Hindered

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Hindered state is a state which temporarily impedes an actor's mobility. It tends to be associated with status effects that impede motion and action, but not awareness. A character or monster that is Hindered either cannot move or has their movement greatly slowed, but are able to take all other actions.

Hindered monsters often have a dark blue 'comet' orbiting it to indicate they are hindered, players hindered by monster abilities may have various graphics associated with the effect, such as a web from Cast Web

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Hindered enemy. Note the orbiting comet.

Set Hindered Abilities

Assault Rifles

  • Slow the Advance (Engage) - GTAoE: Affects up to 6 enemies in a 5 meter radius around the targeted point. Deals XX damage. Affected targets also become Hindered and their movement speed is reduced by 70% for 8 seconds.
  • Shellshocker (Bombardment) - A channelled column attack that deals XX physical damage ever 0.25 seconds for 2 seconds to 6 enemies in a 4 metre wide by 12 metre long column in front of you. Affected targets become Hindered and their movement speed is reduced by 70% for 8 seconds.
  • Where it Hurts[1] (Take Point) - Consumes all Assault Rifle Resources. A single target attack that deals XX - XX physical damage, based on the number of resources consumed. If you hit an Afflicted target, the target becomes Hindered and its movement speed is reduced by 70% for 4 seconds.
  • Lucky Bullet (Heavy Fire) Passive - Whenever you hit, you build a Lucky Bullet counter. Once that counter reaches 6, your next attack causes the target to become Hindered and its movement speed is reduced by 70% for 8 seconds. This effect has an internal recharge time of 30 seconds.

Pistols

Shotguns

Chaos

  • Eye of Pandemonium (Collapse) - A single target attack that deals XX magical damage and causes the target to become Hindered and rooted to the ground for 4 seconds. For the next 10 seconds, up to 6 enemies, between 1-7 meters of the target will be dealt XX magical damage each second and have a 30% chance to become Impaired as they are knocked into the air.

Elementalism

  • Molten Earth (Spark) - A single target attack that deals XX magical damage. The target also becomes Hindered and unable to move for 6 seconds.
  • Coldwave (Altered States) - A PBAoE attack that deals XX magical damage. Affected targets are also Hindered and rooted to the ground for 4 seconds.
  • Whiteout [2] (Mortality Curve) - Places an area at the targeted point that lasts 8 seconds. Every 0.5 seconds it will deal XX magical damage to up to 6 enemies in a 5 meter radius. Targets that are hit 5 times become Hindered and rooted to the ground for 4 seconds.

Exploit Hindered Abilities

Assault Rifles

Pistols

Shotguns

  • Powder Burn (Control) - Builds 1 resource for each equipped weapon. A single target Strike attack that deals XX physical damage, or XX physical damage if the target is Hindered.
  • Stopping Power (Crackdown) - Consumes all Shotgun Resources. A cone attack that deals XX - XX physical damage, based on the number of resources consumed. This attack will penetrate any targets that are Hindered.
  • Tear Gas (Securing the Perimeter) - Consumes all Shotgun Resources. A TAoE attack that deals XX - XX physical damage, or XX - XX physical damage to Hindered targets. Damage scales based on the number of resources consumed.
  • Sure Shot (Tactical Surprise) - Consumes all Shotgun Resources. A single target attack that deals XX - XX physical damage, based on the number of resources consumed. If the target is Hindered, you also cleanse 1 detrimental effect from your defensive target and purge 1 beneficial effect from the target.
  • Takedown (Restricted Access) - A single target attack that deals XX physical damage. The target becomes Hindered and its movement speed is reduced by 70% for 4 seconds. If you have 5 Shotgun Resources on the target, the movement reducing effect will last 2 seconds longer.

Elementalism

  • Combust [3] (Spark) - Consumes 2 Elemental Resources. A single target attack that deals XX magical damage. The Elemental Resource cost is reduced by 1 when attacking Hindered targets.
  • Electrical Bolt [4] (Zero Crossing) - Builds 1 resource for each equipped weapon. A single target attack that deals XX magical damage. If the target is Hindered, this attack generates an additional Elemental Resource.
  • Conditional Force [5] (Mortality Curve) - Consumes 2 elemental resources. Chain: Jumps up to 5 meters 4 times, hitting up to 5 enemies. A Chain attack that deals XX magical damage. If any of the affected targets are Hindered, the Elemental Resource cost is refunded.
  • Lightning Manifestation (Tempest) - Consumes 2 Elemental Resources. Places a manifestation at the targeted point that lasts 10 seconds, performing a Chain attack every second that deals XX magical damage, or XX magical damage if the target is Hindered.
  • Burnout (Tempest) - Consumes 5 Elemental Resources. A GTAoE attack that hits 5 enemies in a 5 meters radius around the targeted point, dealing XX magical damage. Affected targets that are Hindered are purged of 2 beneficial effects.

Passives Modifying Hindered Abilities

Assault Rifles

  • No Contest (Engage) - Whenever you apply Hindered, the next hit you perform cannot be evaded and deals 8% more damage.

Pistols

  • Hothead (Dangerous) - Whenever you apply Hindered, you gain the Minor Critical Chance effect, which increases your Critical Chance by 10% for 8 seconds.
  • Bad Break (Crossfire) - Whenever you hit a Hindered target, the target also becomes weakened by 2 stacks of the Corrupted effect, which reduces the effectiveness of heal, barrier, and leech effects by 5% per stack for 10 seconds. This effect can stack up to 10.
  • Exploitation (Trajectionist) - Whenever you hit a Hindered target or critically hit, there is a 33% chance you also cleanse 1 detrimental effect from yourself.
  • Tough Luck (Trajectionist) - Whenever you critically hit, you also cause the target to become Hindered and rooted to the ground for 4 seconds. This can happen only once every 30 seconds.

Shotguns

  • Beanbag Rounds (Restricted Access) - Whenever you apply Hindered, you gain the Minor Penetration Chance effect, which increases your Penetration Chance by 10% for 8 seconds.
  • Close Quarters (Restricted Access) - Whenever you hit a target that is within 3 meters of you, the target becomes Hindered and its movement speed is reduced by 70% for 4 seconds.
  • Pinned Down (Restricted Access) - Whenever you penetrate, you also cause the target to become Hindered and its movement speed to be reduced by 70% for 4 seconds. This effect cannot happen more frequently than once every 30 seconds.
  • Perjury (Tactical Surprise) - Whenever you penetrate or apply Hindered you also cleanse 1 detrimental effect from yourself. Cleansing a detrimental effect from a penetrating hit has an internal recharge time of 3 seconds.

Elementalism

  • Dial Down (Resonance) - Whenever you apply Hindered, you also purge 1 beneficial effect from the target.
  • Critical Control (Disturbance) - Whenever you hit a Hindered target, all group members gain a single stack of the Critical Rating effect, which increases Critical Rating by 35 per stack for 8 seconds. This effect can stack up to 5 times.
  • Damage Control (Disturbance) - Whenever you critically hit a Hindered target, you hit an additional time, dealing XX magical damage.

References

  1. Where it Hurts only sets Hindered against Afflicted targets
  2. White Out's ability to set hindered state is dependent on the target being hit at least 5 times while in the AoE
  3. Combust is not classified as an "exploits hindered" ability, but it does take take advantage of targets which are hindered, in the form of reduced resource cost.
  4. Electrical Bolt is not classified as an "exploits hindered" ability, but it does take take advantage of targets which are hindered, in the form of additional resources built.
  5. Conditional Force is not classified as an "exploits hindered" ability, but it does take take advantage of targets which are hindered, in the form of refunding the resource cost of the spell.