Rose: Difference between revisions

44 bytes added ,  30 March 2022
m (Text replacement - "== Generic Clear Lines ==" to "== {{tt|Generic Clear Lines|Prior to joining the El search Party}} ==")
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== Tips and Details ==
== Tips and Details ==
*Most of her {{CX}} commands have highly inaccurate hitboxes, having much larger range than it should be and some even being big enough to hit behind her.
*Most of her {{CX}} commands have much larger range than the visual implies. Sometimes they are also able to hit behind her.
*Her {{CX}} bullet commands are physical projectiles, thus allowing them to not be reflected or absorbed like normal magical projectiles.
*If her {{CX}} firing animation gets interrupted, the bullets may be unleashed upon next attack or after some amount of time. It was attempted to be fixed in the past and does not happen as frequently as it used to.
**Some Special Actives can still absorb her projectiles, such as [[Space Distortion]] and [[Fire Wall]].
*Her {{CX}} bullet commands are physical projectiles, thus making them impossible to be reflected or absorbed, unlike normal magical projectiles.
**Some Special Actives can still absorb her projectiles, such as [[Fire Wall]].
**Rose's bullets can also be reflected by Taranvash of [[Ancient Waterway|7-3]] and Bloody Glitter Defenders in [[Velder's Hallucination]].
**Rose's bullets can also be reflected by Taranvash of [[Ancient Waterway|7-3]] and Bloody Glitter Defenders in [[Velder's Hallucination]].
*Her '''ECP''' skills have a bug where ECP is consumed and cooldown time is activated without the skill being performed.
*Just like [[Deadly Chaser]] and [[Lu/Ciel|Ciel]], Rose's weapons deal physical damage at close range.
*Just like [[Deadly Chaser]] and [[Lu/Ciel|Ciel]], Rose's weapons will do physical damage at close range.
*Upon advancing to 3rd job, your weapon will automatically switch to the class' default weapon during the starting and ending animations.
*After advancing to 3rd job, your weapon will automatically switch to the class' default weapon during the starting and ending animations.
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