New Genesis: Wired Lance Photon Arts and Actions

From Arks-Visiphone
Revision as of 02:28, 9 April 2023 by Corbis (talk | contribs)
Jump to navigation Jump to search
New Genesis: Wired Lance Photon Arts
UINGSPhotonArtCuttingLayer.png Cutting Layer UINGSPhotonArtVaneMixture.png Vane Mixture UINGSPhotonArtTurbulentTrain.png Turbulent Train UINGSPhotonArtHellishFall.png 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 attacks.

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.

Features of Wired Lance

Normal Attacks

Icon Stat NA1 NA2 NA3 NA4
NGSUINormalAttackWiredLance.png Potency 70 x 2 60 x 2 180 230
PP Recovery 4 x 2 4 x 2 6 18

Swing the Wired Lance to hit enemies in a wide area in front of you. Wired Attack Extra adds the 4th NA. Same Arts Skip - Hunter and Another Arts Skip - Hunter allows you to skip to the 3rd and 4th NAs, respectively.

  • Relatively unsafe NAs (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
NGSUIWeaponActionWiredLance.png Potency 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 its wires to grapple and launch yourself towards the enemy, following up with a retreating kick. You can completely negate attacks (excluding grabs and certain attacks) if you guard 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.
Omnidirectional Guard allows you to guard from all directions.

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 Sidestep before hitting the enemy; sideways hold can instead be canceled any time before its finisher.

Forwards

  • A 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 launch yourself towards the enemy. Autoguards from all directions after the retreating kick.

Neutral

  • No input launches the wires at the enemy and quickly retracts it, damaging them in the process.

Sideways

  • A left or right input spins the wires and whips the enemy.
  • Holding the 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

  • A backward input is similar to the neutral input, but you will also retreat backwards.
    • The brief retreat provides invincibility.

Universal Actions

Action Power PP Recovery
Sidestep Attack 90 + 100 6 + 8
Sidestep Counter 200 + 240 7 + 9
Dash Attack 280 15
Dive Attack 200 0
  • Sidestep Attack/Counter: After a Sidestep, press Normal Attack to perform two slashes. If you dodge an enemy's attack with Sidestep, the damage is increased.
    • Though it is preferable to take advantage of Hellish Fall or Avenger, Sidestep 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.
  • Like all Photon Blasts, you are invincible during its animation.
  • Potency Notation: 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 Description
UINGSPhotonArtCuttingLayer.png Cutting Layer Potency 715 Wired Lance Photon Art.
Launch a wide attack in front of you repeatedly.
PP 25
  • 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 Sidestep, and after the fifth slash with Weapon Action or any other action.
  • Potency Notation: The first 6 slashes each deal 11% of noted potency, while the final slash deals 34%.


Vane Mixture

Icon Name Stat Lv.1 Description
UINGSPhotonArtVaneMixture.png Vane Mixture Potency 740 Wired Lance Photon Art.
Spin and cleave through enemies before unleashing a powerful final blow.
Can be used while moving.
PP 28
  • 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 Sidestep, Weapon Action, or any other action.
  • Potency Notation: The first spin deals 10% x 3 hits of noted potency, the second spin deals 6% x 4 hits, and the final slash deals 46%.


Turbulent Train

Icon Name Stat Lv.1 Description
UINGSPhotonArtTurbulentTrain.png Turbulent Train Potency 510 Wired Lance Photon Art.
Launch a vertical slash while spinning aggressively.
PP 20
  • Performs 4 vertical slashes as you spin in the air.
    • 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 Sidestep only, and at any time after the second slash with Sidestep, Weapon Action, or any other action.
  • Potency Notation: The first slash deals 34% of noted potency, while the other 3 slashes deal 22% each.


Hellish Fall

Icon Name Stat Lv.1 Description
UINGSPhotonArtHellishFall.png Hellish Fall Potency 1010 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.
PP 30
  • 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 learned.
    • 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' 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.
  • Potency Notation: If uncharged, the grab deals 5% of noted potency, and 55% for the slam. If charged, 100%.


Reference

PSO2 NGS Japanese Swiki: Wired Lance PAs and Actions