1. Abilities
  2. exp
  3. 01
  4. makeb
  5. world_arc
  6. republic
  7. hub_1
  8. hitting_the_hutts
  9. grevin
  10. generator_channel

Charging Armor

powerarmor

Charging Armor

While charging his armor, Grevin is immune to control effects but takes increased damage. When finished charging, Grevin will have increased defense and deal more damage.

Attributes

Conditions

Metadata

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Used by

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
powerarmorCharging Armor – Immune to control effects, defense increased by 50%, and healing for 5% every two seconds
2
automateddefensesFully Powered Armor – Defense and damage dealt are increased by 25%.
3
powerarmor
Charging Armor
  • [does not expire]
    powerarmorCharging Armor
    Immune to control effects, defense increased by 50%, and healing for 5% every two seconds

  • 1
    • When effect is applied

    Perform the following actions:

    • Modify meta stat Ability Action Point Cost for effects from tag tag.abl.utility.is_basic_attack, increase by 50
    • Play appearance epp.exp.01.makeb.world_arc.republic.hub_1.hitting_the_hutts.grevin.gen_charge.loop, dependent on calling effect
    • Immobilize and prevent rotation
    • Grant Immunity
      - Ability Spec = 0
      - Damage Type List = Int(5)
      - Damage Channel List = Int(1)
      - Tags: tag.abl.debuff.knockdown, tag.abl.debuff.lift, tag.abl.debuff.physics, tag.abl.debuff.interrupt, tag.abl.debuff.silence, tag.abl.debuff.root, tag.abl.debuff.snare, tag.abl.debuff.blind, tag.abl.debuff.stun, tag.abl.debuff.sleep
    • Grant Immunity
      - Ability Spec = 0
      - Damage Type List = Int(5)
      - Damage Channel List = Int(1)
      - Tags: tag.abl.dispel_type.tech, tag.abl.dispel_type.physical, tag.abl.dispel_type.mental
    • Modify stat Ranged Defense, set to 50%
    • Modify stat Melee Defense, set to 50%
    • Modify stat Tech Resistance, set to 50%
    • Modify stat Force Resistance, set to 50%
  • 2
    • When channel ended

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • 3
    • When channel finished

    Perform the following actions:

    • Remove this effect
    • Dispel all effects from tags tag.​abl.​exp.​01.​makeb.​world_arc.​republic.​hub_1.​hitting_the_hutts.​can_charge
    • Add effect #3 to TARGET from CASTER
  • 4
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.exp.01.makeb.world_arc.republic.hub_1.hitting_the_hutts.grevin.gen_charge.exit, dependent on calling effect
  • 5
    • When effect ticks

    Perform the following actions:

    • Heal the TARGET with Tech for 1*BonusHeal + 0.05*StandardHealth, causing no threat
  • [15s]
    automateddefensesFully Powered Armor
    Defense and damage dealt are increased by 25%.

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If CASTER is in combat
        >

    Perform the following actions:

  • [hidden] [20s]
    powerarmorEffect #3