![]() ![]() Blue Glyph: Grants 150 stacking shields that expire after 25s to slayers in a large radius(max 600 shields). Red Glyph: Deals 750 radiant damage in a radius. Once charged, the glyph will activate when a Behemoth makes contact. On lantern use, spawn a glyph based on your active glyph type that charges after three seconds. 45 second cooldown.Īfter dodging through an attack, your next attacks gain 100% bonus meter for +3 seconds Dodging fires all loaded missiles on the locked-on part. Deal damage to load up to a maximum of 3 additional missiles. Missile deals 100 damage and increases the damage of every other missile in the volley by 100. The eighth hit in a row deals +150 damage and inflicts major blaze status buildup.Īttack a Behemoth part to lock onto it and load a homing missile. On chance after dealing damage, generate Shadow Orbs that grant +1.75% damage for 5 seconds - At 5+ Orbs, the bonus doubles Once charged, your next attack deals +550 radiant damage - charge rate increases with higher current health Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.Īfter not dealing damage for 4 seconds, your next 3 attacks deal +50% damage Up to two jumps in a row can be performed before ability must be recharged.Īctivating Lantern refreshes the two jumps. On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Dodging through an attack reduces charge cooldown. Once charged, your next weapon swing/shot unleashes a boomerang projectile that frequently deals 250 shock damage to any target hit. Any Slayer moving through the geyser for the first time is granted a stackable 125 health shield that lasts for 25 seconds (max 600 shields).Īfter dodging, drop 2 Ice Mines around you on a 30 second cooldown that deal 300 damage. Additional attacks speed up the blades, which explode at the end of the duration and deal damage based on blade speedĪfter using your Lantern ability, create a geyser that frequently deals 45 frost damage. Once charged, your next attack unleashes whirling blades that deal 25 terra damage. When Behemoth part is broken, heal for 100 Slayers can destroy the brand, prematurely detonating it for 50% increased damage. Once charged, your next attack places a frost brand that deals 1,000 frost damage after 30 seconds. Using your special continually generates Frost Sprites that grant your next attack +30 damage and minor frost damage (Max 4 Sprites)Īfter using your lantern ability, grant a stackable 175 shield that lasts for 25 seconds (max 600 shields).Īfter dodging, your next attack deals +50 bonus damage and part damageĪfter spending 75 stamina, next attack emits a cone of flame that deals +100 blaze damage to each unique target within the cone The sixth hit in a row deals +100% part damage ![]() Taking damage causes you to enrage more quickly. Periodically enter a rage, dealing +5% damage and gaining immunity to stagger. At full meter, the special becomes available, which generates Valour and has unique properties. Landing the final hit of combos will also increase the Special meter. Once enough Valour is obtained, Valour combos become available, which consume the built-up Valour. The core combos are the most basic combos, and they are the primary source of generating Valour. The sword has three main components: core combos, Valour combos, and the special meter. Slash and slice to build your meter, then let loose with a burst of speed. ![]() A classic weapon that shines in close quarters. ![]()
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