New Genesis: Wired Lance Photon Arts and Actions
New Genesis: Photon Arts and Actions | |||
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Hunter | Sword | Wired Lance | Partisan |
Fighter | Twin Daggers | Double Saber | Knuckles |
Ranger | Assault Rifle | Launcher | |
Gunner | Twin Machine Guns | ||
Force | Rod | Talis | |
Techter | Wand | ||
Braver | Katana | Bow | |
Bouncer | Soaring Blades | Jet Boots | |
Waker | Harmonizer | ||
Slayer | Gunblade |
New Genesis: Wired Lance Photon Arts | |||
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Cutting Layer | Vane Mixture | Turbulent Train | Hellish Fall |
Overview
The Hunter's Wired Lance sports higher range than the Sword or Partisan, but deals somewhat less damage than them. It also requires you to be in ideal range, signified by an orange reticle in target, lock-on, and over-the-shoulder, to deal 1.2x damage; it is highly recommended you stay within this range. The Wired Lance can also be used for its Grapple Weapon Action to reach enemies in the air and can be modified via learning Wired Anchor Advanced to provide additional utilities and damage opportunities.
With Hunter Arts Avenger and its related skills learned, PAs can deal 1.5x damage, restore 10 PP, and grant invincibility (that can be further extended) by releasing the PA right before an enemy attacks.
The Wired Lance can exclusively stock an Avenger for the next WL PA by blocking with the Weapon Action with Wired Anchor Strikeback learned, and ignore ideal range with Avenger with Wired Anchor Range Collection. Avenger can also increase the damage of Weapon Action attacks if used after an Avenger'd PA with Wired Anchor Avenger.
Features of Wired Lance
Normal Attacks
Icon | Stat | NA1 | NA2 | NA3 | NA4 |
---|---|---|---|---|---|
Power | 70 x 2 | 60 x 2 | 180 | 230 | |
PP Recovery | 4 x 2 | 4 x 2 | 6 | 18 |
Swing the Wired Lance 3 times to hit enemies in a wide area in front of you. Wired Attack Extra adds the 4th swing. Same Arts Skip and Another Arts Skip allows you to skip to the 3rd and 4th Normal Attacks, respectively.
- Relatively unsafe Normal Attacks (barring NA4), as they cannot be canceled until the animation ends.
- NA4 has a narrower range than other NAs.
- NA4 autoguards from all directions during its animation.
Weapon Action
Icon | Stat | Forwards | Neutral | Sideways (Tap) | Sideways (Full Hold) | Backwards |
---|---|---|---|---|---|---|
Power | 350 | 210 | 150 | 2225 | 264 | |
PP Recovery | 15 | 10 | 8 | 137 | 10 |
Guard in front of you with the Wired Lance as you send out the wires to grapple the enemy and launch yourself towards it, following up with a retreating kick. You can completely negate attacks (excluding grabs and certain attacks) if you guard the second before an attack hits you. Wired Anchor Advanced, adds the Neutral, Sideways (tap and hold), and Backwards Weapon Actions that can be used based on their respective inputs.
Note that Weapon Actions are performed based on where your character is looking. For example, if your character is facing the camera while you are holding the backwards input, you will instead perform the forwards Weapon Action. It is recommended you lock-on to avoid this.
- All Weapon Actions can be canceled with Step before hitting the enemy; sideways hold can instead be canceled any time before its finisher.
- Forwards (forward input) performs the original Weapon Action, grappling the enemy and launching yourself towards it. Effective for gaining height.
- Provides super armor as you pull yourself backwards, then invincibility as you are moving towards the enemy. Autoguards from all directions after the retreating kick.
- Neutral (no input) launches the wires at the enemy and quickly retracts them.
- Sideways tap (left or right input) spins the wires and whips the enemy.
- Sideways hold (left or right input) continuously spins the wires around you like a lasso; letting it go releases a finisher. The spin increases in speed on the 9th spin and also increases the damage of the finisher.
- Requires ideal range.
- Effective option to use against a downed enemy after an Avenger'd PA.
- You will automatically perform the finisher on the 25th (and final) spin.
- You can move and jump while performing this Weapon Action; you will also slowly fall if you are in the air.
- Backwards (back input) is similar to the neutral input, but you will also retreat backwards.
- The brief retreat provides invincibility.
- Omnidirectional Guard allows you to guard from all directions.
Universal Actions
Action | Power | PP Recovery |
---|---|---|
Step Attack | 90 + 100 | 6 + 8 |
Step Counter | 200 + 240 | 7 + 9 |
Dash Attack | 280 | 15 |
Dive Attack | 200 | 0 |
- Step Attack/Counter: After a Step, press Normal Attack to perform two slashes. If you dodge an enemy's attack with Step, the damage is increased.
- Though it is preferable to take advantage of Hellish Fall or Avenger, Step can be helpful for a Wired Lance Hunter facing grab attacks or certain attacks.
- Dash Attack: Release your wires to hit enemies around you.
- Dive Attack: Nearly the same across all weapons. Dive deals damage to nearby enemies and restores no PP, and is mainly used to reach the ground faster.
Photon Blast
Create photon-enhanced wires around you and forcefully pull them together to attack the enemy multiple times.
- Upon activation, you will perform a short gap-closing dash towards the enemy.
- Power Notation: Measured in Power, deals 102 x 6 hits (wire setup) + 120 x 7 hits (wire pull), then 840 x 3 hits (wire collapse).
Photon Arts
Cutting Layer
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Cutting Layer | Power | 715 | |
PP | 25 | ||
Description | |||
Wired Lance Photon Art. Launch a wide attack in front of you repeatedly. |
- Performs 7 slashes over a wide area.
- You can only move in any direction upon using the PA, and during the sixth slash of the PA. Distance is based on how long the movement input is held.
- The final slash's hitbox appears earlier than its visual; you can "cancel" the slash while still doing damage via a Weapon Action.
- You can cancel any time before the final slash with Step, and after the fifth slash with Weapon Action or any other action.
- Power Notation: The first 6 slashes each deal 11% of noted power, while the final slash deals 34%.
Vane Mixture
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Vane Mixture | Power | 740 | |
PP | 28 | ||
Description | |||
Wired Lance Photon Art. Spin and cleave through enemies before unleashing a powerful final blow. Can be used while moving. |
- Performs 2 wide spin attacks that hit multiple times, then a slash.
- You can move in any direction while spinning. The final slash will lock you in place, though you can adjust which direction you attack in during the wind-up.
- Ideal to use within groups of enemies.
- You can cancel between spins and before the slash with Step, Weapon Action, or any other action.
- Power Notation: The first spin deals 10% x 3 hits of noted power, the second spin deals 6% x 4 hits, and the final slash deals 46%.
Turbulent Train
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Turbulent Train | Power | 510 | |
PP | 20 | ||
Description | |||
Wired Lance Photon Art. Launch a vertical slash while spinning aggressively. |
- Performs 4 vertical slashes.
- Can launch small enemies into the air.
- On the first two slashes and with lock-on, you can ascend or descend using the forwards or backwards inputs respectively when activating the PA.
- The PA will also stop you from ascending when you are somewhat above the target.
- You can cancel after the first slash with Step only, and at any time after the second slash with Step, Weapon Action, or any other action.
- Power Notation: The first slash deals 34% of noted power, while the other 3 slashes deal 22% each.
Hellish Fall
Icon | Name | Stat | Lv.1 |
---|---|---|---|
Hellish Fall | Power | 1010 | |
PP | 30 | ||
Description | |||
Wired Lance Photon Art. When you strike an enemy, you leap into the air and follow up with a powerful overhead attack. Charge for 5 seconds to launch an alternate attack. While charging, you take less damage and cannot be knocked back or launched. However, being hit twice will interrupt your charge and release the attack. |
- Performs a grab and a slam uncharged and a powerful, retaliating attack when charged that follows the enemy.
- Unlike other Wired Lance PAs and Actions, Hellish Fall does not require ideal range.
- Uncharged has short reach and requires an enemy to fully perform the PA, which can launch small enemies into the air.
- The slam attack will auto-Guard from all directions.
- Charged requires 5 seconds or getting hit twice to skip the charge. The first hit you take reduces damage by 50% and provides super armor, and the second hit will negate damage and automatically track and attack the enemy.
- Will trigger Avenger-related skills automatically upon taking a second hit if they are unlocked.
- Highly recommended to use against low damage, multi-hit attacks to deal a massive amount of damage to the enemy. Such examples include Kelkundo's rapid kicks or Doldoris's bullet barrage.
- Hunter Physique Extra Shield can provide further protection against harder hitting attacks.
- Beware that the freeze status effect can occur on the first hit if enemies are capable of doing so, most notably from Kvaris enemies.
- Power Notation: If uncharged, the grab deals 5% of noted power, and 55% for the slam. If charged, 100%.
Reference
PSO2 NGS Japanese Swiki: Wired Lance PAs and Actions
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