With the aforementioned max level Jewels equipped to it, this ring can outperform a Fire God 7 that has Bullet's Card 7 + Garnet 7 equipped to it in situations where either there's few chances to reach enemies or it would take longer than 6s (this ring's initial ball duration) for Fire God 7 to defeat the enem(y/ies) in front of it (with no AT aura, the tipping point is when ~200,000+ damage is required). With Ruby 7 + Garnet 7, initial ball duration will increase to 6s, residual gas duration will increase to 3s, and AT will rise to 19-26. Keeping the equipped Ruby + Garnet each continually updated will allow this ring to remain viable throughout the entire game while aiming towards a 100 MAG 60 DEX build, especially as a weapon against single bosses. A Garnet makes both the ball and the produced heat gases last longer, and a Ruby is recommended for greater damage. The ball lasts for 4s, while each heat gas lasts for 1s. Note: Releases an orange ball that homes towards enemies and releases heat gases along the way. It has the lowest AGI of any rings (along with other quick rings) and it is also the first weapon ever with 5-10 AGI that uses MP. Note: Releases a stretched ball that deals splash damage. Adding a Bullet's Card 3 can increase the number of needles up to 28. Note: Releases 16 needles that spread out in a circular fashion. The one-arrows will slow down enemies and slide on the terrain. Note: Releases 3 one-arrows in a triangular shape upon full MP activation. Note: Has a range of 90 instead of 60, allowing the Angel to have the base range of the Sniper or Magician. Adding a Topaz makes the thunderbolts stronger, and adding a Bullet's Card 1/2 can increase the number of thunderbolts to 8 or 9. Note: Releases 7 thunderbolts that form a straight line upon full MP. Note: Releases a fire gas upon full MP activation that lasts for 2s.
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