Dodge: Difference between revisions

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ROWiki>Snkwired
corrected evade chance
ROWiki>Erica conjurer
m gcd, evade -> evade chance, fixing description/summary
Line 4: Line 4:
   | position    = 1
   | position    = 1
   | type        = Constant
   | type        = Constant
   | summary    = Temporarily increases [[evade]] chance.
   | summary    = Temporarily increases [[Evade chance|evade chance]].
   | description = Improves evasion chances 25%.
   | description = Improves the caster's [[Evade chance|evasion chance]].
   | affects    = Self
   | affects    = Self
   | casting    = 0
   | casting    = 0
  | range      = <!-- Range (number only) -->
   | cooldown    = 45
   | cooldown    = 45
   | area        = <!-- Area affected (number only) -->
   | gcd        = Short
   | cost        = 60,80,100,120,140
   | cost        = 60,80,100,120,140
   | duration    = 10,15,20,25,30
   | duration    = 10,15,20,25,30
  | damage      = <!-- Damage to enemy health/mana -->
   | buff        = [[Evade chance]]: +30%
  | debuff      = <!-- Any negative status changes or effects to enemies --> 
  | selfdebuff  = <!-- Any negative status changes or effects to self --> 
  | restore    = <!-- Increases to self/ally health/mana -->
   | buff        = Evade: +30%
  | other      = <!-- Any other per-level values -->
   | quote      = "Evasion rule 1: Move away from things that hurt"
   | quote      = "Evasion rule 1: Move away from things that hurt"



Revision as of 15:19, 9 January 2011

"Evasion rule 1: Move away from things that hurt"


Dodge is a Archer power: the 1st of the Evasion discipline.

Improves the caster's evasion chance.
Type: Constant
Discipline level: 1
Character level: 1
Affects: SelfCasting time: 0s (Instant)Cooldown time: 45sGlobal Cooldown: Short
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 60 80 100 120 140
Spell duration 10s 15s 20s 25s 30s
 
Buffs
Evade chance +30%

Notes

Dodge provides a short lived evasion bonus. This is a nice way to survive dangerous situations when mana is running out, or cooldowns avoid the use of more effective defensive or scape spells.

When used, a green light spirals it's way up trough the archer quickly.