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  2. flashpoint
  3. nathema
  4. boss
  5. boss4
  6. blink_strike_force_rift

Flimmerschlag-Woge

shad_shadow_stride

Flimmerschlag-Woge

Nutze die Macht, um dich durch Raum und Zeit zu bewegen, bei deinem feindlichen Ziel aufzutauchen und dein Bewegungstempo <<1[$d Sekunden/$d Sekunde/$d Sekunden]>> lang um 75% zu erhöhen. Tarnung wird nicht aufgehoben. Kann nicht gegen Ziele in Deckung eingesetzt werden. Erfordert ein Doppellichtschwert oder einen Elektrostab.

Eigenschaften

Conditions

Metadaten

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
shad_shadow_stride
Flimmerschlag-Woge
2
shad_shadow_strideFlimmerschlag-Woge – Ziel
3
shad_shadow_stride
Flimmerschlag-Woge
  • [0s] [not displayed]
    shad_shadow_strideEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Teleport To Target
    • Play appearance epp.sith_inquisitor.phantom_stride.instant_teleport
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
  • [3s]
    shad_shadow_strideFlimmerschlag-Woge
    Ziel

  • 1
    • When effect is applied
    • When effect is refreshed

    Perform the following actions:

    • Play appearance epp.sith_inquisitor.phantom_stride.speed_buff
  • 2
    • When effect is applied

    Perform the following actions:

    • Immobilize but allow rotation
  • [0s] [not displayed]
    shad_shadow_strideEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Create Area Effect
      - Use Target Bounding Volume = (bool) true
      - Expire On Effect Removal = (bool) false
      - InitialPositionOffsetRelative = (bool) false
      - InitialPosition_Type = (string) aoePositionOptionType_Entity
      - InitialPosition_EntityType = (string) aoeTarget_Caster
      - InitialPosition_X_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Y_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Z_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Type = (string) aoeOrientationOptionType_EntityFacing
      - InitialOrientation_FacingEntityType = (string) aoeTarget_Target
      - Shape Type = (string) aoeSphere
      - Target Conditions = (string)
      - InitialOrientation_Pitch_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Yaw_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Roll_ScalarType = (string) aoeScalarType_LiteralValue
      - Radius_ScalarType = (string) aoeScalarType_LiteralValue
      - Area Effect Tag = (string)
      - Ability Caster = (string) aoeAbilityCaster_Caster
      - Ability Target = (string) aoeAbilityTarget_Target
      - LocalRotationType = (string) aoeRotation_None
      - Ability Spec =

      [blink_strike_knockback_damage]

      FQN: abl.​flashpoint.​nathema.​boss.​boss4.​blink_strike_knockback_damage

      [blink_strike_knockback_damage]

      - Min Tick Count = (int) 1
      - Max Tick Count = (int) 1
      - Tick Rate = (float) 1
      - Min Lifespan = (float) 1
      - Max Lifespan = (float) 1
      - InitialPosition_X_Value = (float) 0
      - InitialPosition_Y_Value = (float) 0
      - InitialPosition_Z_Value = (float) 0
      - InitialOrientation_Pitch_Value = (float) 0
      - InitialOrientation_Yaw_Value = (float) 0
      - InitialOrientation_Roll_Value = (float) 0
      - Radius_Value = (float) 1,5
      - Min Distance = (float) 0
      - First Tick Delay = (float) 0,1
    • Play appearance epp.flashpoint.nathema.boss.boss4.surge_aoe_knockback, dependent on calling effect