![]() Interesting usage of Hail of Shards is when a Soulslinger has end turn delay <45, in this case 3rd strike will happen after her next turn and by default hits the same area, however if the Soulslinger again uses Hail of Shards on a new area, this remaining 3rd strike from the previous turn will also hit the new area. Increase all allies' damage by 100% for 80 initiative units.ĭeal up to X area of effect damage each 15 initiative units up to 3 times. (The target takes damage in both instances) Enemies pushed into each other or an object take up to Z damage.īoost initiative by 10, dodge by +20 for 10, and armor by +30 for 10 duration for all allies in the area.ĭeal up to X damage to target and X damage in a zone around it. Interrupt the first attack on an ally within 10 range, and deal up to X damage twice.ĭeal up to X damage to enemy in range taking damage.ĭeal up to X area of effect damage, then move to an empty tile.ĭeal up to X damage and push back surrounding enemies by 4. Locks the target in its current direction. Ranged attack that deals up to X damage 3 times. The Interrupt Shot is the team's only interrupt until the Shieldbearer's Saving Grace at Lv 5, and the Scythedancer's Dance of Binding at Level 10, meaning the Soulslinger will serve as the team's primary guardian angel for much of the game. Meanwhile, Shadow Round can hasten the demise of any boss, by multiplying the Soulslinger's damage output several folds. The basic Shot is a long-range attack that can be applied at least twice at Level 1, which makes it the preferred delivery vector for inflicting status effects on enemy targets.įor much of the game, a Soulslinger with Spirit Haste is required for activation of the other classes' Stance skills. While the other two classes are specialists in attack and defence, the Soulslinger slips seamlessly into its triple role of ranged attack, support, crowd control and cover right from the start, making it one of the most critical and versatile components of any strike team. ![]() The Soulslinger is the ranged combatant of the team, and is also in charge of overall tactical control duties, as well as cover fire protection and before the arrival of the Scythedancer class, provides the team's only direct crowd control options.
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