Charge dont work

Started 31 May 2019
by AlanMtX
in Support Center
1 min ago i use charge and 1 sec after i use it i was mesmerized...is normal? i think no...please fix thanks!
Fri 31 May 2019 11:42 AM by Turano
Whut?

PS:Ah now I get it. Charge does not work as anti CC here as far as I know. From what I've read about it it is pretty useless
Fri 31 May 2019 12:11 PM by Victos
Doesn't know how Charge works.

Demands a fix anyway.

If you think something is bugged - at least - take the time to inform yourself about how it should work according to the claimed implementation.

Hint: This server doesn't use NF charge
Fri 31 May 2019 12:56 PM by Sleepwell
Copied and pasted from old Uth forum. This is old Charge. NEW charge RA is not available on Pheonix.

Charge is not a RA here : it is a class ability of light tanks that gives you a sprint ability without using endo for a short time and if you stick to your target

It does NOT give cc immunity.

=======================================

Dark Age of Camelot

Version 1.53 Release Notes

September 25, 2002

=======================================

MELEE CLASS UPDATE

In order to make everyday life in RvR more fun and compelling for primary melee characters, we've made some updates to the Realm Ability system, as well as added a new "free" ability to some melee classes. These changes and updates are focused on the RvR capabilities of these classes, hence the use of the Realm Ability system to implement the changes.

The intent of the changes is to make primary melee classes (i.e. those melee classes that do not have spells) able to close with their enemies better, and to be able to have the chance of preventing their enemies from escaping once they have closed with them.

The following changes to realm abilities for Armsmen, Mercenaries, Heroes, Blademasters, Warriors and Berserkers have been made:

- Reduced cost of the Realm Ability Ignore Pain to 8 points.

- Reduced cost of the Realm Ability Determination to 1/2/3/6/10 points.

- Reduced cost of the Realm Ability Purge for these classes to 4 points.

- Added new passive Realm Ability "Prevent Flight" When active, if the tank's selected target turns and runs, the tank has a 35% chance of hitting and proccing a 50% snare for 10 seconds. Cost: 14 points.

All of these primary melee tanks will be able to respec their Realm abilities to take advantage of these changes.

Additionally, we've added a new (level-based) ability called "Charge", learned by Blademasters, Mercenaries, and Berserkers only, at 40th level. To charge, the tank selects an enemy, and initiates this ability. When active, the tank sprints at full sprint speed, with no endurance loss, for 10 seconds towards the target. If he breaks off, or changes target, or the 10 seconds expires, the tank goes back to normal running speed. Can be used every 5 minutes.
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