
*This skill is boosted by [[Tactical Trooper#Red Cannonball Skill Boost|red cannonballs]]. | *This skill is boosted by [[Tactical Trooper#Red Cannonball Skill Boost|red cannonballs]]. | ||
*This skill is heavily affected by Attack Speed. | *This skill is heavily affected by Attack Speed. | ||
*This skill should be used while away from edges since [[Chung]] steps forward before shooting the missiles. If he steps off a platform, the skill will be cancelled. | *This skill should be used while away from edges since [[Chung]] steps forward before shooting the missiles. If he steps off a platform, the skill will be cancelled. | ||
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*A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using [[Dread Chase]] further away; by the time the first missile hits, the last missile is already seeking a target. | *A missile may not seek anything if its initial target is killed shortly after it is fired and no other enemies near the initial target. This can be avoided by using [[Dread Chase]] further away; by the time the first missile hits, the last missile is already seeking a target. | ||
**This also applies to the noted version. If its intended target dies before a missile splits and there are no other targets nearby, the smaller missiles will fly away in random directions. | **This also applies to the noted version. If its intended target dies before a missile splits and there are no other targets nearby, the smaller missiles will fly away in random directions. | ||
*Like Scare Chase, this skill seeks the nearest target including obstacles and boxes. | *Like Scare Chase, this skill seeks the nearest target including obstacles and boxes. | ||
*Missiles are often wasted on targets already defeated when the party host has significant [[Wikipedia:en:Latency_%28engineering%29|latency]]. This means it takes longer for the damage dealt by [[Dread Chase]] to be sent to the server. | *Missiles are often wasted on targets already defeated when the party host has significant [[Wikipedia:en:Latency_%28engineering%29|latency]]. This means it takes longer for the damage dealt by [[Dread Chase]] to be sent to the server. | ||
**Due to the United States' Internet infrastructure, this is a common issue for NA server. It started to occur after [[The Evolution/2 - Skill Tree Reorganization|Evolution 2]]. | **Due to the United States' Internet infrastructure, this is a common issue for NA server. It started to occur after [[The Evolution/2 - Skill Tree Reorganization|Evolution 2]]. | ||
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