restfreaks.blogg.se

Heavy rain gameplay
Heavy rain gameplay






heavy rain gameplay

Given the fact that Protectors have higher defensive stats than Guardians, occasionally just about 220 or 280HP heal is enough. Of course, on the other hand, she can self-sustain if she’s against purely melee enemies, or against a small number of ranged enemies that are weak (so they can't outright kill your ranged allies fast enough). So the attack speed does matter for this particular skill, though situations where you need to protect 2 allies at once are rare, and when it does show up, it’s often better to just fix it by reworking team position. The 2nd charge also allows her to protect 2 allies “at once” as well, but do note that she needs to wait for her attack interval to cast the skill continuously, because it is considered an “attack”. Although if you think about it, it’s not that surprising, since she’ll camouflage herself when regenerating her HP, which leaves other operators vulnerable against ranged enemies.

heavy rain gameplay

Strangely enough, despite having some healing, I don’t recommend using this skill to self-sustain Heavyrain. This skill cannot target summons and other non-operator units, for example Mon3tr. So, to repeat, the SP reduction at M3 is unnecessary. Plus, as said, 4 SP cost on 4s duration also is just as effective as 5 SP cost in this case because of that window of vulnerability I just mentioned. The only reason to get to M3 is not to reduce the SP cost from 5 to 4, but to increase the HP regenerated from 220 (M1) to 280, which is okay but not that much improvement.ĭecreasing the SP cost from 5 to 4 really doesn’t matter because if she holds 2 charges already, it’ll take a long time before the gap between the SP cost and the effect duration actually matters.

#Heavy rain gameplay upgrade#

This also means that this skill's most notable upgrade is at M1 with the 2nd charge. Given that the healing amount is small, that ally will still be under threat, especially for ranged units. During that small window, the enemies can target that operator. To clarify, she waits until the Camo effect is over, then casts another one, which has a windup time. Since it cannot be given to an ally that is already under its effect, it means that for a unit that is under attack, she cannot continuously protect them. This means it works on operators that can’t be directly healed by allies. The healing is attached to a buff and is considered as what I would call a regeneration. Note that the skill increases training speed, not reduces training time, so it’s just a little more than half the time left. In this case, when training a skill from M1 to M2, she gets +80% speed (because all trainers have a base amount of +5%), thus reducing the time from 16 hours to 8 hours and 48 minutes. The training skill is the mastery-specific one, having a relatively low number for most of the time, but drastically improved when training for a specific mastery level. Yes, she is the type of op that has 2 base skills always available and then upgrades one at E2. It’s basically like Croissant’s talent without affecting melee allies and without the arts dodge, but isn’t halved on allies, and has bigger range.Īlways available – Guarding: When in the Control Center, reduces the morale consumption rate of all operators inside the CC by -0.05/h.Īnd, Defender Expert α: When assigned as trainer to the Training Room, Defender’s training speed +30%Īt E2, this skill becomes Field Experience: When assigned as trainer to the Training Room, Defender’s training speed +30%, and further increases by +45% if the skill is training to level 2 (M2). This talent benefits mostly Heavyrain herself who does most of the tanking (or she should at least). Second, it’s only physical evasion. 20% is not a reliable chance, but occasionally it would work out for those ranged units. I guess the talent works for anyone who is able to step on the high ground and not necessarily “ranged” units specifically, which included Shifter and Dobermann. It’s kind of weird because the shifters are categorized as melee Honeyberry’s talent doesn’t work on them. It’s only pure melee units that don't benefit from this talent. shifters – and it still affects them even if they are on the ground (and mixed tile maps like CE-5). Here’s something weird though, the talent doesn’t work on melee units on ground tiles, BUT it does work for melee units that are able to go on ranged tiles, i.e.

heavy rain gameplay

Potential 5 gives another 3%, making it either 13% or 23%.įirst and foremost, I do have to take this out of the way: Yes, her talent only works for herself and units on ranged tiles around her. Operator Lists by Faction, VA, Artist, etc.Īvailable at E1 – Heavyrain and allies on high ground within her 8 surrounding tiles gets 10% physical dodge.Mat Drops Of Future Events And Episodes.








Heavy rain gameplay