![]() Due to the distance traveled and lingering I frames, you can then do the three Laser sword hits into another blinding assault to then hit all previously exposed enemies, generally instantly removing all abilities off cooldown, then just perform the aforementioned combo again, then in the final one, expose as many enemies as possible, do not hit them with your secondary.Įviscerate: Im not putting slicing winds. The God gamer startegy is to perform the Exposed carry, and cancel the dash using whatever seconday you chose when you dash into the tankiest enemy, making you hit them for(430%+900%/750%). The hitbox on the final slash of Laser sword lingers so long that the player, if timed correctly, CARRY THE EXPOSED DEBUFF on the blinding assault, meaning, initially, it still deals 430% damage, while also exposing all enemies hit, and gives. Blinding assault does not expose enemies, but provides you with three dashes as a compromise, right? WRONG. ![]() Why you may ask, after all it exposes enemies? That is because blinding assault out does it at EVERYTHING. Deciding which one of the two abilities to choose is tough, but I tend to opt for Rising thunder, as it helps you stay in the air better, as well as dealing more damage for band procs, but lacks the double hitting(twice the chance to proc ATG, Meat hooks, etc) and horizontal movement of whirlwind,īlinding assault/Focused assault: Not going to sugar coat it, NEVER PICK FOCUSED ASSAULT. Meaning this absurd damage output can effectively be infinitely looped as long as enemies exist. But now, because at least 1 exposed enemy was hit, the cooldown is lowered to 1.5 seconds, and guess how long it takes mercenary to perform all three laser sword hits? 1.3-1.4 seconds. The third slash of the Laser sword combo can be cancelled into an immediate rising thunder or whirlwind, resulting in 350%+550%/200%x2(either 750% in two hits, or one massive 900% hit) of course we also must add the 130% from the final slash. They both have ludicrously short cooldowns of 2.5 seconds, which is where the synergy begins. Whirlwind does 200%x2 damage with a 1.0 proc coefficient, while Rising thunder is a single strike for 550% damage(Game lists as 450%, but it is actually 550%) with a 1.0 proc coefficient. Whirlwind/Rising thunder: This is Mercenaries REAL combo ender. This is important due to the absurd synergy this has with his kit(which will be touched upon soon), while also allowing EVERY attack on an exposed target to proc the bands. Exposed is a one time hit debuff that makes enemies who are hit take an additional 350% damage, and lowers all cooldowns by 1 second. This is because of two reasons, the third slash has massive range, Has NO end lag, and applies the Exposed debuff. 2 mediocre aoe slashs, followed by the single most powerful primary attack in the game. Laser sword: Laser sword is Mercenaries bread and butter. Mercenary is almost certainly the single hardest survivor in the game, but this difficulty is worth it to those who decide that spending ludicrous amounts of time into learning him will be rewarded with what can only be described as stupidly overpowered.
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