Test:12: Difference between revisions

From GRAY RAVENS
Content added Content deleted
(alpha additional info - simpler text and better formatting)
(rewritten and added formatting to plume's section)
Line 104:
{{Header Full|How to play}}
=====Plume - Fundamentals=====
*Plume has two forms and starts in <span style="color:#AD1341;">Normal Form</span>:
* Plume's Core Passive grants her the ability to switch into Artic Form by pressing her Signature move, pressing again while in Arctic Form will unleash a powerful attack and revert her back to her normal form.
**Pressing the Signature Move button once switches to <span style="color:#21A8AF;">Arctic Form</span>
**Activating Signature Move again in <span style="color:#21A8AF;">Arctic Form</span> performs a powerful attack and turns Plume back to <span style="color:#AD1341;">Normal Form</span>
 
*When in <span style="color:#AD1341;">Normal Form</span>:
* Even though Form Swith is available at any time it is important to '''have at least 50% Energy before switching''' (indicated by the Sword Gauge). Energy is charged by using 3-Pings while in her Normal Form.
**All of Plume's damage is '''Physical DMG'''
**Using 3-Pings gives 50% energy and a Signature Point (Max 2)
 
*When in <span style="color:#21A8AF;">Arctic Form</span>:
* When switching to Arctic Form '''with full energy''', all orbs will be rearranged into 3-Pings automatically.
**All of Plume's damage is converted to <span style="color:#2AD2DB;">Ice DMG</span>
**Energy drains quickly, but in exchange it gives a 50% <span style="color:#2AD2DB;">extra Ice DMG buff</span>
**Using 3-Pings gives a Signature Point (Max 4)
 
*Signature Points:
* Using a 3-Ping will generate 1 Signature Point, up to a maximum of '''2 in Normal Form''' and '''4 in Arctic Form'''. Using her Signature Move from Arctic Form will consume all points and get exponentially stronger for each point consumed, performing a unique animation at 4 stacks for massive damage.
**Are displayed next to the Signature button in <span style="color:#21A8AF;">Arctic Form</span>
**Can only be stacked to 4 in <span style="color:#21A8AF;">Arctic Form</span> (max 2 in Normal Form)
**Using her Signature Move with 4 points is essential to deal the most damage
 
=====Plume - Additional Information=====
*Core Passive details:
* It's recommended to switch out Plume when she has 0 or 1 Signature Points, or else the free switch-in 3-Ping attack will be wasted.
**The <span style="color:#00A0FF;">Blue Orb 3-Ping</span> switch-in attack gives her a signature point and 50% energy in <span style="color:#AD1341;">Normal Form</span>
* *Plume's <span style="color:#21A8AF;">Arctic Form drains her energy over time, in exchange for a '''high amount of</span> Ice DMG Bonus''' until her Energy is depleted. This damage buffsbuff also applies to her Signature Move if it's activated before her Energy runs out.
**Activating <span style="color:#21A8AF;">Arctic Form</span> with full energy rearranges all the orbs in groups of 3-Pings
 
*How to use the [[Hanna]] memory set:
* Plume's Arctic Form drains her energy over time, in exchange for a '''high amount of Ice DMG Bonus''' until her Energy is depleted. This damage buffs also applies to her Signature Move if it's activated before her Energy runs out.
**Using a Matrix Ping activates a second Matrix, with a fresh use of Matrix Ping
**Use the two consecutive Matrix Pings to quickly build Plume's Signature Points
**Activating the set outside of Matrix doesn't put Plume's Matrix in cooldown
 
*Advanced techniques:
* The Arctic Form version of Plume's Red Signal Orb is her highest damaging skill by far, therefore it is recommended to try and '''save Red Orbs to use while in Artic Form'''.
**Dodging immediately after <span style="color:#21A8AF;">Arctic Form</span>'s <span style="color:#FF476D;">Red Orb Pings</span> skips the animation but still does full damage.
 
**Dodging shortly after <span style="color:#21A8AF;">Arctic Form</span>'s <span style="color:#D4B920;">Yellow Orb Pings</span> skips the animation but still does full damage.
* Plume relies heavily on 3-Pings for her damage, making smart use of Matrix, switch-in attacks and the effect of 4-piece Hanna necessary to achieve her full damage potential.
**The best way to deal damage and build full stacks for Plume's Signature Move is:<br>Switch-in free <span style="color:#00A0FF;">Blue Orb 3-Ping</span> -> Signature Move (<span style="color:#21A8AF;">Arctic Form</span>) -> Dodge enemy attack (Matrix) -> Matrix Ping -> Matrix Ping ([[Hanna]]) -> any 3-Ping -> Signature Move
 
***The 3-Pings must be executed quickly before Plume's Energy runs out
* While using two 3-Pings in Normal Form can be helpful for rearranging Orbs with Form Switch, her 3-Pings deal much more damage in Arctic Form. If the current Orb placement allows easy 3-Pings without rearranging, it's recommended to only use one 3-Ping in Normal Form to gather Energy, and the remaining 3 in Arctic Form.
***Doing one basic attack before each 3-Ping allows Plume to generate orbs while attacking
<!--------------------------------------------------------------------------
- Gameplay Tips

Revision as of 03:36, 25 June 2023


Gameplay Tips

ALPHA BULLET POINT GUIDE:

  • Trigger her Core Passive by using 3 Blue Orbs + 3 of any Signal orbs
  • When attempting to trigger her Core Passive, one should always try to do it in one go rather than using 3 Blue Orbs and waiting for another 3 matching Signal Orbs
  • Alpha's on-field time and burst window generally should be planned around her matrix
  • No Signal Orbs should be used UNLESS you're trying to set up/use Core Passive
  • Signature Move should only used for defense as the damage is low and you could do so much more in that wasted time.

ALPHA EXPLANATION:

  • When entering her Core Passive, ALL of her orbs will turn into Sword Wave orbs, Therefore its best to save as many Signal Orbs for your Core Passive for a better burst window.
  • When using a Blue Orb, Your Extra Damage stat will be converted to additional Sword Waves which is why you want to have your Blue Orb effect active while in Core Passive
  • The 4 Piece Effect of Frederick Reduces the Extra Damage Defense of an enemy after successfully dodging an attack, this greatly improves the damage of her Normal Attacks AND the additional damage granted by her Blue Orb.
  • When you are at LEAST SS rank, it would be in your best intrest to use 3 Red Orbs after 3 blue because of the SS Passive

How to play

Crimson Abyss - Fundamentals
  • Trigger her Core Passive (sword waves) by using Blue Orb 3-Ping + another 3-Ping of any color.
  • When activating her Core Passive, it is recommended to quickly use both 3-Pings, by saving the Blue 3-Ping until it can be rapidly followed up by another 3-Ping.
  • Matrix allows for both a quick activation of her Core Passive and a window to burst down the enemy using her sword waves.
  • No Signal Orbs should be used outside of setting up/using her Core Passive.
  • Signature Move should only be used for defense as, while using it gives you temporary invincibility, the damage is low and using it results in lower DPS.
Crimson Abyss - Additional Information
  • When entering her Core Passive, all of her orbs will turn into Blade Will orbs, therefore it's best to save as many Signal Orbs for the Core Passive as possible, since sword waves are her highest damage source.
  • When using a Blue Orb, Your Extra Damage stat will be converted to additional Sword Waves for 5 seconds, which is why it's important to activate Core Passive while the Blue 3-Ping effect is active.
  • The 4 Piece effect of Frederick reduces the Extra DMG Reduction of an enemy after successfully dodging their attack, this greatly improves the damage of her Basic Attacks AND the additional damage granted by her Blue Orb.
  • At SS-Rank or above, it's best to trigger her Core Passive with Blue and Red 3-Pings because her SS-Rank passive also applies to her sword waves.

How to play - Lina Edition

Crimson Abyss - Fundamentals (Pre-Leap)
  • Blue Orb 3-Ping + Any 3-Ping = Core Passive, Blade Will mode (sword wave)
    • Use both 3-Pings back-to-back in quick succession
    • At SS-Rank, trigger Core Passive using Blue Orb 3-Ping + Red Orb 3-Ping
  • Plan around her Matrix
    • Matrix-Ping can help you enter Core Passive state easily
  • The Core Passive backstep animation counts as a dodge
    • Use it to evade attacks
    • It can trigger the effect of Frederick
  • Only use Signal Orbs when:
    • You are activating her Core Passive (sword waves)
    • You need to rearrange your orbs in order to activate her Core Passive
  • Signature Move should only be used for defense
    • Using it gives you temporary invincibility
    • The damage is low and using it results in lower damage-per-second
Crimson Abyss - Additional Information
  • Core Passive details:
    • Every signal orb she has or obtains during her Core Passive gets converted into a sword wave ping.
    • During Core Passive the damage boost from a Blue Orb Ping is massively boosted and turned into additional sword waves.
  • How to use the Frederick memory set:
    • Activate the 4 piece bonus by dodging an enemy's attack to greatly increase the damage they take.
    • Activate the full 2-piece bonus by dodging twice and activating her core passive (the activation counts as a dodge).
    • Dodge towards the enemy to make the most out of the 4 second damage window.
  • Advanced techniques:
    • Dodging shortly after a Red Orb Ping skips the animation but still does full damage.
    • Dodging immediately after a Blue Orb Ping skips the animation.
    • The fastest way to activate her Core Passive and get the most damage is, in extremely rapid succession:
      Blue Orb 3-Ping -> Dodge enemy attack (Matrix) -> Matrix ping (Core Passive) -> Dodge -> Activate QTEs -> Sword Waves

Gameplay Tips

PLUME BULLET POINT GUIDE

  • Plume's Core Passive grants her the ability to switch into Artic Form by pressing her Signature move, pressing again while in Artic Form will unleash a powerful attack and revert her back to her normal form.
  • Even though you can switch into the Arctic Form at any time it is important to have your Energy (indicated by the Sword Gauge) charged to AT LEAST 50% by using 3 matching signal orbs while in her Normal Form. Switching into Plume also will count at a 3 Signal Orb attack.
  • Depending on if you charged her energy to 0%, 50% or 100% you will start off with 0, 1, or 2 Signature points on your Signature move while in Artic Form respectively.
  • Each Signature point on Plume's Artic Form Signature Move increases the damage done by said Signature Move significantly. One can increase the charges by using 3 matching signal orbs while Artic mode is active.

PLUME EXPLANATION:

  • Plume's Energy Gauge also serves as a time frame to unleash all of your damage as you get an EXTRA ICE DAMAGE BONUS to all of your skills while it is still active.
  • The Red Signal Orb is Plume's highest damaging skill, therefore it is recommended to try and save Red Orbs and use while in Artic Form.
  • Plume can potentially consume a lot of Signal Orbs when trying to achieve the highest damage possible on her, which is why it's important to play around effects like 4 Piece Hanna, matrix, and switching into reduce the orbs needed to do high damage
  • Just because you gain 2 Signature points and rearranged orbs by filling her energy fully doesn't mean it is the best play in every scenario, plume can achieve the same results with the Energy Gauge being half full too.

How to play

Plume - Fundamentals
  • Plume has two forms and starts in Normal Form:
    • Pressing the Signature Move button once switches to Arctic Form
    • Activating Signature Move again in Arctic Form performs a powerful attack and turns Plume back to Normal Form
  • When in Normal Form:
    • All of Plume's damage is Physical DMG
    • Using 3-Pings gives 50% energy and a Signature Point (Max 2)
  • When in Arctic Form:
    • All of Plume's damage is converted to Ice DMG
    • Energy drains quickly, but in exchange it gives a 50% extra Ice DMG buff
    • Using 3-Pings gives a Signature Point (Max 4)
  • Signature Points:
    • Are displayed next to the Signature button in Arctic Form
    • Can only be stacked to 4 in Arctic Form (max 2 in Normal Form)
    • Using her Signature Move with 4 points is essential to deal the most damage
Plume - Additional Information
  • Core Passive details:
    • The Blue Orb 3-Ping switch-in attack gives her a signature point and 50% energy in Normal Form
    • Plume's Arctic Form Ice DMG buff also applies to her Signature Move if it's activated before her Energy runs out
    • Activating Arctic Form with full energy rearranges all the orbs in groups of 3-Pings
  • How to use the Hanna memory set:
    • Using a Matrix Ping activates a second Matrix, with a fresh use of Matrix Ping
    • Use the two consecutive Matrix Pings to quickly build Plume's Signature Points
    • Activating the set outside of Matrix doesn't put Plume's Matrix in cooldown
  • Advanced techniques:
    • Dodging immediately after Arctic Form's Red Orb Pings skips the animation but still does full damage.
    • Dodging shortly after Arctic Form's Yellow Orb Pings skips the animation but still does full damage.
    • The best way to deal damage and build full stacks for Plume's Signature Move is:
      Switch-in free Blue Orb 3-Ping -> Signature Move (Arctic Form) -> Dodge enemy attack (Matrix) -> Matrix Ping -> Matrix Ping (Hanna) -> any 3-Ping -> Signature Move
      • The 3-Pings must be executed quickly before Plume's Energy runs out
      • Doing one basic attack before each 3-Ping allows Plume to generate orbs while attacking

Gameplay Tips

LUNA BULLET POINT GUIDE:

  • Luna’s Core Passive is to use 3 matching Signal Orbs to gain 15 Annihilation Points (up to 60 Annihilation Points). Luna can enter Annihilation State by holding down the attack button with ANY amount of Annihilation Points.
  • After using a 3-Ping, Luna’s next orb used will be a 3 ping
  • You only need 4 3-Pings to have a full Annihilation Gauge.
  • When Luna enters Annihilation State, her signal orbs will be temporarily replaced with Annihilation Orbs based on the amount of Annihilation Points she had before entering the state. (1 Annihilation orb per 15 Annihilation points)
  • During the Annihilation State, Luna’s Basic attack will be enhanced, dealing Dark Damage on every hit. Each basic attack will consume 5 Annihilation Points, When the Annihilation Gauge reaches 0 Annihilation State will end and all of her Signal Orbs will be returned and reordered into 3-Pings.
  • Luna’s Annihilation Orbs are her main source of damage and can be used at ANY moment, so it is important to use all of them before the Annihilation State ends.
  • Luna’s Signature Move will consume all Annihilation Points and end Annihilation State. Switching her out will also have the same effect.

LUNA EXPLANATION:

  • When entering Luna’s Core Passive, she will trigger all of the available QTEs.
  • The Flamel Memory Set works well with Luna because it directly buffs her damage in her Core Passive, Signature Move AND grants her an additional 10 energy from using an Annihilation Orb
  • When Luna enters her Annihilation State, one should use Basic attacks, Annihilation Orbs, and QTEs simultaneously to achieve her maximum damage output.
  • When Luna Triggers matrix while in her Annihilation State, she will gain an additional Annihilation Orb. This also applies with her SSS Passive
  • Luna's Signature Move groups enemies up.

How to play

Laurel - Fundamentals
  • Luna’s Core Passive revolves around 3-Pings, gaining 15 Annihilation Points (up to 60 Annihilation Points) for each one performed. As long as she has some amount of Annihilation Points, Luna can enter Annihilation State by holding down the attack button.
  • After using a 3-Ping, Luna’s next orb used will also be considered a 3-Ping (this effect acts the same as a Matrix ping, only without the time limit).
  • Only four 3-Pings are needed to reach a full Annihilation Gauge. Using more 3-Ping will not generate any more Annihilation Points after that.
  • When Luna enters Annihilation State, her Signal Orbs will be temporarily replaced with Annihilation Orbs based on the amount of Annihilation Points she had before entering the state. (1 Annihilation orb per 15 Annihilation points)
  • When in Annihilation State, Luna’s Basic attack will be enhanced, dealing Dark Damage with every hit. Each basic attack will consume 5 Annihilation Points. When the Annihilation Gauge reaches 0, Annihilation State will end and all of her Signal Orbs will be returned and reordered into 3-Pings.
  • Luna’s Annihilation Orbs are her main source of damage and can be used while performing other actions, so it is important to use all of them before the Annihilation State ends.
  • Luna’s Signature Move will consume all Annihilation Points and end Annihilation State. Switching her out will also have the same effect.
Laurel - Additional Information
  • Luna can cancel the activation of Annihilation State by dodging or using her Signature move, without consuming any Annihilation Points.
  • When entering Luna’s Core Passive, she will trigger all of the available QTEs. This can be done without spending Annihilation Points by canceling the Annihilation State transition animation.
  • The Flamel Memory Set works well with Luna because it directly buffs her damage in her Core Passive, Signature Move and grants her an additional 10 energy from using an Annihilation Orb.
  • During Luna's Annihilation State, it's recommended to use Basic attacks, Annihilation Orbs, and QTEs simultaneously to achieve her maximum damage output.
  • When Luna triggers Matrix while in her Annihilation State, she will gain an additional Annihilation Orb. This also applies to her SSS Passive.
  • Luna's Signature Move groups enemies up.