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ESO tips & tricks, Looking for help with ESO? This is the right thread for you! |
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mALX |
Sep 11 2016, 04:08 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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Status Effects is not the same thing as the damage though. It will always do the damage it says it will; but not always give the "Status Effects."
Example: Frost slows with a chance to freeze in place, lightning has a chance to stun, etc.
It is dependent on the weapon’s enchantment; like if your sword or bow is enchanted with fire = every time the fire enchant adds damage there is a % chance it produces an additional burning DoT.
But every time you strike, the enemy is getting fire damage unless they are immune to fire. In that case they only take the basic damage the weapon offers.
There are numerous enemies immune to fire and especially cold; and some immune to shock. There is an enchantment that does "Irresistible" damage; or you can use an "Absorb Health;" which bypasses immunity plus gives you a source of healing while in combat. (Which is what I use).
ELEMENTAL STATUSES:
Chilled - Applies Snared i.e. slows movement speed by 40% for 5 sec. Chance to proc from any frost damage (frost staff, frost enchants, Ice Comet (mages guild)).
Concussion - Applies Minor Maim i.e. reduces damage done by 15% for 4 sec. Animation: electric sparkles. Chance to proc from any lightning damage (sorcerer storm calling spells, lightning staff and shock enchants).
Burning - Flame damage over time for 3 sec (tics 3 times, every 1,5sec). Chance to proc from any flame damage (dragon knight ardent flame skills, flame staff and flame enchants).
DISABLING EFFECTS: complete loss of control of the character
Knocked Down – Totally disabled: knocked to the ground and cannot move or perform actions (duration varies between spells, 2-3.5 seconds). During knocked down status one cannot be pulled or knocked back. Example: Crystal Shard (sorcerer), stonefist (DK).
Stunned – Unable to move, attack, or perform any actions, susceptible to further cc during stun. Example: Shield Charge (1H&S), Toppling Charge (Templar).
Off balance - Short disable that breaks on damage taken AND vulnerability to Heavy Attack (even partially charged) causing Knocked Down. Off balance vulnerability lasts regardless of damage taken for 4 sec unless utilized by heavy attack sooner. Animation: White glowing circle/spiral above head. Blocking enemy’s heavy melee attack or interrupting an enemy cast knocks them off balance and opens them to your Heavy attack and consecutive Knocked Down effect. Also is an effect from many class and weapon skills.
Disoriented – Long but fragile disable (cannot move/perform action) that will break from any damage taken. From many class and weapon spells, Rune Prison (sorcerer), Shock Touch (shock staff), Scatter shot (bow).
Silenced – Unable to cast spells, can move and use physical attacks. From Negate Magic (sorcerer). Countered by Immovable (heavy armor skill), Break free or moving out of the area.
Feared – Running away from the caster unable to perform any actions. Example: Aspect of Terror (Nightblade), Turn Undead (Fighter’s Guild), Roar (Werewolf).
Pull – Pulled to the caster, while in air unable to perform any actions. Examples: Silver leash (Fighter’s Guild), Fiery Grip (DK). Counts as hard cc as it triggers immunity on target in pvp.
Knockback - Pushed away from caster for 5 meters. Note: Spells can have Knockback in conjunction with other status effects like a knock down/stun/disorient effect (like Binding Javelin, Fire Clench, Scatter Shot), or as a plain knockback (like Piercing Javelin or Fire Touch).
SOFT CC: hinder movement (flying creatures are immune to these)
Immobile – Rooted i.e. unable to move, but can attack/perform actions. For example: Dark talons (DK), Encase (sorcerer), Stampede (2h). Note: Frost Touch (frost staff) has Deep freeze and Deeper freeze effects that seem to be equal to an immobilize, but an elemental effect.
Snared - Slowed movement speed, but can perform attacks or other actions. Percentage varying between spells? Animation: cloudy effect around feet. Example: Low Slash (1H&S), Sun Fire (Templar).
OTHER:
Taunted – Forced to attack you (PvE only) for 15 sec. Only from Puncture (1H&S) and Inner Fire (Undaunted) and their morphs.
Blind - Raised chance to miss, percentage varies from spell to spell. Removed from player abilities, but some NPCs use it. Also available as armor set bonus (Akatosh's blessed armor). Bleed - Physical damage over time, most commonly 10 sec. From passive traits for axes and some weapon attacks.
Poisoned - Poison damage over time for 12 sec (tics 7 times every 2 sec, damage per tic approximately half of burning tic). Chance to proc from poison damage (poison enchants and certain weapon attacks such as Venom arrow or Lethal Arrow (Bow). Note: Poison is often applied in conjunction with healing reduction effect, but is a separate effect.
Diseased - Applies Minor Defile debuff for couple of seconds that reduces healing taken by 15% (suggested to be reduced health regeneration too). Animation: green cloud and health bar has inward arrowheads. Chance to proc from any disease damage (meat bag siege catapults, werewolf infectious claws and foul weapon enchants).
Immovability – “Immunity to knockback and disabling effects”, does not affect soft cc. Animation effect: swirling wind around the character). Gained when hard CC ends (naturally or when broken/reflected), from activating Immovable (heavy armour skill) or from potions.
WHAT CAN YOU DO TO NEGATE STATUS EFFECTS IF THEY ARE USED ON YOU:
Break Free – costs stamina; removes stun, disorient, knockdown, also get 5 sec Immovability.
Dodge – costs stamina (cheaper than CCbreak), breaks soft cc i.e. immobilize, may avoid aoe.
Cleanse/Purge/Purify – Removes negative effects. Templar synergy or AvA support spell, Dark Cloak (NB).
Block - negates any attempt to CC, even if you take partial damage from the attack itself. NO Immovability effect after.
Reflect – negates attempt to CC and gives the effect to its caster instead, get Immovability. From Defensive
Posture (1h&s), Reflective scale (DK), some armor set bonuses.
Invisibility (potion or NB cloak) - avoid projectiles/ targeted CC completely if timed correctly, but does not prevent aoe effects hitting.
Snare Break – Remove snare. Example: Forward momentum (2H).
This post has been edited by mALX: Sep 11 2016, 04:27 PM
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