Ribs Breaker: Difference between revisions

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   | notes = Ribs Breaker is nice as an additional [[Crowd Control]] to prevent enemies from escaping. While it does not deal much damage, it mean Ribs Breaker can be cast on targets buffed with [[Divine Intervention]]. However it does leave the [[Warrior]] to counterattack. Once cast, it has no visible animation besides the target running in place, which might make it less likely to be dispelled.  
   | notes = Ribs Breaker is nice as an additional [[Crowd Control]] to prevent enemies from escaping. While it does not deal much damage, it mean Ribs Breaker can be cast on targets buffed with [[Divine Intervention]]. However it does leave the [[Warrior]] to counterattack. Once cast, it has no visible animation besides the target running in place, which might make it less likely to be dispelled.  
===Documented changes===
*Version 1.0.6 (2009/5/21): Now deals fixed damage increasing with level instead of weapon damage.


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Revision as of 02:38, 5 February 2011

"The sound of ribs cracking into the lungs is just... magical"


Ribs Breaker is a Warrior power: the 3rd of the Blunt Weapons discipline.

A blow to the ribs takes the air out of the opponent's lungs, she can't move.
Type: Constant
Discipline level: 5
Character level: 9
Affects: Single opponentCasting time: 0s (Instant)Cooldown time: 25sGlobal Cooldown: Normal
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 90 100 110 120 130
Spell duration 4s 5s 6s 7s 8s
 
Damage to enemies
Blunt 100-120 150-170 210-230 275-295 350-370
 
Debuffs on enemies
Immobilize

Notes

Ribs Breaker is nice as an additional Crowd Control to prevent enemies from escaping. While it does not deal much damage, it mean Ribs Breaker can be cast on targets buffed with Divine Intervention. However it does leave the Warrior to counterattack. Once cast, it has no visible animation besides the target running in place, which might make it less likely to be dispelled.

Documented changes

  • Version 1.0.6 (2009/5/21): Now deals fixed damage increasing with level instead of weapon damage.