Dread Chase: Difference between revisions
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!MP Usage || Cooldown | !MP Usage || Cooldown | ||
|- | |- | ||
| {{SkillText|Critical|120}} || 240 MP || {{SkillText|Heavy| | | {{SkillText|Critical|120}} || 240 MP || {{SkillText|Heavy|144|120}} || 18 Seconds | ||
|} | |} | ||
<br> | <br> | ||
== Tips and Details == | == Tips and Details == | ||
*'''Dread Chase''' when scattered, can deal up to {{formatnum:{{#expr: 81*15}}}}% ({{formatnum:{{#expr: 28*15}}}}% in PvP) Physical Damage and {{formatnum:{{#expr: 300*15}}}}% ({{formatnum:{{#expr: 108*15}}}}% in PvP) Magical Damage, consuming 5 cannonballs. | *'''Dread Chase''', when scattered, can deal up to {{formatnum:{{#expr: 81*15}}}}% ({{formatnum:{{#expr: 28*15}}}}% in PvP) Physical Damage and {{formatnum:{{#expr: 300*15}}}}% ({{formatnum:{{#expr: 108*15}}}}% in PvP) Magical Damage, consuming 5 cannonballs. | ||
**With '''Heavy''' it can deal up to {{formatnum:{{#expr: (81*15)*1. | **With '''Heavy''', it can deal up to {{formatnum:{{#expr: (81*15)*1.44}}}}% ({{formatnum:{{#expr: (28*15)*1.44}}}}% in PvP) Physical Damage and {{formatnum:{{#expr: (300*15)*1.44}}}}% ({{formatnum:{{#expr: (108*15)*1.44}}}}% in PvP) Magical Damage when scattered. | ||
*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 | *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 canceled. | ||
*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. |