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* After you have configured your team, you will receive Support Points. |
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* After you have configured your team, you will receive Support Points. |
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{{Header Notch|Stages}} |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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Deploy 1 Tank Omniframe (+5). |
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Deploy 1 Uniframe (+5). |
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Deploy 1 non-Elemental Frame in the team (+5). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Refinement - Crit:</span> |
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Activating any device will grant 30% CRIT Rate to the players within range for 10s. |
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<span style="color:#FF6549;">Refinement - Heal:</span> |
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Activating any devices restores 5% HP to nearby allies per second for 10s. |
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<span style="color:#FF6549;">Refinement - CD:</span> |
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When all devices are activated, the cooldown is reduced from 60s to 40s. |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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1) Strong Ox: While Super Armor is active, Ox has more Resistance. |
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2) Blinking Mine: There are <span style="color:#3168b9;">Blinking Mines</span> on the field. <span style="color:#3168b9;">Matching 3-Pings</span> next to a Mine will activate the Mine. |
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3) Dragon Breath Device: There are <span style="color:#FF6549;">Dragon Breath Mines</span> on the field. <span style="color:#3168b9;">Matching 3-Pings</span> next to such a device will activate it. |
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* <span style="color:#3168b9;">Dragon Breath Device</span>: Summons dragon breaths to attack <span style="color:#3168b9;">enemies</span>, significantly <span style="color:#3168b9;">reducing their Super Armor</span> and <span style="color:#3168b9;">increasing their damage taken</span>. |
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4) Strength of Ox: While <span style="color:#FF6549;>"Super Armor is active, Ox has significantly more DEF</span>. Also, at less than 60% HP, Ox goes Berserk. |
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* <span style="color:#FF6549;">Berserk</span>: Its attacks <span style="color:#FF6549;">send shockwaves</span> and it <span style="color:#FF6549;">cannot be knocked down</span>. Also, <span style="color:#FF6549;">it ignores Matrix</span>, but <span style="color:#3168b9;">significantly loses all DEFs</span>. |
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|-|BP-2= |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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Deploy 3 Constructs (+5). |
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Deploy a Construct with Elemental Stats (+5). |
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Deploy 1 Amplifier-Type Construct (+5). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Enhanced Circuits:</span> |
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Deals 30% more Elemental DMG for 5s after being healed. |
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<span style="color:#FF6549;">Healing Nova:</span> |
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Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP. |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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1) Emergency Retreat: Initial Target: Defeat the Corrupted and protect the <span style="color:#3168b9;">Grizzly members</span> on the way to the evacuation point. |
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* <span style="color:#3168b9;">The Grizzly members</span>: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. <span style="color:#3168b9;">Their Movement Speed will greatly increase</span> when allied Constructs are near them. <span style="color:#FF6549;">They will be unable to move when their HP drops below 50%</span>. |
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2) Last Barrage: Final Target: <span style="color:#FF6549;">Last Barrage</span> will be triggered when all the Grizzly members <span style="color:#3168b9;">retreat from battle</span>. Defeat the enemies to win your battle. |
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* <span style="color:#3168b9;">Retreat from battle</span>: All the Grizzly members have <span style="color:#3168b9;">retreated</span> or <span style="color:#FF6549;">died</span>. |
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* <span style="color:#FF6549;">Last Barrage</span>: A boss wave on a high difficulty level. Defeat the enemies to clear this stage. |
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3) Reinforcing Grizzlies: When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand <span style="color:#3168b9;">Support Field</span>. Constructs inside the field will gain bonuses. |
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* <span style="color:#3168b9;">Charging Support Field</span>: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below. |
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|-|BP-3= |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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Deploy 1 Lv.40 or higher member (+1). |
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Deploy 2 Constructs (+1). |
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Deploy 1 member with 6,000BP (+1). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Wings α:</span> |
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When hitting enemies with Red Orbs, increases the DMG dealt by 6 / 4 / 2% (up to 30%) based on the number of orbs pinged. 5s cooldown. Switching the member will reset this effect. |
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<span style="color:#FF6549;">Wings β:</span> |
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When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged. |
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<span style="color:#FF6549;">Wings Δ:</span> |
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When hitting enemies with Yellow Orbs, gains Super Armor and receives 20% less DMG for 5s. 7 / 8/ 10s cooldown for a 3 / 2 /1-Ping. |
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<span style="color:#FF6549;">Graceful Bounty:</span> |
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Gains 4 random Skill Orbs and becomes immune to falling for once after performing Signature Move. 18s cooldown. |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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1) Phase I - Judgement: Machivelli will summon 2 <span style="color:#3168b9;">Iron Thorns</span> for every 25% HP lost. The Iron Thorns will destory the platform in 35s. |
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* <span style="color:#3168b9;">Iron Thorn</span>: |
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2) Agent of Willpower: Machiavelli will create a <span style="color:#3168b9;">Mirror Image</span> to protect Iron Thorns while in the Judgement phase. |
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* <span style="color:#3168b9;">Mirror Imgae</span>: Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed. |
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* <span style="color:#3168b9;">Mirror Image - Violence</span>: When dealing DMG, reduces the duration of the Judgement phase by 1s and has a chance to Burn the enemy for 4s. |
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* <span style="color:#3168b9;">Mirror Image - Law</span>: When dealing DMG, reduces the enemy's speed for 4s and has a chance to imprison them for 2s. |
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3) Phase II - Purge: After being defeated, Machiavelli will revive and create a Mirror Shard for every 15s. The Mirror Image will imitate Machiavelli's attack pattern. |
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4) Cognitive Overload: When ther are 3 shards, 1 of them will turn into an <span style="color:#3168b9;">Enhanced Mirror Image</span>. The more shards/Mirror Images exist, the weaker Machiavelli will be. |
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* <span style="color:#3168b9;">Enhanced Mirror Image</span>: Randomly summons up to 2 Enhanced Mirror Images - Violence/Law. They cannot be locked on or destroyed. |
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* <span style="color:#3168b9;">Enhanced Mirror Image - Violence</span>: When dealing DMG, restores Machiavelli's HP and has a chance to Burn the enemy for 5s. |
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* <span style="color:#3168b9;">Enhanced Mirror Image - Law</span>: When dealing DMG, affects the target's movement for 4s and has a chance to imprison them for 2.5s. |
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</tabber></div> |
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{{Header Notch|Rewards}} |
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__INDEX__ |
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__INDEX__ |