For Inspiration aura, the bonus adrenaline will be immediate drained along with damage being taken on the 5th hit (i.e. All attacks done by Onslaught are critical hits, thus the buff granted by Meteor Strike, Tsunami or Incendiary Shot will grant adrenaline per attack during Onslaught - which grants 2 extra hits of Onslaught before life points are drained. The ring of vigour and Invigorate auras have no effect on the adrenaline drained while using Onslaught. Being healed by Heal Other will interrupt the channel.Ring of life will teleport players when they fall below 10% maximum health.Portents of restoration will not be activated by Onslaught's recoil damage.Immortality and Sign of life will revive players killed by the recoil damage, and a phoenix necklace will heal them when they fall below 20% maximum life points, but Onslaught will be interrupted.Soul Link will not split recoil damage, and being healed via Soul Link stops Onslaught.Drinking potions or eating food will interrupt the channel.Corruption Shot) set prior to using Onslaught. Soul Split will not heal the user, including damage over time effects (e.g.The following will have no effect or will interrupt the ability: Snowy knight applied to the user by another player.Fortitude will recover 2% of your maximum Life points every 6 seconds if active while using Onslaught.Scrimshaw of vampyrism, assuming the use of melee.The essence need not be activated prior to channelling Onslaught - activating during the channel works as well. Both Vampyric blood essence active and passive effects, assuming the use of melee.Ice Asylum, including one created by the user prior to starting Onslaught. Great gunkan's passive healing effect, if eaten before casting Onslaught.The following will heal the user of Onslaught without interrupting the ability: In most situations where the target takes modified damage (a Reflecting Jellyfish takes 0% damage, and the Mahjarrat aura causes the caster to deal 105% damage) the caster receives recoil damage as if they had inflicted 100% damage to the target. The user does not pay for missed attacks, but missed attacks are still counted as attacks for the purposes of calculating damage increase and payment. (If the 12th attack dealt 10,000 damage, the caster paid 4,500 health.) The damage dealt to the caster is increased by 1,000 per attack past 10 hits. When the caster is at under half of their total life points, this effect changes to a red colour. When adrenaline reaches 0, the visual effect changes to orange, and the user pays with life points instead, starting with 25% of damage dealt. The user initially pays 25% adrenaline per attack. Onslaught begins with a yellow visual effect and 33-150% ability damage - this increases by 11-33% per hit. As a Mazcab ability, Onslaught has a damage cap of 30,000 per hit. Onslaught is a channelled ability, unlocked through Raids from either the untradeable Onslaught Ability Codex, or the tradeable Mazcab ability codex. If you run out of adrenaline the ability will start damaging you for 25% of damage dealt as payment, adding 1000 base damage to this past 10 hits. Channel a powerful attack at your opponent starting at 33%-150% weapon damage, each channel adds 33% weapon damage to the max hit and takes 25% adrenaline.
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