Online:Rapid Maneuver

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
ON-icon-skill-Assault-Rapid Maneuver.png Rapid Maneuver
Line Assault
Line Rank 5 Cost 6426 Stamina
Cast Time Instant Duration 8 seconds
Target Area
Area 28 meters
Morphs
Morph ON-icon-skill-Assault-Retreating Maneuver.png Retreating Maneuver
Attacks made against you from behind deal less damage while this effect persists.
ON-icon-skill-Assault-Charging Maneuver.png Charging Maneuver
Also grants Minor Expedition, increasing your Movement Speed further. Reduces the cost as the ability ranks up.
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
Rapid Maneuver
Rapid Maneuver: Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds.
Retreating Maneuver: Mobilize your forces, granting Major Expedition to you and your group, increasing your Movement Speed by 30% for 8 seconds. Attacks from behind deal [12 / 13 / 14 / 15]% less damage while this effect persists.
Charging Maneuver: Cost: [6426 / 6336 / 6246 / 6156] Stamina.
Mobilize your forces, granting Major and Minor Expedition to you and your group, increasing your Movement Speed by 30% and 15% respectively, for 8 seconds.

Rapid Maneuver increases the movement speed of you and any nearby group members for 20 seconds, and grants you immunity to all snare and immobilize effects for its duration. The effect will be cancelled once an attack is made. The Charging Maneuver morph will continue to increase your movement speed by a smaller degree after the effect ends. Alternatively, the Retreating Maneuver will also reduce damage taken from behind while the effect persists.

Notes[edit]

  • With update 27, this skill was moved from Rank 2 to Rank 5, requiring players who wish to acquire this skill to spend significantly more time in Cyrodiil participating in PvP activity than was required before the update.
  • This bears the distinction of being the only skill that can be cast from horseback. This is because the skill originally increased your movement speed while mounted.
  • The effects of this skill will persist even if the skill isn't currently in your skill bar. This means you can have it in your weapon swap bar, cast it, and then swap, and it will remain active for the duration or until an attack is made.
  • Though you cannot cast this (or any other) skill while swimming, if you cast it just before swimming, it will increase your swimming speed as well. This can potentially be used to get past Slaughterfish-infested waters or cross wide lava pools. Attempt at your own risk.
  • While on foot, it is probably best to refrain from sprinting while using this skill. Your running speed with Rapid Maneuver is roughly equivalent to your sprinting speed without it, but sprinting will drain your Stamina, leaving you unable to cast again without waiting, or worse - leaving you without the ability to use Stamina-based attacks if you run into enemies. Not sprinting ensures you will still have enough Stamina to cast it again as soon as it expires. If you're on horseback, this doesn't apply, as sprinting depletes the horse's Stamina, not your own, so you can run full-tilt with no worries.

Patch Notes[edit]

  • Charging Maneuver: This ability now properly adds Weapon Damage.
  • Fixed an issue where this ability was not working while mounted. We also fixed an issue where using this ability would reduce your game's performance when hitting multiple targets.
  • This ability now grants the Major Expedition buff.
  • This ability and its morphs can now be cast while mounted.
  • Charging Maneuver: This ability now grants the Minor Expedition Increase buff for 8 seconds after attacking an enemy.
  • The duration of both morphs from this ability now increases with the level of the ability, up to a maximum of 23 seconds.
  • Fixed an issue which prevented Rank 1 of this ability from affecting movement speed while you were on your mount.
  • This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
  • Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
  • This ability and its morphs now only affect your group, instead of any friendly nearby ally.
  • Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.
  • Fixed an issue where the bonuses from this ability and its morphs would affect group members at any distance instead of within a 20 meter radius.
  • Fixed an issue where the buff from this ability and its morphs would be removed if you used Shadow Cloak near monsters or NPCs.
  • Rapid Maneuvers & morphs now affect 12 targets instead of 24
    • Developer Comment: Due to the structure of our group sizes and targeting systems in place, we wanted a healthier balance in terms of how abilities hit targets. Previously, many abilities only hit 6 players (such as Molten Weapons or Frost Cloak), while other abilities hit 24 players (Rapids or Warhorn) which left a large disparity in their performance in how groups engaged with them. We used the Trial group size as a healthy medium since it was in the middle of 4-player dungeon content and large-scale warfare in Cyrodiil. Please note that we consider abilities that heal or do damage as higher impact, thus their additional affixes will continue to only hit 6 targets for the time being.
  • This ability and its morphs will no longer provide immunity to snares or immobilizes.
  • Retreating Maneuvers: This morph will no longer remove current snares or immobilizes, and will instead grant affected allies a bonus that reduces their damage taken from behind by 15%.
    • Developer Comment: After the changes to Major Expedition in Update 20, we wanted to make sure all abilities that provided the buff were given the same pass, yet Rapid Maneuvers was left untouched. We wanted to spend more time fleshing out a new identity for this ability, while still retaining the unique group play it enabled. Since the removal of snares and immobilizes is such a powerful tool, we removed that function from this skill since it was allowing large groups to ignore incorporating those types of abilities in their individual builds. We repurposed Retreating Maneuvers for something that was strictly defensive, as the name implied, so you'll now take less damage when being attacked from the backside as you reposition or retreat.
  • Reduced the cost of this ability and its morphs to 6885 from 8100 for the 15% Stamina cost reduction standard.
  • This ability and its morphs will no longer remove themselves if you take an action, such as healing or damage.
  • Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
  • Retreating Maneuver: This ability no longer ranks up in duration.
  • Charging Maneuver:
    • This morph no longer grants Minor Expedition after the Major Gallop ends or is reapplied. Instead, it grants the Minor Expedition bonus alongside the Major Expedition bonus.
    • This ability no longer ranks up in duration, but instead reduces in cost.
    • Fixed an issue where Minor Expedition was ignoring range requirements, and applying to allies in lands far, far away.
  • This ability and its morphs no longer grant Major Gallop on cast since it is no longer necessary.
  • Reduced the cost of this ability to 6426, down from 6885.
  • Fixed an issue where casting this ability's morphs would fail on nearby innocents if the setting "Prevent Attacking Innocents" was turned on.