Maintenance for the week of September 20:
• PC/Mac: NA and EU megaservers for patch maintenance – September 20, 4:00AM EDT (8:00 UTC) – 10:00AM EDT (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 22, 6:00AM EDT (10:00 UTC) – 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 22, 6:00AM EDT (10:00 UTC) – 12:00PM EDT (16:00 UTC)
Status Effects and you
Edited by Cinna on August 8, 2015 6:53PM
I have tried to collect all the information that is available about different status effects. For the most part my source is the game itself, its tooltips and my own experience through various addons, but I have also found bits from different forums and their numerous threads. If any misinformation has slipped in or if I have missed anything, please let me know. At the moment the chances to proc secondary effects such as burning are not standardized - update 2.1 appears to aim to improve that.ELEMENTAL STATUSES
DISABLING EFFECTS: complete loss of control of the character
- Chilled - Applies Snared i.e. slows movement speed by 40% for 5 sec. Chance to proc from any frost damage (frost staff, frost enchants, Ice Comet (mages guild)).
- Concussion - Applies Minor Maim i.e. reduces damage done by 15% for 4 sec. Animation: electric sparkles. Chance to proc from any lightning damage (sorcerer storm calling spells, lightning staff and shock enchants).
- Burning - Flame damage over time for 3 sec (tics 3 times, every 1,5sec). Chance to proc from any flame damage (dragon knight ardent flame skills, flame staff and flame enchants).
SOFT CC: hinder movement (flying creatures are immune to these)
- Knocked Down – Totally disabled: knocked to the ground and cannot move or perform actions (duration varies between spells, 2-3.5 seconds). During knocked down status one cannot be pulled or knocked back. Example: Crystal Shard (sorcerer), stonefist (DK).
- Stunned – Unable to move, attack, or perform any actions, susceptible to further cc during stun. Example: Shield Charge (1H&S), Toppling Charge (Templar).
- Off balance - Short disable that breaks on damage taken AND vulnerability to Heavy Attack (even partially charged) causing Knocked Down. Off balance vulnerability lasts regardless of damage taken for 4 sec unless utilized by heavy attack sooner. Animation: White glowing circle/spiral above head. Blocking enemy’s heavy melee attack or interrupting an enemy cast knocks them off balance and opens them to your Heavy attack and consecutive Knocked Down effect. Also is an effect from many class and weapon skills.
- Disoriented – Long but fragile disable (cannot move/perform action) that will break from any damage taken. From many class and weapon spells, Rune Prison (sorcerer), Shock Touch (shock staff), Scatter shot (bow).
- Silenced – Unable to cast spells, can move and use physical attacks. From Negate Magic (sorcerer). Countered by Immovable (heavy armor skill), Break free or moving out of the area.
- Feared – Running away from the caster unable to perform any actions. Example: Aspect of Terror (Nightblade), Turn Undead (Fighter’s Guild), Roar (Werewolf).
- Pull – Pulled to the caster, while in air unable to perform any actions. Examples: Silver leash (Fighter’s Guild), Fiery Grip (DK). Counts as hard cc as it triggers immunity on target in pvp.
- Knockback - Pushed away from caster for 5 meters. Note: Spells can have Knockback in conjunction with other status effects like a knock down/stun/disorient effect (like Binding Javelin, Fire Clench, Scatter Shot), or as a plain knockback (like Piercing Javelin or Fire Touch).
- Immobile – Rooted i.e. unable to move, but can attack/perform actions. For example: Dark talons (DK), Encase (sorcerer), Stampede (2h). Note: Frost Touch (frost staff) has Deep freeze and Deeper freeze effects that seem to be equal to an immobilize, but an elemental effect.
- Snared - Slowed movement speed, but can perform attacks or other actions. Percentage varying between spells? Animation: cloudy effect around feet. Example: Low Slash (1H&S), Sun Fire (Templar).
WHAT CAN YOU DO TO NEGATE STATUS EFFECTS
- Taunted – Forced to attack you (PvE only) for 15 sec. Only from Puncture (1H&S) and Inner Fire (Undaunted) and their morphs.
- Blind - Raised chance to miss, percentage varies from spell to spell. Removed from player abilities, but some NPCs use it. Also available as armor set bonus (Akatosh's blessed armor).
- Bleed - Physical damage over time, most commonly 10 sec. From passive traits for axes and some weapon attacks.
- Poisoned - Poison damage over time for 12 sec (tics 7 times every 2 sec, damage per tic approximately half of burning tic). Chance to proc from poison damage (poison enchants and certain weapon attacks such as Venom arrow or Lethal Arrow (Bow). Note: Poison is often applied in conjunction with healing reduction effect, but is a separate effect.
- Diseased - Applies Minor Defile debuff for couple of seconds that reduces healing taken by 15% (suggested to be reduced health regeneration too). Animation: green cloud and health bar has inward arrowheads. Chance to proc from any disease damage (meat bag siege catapults, werewolf infectious claws and foul weapon enchants).
- Immovability – “Immunity to knockback and disabling effects”, does not affect soft cc. Animation effect: swirling wind around the character). Gained when hard CC ends (naturally or when broken/reflected), from activating Immovable (heavy armour skill) or from potions.
- Break Free – costs stamina; removes stun, disorient, knockdown, also get 5 sec Immovability.
- Dodge – costs stamina (cheaper than CCbreak), breaks soft cc i.e. immobilize, may avoid aoe.
- Cleanse/Purge/Purify – Removes negative effects. Templar synergy or AvA support spell, Dark Cloak (NB).
- Block - negates any attempt to CC, even if you take partial damage from the attack itself. NO Immovability effect after.
- Reflect – negates attempt to CC and gives the effect to its caster instead, get Immovability. From Defensive Posture (1h&s), Reflective scale (DK), some armor set bonuses.
- Invisibility (potion or NB cloak) - avoid projectiles/ targeted CC completely if timed correctly, but does not prevent aoe effects hitting.
- Snare Break – Remove snare. Example: Forward momentum (2H).