With 60 DEX, 40 MAG, a Sapphire 6 and a Bullet's Card 5, this weapon has an average dps of 2214 * (the amount of enemies the rings pass), and as a bonus it also gives a slowing effect. Note: Releases 3 one-arrows in a triangular shape that slow enemies and slide on terrain upon full MP activation similar to Ice Ring, yet it deals more damage and requires less MP, unlike it predecessor. With a Catapult's Card 5, the range can be increased to 250. Note: Has a longer range than Long Circle. With a Bullet's Card 4, even though if many of the bolts miss, it can still deal a lot of damage. This weapon is also effective against a large group of flying enemies (such as Desert 2 and Beach 2). This weapon is quite effective in Cavern stages with a Bullet's Card 4, as the bolts will bounce in a very ecstatic manner. Equipping a Bullet's Card 4 will increase the amount of bolts to 30. Note: Releases 15 thunderbolts upon full MP activation in the same manner as Thunder Circle, except they travel much farther, unlike it predecessor. If a Heal's Card is equipped, rapid LP recovery can occur. It is highly recommended to equip a Red Crystal or invest SP into STR to increase the damage dealt. Note: Although this has the lowest AT in the game (along with the Wooden Sword) and lowest range (same as most Swords) of all the Rings, it has the shortest hit cooldown of all rings being able to inflict damage up to 10 times per second for one ring alone. The effect lasts for 3.6s, and each fiery gas lasts for 1s. Note: Releases a trail of fiery gas that drops and bounces off terrain like Fire Circle 3. Unlike the Charge Ring 2, it is a Thunder type weapon instead of a Fire type one. Note: Releases a grey cloud that homes towards enemies while dropping thunderbolts to the ground. Adding a Bullet's Card 5 can increase the number of pellets up to 9. Note: Releases 3 pellets upon full MP activation that deals splash damage. Adding a Bullet's Card 4 can increase the number of needles up to 32. Note: Releases 16 needles that spread out in a circular fashion and bounce off terrain. Note: Releases a snowflake that leaves a trail of icy one-arrows upon full MP activation. Also, the rings stay longer midair, so the Angel can't fire rings as fast. However, range on rings are not recommended, as rings travel quite slowly, and since they follow a linear path, they can miss any enemy moving vertically. Adding STR and DEX is recommended, as it boosts damage quite a bit. Adding a Catapult's Card will make the range even higher (up to 220). Note: Has twice the range of a normal ring. Note: Releases 11 thunderbolts upon full MP activation in the same manner as the Thunder Ring, however, they will bounce off terrain unlike its predecessor. Both the effect time and the heat gas lifespan can be increased with a Garnet. The effect lasts for 2s, and each heat gas lasts for 1s. Note: Releases a fire gas that produces more fire gases and bounces on the terrain upon full MP activation. 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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