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| | == Overview == |
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| ==What Is Fear?==
| | '''Fear''' is a [[Status Effect]]. A mob or player under the affects of a Fear power will cower in terror for the duration of the power. [[NPC]] enemies have a chance to run a short distance or stand still and cower. Most importantly, while Fear is in effect, the target cannot attack unless it is attacked first. Then the target can either perform one counter-attack, or run away for 10 seconds, after which it will go back to cowering until the Fear effect wears off. Fear does not [[detoggle]] its target. Fear effects of this type are labeled Terrorize in the real numbers display and under the health bar hen affected by it. |
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| ''Fear is the mind-killer. Fear is the little death that brings total obliteration.''
| | {{MagResProt Description}} |
| --Frank Herbert
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| Or, in terms of CoX game mechanics, '''Fear''' is a [[status effect]], like disorient, or knockback. An enemy under the affects of a Fear power will cower. A player who is Feared is immobilized. NPC enemies sometimes run a short distance, but mostly stand still and cower. Fear also causes an accuracy debuff. Most importantly, while Fear is in effect, the target cannot attack unless it is attacted first. Then the target can perform one counter-attack, after which it will go back to cowering until the Fear effect wears off. Note that, unlike a hold, Fear does not detoggle its target.
| | == How to tell if a power uses fear == |
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| | [[File:Fear.png|32px]] Most fear power icons include a skull, seen at left. |
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| ==Magnitude, Resistance, Protection== | | === Examples === |
| | <!-- Keep this list short, max 3 entries. Any more than that and we may as well delete it --> |
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| All status effects work the same way. The target has both Resistance and Protection. In order for the attack to take effect, it must have a big enough Magnitude to overcome the Protection. Once the Protection is overcome, the duration of the effect depends on the target's Resistance. Attacks can stack in order to overcome a target's Protection.
| | * [[List of Powers that use Fear]] |
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| PVE: Minions have a Protection of 1. Lts are 2. Bosses are 4. Elite Bosses are 6. The [[Purple Triangles]] of Doom on an Archvillain add 50 while they are up. Some specific enemies are resistant to fear.
| | {{PowerBox|Icon=DarkMiasma FearsomeAura.png|Name=[[Dark Miasma#Fearsome Stare|Fearsome Stare]]|Effect=Ranged (Cone) Foe Fear Mag 3 |
| | |Desc=The sixth power in the [[Dark Miasma]] power set for [[Defender]]s, [[Corruptor]]s, and [[Mastermind]]s.}} |
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| PVP: Players have a Protection of 2. Scrapper and Tank defenses add 16 to that number.
| | {{PowerBox|Icon=ShadowFighting TouchOfFear.png|Name=[[Dark Melee#Touch of Fear|Touch of Fear]]|Effect=Melee Foe Fear Mag 3 |
| | |Desc=A power from the [[Dark Melee]] power set for [[Scrapper]]s, [[Tanker]]s, [[Brute]]s, and [[Stalker]]s.}} |
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| | == History == |
| | This effect did not exist until around [[Issue 3]] when it replaced the [[Afraid]] effect in several powers. |
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| ==What Powers Cause Fear?== | | == See Also == |
| | * [[Status Effect]] |
| | * [[Afraid]] |
| | * [[Avoid]] |
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| Anyone can obtain a fear inflicting power through the power pools, but there are also a few fear inducing powers scattered among the primaries and secondaries for scrappers, brutes, stalkers, defenders, controllers, and dominators.
| | {{Navbox Status Effects}} |
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| The third and fourth powers of the presence pool are fear powers. Like with any Power Pool, players must take either the first or second power in the pool in order to have access to the third power, and must take two of the first three powers before taking the fourth.
| | [[Category:Status Effects]] |
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| {{PowerBox|Icon=Manipulation_Intimidate.png|Name=Intimidate|Effect=Ranged single target. Mag 2-3.
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| |Desc=The third power in the Presence power pool. Causes 8 seconds of mag 2 fear, plus a 30% chance of mag 3. Recharge time is 30 seconds.}}
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| {{PowerBox|Icon=Manipulation_InvokePanic.png|Name=Invoke Panic|Effect=PBAoE. Mag 2.
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| |Desc=The fourth power in the Presence power pool. Causes 8 seconds of mag 2 fear. Recharge time is 60 seconds.}}
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| {{PowerBox|Icon=ShadowFighting_TouchOfFear.png|Name=Touch of Fear|Effect=Mag 2?. Melee, single target.
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| |Desc=Scrappers, Brutes, and Stalkers have access to this power from the Dark Melee attack powerset.}}
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| {{PowerBox|Icon=DarkArmor_FearfulAura.png|Name=Cloak of Fear|Effect=Mag 2?. PBAoE Toggle power
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| |Desc=Scrappers, Brutes, and Stalkers have access to the Dark Armor defensive powerset.}}
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| {{PowerBox|Icon=MentalControl_Terrify.png|Name=Terrify|Effect=Mag 2?. Ranged cone.
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| |Desc=Controllers and Dominators have access to the Terrify power through the Mind Control powerset. It inflicts minor damage as well as causing fear.}}
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| {{PowerBox|Icon=DarkMiasma_FearsomeAura.png|Name=Fearsome Stare|Effect=Mag 2?. Ranged cone.
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| |Desc=This power is available to Defenders, Corruptors, and Masterminds through the Dark Miasma set, but not Controllers. Note that the Dark Servant pet in Dark Miasma can not cast Fearsome Stare. Also note that Petrifying Glare in the same powerset is not a fear power; it is a hold.}}
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| {{PowerBox|Icon=Illusions_spectralTerror.png|Name=Spectral Terror|Effect=Mag 2? PBAoE?
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| |Desc=Controllers, but not Dominators, have access to the Illusion powerset, which includes Spectral Terror.}}
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| {{PowerBox|Icon=StormSummoning_Tornado.png|Name=Tornado|Effect=Mag 1?
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| |Desc=Storm Defenders can cast Tornado. One of the minor side-effects of this power is that is sometimes causes fear.}}
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| ==What Powers Protect Against Fear?==
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| There are a lot of powers which offer resistance to Fear.
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| * tactics gives fear resistance.
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| * so does dark armor (obsidian shield).
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| * break frees work on it.
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| * there is a 1 hour minor fear resistance buff available from the empowerment station in a sg base.
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| * empathy's clear mind protects against fear.
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| * so does stimulant from medicine pool.
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| * shadowfall gives resistance (dark miasma, defenders, controllers, masterminds) toggle aoe.
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| * stalker ninjitsu Kuji-In Rin gives fear resistance.
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| * clarity from defender sonic resonance gives fear defense (also available to corruptors and controllers).
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| * indomitable will (ancillary pool power for controllers) has fear resistance.
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| <!-- * resistance and protection aren't the same thing. One cuts duration of mez effects, one increases your magnitude of protection. (Not neccessarily true. See [[Talk:Fear]])-->
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| [[Category:Definition]] | |
Overview
Fear is a Status Effect. A mob or player under the affects of a Fear power will cower in terror for the duration of the power. NPC enemies have a chance to run a short distance or stand still and cower. Most importantly, while Fear is in effect, the target cannot attack unless it is attacked first. Then the target can either perform one counter-attack, or run away for 10 seconds, after which it will go back to cowering until the Fear effect wears off. Fear does not detoggle its target. Fear effects of this type are labeled Terrorize in the real numbers display and under the health bar hen affected by it.
Magnitude, Resistance, Protection
Except for Slows, all status effects work the same way. The target has both Resistance and Protection. In order for the attack to take effect, it must have a big enough Magnitude to overcome the Protection. Once the Protection is overcome, the duration of the effect depends on the target's Resistance. Attacks can stack in order to overcome a target's Protection. No Slow Protection exists, only Resistance.
PVE: Minions have a Protection of 1. Lts are 2. Bosses are 3. Elite Bosses are 6. The Purple Triangles of Doom on an Archvillain or Hero add 50 to all but Sleep while they are up. Some specific enemies are resistant to fear.
PVP: As of Issue 13, Protection does not exist in PVP, only Resistance.
How to tell if a power uses fear
Most fear power icons include a skull, seen at left.
Examples
History
This effect did not exist until around Issue 3 when it replaced the Afraid effect in several powers.
See Also