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  1. Absolute Finale
  2. - Rating: 6.5 / 10
  3. - Description: Fires out a single projectile that deals rapid, high damage. OHKOs minor enemies, deals high damage to all others. When charged, fires out a spread of OHKO projectiles.
  4. - Thoughts: A pretty solid one in concept, but in execution... I'm not entirely sure. While its raw power and utility in pretty much making most fights with the common mooks a joke is enticing, there's something about it that prevents me from really liking it. Its accuracy can be kind of off sometimes (though that might just be my fault), and the "heavy damage" it inflicts on non-mook targets can feel somewhat underwhelming. Definitely wouldn't ignore it, but it's certainly not my favorite.
  5.  
  6. Arcane Intervention
  7. - Rating: 7 / 10
  8. - Description: Toss a marker and gain an aura. After a delay or by inputting the arcana again, warp all minor enemies inside the aura into a chaos storm. When charged, toss out a series of markers that warps enemies between a series of chaos storms.
  9. - Thoughts: Honestly, I really underestimated this one. It's surprisingly fun to toss the marker into a pit and watch them all fall into the abyss. That said, enemies have a knack for getting potshots on you while they're warping, and the close-range aspect of the aura doesn't exactly help mitigate this problem. Still, it makes me laugh, so it's got something to it. Pretty solid.
  10.  
  11. Chaos Crusher
  12. - Rating: 8.5 / 10
  13. - Description: Fire a close-range chaos blast, which quickly transforms into a projectile that is shot forward.
  14. - Thoughts: A very solid basic arcana! Acts as both melee and projectile, allowing you to attack from any range. However, I've found that the projectile has a tendency to miss at longer distances, so I usually wind up using it as a melee over using it from a distance. That said, the utility of this arcana should not be overlooked - you can use it to aggro enemies from a safe location, trigger explosive barrels... It's quite the handy spell!
  15.  
  16. Chaos Reaper
  17. - Rating: 8.5 / 10
  18. - Description: Swipe with a chaos scythe. After swiping, charge up to rapidly swing the scythe around you as you charge forward.
  19. - Thoughts: While Chaos Crusher is definitely the handier of the two Chaos basics, I find myself preferring this one despite its drawbacks. The scythe does a lot of damage, and its barrage of hits lends itself to a good combo starter, or even perpetuating combos. You can even use it to destroy enemy projectiles, like most Chaos spells - however, the charged strike is better in this in that it can destroy projectiles all around you. Now, those are the good parts - let's get to the drawbacks. The charge time, while it might not be an issue to the experience player, can open you up to being hit out of your combo, and leaves you vulnerable. Also, it lacks the range of Chaos Crusher, meaning you have to go into melee range to really get use out of it. Lastly, while its charged combo is definitely nothing to scoff at, the final hit has a high enough knockback that it can be tricky to maintain combos after enemies are knocked out of your range. It's truly a solid spell when used right, but is tricky to wield.
  20.  
  21. Chaotic Buster
  22. - Rating: 9 / 10
  23. - Description: Charge up a projectile that's orbited by smaller chaos projectiles that, when it hits an enemy, all strike the target in rapid succession. When fulled charged, you can keep "charging" to fire a barrage of chaos daggers. You will eventually have to fire, however. When cast as a charged signature, fire a chaos blast with a horde of orbiting projectiles, followed by another, smaller blast.
  24. - Thoughts: Definitely one of my favorite Chaos arcana. This thing deals crazy amounts of damage when fully charged, taking off chunks of boss's HP bars, or even fully OHKOing mooks when hit by the full barrage. Hell, the thing even has a bonus for charging it up fully - the storm of daggers it lets off helps deter enemies that might be trying to hitstun you out of your attack. I only wish I unlocked this thing earlier! My only problems with this arcana is that the charged-up blast is so good that it leads me to try and charge the thing up when I should probably just use the standard projectile to get some hits off. An amazing spell, but don't get greedy with your damage.
  25.  
  26. Chaotic Echoes
  27. - Rating: 8 / 10
  28. - Description: Dash forward surrounded by a chaos aura that damages enemies. Summons two clones that dash alongside you.
  29. - Thoughts: Honestly, a really fun and solid dash. Attacking enemies by dashing into them is pretty neat, especially since the damage-barrier doesn't go away if the Arcana is on cooldown. Definitely the choice for you if you're looking for a more offensive-oriented dash.
  30.  
  31. Chaotic Rift
  32. - Rating: 9 / 10
  33. - Description: Teleport from point A to point B by using a chaotic portal.
  34. - Thoughts: A very handy dash. You can't be hit while teleporting, and it can even teleport through walls, provided the wall is thin enough. I feel it rounds out the Chaos dashes nicely as the more defensive dash, as opposed to Echoes' offensive utility. And personally, I find it hard to get used to other dash arcana after using this. Dashing through walls is addicting, man.
  35.  
  36. Distortion Beam
  37. - Rating: 10 / 10
  38. - Description: Fire a beam of chaos energy that rapidly damages enemies in its wake. Holds up to 2 charges. When cast as a charged signature, fire a row of beams in a firing line.
  39. - Thoughts: Definitely my favorite out of the Chaos Arcana. I honestly can't think of any drawbacks this spell has - its multiple charges combined with its relatively low cooldown ensures that you can use it pretty much whenever. It deals a solid amount of damage - not too high, but not too low, either. It has a ridiculous range, having some width to it alongside its length. It even destroys projectiles, so you can use it as a defensive wall too!
  40.  
  41. Mark of Discord
  42. - Rating: 7 / 10
  43. - Description: Throw a lance that sticks to an enemy it hits. Input again to detonate, creating an area of effect that rapidly damages enemies. When charged, throws a fan of lances.
  44. - Thoughts: A very solid skill. Don't have much to say, but my main problem is that the detonation doesn't follow the enemy, like the lance does. You could spear a Coffin Knight, detonate it, and the detonation won't follow the Coffin Knight when it jumps. Kind of obnoxious.
  45.  
  46. Mortal Coil
  47. - Rating: 9.5 / 10
  48. - Description: Fire a spear of chaos forward, hooking all enemies in a line, then pull them back to you. When charged, throw three spears, pulling enemies into a chaos storm.
  49. - Thoughts: Very solid, lots of oomph, and solid damage! Very nice. It's really good when paired with Chaos Reaper, allowing for nearly infinite combos. My main problem is that it doesn't do the chaos storm when not charged - Sura's does it, why can't mine?
  50.  
  51. Null Flash Agent
  52. - Rating: 7.5 / 10
  53. - Description: Summon a pair of agents that fire long-range beams. When charged, summon a single, larger agent that rapidly attacks all nearby enemies with many beams.
  54. - Thoughts: A step above other agents due to its long range and firepower. Admittedly, I'm less tempted to use it due to the fact that crowds and bosses can tear apart agents pretty quickly. However, the Agents are admittely quite useful.
  55.  
  56. Null Parade
  57. - Rating: 7 / 10
  58. - Description: Toss six chaos bombs that explode into a spread of chaos storms. When charged, the bombs blast the area multiple times.
  59. - Thoughts: A pretty standard spell. Good for area damage, and it covers a large area! I think it's main problem is two things. First, the spread is random, so it can be a bit finnicky at times. Second... well, it's not the flashiest spell out there, so it doesn't have much that stands out among other Chaos spells. It's good, but it's just... boring, I guess.
  60.  
  61. Phantom Brigade
  62. - Rating: 9 / 10
  63. - Description: Summon five Chaos Knights that repeatedly slash enemies. When charged, each Knight has an element and deals elemental damage.
  64. - Thoughts: I feel like this is more of what Null Flash Agent should have been. The Knights are invincible, and are essentially smart projectiles rather than individual summons. They're very handy and deal a surprising amount of damage, especially when they all gang up on somebody at once. However, being more like projectiles gives them a weakness - they can be kind of stupid sometimes. If you cast the spell and a Knight can't find a target, it'll just disappear. So if you try to cast it and a Knight is out of range, you just wasted the spell. Definitely a strong one, but has some annoying downsides.
  65.  
  66. Piercing Void
  67. - Rating: 6 / 10
  68. - Description: Summons a line of raining blades that damage enemies over time. When charged, the line is larger and damages further.
  69. - Thoughts: Eh... It's okay? The rain of blades is neat, and is good at disrupting enemies, since it hitstuns them. But the thing is, it doesn't last too long, and its damage is... underwhelming, to say the least. I honestly feel this is the weakest of the Chaos arcana, which is unfortunate. It has its uses, but just can't perform on the same level as the other Chaos arcana.
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