Borderlands Wiki
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**This makes using [[Redeem the Soul]] much more viable, as when Krieg revives someone, they can both run away so that the other person can revive Krieg in safety.
 
**This makes using [[Redeem the Soul]] much more viable, as when Krieg revives someone, they can both run away so that the other person can revive Krieg in safety.
 
**While just shooting an enemy can achieve much of the same effect, an enemy behind cover can be pursued by jumping obstacles.
 
**While just shooting an enemy can achieve much of the same effect, an enemy behind cover can be pursued by jumping obstacles.
  +
**While entering [[Crippled|Fight For Your Life]] frequently, a character is given subsequently less and less time to live. Eventually this timespan becomes too short to even fire a single shot resulting in nearly instant death. Krieg, however, will ''always'' cause the final explosion upon exiting Light the Fuse, and can theoretically keep obtaining kills with it even when the actual time spent in Light the Fuse is less than a second.
 
*Krieg also cannot use melee attacks while in Light the Fuse.
 
*Krieg also cannot use melee attacks while in Light the Fuse.
 
*[[Pull the Pin]] will still occur if Krieg fails to get a Second Wind from Light the Fuse.
 
*[[Pull the Pin]] will still occur if Krieg fails to get a Second Wind from Light the Fuse.
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*This skill is inspired by the [[Suicide Psycho|Suicide Psycho's tactics]].
 
*This skill is inspired by the [[Suicide Psycho|Suicide Psycho's tactics]].
 
*While damage dealt in Light the Fuse tends to be a good deal weaker than that dealt by simply using guns in Fight for your Life, the large blast radius of the ending explosion makes it easier to get a second wind off of [[Surveyors]], [[Rakk]]s, or similar enemies who are attempting to make strafing runs.
 
*While damage dealt in Light the Fuse tends to be a good deal weaker than that dealt by simply using guns in Fight for your Life, the large blast radius of the ending explosion makes it easier to get a second wind off of [[Surveyors]], [[Rakk]]s, or similar enemies who are attempting to make strafing runs.
*If one presses the fire key just as Krieg is reaching back into the dynamite bundle, he will pull out the next stick much faster. This allows for much higher DPS.
+
*If one presses the fire key just as Krieg is reaching back into the dynamite bundle, he will pull out the next stick much faster. This allows for much higher DPS. (If you are having trouble with the timing, it is useful to think of pressing the button just as Krieg curls his index finger.)
   
 
{{Krieg skills nav}}
 
{{Krieg skills nav}}

Revision as of 22:32, 20 June 2013

Light the Fuse is a tier 3 skill in Krieg's Mania skill tree. It allows him to pull out and throw dynamite at enemies while down.

Effects

Instead of entering Fight for your Life when crippled, Krieg enters a unique down-state called Light the Fuse. Krieg takes out a bundle of dynamite, and is able to take sticks off of it and throw them at enemies. Krieg is able to move at his normal movement speed while in Light the Fuse. He can sprint at normal speed as well.

When Krieg kills an enemy with the dynamite, he is able to get back up. If he gets a revive successfully he gains a 40% movement speed bonus identical in duration to the amount of time remaining in Light the Fuse upon achieving a second wind. If Krieg ends Light the Fuse by holding down the action button, or the timer runs out before he manages to get a kill, the bundle of dynamite Krieg is holding detonates; this explosion has a large blast-radius and extra damage. If he is able to kill someone with this explosion, he achieves Second Wind. If he doesn't, he dies. 

Notes

  • While Krieg loses the ability to use guns while Light the Fuse is active, he is able to jump and move at normal speed while downed. This allows either pursuit of weaker enemies (which would be otherwise impossible in FFYL), or reaching a spot where another player could revive him.
    • This makes using Redeem the Soul much more viable, as when Krieg revives someone, they can both run away so that the other person can revive Krieg in safety.
    • While just shooting an enemy can achieve much of the same effect, an enemy behind cover can be pursued by jumping obstacles.
    • While entering Fight For Your Life frequently, a character is given subsequently less and less time to live. Eventually this timespan becomes too short to even fire a single shot resulting in nearly instant death. Krieg, however, will always cause the final explosion upon exiting Light the Fuse, and can theoretically keep obtaining kills with it even when the actual time spent in Light the Fuse is less than a second.
  • Krieg also cannot use melee attacks while in Light the Fuse.
  • Pull the Pin will still occur if Krieg fails to get a Second Wind from Light the Fuse.
  • This skill works especially well with Strip the Flesh, as it increases damage done by the dynamite by up to 30%, or even 66% with a Flesh Crunch class mod.
  • This skill is inspired by the Suicide Psycho's tactics.
  • While damage dealt in Light the Fuse tends to be a good deal weaker than that dealt by simply using guns in Fight for your Life, the large blast radius of the ending explosion makes it easier to get a second wind off of Surveyors, Rakks, or similar enemies who are attempting to make strafing runs.
  • If one presses the fire key just as Krieg is reaching back into the dynamite bundle, he will pull out the next stick much faster. This allows for much higher DPS. (If you are having trouble with the timing, it is useful to think of pressing the button just as Krieg curls his index finger.)


Krieg skills
Buzz Axe Rampage
Bloodlust Mania Hellborn