《Let's Play: Chronicles of Zurefgar》Intermission: Flick
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If there is a word or two that could explain about Flick’s build, it would be ‘internal synergy’. Every ability that he created had some sort of indirect effect on another.
Most notably, [Backpace].
That seemingly weird ability is the backbone of his entire kit. Evasion, repositioning, to catch someone off guard, gap close, delaying strikes, you name it, it gave him all of those fight options by itself or when followed by another ability.
Maybe you thought of the somersault during [Backpace] was too much of a show, but what if I told you it is…, yet also served another purpose?
Here’s a thing. Generally in most MMORPG, including Zurefgar, players had something called as global cooldown or GCD. This caused the player to be unable to use any ability for a short amount of time to balance out things a bit. The GCD in zurefgar is around 1 seconds, which is the exact time Flick spent doing his somersault. This made him able to unleash the next ability mid flight. It does, however, make the ability very hard to optimise due to the weird timing. Something that he finally mastered.
To put icing on the cake, [Backpace] itself is not affected by global cooldown. Thus, he could use it anytime he needed it.
This made the combination with [Backpace] even wider. [Mirage Shift] enables Flick to evade magical attacks including curses and be immune to debuffs for a short time by making some sort of afterimage if he moved. Combined with [Ingenuity of the Ape], using [Backpace] right after using it will give him a guaranteed magic evasion due to the speed of the movement.
On the other hand [Counter Break] gave him the chance to parry then counter a physical attack which can be used before or after [Backpace] depending on the situation. [Flash Gouge], a disarming ability he used to steal an opponent weapon and strike with it once, was kind of similar as it could be used after he close gap with [Backpace] or performed before he broke away somersaulting.
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His finishing move [Extreme Collision] requires a certain minimum distance to initiate. Of course, this move is exclusively only available to be used after [Backpace] if Flick is too close to the opponent.
His other bread and butter, but with significantly higher cooldown time, is the [Sleek Strike]. I believe the longer cooldown was due to the range it could cover in one move since this is basically just another repositioning ability. The thing is, Flick does have a lot of creativity toying around the system this ability revolved around. Since it is basically him playing catch with himself, Flick often throws his axe in certain ways that give him attack advantage. Of course, Flick being Flick, this ability also could also be combined with others.
However, one of his abilities seemed really out of place which is [Rushing Jolt]. This ability is a berserking kind of ability that breaks all debuffs, gives him attack speed, and cooldown reduction - including global cooldown, mind you - depending on how low his HP is or how many debuffs he had on him when he casted the ability. The more dire situation, the faster he got.
It seems like a beef up version of [Warcry] that can be used in conjunction. I am not sure what his intention was with this ability. But from what I heard from Renma, he Flick turned into a completely frenzied fighter when both abilities are used.
Ah well, perhaps he was just another battle crazed rakhs player.
Battle crazed rakhs player, huh….
Now I remember my deskmate often had such a thing. His eyes flared up with life during difficult fights. I… really miss that sight.
~AVK~
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