Frozen Gate | |||||
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Line | Winter's Embrace | ||||
Line Rank | 42 | Cost | 2970 Magicka | ||
Cast Time | Instant | Duration | 15 seconds | ||
Target | Ground | ||||
Range | 22 meters | Area | 5 meters | ||
Morphs | |||||
Frozen Device Teleported enemies have their damage done reduced. |
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Frozen Retreat Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed. |
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Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
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- Frozen Gate: Summon an ancient portal, which arms after 1.5 seconds and lasts for 15 seconds. When triggered the enemy is teleported to you if within range, immobilized for 3 seconds, and dealt [4610 / 4660 / 4711 / 4761] Frost Damage. You can have up to 3 Frozen Gates active at a time.
- Frozen Device: Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you if within range, immobilized for 3 seconds, dealt [4766 / 4818 / 4870 / 4923] Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 4 seconds. You can have up to 3 Frozen Devices active at a time.
- Frozen Retreat: Summon an ancient portal, which arms after 1.5 seconds. When triggered the enemy is teleported to you if within range, immobilized for 3 seconds, and dealt [4766 / 4818 / 4870 / 4923] Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30% for 8 seconds. You can have up to 3 Frozen Retreats active at a time.
Frozen Gate creates a trap on the ground that will teleport an enemy directly to you and Immobilize them for a short time. The target will still be able to attack, but not move. You may have up to three portals at at time. The Frozen Device morph which reduces all damage dealt by the affected target. Alternatively, you can choose Frozen Retreat, which will allow your allies to use the portal as well via the Icy Escape synergy. In either case, the portal disappears after a single use.
NotesEdit
- Only one enemy is affected even if multiple enemies are inside the gate when it activates.
- The gate is not visible to the enemy except as a brief cloud of mist when the gate arms.
- There must be a clear path between you and the enemy and a place for the enemy to land for the teleport to work. The immobilization will still take effect.
- Can be used alongside Nature's Grasp to both teleport an enemy to your location and then quickly jump to an ally's location, leaving the target stuck in place with nobody to attack.
- This skill is a good way of breaking up groups of enemies, as the target's allies may not immediately attack, or they may take a while getting to you, so it's best to use this on ranged attackers such as spellcasters or archers, as melee attackers are likely to approach you anyhow once they notice you. This can be a useful tool as an alternative to Taunting for a tank build, especially with the Frozen Device morph.
- The Frozen Retreat morph is more useful for healers, to keep allies in the same area so that they are easier to cast healing and buffs on.
- The rune placed uses alphabet seen on runestones, displaying (in clockwise order) Jayde and Rakeipa in the top right, Makko and Deikepa at the bottom, and Odra and Okoma in the top left.
Patch NotesEdit
- You can no longer use Frozen Gate to pull other players into spawn locations in Imperial City. You can also no longer cast Nature's Grasp abilities to get back into respawn locations.
- Fixed a grammatical error in this ability's tooltip.
- This ability and its morphs now allow you to have up to 3 gates active at a time, up from 1. Its initial spawning visual effects are now visible to enemies.
- Developer's Comments: Frozen Gate is meant as a flavorful analogue to Fiery Grip. Allowing multiple traps at a time lets you throw it down on several enemies at the same time, then have them all get pulled to you. Clever players can anticipate where enemies will be and put traps down even before they get there.
- Fixed an issue where the visual effects of the Frozen Retreat synergy from this ability and its morphs would linger on your character for an extended period of time.
- Frozen Retreat: Fixed an issue where the synergy from this morph would fail to teleport you if you had an ally targeted with your reticle.
- Frozen Retreat synergy:
- Also grants Major Expedition for 8 seconds after teleporting.
- Renamed to "Icy Escape".
- Aldmeri Dominion Wardens can no longer use Frozen Gate on other player characters to pull them into their spawn location in the Memorial District.
- This ability and its morphs now deal Frost Damage to the enemy when the trap is triggered.
- This ability no longer becomes cheaper as it ranks up. The base cost remains 2970 at all ranks, rather than decreasing to 2701 on the morphs.
- The duration has been streamlined to 30 seconds on all morphs.
- This ability now ranks up in damage, but has had its base damage reduced to our PBAoE standard attack. Rank IV of each morph will reach the same damage as before.
- Icy Escape: Fixed an issue where this synergy was not being properly recognized by conditional bonuses, such as "When activating a synergy".
- Fixed an issue where the damage from this ability and its morphs could return as Damage over Time in some cases.
- This ability and its morphs' traps now last 15 seconds, rather than 30 seconds.
- Fixed an issue where in some cases, these abilities could remove themselves before their timer ran out.