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(Power > Ability. This is a semi-automated edit made by User:TunaInABottle)
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(→‎top: Replacing mod links with Template:M, replaced: Natural Talent → {{M|Natural Talent}}, Speed Drift → {{M|Speed Drift}})
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**While active, affects enemies that enter the Rift at any time.
 
**While active, affects enemies that enter the Rift at any time.
 
**Due to game performance issues, the following weapons have a reduced limit of projectiles suspended before Stasis is forced to end: 20 [[Pox]] blobs and clouds, 25 [[Tonkor]] grenades, and 10 [[Staticor]] energy blasts.
 
**Due to game performance issues, the following weapons have a reduced limit of projectiles suspended before Stasis is forced to end: 20 [[Pox]] blobs and clouds, 25 [[Tonkor]] grenades, and 10 [[Staticor]] energy blasts.
**Cast and deactivation animations of '''1''' second, are affected by [[Natural Talent]] and [[Speed Drift]].
+
**Cast and deactivation animations of '''1''' second, are affected by {{M|Natural Talent}} and {{M|Speed Drift}}.
   
 
*As the number of suspended projectiles approaches the limit, the Rift will visually distort and ripple with increasing intensity before Stasis ends prematurely.
 
*As the number of suspended projectiles approaches the limit, the Rift will visually distort and ripple with increasing intensity before Stasis ends prematurely.

Revision as of 16:16, 5 November 2017

StasisModx256 Stasis130xWhite
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EnergyOrb50
Stasis

Freezes Rift-bound enemies. While active, enemy projectiles are arrested in mid-air, resuming its trajectory when stasis ends.


Introduced in Update 20.0 (2017-03-24)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 15 / 25 / 30 s
AbilityRangeBuff Range:

Info

  • Limbo halts all enemies in the Rift, freezing them in suspended animation for 10 / 15 / 25 / 30 seconds. Additionally, enemy and allied weapon hit-scan fire and projectiles within the Rift will be suspended in mid-air for the duration; up to 300 projectiles can be suspended by Stasis, exceeding this limit will end the ability prematurely.
    • Projectile limit is not affected by Ability Strength.
    • Duration is affected by Ability Duration.
    • While active, affects enemies that enter the Rift at any time.
    • Due to game performance issues, the following weapons have a reduced limit of projectiles suspended before Stasis is forced to end: 20 Pox blobs and clouds, 25 Tonkor grenades, and 10 Staticor energy blasts.
    • Cast and deactivation animations of 1 second, are affected by Mod TT 20px Natural Talent and Mod TT 20px Speed Drift.
  • As the number of suspended projectiles approaches the limit, the Rift will visually distort and ripple with increasing intensity before Stasis ends prematurely.
  • Upon deactivation by pressing the ability key again (default 2 ), expiration, being dispelled, or reaching the projectile limit, all suspended projectiles will fly towards their set trajectory one by one, rather than simultaneously. In addition, all enemies will resume their actions prior to being stopped.
  • Stasis can be activated and deactivated, regardless of whether Limbo is in the Rift or not.
  • Manual deactivation is instantaneous and can be performed during other actions, such as reloading, shooting, casting abilities, sliding, or while knocked-down.
  • For more information on Rift-related attributes, see the Rift Plane article.

Tips & Tricks

  • Activating Stasis before banishing enemies is an effective way of protecting yourself whilst in the Rift.
  • Having Stasis active while your Cataclysm is active, will prevent you from taking any damage from new enemies that enter your Cataclysm's radius.
    • Melee weapons and abilities can be used to quickly dispatch frozen enemies, since they are not affected in the same way as ranged weapons and offensive abilities tend to cross the rift barrier.
  • Synthesis targets and Feral Kavats can be put in Stasis, making it a lot easier to scan them.

Bugs

The effects of Stasis held by one Limbo cannot be deactivated by a different Limbo. If two different Limbos activate their Stasis, deactivating the one cast second will not resume action of suspended targets.

Aside the few weapons that have a reduced projectile limit, the Sonicor cycles between 12 and 13 energy blasts fired before ending Stasis. The Zarr's alternate fire will immediately end Stasis.

Expand/Collapse

See Also