1. Fähigkeiten
  2. companion
  3. unique
  4. mtx
  5. sleen_lizard
  6. tank
  7. aoe_pull

Mehrfach-Ranziehen

grapple

Mehrfach-Ranziehen

Feuert einen Mehrfach-Enterhaken aus dem Halsband in einem breiten Kegel vor der Kreatur ab, zieht die nächsten drei Ziele zu ihr und erzeugt ein hohes Maß an Bedrohung. Kann nicht gegen Ziele in Deckung oder mit Boss-Immunität eingesetzt werden.

Eigenschaften

Conditions

Metadaten

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
grapple
Mehrfach-Ranziehen
2
grapple
Mehrfach-Ranziehen
3
grapple
Mehrfach-Ranziehen
4
grapple
Mehrfach-Ranziehen
  • [0s] [not displayed]
    grappleEffect #1

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #2

  • 1
    • When effect is applied

    Override target to:

    • AoE Cone
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 3
      - Direction = Forward
      - Sort Type = Closest
      - Distance = 30m
      - Angle = (float) 179

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [0s]
    grappleMehrfach-Ranziehen

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.companion.unique.mtx.akk_dog.tank.aoe_pull
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 6
      - Travel Time = (time) 0 Sek.
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1,6
      - Standard Health Percent Min = (float) 1,6
    • Add effect #4 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic To Caster
      - Knockdown = (int) 1
      - Height = (float) 0