Immobilised
You cannot move.
immobilised_by_elder_%
Attribute /3
heist_twin_immobilise
| Name | Show Full Descriptions |
|---|---|
| BuffGroupsID | 31 |
| IsBuffDefinition | 1 |
| BuffMergeModesID | 3 |
Buff Related /1
| tbl | code | mod |
|---|---|---|
| GeometryAttack | 642 | immobilised by elder % [100] |
| Code | immobilised by elder % |
|---|---|
| IsPublic | 1 |
| IsLocal | 0 |
| IsWeaponLocal | 0 |
| IsProxied | |
| IsParty | 0 |
| IsVirtual | 0 |
| IsScalable | 1 |
| StatSemantics | 1 |
Immobilised Ref /28
Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
Requires: Level 65, 32 Str, 32 Dex, 32 Int
(10—15)% increased Skill Speed
Immobilise enemies at 50% buildup instead of 100%
(30—50)% increased Damage against Immobilised Enemies
Requires: Level 45, 64 Str, 64 Int
+100 to maximum Life
100% increased Attribute Requirements
+(20—40)% to Lightning Resistance
(15—30) Life Regeneration per second
Cannot Immobilise enemies
Ancient Rune of Control
Stack Size: 1 / 10
Limited to: 1
Requires: Level 30
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
20% increased Attack Damage
12% increased Immobilisation buildup
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Ascendancy: Martial Artist
Character: Monk
100% Surpassing chance per enemy Power to gain
Mountain's Teachings on Immobilising an enemy if
you have the [AscendancyMonk1Notable6|Way of the Mountain] Ascendancy Passive Skill
Mountain's Teachings on Immobilising an enemy if
you have the [AscendancyMonk1Notable6|Way of the Mountain] Ascendancy Passive Skill
stone skin duration ms [0]
stone skin grants attack damage +% final you use yourself [15]
stone skin grants damage reduction life threshold % [30]
stone skin grants damage taken +% final [-40]
stone skin grants stun threshold +% final [50]
Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Pinned
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised.
Pinned targets count as Immobilised.
Embankment Auras
Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows:
Artillery Ballista grants 20% increased Skill Speed.
Siege Ballista grants 25% more Damage against Immobilised Enemies.
Mortar Cannon grants 25% of Damage Gained as extra Fire.
Shockwave Totem grants 30% increased Area of Effect.
Ancestral Warrior Totem grants 40% increased Glory Generation.
Dark Effigy grants 40% increased Damage over Time.
Spell Totem grants 50% increased Critical Hit Chance.
Artillery Ballista grants 20% increased Skill Speed.
Siege Ballista grants 25% more Damage against Immobilised Enemies.
Mortar Cannon grants 25% of Damage Gained as extra Fire.
Shockwave Totem grants 30% increased Area of Effect.
Ancestral Warrior Totem grants 40% increased Glory Generation.
Dark Effigy grants 40% increased Damage over Time.
Spell Totem grants 50% increased Critical Hit Chance.
Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
Skill Gem /3
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Support Gem /2
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Unique /1
Requires: Level 65, 32 Str, 32 Dex, 32 Int
(10—15)% increased Skill Speed
Immobilise enemies at 50% buildup instead of 100%
(30—50)% increased Damage against Immobilised Enemies
Passive /11
20% increased Attack Damage
12% increased Immobilisation buildup
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Ascendancy Passive /2
Ascendancy: Martial Artist
Character: Monk
100% Surpassing chance per enemy Power to gain
Mountain's Teachings on Immobilising an enemy if
you have the [AscendancyMonk1Notable6|Way of the Mountain] Ascendancy Passive Skill
Mountain's Teachings on Immobilising an enemy if
you have the [AscendancyMonk1Notable6|Way of the Mountain] Ascendancy Passive Skill
stone skin duration ms [0]
stone skin grants attack damage +% final you use yourself [15]
stone skin grants damage reduction life threshold % [30]
stone skin grants damage taken +% final [-40]
stone skin grants stun threshold +% final [50]
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
















