1. Abilities
  2. qtr
  3. flashpoint
  4. rishi
  5. flashpoint_2
  6. mob
  7. boss
  8. boss_3
  9. atst_missile_blast

Missile Blast

missilesalvo

Missile Blast

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_03

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
missilesalvo
Missile Blast
2
missilesalvo
Missile Blast
3
missilesalvo
Missile Blast
4
missilesalvo
Missile Blast
5
missilesalvo
Missile Blast
6
missilesalvo
Missile Blast
7
forcequake
Missile Blast
8
forcequake
Missile Blast
9
forcequake
Missile Blast
10
forcequake
Missile Blast
  • [0s] [not displayed]
    missilesalvoEffect #1

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • [hidden] [6s]
    missilesalvoEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • Immobilize and prevent rotation
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
    • Add effect #5 to TARGET from CASTER
    • Add effect #6 to TARGET from CASTER
  • [hidden] [does not expire]
    missilesalvoEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_groundwarning_small, dependent on calling effect
  • 2
    • When channel ended

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_fire_small, dependent on calling effect
    • Add effect #7 to TARGET from CASTER
  • [hidden] [does not expire]
    missilesalvoEffect #4

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_groundwarning_medium, dependent on calling effect
  • 2
    • When channel ended

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_fire_medium, dependent on calling effect
    • Add effect #8 to TARGET from CASTER
  • [hidden] [does not expire]
    missilesalvoEffect #5

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_groundwarning_large, dependent on calling effect
  • 2
    • When channel ended

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_fire_large, dependent on calling effect
    • Add effect #9 to TARGET from CASTER
  • [hidden] [does not expire]
    missilesalvoEffect #6

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_groundwarning_huge, dependent on calling effect
  • 2
    • When channel ended

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_fire_huge, dependent on calling effect
    • Add effect #10 to TARGET from CASTER
  • [hidden] [3s]
    forcequakeEffect #7

  • 1
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Forward
      - Sort Type = Closest
      - Radius = 1.3m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Backward
      - Sort Type = Closest
      - Radius = 1.3m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Right
      - Sort Type = Closest
      - Radius = 1.2m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 4
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Left
      - Sort Type = Closest
      - Radius = 1.2m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • [hidden] [3s]
    forcequakeEffect #8

  • 1
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Forward
      - Sort Type = Closest
      - Radius = 2.1m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Backward
      - Sort Type = Closest
      - Radius = 2.1m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Right
      - Sort Type = Closest
      - Radius = 2.1m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 4
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Left
      - Sort Type = Closest
      - Radius = 2.1m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • [hidden] [3s]
    forcequakeEffect #9

  • 1
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Forward
      - Sort Type = Closest
      - Radius = 3m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Backward
      - Sort Type = Closest
      - Radius = 3m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Right
      - Sort Type = Closest
      - Radius = 3m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 4
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Left
      - Sort Type = Closest
      - Radius = 3m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • [hidden] [3s]
    forcequakeEffect #10

  • 1
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Forward
      - Sort Type = Closest
      - Radius = 4m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Backward
      - Sort Type = Closest
      - Radius = 4m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Right
      - Sort Type = Closest
      - Radius = 4m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 4
    • When effect is applied

    Override target to:

    • AoE Cylinder
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Direction = Left
      - Sort Type = Closest
      - Radius = 4m
      - Distance = 35m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.rishi.flashpoint_2.mob.boss.boss_3.atst_missile_blast_impact, dependent on calling effect
    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0.2
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0