Combat Arts/Wave Throw: Difference between revisions

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There are six [[Wave]] [[Balls|Throw]] [[Combat Arts]] available to [[Spheromancer]]s: two first-level and two second-level ones and two third-level ones.
There are six [[Wave]] [[Balls|Throw]] [[Combat Arts]] available to [[Spheromancer]]s: two first-level, two second-level, and two third-level arts. You can have only one of each level active at a time.


==Fae Round==
==Fae Round==
[[File:Fae Round -icon.PNG|left]]
{| class="article-table"
|<sup>LVL</sup> 1||<sup>CP</sup> 1||<sup>SP</sup> 1||<sup>DMG</sup> Ranged||<sup>Wave Throw</sup>
|}
''Shoots a super fast projectile penetrating a line of enemies.''
[[File:Fae Round.gif|right]]
[[File:Fae Round.gif|right]]
[[File:Fae Round -icon.PNG]] ''Shoots a super fast projectile penetrating a line of enemies.''
[[Lea]] shoots a very fast projectile which pierces through, damages, and knocks back all enemies in a line.


Fae Round is a Wave-elemental, level one Throw-type Combat Art. It costs 1 CP to activate and 1 SP to use.
While similar to [[Ball of Steel]] in that it's a fast projectile which pierces through enemies damaging them all, Fae Round does not bounce off terrain to hit more times, in exchange for much higher damage on its one hit. That way you can snap this off whenever you have a line set up without needing to consider terrain and angles for maximum effect. Fae Round and Ball of Steel are the only two arts affected by [[Stats#Bulk Calibre|Bulk Calibre]].
 
When using it, [[Lea]] shoots a very fast projectile which pierces through and damages all enemies in a line.
 
It is similar to [[Ball of Steel]] in that it's a projectile which pierces through enemies, making it possible to damage multiple enemies with it.


==Essence Drain==
==Essence Drain==
[[File:Essence Drain -icon.PNG|left]]
{| class="article-table"
|<sup>LVL</sup> 1||<sup>CP</sup> 1||<sup>SP</sup> 1||<sup>DMG</sup> Ranged||<sup>Wave Throw</sup>
|}
''Hit enemies with a swarm of projectiles absorbing its HP.''
[[File:Essence Drain.gif|right]]
[[File:Essence Drain.gif|right]]
[[File:Essence Drain -icon.PNG]] ''Hit enemies with a swarm of projectiles absorbing its HP.''
Lea shoots out a swarm of 12 balls that home in on a hostile target within a cone-shaped area. Upon impact, each ball pulls the enemy they hit closer to Lea and sends back a tiny ball that heals when it reaches her for half the damage dealt.


Essence Drain is a Wave-elemental, level one Throw-type Combat Art. It costs 1 CP to activate and 1 SP to use.
While it doesn't deal tremendous damage, Essence Drain can be indispensable if you need to heal but cannot spare time for healing items. Since it damages first and heals second, you can combine this with [[Stats#Berserker|Berserker]] to boost the damage and healing, along with [[Mark]]. The balls slow down as they move away from Lea, eventually stopping completely a little further than [[Burn!]]. The enemies drawn in will be in a good position to follow up with a [[Melee#Combat Arts|Melee Art]] like [[Ki Thrust]], or you can counteract the pull with [[Guarding Gale]].
 
When using this art, Lea shoots out a swarm of balls in a cone-shaped area. If there is an enemy in that area, they will home towards that enemy, draining its HP and drawing it closer to Lea on impact.
 
Essence Drain can be used to heal when it would be too risky to use a healing item. As it draws enemies closer, it can be comboed with [[Melee]] Arts such as [[Ki Thrust]] to knock them back once it's over; this can be useful for ranged builds which like to keep a safe distance to enemies.


==Elven Orb==
==Elven Orb==
[[File:Elven Orb-icon.PNG|left]]
{| class="article-table"
|<sup>LVL</sup> 2||<sup>CP</sup> 2||<sup>SP</sup> 3||<sup>DMG</sup> Ranged||<sup>Wave Throw</sup>
|}
''Shoots a super fast projectile that bounces between the player and a wall for several times and penetrates everything in between.''
[[File:Elven Orb.gif|right]]
[[File:Elven Orb.gif|right]]
[[File:Elven Orb-icon.PNG]] ''Shoots a super fast projectile that bounces between the player and a wall for several times and penetrates everything in between.''
Lea shoots a projectile similar to Fae Round that returns to her after reaching a wall, then shoots a second projectile that returns in similar manner. The first shot follows the direction set when initiating Elven Orb, but the second shot follows adjustments to your aim and homes in on the closest target to that. The return shots track your position, and if you have a decoy(s) active from [[Warp Decoy]], [[Toxic Revenant]], or [[Gungnir]], both shots return to that instead, so that the second shot originates from the decoy.
 
Elven Orb is a Wave-elemental, level two Throw-type Combat Art. It costs 2 CP to activate and 3 SP to use.
 
Upon using it, Lea shoots out a projectile similar to Fae Round, but it now returns to her after reaching a wall. It will then shoot out again towards the mouse cursor, and finally return to Lea.


Like Fae Round, Elven Orb can be used to deal area damage, or, when dealing with a lesser amount of enemies, damage each of them once. It can also hit a single target four times, which could make it a powerful tool against [[Boss]]es.
While its basic use is very similar to Fae Round, Elven Orb displaces enemies quite a bit less than multiple Fae Rounds since the return shots push them toward you. It behaves very similar to [[Ball of Boomerang]] this way, but deals much more damage within a much narrower width. Play with your movement, aim, and decoys to spread it over a wider area or trick shot around corners.


==Vital Pulse==
==Vital Pulse==
[[File:Vital Pulse -icon.PNG|left]]
{| class="article-table"
|<sup>LVL</sup> 2||<sup>CP</sup> 2||<sup>SP</sup> 3||<sup>DMG</sup> Mixed||<sup>EFFECTS</sup> [[File:Interrupt icon.png]]Interrupt||<sup>Wave Throw</sup>
|}
''Hit an enemy with a swarm of projectiles, absorbing its HP before blasting it away with a final attack.''
[[File:Vital Pulse.gif|right]]
[[File:Vital Pulse.gif|right]]
[[File:Vital Pulse -icon.PNG]] ''Hit an enemy with a swarm of projectiles, absorbing its HP before blasting it away with a final attack.''
Lea shoots out a swarm of 24 balls that home in on a hostile target within a cone-shaped area and pull enemies they hit closer, followed by a blast similar to Ki Thrust knocking enemies away, but doesn't inflict Mark. Lea heals for half of all damage dealt.


Vital Pulse is a Wave-elemental, level two Throw-type Combat Art. It costs 2 CP to activate and 3 SP to use.
While essentially 2 Essence Drains followed by a Ki Thrust, Vital Pulse does it all in one action, and its balls have more range than Essence Drain. Because the final blow heals from each enemy damaged, gathering multiple enemies in front of Lea will deliver much more healing. Due to the mixed ranged and melee damage, effects like Mark and passive modifiers affect this art's utility. Berserker is less effective because Lea starts healing before the attack finishes.
 
Upon using this art, Lea sends out a swarm of balls in a cone-shaped area. If there is an enemy in that area, they will home towards that enemy, draining its HP and drawing it closer to Lea on impact. Once all the balls have been thrown, she blasts the area in front of her with an attack similar to Ki Thrust, damaging and knocking back enemies.
 
An improved version of Essence Drain, Vital Pulse offers greater healing and damage as well as increased strength of the draw-in of enemies and an added finishing move that is very similar to Ki Thrust. Although it could be mostly replicated by using two Level 1 Arts, Essence Drain and Ki Thrust, and spending less SP, it could be a superior choice in situations where more healing is needed.


==Ether Snipe==
==Ether Snipe==
[[File:Ether-snipe-icon.png|left]]
{| class="article-table"
|<sup>LVL</sup> 3||<sup>CP</sup> 3||<sup>SP</sup> 6||<sup>DMG</sup> Ranged||<sup>EFFECTS</sup> [[File:Lock icon.png]]Lock [[File:Inflicts Mark.png]]Inflicts Mark||<sup>Wave Throw</sup>
|}
''Charge up a sniping attack that can bounce 3 times until it hits an enemy. Each bounce increases the strength of the attack.''
[[File:Ether Snipe.gif|right]]
[[File:Ether Snipe.gif|right]]
[[File:Ether-snipe-icon.png]] ''Charge up a sniping attack that can bounce 3 times until it hits an enemy. Each bounce increases the strength of the attack.''


Ether Snipe is a Wave-elemental, level three Throw-type Combat Art. It costs 3 CP to activate and 6 SP to use.
Everything slows to a glacial pace and an aiming line appears on the screen showing the full path of the projectile. After 3 seconds, Lea fires a ball reminiscent of Fae Round that bounces off walls up to 3 times. The ball locks the first enemy it hits, then after a delay, deals numerous heavy blows ending with a final wallop. If you fail to hit something by the end of the 3rd bounce, the ball fizzles out and nothing happens. Each bounce the ball makes before hitting a target increases the delay and number of blows.


Upon using this art, Lea leans forward and aims for her target. An aiming line appears on the screen and everything else stops moving. Then she shoots a charged sniping ball after the aiming time is up. If the ball hits an enemy, it will deal huge damage based on how many times it bounced.
With ideal execution, Ether Snipe deals far more damage to a single enemy than any other combat art. However, in complicated environments like Gaia's Garden, finding a trajectory within 3 seconds that will bounce 3 times before hitting your target is nearly impossible. Some locations don't even have walls. Added to that, hitting ''any'' [[Botanics|destroyable object]] consumes the shot. You ''don't'' want to miss this shot, thus a direct hit or single bounce is preferred in most situations, that still rivals the damage output of other narrowly-targeted arts. The bounces add differing numbers of blows: ~11 for a direct hit, ~16 for one bounce, ~18 for two bounces, and ~21 for the full package. Plan out your timing, location, and modifiers, to enjoy some ''dazzlingly glorious'' snipes.
 
Ether Snipe is probably the combat art that deals the most damage to a single enemy, if used properly. Theoretically, Lea can inflict the mark effect to an enemy before using this art, and make the ball bounce ''exactly 3 times'' before hitting the enemy. However, this art is highly dependent on the environment. Usually the aiming time is too short to find the best shooting direction in which the ball will bounce 3 times. Thus a direct hit is preferred in most situations, which also deals considerable damage to its victim. The charged ball will vanish after 3 bounces without hitting an enemy, or hitting a destroyable object (e.g. plants) in its way. Therefore it is not a good idea to snipe an enemy hidden in the plants.


==Wave Motion Beam==
==Wave Motion Beam==
[[File:Wave-motion-beam-icon.png|left]]
{| class="article-table"
|<sup>LVL</sup> 3||<sup>CP</sup> 3||<sup>SP</sup> 6||<sup>DMG</sup> Ranged||<sup>EFFECTS</sup> [[File:Interrupt icon.png]]Interrupt||<sup>Wave Throw</sup>
|}
''Siphon HP from the enemies and trade it for a huge controllable wave beam that drains your HP.''
[[File:Wave Motion Beam.gif|right]]
[[File:Wave Motion Beam.gif|right]]
[[File:Wave-motion-beam-icon.png]] ''Siphon HP from the enemies and trade it for a huge controllable wave beam that drains your HP.''
Lea tosses out a vortex in front of her that damages and pulls all enemies in a wide circle around it towards its center, hitting 14-15 times and healing Lea for ~30% of the damage dealt. Thereafter Lea winds up and time slows down, while she unleashes a giant aimable piercing beam for a few seconds that consumes her health. The beam stops early if her health falls below 10%. The beam's duration and maximum number of hits increases by the ratio between her MaxHP and Attack stats, so that fluctuations between the two balance out to roughly equivalent total damage to enemies and herself.
 
Wave Motion Beam is a Wave-elemental, level three Throw-type Combat Art. It costs 3 CP to activate and 6 SP to use.


This attack's duration (and damage output) increases the higher Lea's Max HP stat is.
An art with subtle moving parts. Basically, higher MaxHP for more but weaker hits, higher Attack for fewer but stronger hits, and both in sync for same number that hit harder. The initial damage and healing is quite minor; it mainly serves to guarantee you have enough health as ammo and a clump of targets. It also does not benefit from Mark, but the beam does. Berserker is finicky to use since you have to stay above 10% health.


[[Category:Combat Arts]]
[[Category:Combat Arts]]
{{-}}

Latest revision as of 00:15, 20 July 2022

There are six Wave Throw Combat Arts available to Spheromancers: two first-level, two second-level, and two third-level arts. You can have only one of each level active at a time.

Fae Round

LVL 1 CP 1 SP 1 DMG Ranged Wave Throw

Shoots a super fast projectile penetrating a line of enemies.

Lea shoots a very fast projectile which pierces through, damages, and knocks back all enemies in a line.

While similar to Ball of Steel in that it's a fast projectile which pierces through enemies damaging them all, Fae Round does not bounce off terrain to hit more times, in exchange for much higher damage on its one hit. That way you can snap this off whenever you have a line set up without needing to consider terrain and angles for maximum effect. Fae Round and Ball of Steel are the only two arts affected by Bulk Calibre.

Essence Drain

LVL 1 CP 1 SP 1 DMG Ranged Wave Throw

Hit enemies with a swarm of projectiles absorbing its HP.

Lea shoots out a swarm of 12 balls that home in on a hostile target within a cone-shaped area. Upon impact, each ball pulls the enemy they hit closer to Lea and sends back a tiny ball that heals when it reaches her for half the damage dealt.

While it doesn't deal tremendous damage, Essence Drain can be indispensable if you need to heal but cannot spare time for healing items. Since it damages first and heals second, you can combine this with Berserker to boost the damage and healing, along with Mark. The balls slow down as they move away from Lea, eventually stopping completely a little further than Burn!. The enemies drawn in will be in a good position to follow up with a Melee Art like Ki Thrust, or you can counteract the pull with Guarding Gale.

Elven Orb

LVL 2 CP 2 SP 3 DMG Ranged Wave Throw

Shoots a super fast projectile that bounces between the player and a wall for several times and penetrates everything in between.

Lea shoots a projectile similar to Fae Round that returns to her after reaching a wall, then shoots a second projectile that returns in similar manner. The first shot follows the direction set when initiating Elven Orb, but the second shot follows adjustments to your aim and homes in on the closest target to that. The return shots track your position, and if you have a decoy(s) active from Warp Decoy, Toxic Revenant, or Gungnir, both shots return to that instead, so that the second shot originates from the decoy.

While its basic use is very similar to Fae Round, Elven Orb displaces enemies quite a bit less than multiple Fae Rounds since the return shots push them toward you. It behaves very similar to Ball of Boomerang this way, but deals much more damage within a much narrower width. Play with your movement, aim, and decoys to spread it over a wider area or trick shot around corners.

Vital Pulse

LVL 2 CP 2 SP 3 DMG Mixed EFFECTS Interrupt Wave Throw

Hit an enemy with a swarm of projectiles, absorbing its HP before blasting it away with a final attack.

Lea shoots out a swarm of 24 balls that home in on a hostile target within a cone-shaped area and pull enemies they hit closer, followed by a blast similar to Ki Thrust knocking enemies away, but doesn't inflict Mark. Lea heals for half of all damage dealt.

While essentially 2 Essence Drains followed by a Ki Thrust, Vital Pulse does it all in one action, and its balls have more range than Essence Drain. Because the final blow heals from each enemy damaged, gathering multiple enemies in front of Lea will deliver much more healing. Due to the mixed ranged and melee damage, effects like Mark and passive modifiers affect this art's utility. Berserker is less effective because Lea starts healing before the attack finishes.

Ether Snipe

LVL 3 CP 3 SP 6 DMG Ranged EFFECTS Lock Inflicts Mark Wave Throw

Charge up a sniping attack that can bounce 3 times until it hits an enemy. Each bounce increases the strength of the attack.

Everything slows to a glacial pace and an aiming line appears on the screen showing the full path of the projectile. After 3 seconds, Lea fires a ball reminiscent of Fae Round that bounces off walls up to 3 times. The ball locks the first enemy it hits, then after a delay, deals numerous heavy blows ending with a final wallop. If you fail to hit something by the end of the 3rd bounce, the ball fizzles out and nothing happens. Each bounce the ball makes before hitting a target increases the delay and number of blows.

With ideal execution, Ether Snipe deals far more damage to a single enemy than any other combat art. However, in complicated environments like Gaia's Garden, finding a trajectory within 3 seconds that will bounce 3 times before hitting your target is nearly impossible. Some locations don't even have walls. Added to that, hitting any destroyable object consumes the shot. You don't want to miss this shot, thus a direct hit or single bounce is preferred in most situations, that still rivals the damage output of other narrowly-targeted arts. The bounces add differing numbers of blows: ~11 for a direct hit, ~16 for one bounce, ~18 for two bounces, and ~21 for the full package. Plan out your timing, location, and modifiers, to enjoy some dazzlingly glorious snipes.

Wave Motion Beam

LVL 3 CP 3 SP 6 DMG Ranged EFFECTS Interrupt Wave Throw

Siphon HP from the enemies and trade it for a huge controllable wave beam that drains your HP.

Lea tosses out a vortex in front of her that damages and pulls all enemies in a wide circle around it towards its center, hitting 14-15 times and healing Lea for ~30% of the damage dealt. Thereafter Lea winds up and time slows down, while she unleashes a giant aimable piercing beam for a few seconds that consumes her health. The beam stops early if her health falls below 10%. The beam's duration and maximum number of hits increases by the ratio between her MaxHP and Attack stats, so that fluctuations between the two balance out to roughly equivalent total damage to enemies and herself.

An art with subtle moving parts. Basically, higher MaxHP for more but weaker hits, higher Attack for fewer but stronger hits, and both in sync for same number that hit harder. The initial damage and healing is quite minor; it mainly serves to guarantee you have enough health as ammo and a clump of targets. It also does not benefit from Mark, but the beam does. Berserker is finicky to use since you have to stay above 10% health.