- "An advanced form of Arc of Might that channels all one's power into an even stronger blow."
An advanced version of Arc of Might
Arc of Deliverance has a charge time of around 10 seconds, during which the Arisen may slowly walk around the battlefield in order to position the strike.
Damage from the strike is approximately 4-5 times that of an equivalent well timed Indomitable Lash, but uses relatively even more stamina, as well as being slower.
Notes, tactics, and damage
- Upon release, these skills deliver a massive frontal overhead blow in the chosen direction - dealing high physical damage.
- An additional shockwave emanating from the point of impact may cause stagger.
- With Dark Arisen, either lower tier skill becomes Arc of Obliteration with a suitable Warrior's Ring or Warrior's Band equipped.
- Charge time for all three tiers is ten seconds.
- Cancel by pressing the jump button.
- In the original Dragon's Dogma, Arc of Might/Deliverance cannot be canceled.
- The wielder can be grabbed whilst preparing the skill, and continues to be vulnerable to grabs even with a fully charged strike.
- Unleashing the skill before it is fully charged will result in a significantly less powerful strike.
- Beware the long charge time and slow movement as with the other Arcs. Knowing when to strike and when to cancel will save your life.
- When charging reaches 100%, the Arisen will change the position of his weapon from over their head to behind their back. This animation is accompanied by inability to move. Arc weapon skills can be released after the meter reaches 100% but before the animation begins without a penalty in damage or power.
- These abilities work well against Living Armors and Eliminators.
- Unlike the "Lash" skills (see Indomitable Lash) the timing of the attack is not important - once charged the Arisen can stagger around the battlefield with the skill readied, waiting for the perfect strike - with no loss of power.
- The strike sends out a circular shock wave; it will deal damage to enemies within a radius of around three blade lengths from the point of impact. Practice is needed to discern precisely how far - one can practice using crates until one gets the hang of it.
- Walls and other large objects block the shockwave
- If an enchanted weapon is used the shockwave will also do magick damage- the magickal damage component is relatively very small, compared to the main strike - around 1%. The attack hits using the element of the enchanted weapon.
- Foes can be debilitated by the shockwave - such as burning from an Ardent Will strike, or Critical Hits from Rooted Gloom.
- The shock damage is independent of radius.
- Each enemy within range will be hit only once, and initial tests demonstrate that the part of the enemy that gets hit is entirely random.
- The shockwaves loosens fruit, breaks small boxes, and may dislodge distant Badges of Vows.
- Foes close to the strike impact, but not directly hit will receive high blast damage.
- Aneled Weapons can tar via the shockwave, but upgraded versions cannot blind, nor can Golden Weapons silence, nor Rusted Weapons poison or torpor, via the shockwave.