Maelstrom Rage: Difference between revisions

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== Tips and Details ==
== Tips and Details ==
*In PvP, opponents in a Super Armor state are able to attack but cannot use any skill or move out of range without massive Movement and Jump Speed.
*'''Maelstrom Rage''' can deal up to 2,951% (1,159% in PvP) Physical Damage.
*If used correctly, this skill can prevent Mana Breaking and can be used to break the knockdown counter.
*The skill is extremely useful in PvE as it costs very little MP and charges a significant amount of the [[Way of the Sword]] gauge.
**This move generates a lot of MP and charges the Awakening gauge in PvP, so it is not recommended to use in PvP, unless you know your opponent will try to Mana Break.
*In PvP, opponents in a Super Armor state are able to attack but cannot use any skills, and they cannot move out of range without a massive amount of Movement / Jump Speed.
***In a PvP team of 2 or more teammates, it's possible for them to cast it within short intervals to prevent escapes.
**The skill can sometimes break the immunity granted by Mana Break or reaching the Knockdown counter limit.
*This is useful for fighting [[Epic NPCs]], as they can do nothing if you use this on a wall, sucking them in without any ability to move.
**This move generates a lot of MP and Awakening Gauge for your opponent in PvP, making it rather easy to Mana Break from.
*'''Maelstrom Rage''' does 2,951% (1,159% in PvP) Physical Damage.
***This can be partially mitigated with the '''Evil''' trait, though the skill will still build more MP than it will burn.
**In team PvP, when paired with another [[Infinity Sword]], it is possible to cycle skill uses to prevent an opponent from ever escaping even if they Mana Break one of your casts.
*This skill is useful for fighting [[Epic NPCs]], as they cannot retaliate if you use this on a wall, sucking them in without any ability to move.
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