Difference between revisions of "Ankle Snare"
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(Created page with "{{Skill Info | class = Hunter | class2 = Mercenary | type = Active | levels = 5 (Selectable) | prereqs = (Hunter) Skid Trap Lv. 1 | spcost = 12 | time = None | delay =...") |
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{{Skill Info | {{Skill Info | ||
| class = Hunter | | class = Hunter | ||
− | |||
| type = Active | | type = Active | ||
| levels = 5 (Selectable) | | levels = 5 (Selectable) | ||
Line 7: | Line 6: | ||
| spcost = 12 | | spcost = 12 | ||
| time = None | | time = None | ||
− | | delay = [[ASPD]] | + | | delay = [[Stats#ASPD|ASPD]] |
− | | duration = (300-Skill Level | + | | duration = (300 - Skill Level x 50) seconds |
| target = Ground | | target = Ground | ||
− | | catalyst = 1 Trap | + | | range = 3 |
+ | | catalyst = 1 {{Item|id=1065 Trap}} | ||
}} | }} | ||
== Description == | == Description == | ||
− | + | '''Ankle Snare''' is a 2nd class active skill available as [[Hunter]] and [[Sniper]]. It consumes 1 {{Item|id=1065 Trap}} to set a trap that will immobilize an enemy for a set duration. The effective duration of the trap is reduced by the enemy's [[Stats#AGI|AGI]], and [[Boss Protocol|Boss]] monsters are immobilized by the traps for 1/5 of the normal duration. Although trapped enemies cannot move, they can still attack and use skills. Enemies can also be released if a [[Hunter]] targets them and casts [[Remove Trap]]. | |
− | {| class=wikitable | + | {|class="wikitable" |
+ | !Skill Level!!Trap duration!!Immobilization duration | ||
|- | |- | ||
− | + | !1 | |
+ | |250 sec || 4 sec | ||
|- | |- | ||
− | + | !2 | |
+ | |200 sec || 8 sec | ||
|- | |- | ||
− | | | + | !3 |
+ | |150 sec || 12 sec | ||
+ | |- | ||
+ | !4 | ||
+ | |100 sec || 16 sec | ||
+ | |- | ||
+ | !5 | ||
+ | |50 sec || 20 sec | ||
|} | |} | ||
− | == | + | == Notes == |
− | * Trap | + | * Trap duration (but not Immobilization duration) lasts 4 times as long in WoE. |
− | * Guild castles contain some map squares on which an Ankle Snare is not visible. Even though it can't be seen, the snare is still there and functional. | + | * Guild castles contain some map squares on which an [[Ankle Snare]] is not visible. Even though it can't be seen, the snare is still there and functional. |
* In PvP and WoE, snares will trap all players, even the player who set the snare. | * In PvP and WoE, snares will trap all players, even the player who set the snare. | ||
− | * In WoE, players may move past a snare before coming to a stop. They may also occupy multiple snares. When this happens, the Immobilization | + | * In WoE, players may move past a snare before coming to a stop. They may also occupy multiple snares. When this happens, the Immobilization duration of the first snare they encountered determines how long they remain trapped. All of the snares they occupy will vanish at the same time. Casting Remove Trap on any of the snares will remove all of the snares, but return only 1 Trap. |
− | * The action against [[Boss | + | * The action against [[Boss Protocol|Boss]] monsters is similar to that of players in WoE. They may move past a snare before stopping and may occupy multiple snares. Be careful when trapping these monsters. |
− | * Ankle Snare can be cast into "nothingness". When casting Ankle Snare onto a forbidden (black) area of the map, the skill will fail with a warning message, and no SP or Trap will be used. However, if the skill is cast onto a map square that is occupied by an object (not a monster/player), the SP and Trap will be consumed, but an Ankle Snare will not be laid and a warning message will not be issued. These map squares can be identified when the green targeting square vanishes | + | * Ankle Snare can be cast into "nothingness". When casting Ankle Snare onto a forbidden (black) area of the map, the skill will fail with a warning message, and no SP or Trap will be used. However, if the skill is cast onto a map square that is occupied by an object (not a monster/player), the SP and Trap will be consumed, but an Ankle Snare will not be laid and a warning message will not be issued. These map squares can be identified when the green targeting square vanishes. Many guild castles contain map squares with this behavior, only the targeting square might not disappear. |
{{Navbox Hunter}} | {{Navbox Hunter}} |
Latest revision as of 18:41, 18 May 2024
Ankle Snare | |
---|---|
Type: | Active Skill |
Levels: | 5 (Selectable) |
SP Cost: | 12 |
Cast Time: | None |
Cast Delay: | ASPD |
Duration: | (300 - Skill Level x 50) seconds |
Target: | Ground |
Range: | 3 cells |
Catalyst: | 1 Trap |
Prerequisites | |
(Hunter) Skid Trap Lv. 1 |
Description
Ankle Snare is a 2nd class active skill available as Hunter and Sniper. It consumes 1 Trap to set a trap that will immobilize an enemy for a set duration. The effective duration of the trap is reduced by the enemy's AGI, and Boss monsters are immobilized by the traps for 1/5 of the normal duration. Although trapped enemies cannot move, they can still attack and use skills. Enemies can also be released if a Hunter targets them and casts Remove Trap.
Skill Level | Trap duration | Immobilization duration |
---|---|---|
1 | 250 sec | 4 sec |
2 | 200 sec | 8 sec |
3 | 150 sec | 12 sec |
4 | 100 sec | 16 sec |
5 | 50 sec | 20 sec |
Notes
- Trap duration (but not Immobilization duration) lasts 4 times as long in WoE.
- Guild castles contain some map squares on which an Ankle Snare is not visible. Even though it can't be seen, the snare is still there and functional.
- In PvP and WoE, snares will trap all players, even the player who set the snare.
- In WoE, players may move past a snare before coming to a stop. They may also occupy multiple snares. When this happens, the Immobilization duration of the first snare they encountered determines how long they remain trapped. All of the snares they occupy will vanish at the same time. Casting Remove Trap on any of the snares will remove all of the snares, but return only 1 Trap.
- The action against Boss monsters is similar to that of players in WoE. They may move past a snare before stopping and may occupy multiple snares. Be careful when trapping these monsters.
- Ankle Snare can be cast into "nothingness". When casting Ankle Snare onto a forbidden (black) area of the map, the skill will fail with a warning message, and no SP or Trap will be used. However, if the skill is cast onto a map square that is occupied by an object (not a monster/player), the SP and Trap will be consumed, but an Ankle Snare will not be laid and a warning message will not be issued. These map squares can be identified when the green targeting square vanishes. Many guild castles contain map squares with this behavior, only the targeting square might not disappear.
Hunter & Sniper | |
---|---|
2nd Class Skills |
Ankle Snare • Beast Bane • Beast Charge • Blitz Beat • Claymore Trap • Detect • Falconry Mastery • Flasher • Freezing Trap • Land Mine • Phantasmic Arrow • Remove Trap • Sandman • Shockwave Trap • Skid Trap • Spring Trap • Steel Crow • Talkie Box |
Transcendent Skills |
Falcon Eyes • Falcon Assault • Focused Arrow Strike • Wind Walker |
Quests | Hunter Job Change Guide • Hunter Skill Quest • Rebirth Walkthrough |
Weapons | Bow |