Dread Chase: Difference between revisions

190 bytes removed ,  18 November 2017
m (Text replacement - "== Requirements ==" to "== Requirements == {{#Widget:AdsenseSkill}}")
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*Unlike [[Shooting Guardian]]'s [[Shooting Star]], each missile seeks the nearest target instead of random ones.
*Unlike [[Shooting Guardian]]'s [[Shooting Star]], each missile seeks the nearest target instead of random ones.
*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.
*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.
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