Online:Focused Charge
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Focused Charge | |||||
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Line | Aedric Spear | ||||
Line Rank | 20 | Cost | 3510 Magicka | ||
Cast Time | Instant | Duration | – | ||
Target | Enemy | ||||
Range | 22 meters | ||||
Morphs | |||||
Explosive Charge Deals increased damage and interrupts all enemies near the point of impact. Increases duration of Major Protection. |
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Toppling Charge Always stuns the enemy and sets them Off Balance, regardless if they are casting. |
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Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
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- Focused Charge: Charge with your divine lance to impale an enemy, dealing [3688 / 3728 / 3768 / 3809] Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.
- Explosive Charge: Area: 6 meters.
Charge with your divine lance to impale all enemies in the area, dealing [4765 / 4816 / 4869 / 4921] Magic Damage and gaining Major Protection for 10 seconds, reducing your damage taken by 10%. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds. - Toppling Charge: Charge with your divine lance to impale an enemy, dealing [3811 / 3853 / 3895 / 3936] Magic Damage and gaining Major Protection for 4 seconds, reducing your damage taken by 10%. Enemies hit are stunned for 3 seconds, set Off Balance, and if they were casting, they are interrupted.
Focused Charge moves you to a distant enemy, dealing Magic Damage and interrupting any spells they are casting, stunning them if they are in the process of charging a spell. It also reduces your damage taken for a short period after casting. Explosive Charge adds an area of effect so that it can affect multiple enemies, or Toppling Charge causes the stun to occur even if they are not casting a spell and also applies Off Balance to the target.
Gallery[edit]
Patch Notes[edit]
- We have made this ability's tooltip clearer—it now states that it only stuns targets that are casting.
- Slightly reduced the post-global cooldown for this ability, making it feel more responsive.
- Fixed an issue where you couldn't activate other abilities for a short time after using Focused Charge or its morphs. We also fixed an issue where the effects from this ability would get stuck on you.
- It is no longer possible to become stuck in the charge pose after triggering this ability.
- The damage from this ability and the Toppling Charge morph can now be dodged.
- Increased the speed of the animation played by this ability and its morphs.
- Developer Comments: Since there is already a waiting period on charge abilities as you move to close the gap, we have increased the speed of the "leaping stab" animation that happens once you finally reach your target. This should make ON:Focused Charge feel more responsive and allow you to more fluidly transition into other abilities after completing the charge.
- Decreased the damage dealt by this ability and its morphs by approximately 18%.
- Reduced the damage dealt by this ability and the Toppling Charge morph by approximately 8% to put it on par with other "gap closer" abilities.
- Explosive Charge (morph): Increased the damage dealt from this morph by approximately 15% to put it on par with our PBAoE ability standard, since this morph converts the attack into an AoE.
- Toppling Charge (morph): Fixed an issue where this ability and the Explosive Charge morph could not be CC broken until the stagger completed if you were interrupted by the ability. This ability and its morphs will now always apply Off Balance to the target, rather than requiring them to be interrupted, since targets were automatically set Off Balance if interrupted anyway.
- Explosive Charge (morph): Fixed an issue where the damage from this ability could not be dodged, similar to Stampede or Brutal Pounce.
- This ability and its morphs now grant Major Protection for 4 seconds after reaching your target.
- Explosive Charge: This morph now also extends the duration of Major Protection to 10 seconds.
- After the adjustments to Templar's damage to make sure they're more in line with other classes, we've seen them drop down in effectiveness in PvP situations in some areas. Rather than bloating out their damage again, we're trying to help enable them to stay in the fray longer and keep up the pressure by adding some defensive bonuses when they dive into foes, helping them go all in before needing to peel back and turtle up.
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