Maiden and Spell/Sun Priestess: Difference between revisions

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Revision as of 12:29, 19 October 2022

MnS Priest.png

Profile

A priestess hailing from the Kingdom of Sand, to the south. With mysterious powers and secretive past, she supports the other adventurers in their travels.

​​Her style focuses on bullets that teleport directly to the opponent's position, having a number of attacks with long charge times and powerful effects.

Overview

This is the zoning character. when playing her, you wanna not be near your opponent. But if you can't help it then you wanna be RIGHT on them because that way its way harder to dodge sunburst and lat holy combos

Move Speed: 10.5px/frame
Focus Speed: 4px/frame

Movelist

Basic Shot (Unfocused)

MnS Priest Basic i.png Sunburst
Combo
MnS Priest Basic 1.pngMnS Priest Basic 2.png
Shot Type Startup Cooldown
Major 780ms + (distance to target) * .55ms
Radius Speed Angle
240px 0
Move Speed Multiplier Move Lock Direction Lock
1-2: 70%, 600ms
3: 70%, 1300ms
1-2: 30%, 500ms
3: 30%, 1200ms
Action Lock Combo Time Invincibility Time
1-2: Attack, 500ms
3: Attack, 1300ms
2000
"Pancake." An AoE targeted directly on top of where your targeting arrow is currently tracking your opponent to. Forces movement and snipes people trying to hide in holes in your patterns. Sunburst and Shortened Sunburst can be mixed in a combo, and you can do up to 3 in a row.

Basic Shot (Focused)

MnS Priest Basic i.png Shortened Sunburst
Combo
MnS Priest Basic2 1.pngMnS Priest Basic2 2.png
Shot Type Startup Cooldown
Major 858ms + (distance to target) * .55ms
Radius Speed Angle
240px 0
Move Speed Multiplier Move Lock Direction Lock
70%, 600ms 1-2: 30%, 500ms
3: 30%, 1200ms
Action Lock Combo Time Invincibility Time
1-2: Attack, 500ms
3: Attack, 1300ms
2000
Variant of Sunburst targeted in the direction of where Sunburst would go but at a point 200px closer to you (or on top of you if closer than 200px), such that vs a standing opponent only the furthest 40px of sunburst's radius catches them. Good for striking at people trying to make forward progress at you or otherwise dodge other things moving in your direction. Sunburst and Shortened Sunburst can be mixed in a combo, and you can do up to 3 in a row. If the opponent is reasonably close to you, its shortened state leads to a drastically faster startup, making for an effective melee ranged attack, especially when followed by a min-cast wide shot; this is especially true when within 200px of the opponent, which will shorten it to being directly on top of you for the minimum possible startup.

Wide Shot

MnS Priest Wide i.png Lat Holy
Cast
MnS Priest Wide 1.pngMnS Priest Wide 2.png
MnS Priest Wide 3.png
Shot Type Startup Cooldown
Minor Casting (min 60ms)
500ms short cast, 400ms long cast
Radius Speed Angle
150px + 90px/100ms Cast(Ring)
55px (Crosses)
2.5px (360 / BulletCount)N + (180 / BulletCount)
Move Speed Multiplier Move Lock Direction Lock
0.08% Casting
Action Lock Combo Time Invincibility Time
Action, 1060 - cast time (min 300ms)
"Waffles." An expanding circle cast with a lot of circled crosses along it. Bullet count is based on cast time, with the distance between them along the circle always being about the same. Good for pressure up far and for a quick set of stuff that's hard to chase through at midrange.

At minimum cast, the distance between each cross is notably thinner than at other cast times due to the way the function that tries to ensure an even spacing betwen bullets works. Because of that, minimum cast makes a great get-off-me tool when cast out of a Sunburst or Shortened Sunburst, as it's very difficult to get the exact angle of movement to get through it correct while dodging anything else.

The cutoff between short and long cast is 250ms and it's a bit before the circle line reaches your unfocused outer character circle.

Offensive Special

MnS Priest OS i.png Novi Holy
Cast
MnS Priest OS 1.pngMnS Priest OS 2.png
MnS Priest OS 3.png
Shot Type Startup Cooldown
Major Casting (min 60ms)
400ms
5s
Radius Speed Angle
150px + 90px/100ms Cast(Ring)
30px (Diamonds)
8px [(360 / BulletCount)N + (180 / BulletCount)] ± 90
(Wide Targeting)
Move Speed Multiplier Move Lock Direction Lock
0.08% Casting
120%, 900ms (short cast) / 60%, 900ms (long cast)
Action Lock Combo Time / Cooldown Hold Invincibility Time
Action, 1000 - cast time (min 300ms) 1200 (long cast only)
"Diamonds." An expanding circle cast with a lot of criss-crossing diamonds along it. Circle the diamonds spawn along expands at a speed of 15 while casting. Bullet count is based on cast time, with the distance between them along the circle always being about the same. Diamonds spawn in sets of two overlayed on top of each other, moving in opposite directions on a tangent line to the circle cast.

The diamonds are quite threatening and hard to pierce when the radius is large since many more will stay tightly intersecting as space along the casting circle increases; however, up close it doesn't have the same melee utility as Lat Holy as the bullets are both faster and smaller, quickly moving apart and getting out of the opponent's way. The speed cast that it gives you after a short cast can make it worthwhile just the same, but for a very different purpose than its use at higher ranges.

Cutoff between short and long cast is 250ms and it's a bit before the circle line reaches your unfocused outer character circle. Unlike with Lat Holy, with Novi Holy you also can see the glyph behind Sunny pulse as you pass the breakpoint.

There were many attempts to give Novi Holy a food nickname, but none stuck.

Defensive Special

MnS Priest DS i.png Novi Dispel
Cast
MnS Priest DS.png
Shot Type Startup Cooldown
Intangible 0 15s
Radius Speed Angle
480px Self-Target
Move Speed Multiplier Move Lock Direction Lock
500ms
Action Lock Combo Time Invincibility Time
Variable*
Instantly creates a barrier lasting 1.5 seconds that destroys all minor projectiles within and cures you of any status ailments on you. As the barrier goes up and every 150 ms thereafter, you are set to 500ms Major Invincibility and anyone else within is set to 500ms Minor Invincibility. Staying within the field the entire time will grant a total of 2 seconds of invincibility.

If an opponent is within the barrier as it spawns, they are instantly afflicted with 25% 1500ms movespeed mult, allowing you to escape or, if they can't shake it, press a melee offense to force them out of their desired position.

Because it destroys your combo and it doesn't have any action lock beyond the default, you can use novi dispel to extend your sunburst combo by doing three sunbursts into novi dispel into three more sunbursts. This is rarely the best way to spend your 15s cooldown, but if your opponent is cornered and you need just a bit more to seal it, go for it.

Strategy

TL;WR

it's pretty cool to just stay mobile and get a lot of tiny lat holies coming from a bunch of different directions. it's not ideal to just let your opponent roam free as you wander around but if they're chasing you and you're forced to move, remember that stuff you set awhile ago can catch back up and be pretty fortuitious as lat holy moves pretty slow.

shortened sunburst is really good at keeping people from approaching so easily. if close enough up so it's spawning in faster, if you do it while retreating some slower characters actually can't get to the side of it in time and will be forced to detour, giving you changes to set up. even faster characters can be shaken if it's done in concert with other stuff. mixing up your shortened and normal sunbursts can make you really hard to approach, and if you can force someone out it's diamond time.

Overlapping Patterns

Sun's offensive power comes out of overlapping your bullets; putting waffles or diamonds near or on other waffles or diamonds. You can do this in two ways: moving forward or channeling longer. Moving forward is cool since you don't need to channel as long and can therefore cram more casting in, but channeling longer is nice for when you want to keep a long ranged game going.

You gotta move either way. Putting yourself at weird angles to your opponent (not the cardinal directions) makes waffle patterns that require weird angles to dodge. This slightly larger demand will earn you some hits. Having lots of weird angles will demand that your opponents approach using more than one angle, which also increases the chance that they'll get hit. If you have a lot of waffles overlapping at a lot of different angles, you've made something that your opponent has to think a lot about to dodge. If diamonds are in there at the end, all the better. If a basic shows up too, they need to think faster (see worse).

Diamond spam is powerful so do it! Diamonds are tricky to dodge and when you overlap them, change their angles up, and never stop casting them they become a real pain. A Sunny approaching with minimum combo diamonds is proper terror. Lovecraft eat your heart out.

At almost any point it's good to throw in one or two basics. Usually one; if you're using basic you are creating time where you can't cast more wides or diamonds. Two is a nice mixup. Play around with how much you delay between basic casts. Three is great if you've got 'em in a corner, especially if they're in the corner with diamonds. Mixup normal basic and focus basic too. That being said, constantly choosing focus basic over basic is a fine way to make sure your opponent doesn't approach unless they really mean it. And unless they're very fast, they can't attack while they approach.

You should be careful to avoid putting your diamonds and waffles on top of or behind your opponent. The hitboxes will come out too late and you'll be left wide open. This is alright to do if you've got your opponent backing up in fear or ping is heckin' high.

Just Tap Buttons

Sometimes making walls gets boring or your opponent figures out how to deal with it. Sunny has another nice option. Lots of movement and lots of tap wides will create bullets that are easy to dodge, but also bullets that are easy for you to hang around and are moving at a lot of different angles. The large number of paths to Sunny's face is a tempting option for many characters (Wyrm, Storm, Sun), made more deadly because Sunny can how hide her face inside a hitbox. This is a more passive gameplan than the first. It's useful to switch to if you feel overwhelmed. Tap wides don't change your movespeed that much, and you don't need to think about where the wides/diamonds are going to end up; there's very little chance of them being able to take advantage of wides or diamonds without hitboxes.

While it's nice to take a break and focus on dodging, this is also a good mode for baiting out special moves in certain matchups (Frost, Depth). Since the mental load put on your opponent isn't as bursty, they're likely to become uncertain of an easy to dodge pattern and burn a defensive option. This means they can't use it to turn the momentum for themselves to overcome the crazy stuff you made earlier. You can switch back to gameplan I for however long it's off CD for, or try to pull of some Melee Bullshit.

Melee Bullshit

Basic -> wide is very good. It's so good that it makes a character that everyone thought was weak up close absolutely insane up close. Sunburst is big, and tap wides have the centre of their hitbox on the edge of it. It's a real mean thing to dodge.

A nice melee rhythm is put one attack down, make sure you're safe, then put another down. If you're feeling risky do more attacks without thinking about dodging. Sunburst slows you down, so you'd better be sure you're in your opponent's deadzone before using it. If you're worried, use wide and pursue until you feel safe to lay on the real pressure. If you really wanna get in there, doing tap diamonds is good for catching approaching opponents off guard (assuming you aren't doing it all the time) and will get you in their face faster. Tap diamonds are also a good tool for getting away from melee pressure, just be careful about wides. They're also a good mixup if you've been doing a lot of waffles up close.

Dispel is OS2

It might seem strange to be aggressive using your 15s (!!!) CD defensive option, and you'd be right! But it's pretty good against Depth, Lich and Sunny. Occasionally you can pull some jank and get Frost or Arc with it. Wyrm, Redhood and Storm don't give a shit. Redhood and Storm because they're too fast, Wyrm because she's too fast and her DS will fuck you up.

Basically, you wanna hit them with dispel so they get slowed down, and put some bullets down that will eventually hit them if they don't move. You want to time some wides and basics well enough to make them commit to a direction and then put some more hitboxes in the direction. When the dispel disappears and your opponent isn't invincble, they might get hit! There's a lot of nuance to this that I can't quite explain yet.

Dispel is Still a Defensive Special

It does a lot for you if you wanna leave a place. It slows your opponent down, it gives you hella i-frames and if you combine it with diamond dashing you pretty much get to choose your position on screen.

Use it liberally except against Wyrm and maybe Arc. For Wyrm, use it only when Wyrm is DSing you. For Arc, use it if you decide you don't wanna deal with ailments or getting clocked. (Sun wins the clocked trade istg)


General
Controls
Basics
System
Patch Notes
Vocab
Characters
Hero of Frost
Hero of Frost      
Royal Arcanist
Royal Arcanist      
Silent Redhood
Silent Redhood      
Sun Priestess
Sun Priestess      
Dreadwyrm Heir
Dreadwyrm Heir      
Lich of Flowers
Lich of Flowers      
Depth's Secret
Depth's Secret      
Stormbeast
Stormbeast