Disarm Weapon: Difference between revisions
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Revision as of 01:12, 13 January 2014
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Disarm Weapon is a combat maneuver available to all professions. Warriors can also learn this maneuver through the warrior guild, and are more potent at using it when they have mastered it in the guild compared to having rank 5 of it through CMAN training.
Using this maneuver will attempt to knock a target's weapon to the ground. It also provides defense against being disarmed, which is the main reason many professions choose to train in this skill.
Using Disarm Weapon against a bard's Sonic Weapon will result in having an additional 3 seconds of roundtime added to the maneuver's base roundtime of 5. Sonic Weapons are immune to disarm.
Creatures that use this maneuver
- Deranged sentry
- Arachne acolyte
- Shan warrior
- Skeletal lord
- Skeletal soldier
- Spectral warrior
- Warrior shade
- Ithzir janissary
- Minotaur warrior
- Spectral triton defender
- Triton combatant
Roundtime
On a successful disarm, the target receives roundtime based on the endroll. The exact formula is not known, but the following data points have been observed:
Endroll | Roundtime (seconds) |
---|---|
101 | 5 |
106 | 5 |
118 | 5 |
120 | 5 |
134 | 8 |
139 | 9 |
152 | 13 |
181 | 20 |
The maximum roundtime from a disarm appears to be 20 seconds.
Messaging
[Roll result: 138 (open d100: 29) Penalties: 7]
Choosing your opening, you attempt to disarm Target's blue runestaff with your empty hand and connect!
Target's blue runestaff is knocked to the ground!
Roundtime: 5 sec.
Attempting to disarm a sonic weapon:
[Roll result: 115 (open d100: 38)]
An Ithzir janissary swings a heavy star-flanged mace at your sonic warlance and connects!
The sonic forces of your warlance cause the mace to bounce off!"
External Sources
- Combat Maneuvers List:Disarm Weapon on play.net