1. Abilities
  2. npc
  3. ability
  4. custom
  5. boss
  6. flashpoint
  7. ilum
  8. krel_thak
  9. proximity_probe

proximity_probe

absorbtionfield

proximity_probe

Summons a probe that prevents melee attackers from advancing too closely. Enemies that draw near are knocked back with a powerful concussive charge.

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.humanoid.boss.ilum.krel_thak.normal.krel_thak

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
absorbtionfieldShield Probe – Wards off melee attackers with a powerful concussive charge.
2
absorbtionfield
proximity_probe
3
absorbtionfield
proximity_probe
4
absorbtionfield
proximity_probe
  • [15s]
    absorbtionfieldShield Probe
    Wards off melee attackers with a powerful concussive charge.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.agent.shield_probe.cast_instant
    • Dispel 1-99 effects from tags tag.​abl.​dispel_type.​tech, tag.​abl.​dispel_type.​physical, tag.​abl.​dispel_type.​mental, tag.​abl.​dispel_type.​force
    • Add effect #4 to TARGET from CASTER
  • 2
    • When character takes damage (weapon mode Melee), not more than every 1s, delayed by 2s

    Override target to:

    • Attacker

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 4
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.2
      - Standard Health Percent Min = (float) 0.2
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #2 to TARGET from CASTER, Combat Math Only
  • [hidden] [0.25s]
    absorbtionfieldEffect #2

  • 1
    • When effect expires

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [0s] [not displayed]
    absorbtionfieldEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.agent.shield_probe.tick
    • Ballistic Impulse, centered at caster, possibly knockdown, momentum = 2, 30° pitch, 0° yaw
  • [hidden] [1s]
    absorbtionfieldEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 2, 45° pitch, 0° yaw
    • Execute hydra hook enter_cover