Combat Mobility: Difference between revisions
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Combat Mobility is a combat maneuver that works automatically when the character is attacked. If the character is not in a standing position, they will automatically attempt to stand up before an opponent can attack.
Combat Mobility will not activate if the character is stunned, webbed, bound, or otherwise immobilized. However, it will activate if the character is free of these hindrances, even if in roundtime.
The stamina cost is charged once activated, resulting in an attempt to stand up. If the character is currently in roundtime, an additional penalty of 1 stamina point per second of RT remaining is applied in addition to the base 5 stamina. The stamina cost for this skill is capped at 25.
At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.
This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.
Combat Mobility can be toggled off and on by using CMAN MOBILITY OFF/ON.
Messaging
Successful stand:
PR>
A Grimswarm troll marauder's flesh wounds regenerate slowly.
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
A Grimswarm troll marauder swings a backsword at you!
AS: +161 vs DS: +198 with AvD: +32 + d100 roll: +50 = +45
A clean miss.
Activation, but failure to stand:
>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!
External Sources
Combat Maneuvers List: Combat Mobility, on play.net