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| description = Freezes Rift-bound enemies. While active, weapon fire is arrested in mid-air, resuming trajectory when Stasis ends.
 
| description = Freezes Rift-bound enemies. While active, weapon fire is arrested in mid-air, resuming trajectory when Stasis ends.
 
| strength =
 
| strength =
| duration = 10 / 15 / 25 / 30 s
+
| duration = ? / ? / ? / 15 s
 
| range =
 
| range =
 
| misc = 300 (limit)
 
| misc = 300 (limit)
   
 
|info =
 
|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 gunfire, projectiles, and beams within the Rift will be suspended in mid-air for the duration; up to '''300''' weapon fire objects can be suspended by Stasis, exceeding this limit will end the ability prematurely.
+
*Limbo halts '''all''' enemies in the Rift, freezing them in suspended animation for '''? / ? / ? / 15''' seconds. Additionally, enemy weapon hit-scan gunfire, projectiles, and beams within the Rift will be suspended in mid-air for the duration; up to '''300''' weapon fire objects can be suspended by Stasis, exceeding this limit will end the ability prematurely.
 
**Duration is affected by [[Ability Duration]].
 
**Duration is affected by [[Ability Duration]].
**Weapon fire object limit is '''not''' affected by mods and is shared between all Limbo players in a squad.
+
**Weapon fire object limit is '''not''' affected by mods.
 
**While active, Stasis affects all enemies that enter the Rift at any time, regardless of distance from Limbo.
 
**While active, Stasis affects all enemies that enter the Rift at any time, regardless of distance from Limbo.
 
**Cast and deactivation animations of '''1''' second, are affected by {{M|Natural Talent}} and {{M|Speed Drift}}.
 
**Cast and deactivation animations of '''1''' second, are affected by {{M|Natural Talent}} and {{M|Speed Drift}}.
**Due to game performance issues, the following weapons have a reduced limit of projectiles suspended before Stasis is forced to end (before accounting for [[Multishot]]):
 
***Primaries: 13 [[Arca Plasmor]] shots, 12 [[Lenz]] missiles, 16 [[Mutalist Quanta]] cubes, 13 [[Quanta]] & [[Quanta Vandal]] cubes, 31 [[Scourge]] orbs, 13 [[Simulor]] & [[Synoid Simulor]] orbs, 30 [[Tonkor]] grenades, 18 [[Zarr]] cannonballs & 5 barrages.
 
***Secondaries: 20 [[Pox]] blobs and clouds, 10 [[Staticor]] energy blasts.
 
 
*Upon deactivation by pressing the ability key again (default {{key|2}}), expiration, being dispelled, or reaching the limit, all Rift-bound enemies will resume their actions prior to Stasis, while all suspended objects will resume movement depending on priority:
 
*Upon deactivation by pressing the ability key again (default {{key|2}}), expiration, being dispelled, or reaching the limit, all Rift-bound enemies will resume their actions prior to Stasis, while all suspended objects will resume movement depending on priority:
 
**All hit-scan bullets are released simultaneously.
 
**All hit-scan bullets are released simultaneously.
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|tips =
 
|tips =
* [[Status Effect]]s inflicted upon enemies are indefinitely frozen while under Stasis.
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*[[Status Effect]]s inflicted upon enemies are indefinitely frozen while under Stasis.
** {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Toxin|Text}} and {{Icon|Proc|Gas|Text}} damage procs still '''ticks''' even when under Stasis. This allows status DoTs to infinitely ticks until the enemy dies/the ability ends.
+
**{{Icon|Proc|Slash|Text}}, {{Icon|Proc|Toxin|Text}} and {{Icon|Proc|Gas|Text}} damage procs still '''ticks''' even when under Stasis. This allows status DoTs to infinitely ticks until the enemy dies/the ability ends.
* Activating Stasis before banishing enemies is an effective way of protecting yourself whilst in the Rift.
+
*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.
+
*Having Stasis active while your [[Cataclysm]] is active, will prevent you from taking any damage from new enemies that enter your Cataclysm's radius.
 
*[[Synthesis#Synthesis_Targets|Synthesis targets]] and [[Feral Kavat]]s can be put in Stasis, making it a lot easier to scan them.
** 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#Synthesis_Targets|Synthesis targets]] and [[Feral Kavat]]s can be put in Stasis, making it a lot easier to scan them.
 
   
 
|max =
 
|max =

Revision as of 01:50, 15 June 2018

Not to be confused with Kubrow's nor Kavat's Stasis.


StasisModx256 Stasis130xWhite
2
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:? / ? / ? / 15 s
AbilityRangeBuff Range:N/A

Misc: 300 (limit)

Info

  • Limbo halts all enemies in the Rift, freezing them in suspended animation for ? / ? / ? / 15 seconds. Additionally, enemy weapon hit-scan gunfire, projectiles, and beams within the Rift will be suspended in mid-air for the duration; up to 300 weapon fire objects can be suspended by Stasis, exceeding this limit will end the ability prematurely.
    • Duration is affected by Ability Duration.
    • Weapon fire object limit is not affected by mods.
    • While active, Stasis affects all enemies that enter the Rift at any time, regardless of distance from Limbo.
    • Cast and deactivation animations of 1 second, are affected by Mod TT 20px Natural Talent and Mod TT 20px Speed Drift.
  • Upon deactivation by pressing the ability key again (default 2 ), expiration, being dispelled, or reaching the limit, all Rift-bound enemies will resume their actions prior to Stasis, while all suspended objects will resume movement depending on priority:
    • All hit-scan bullets are released simultaneously.
    • Projectiles fly towards their set trajectory one by one, rather than simultaneously, by order of creation.
    • Beams appear to stretch into rectangular shapes if created during Stasis, and shrink toward the center once Stasis is deactivated while doing no damage (requires further testing)
    • Manual deactivation can be performed during other actions, such as reloading, shooting, casting abilities, sliding, while knocked-down or even during bleedout.
  • Stasis can be activated and deactivated, regardless of whether Limbo is in the Rift or not.
  • If there are multiple Limbo players on a squad, Stasis will not deactivate until either the weapon fire object limit is reached or the latest Stasis instance ends.
  • As the number of suspended objects approaches the limit, the Rift will visually distort and ripple with increasing intensity before Stasis ends prematurely.
  • For more information on Rift-related attributes, see the Rift Plane article.

Tips & Tricks

  • Status Effects inflicted upon enemies are indefinitely frozen while under Stasis.
    • Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage procs still ticks even when under Stasis. This allows status DoTs to infinitely ticks until the enemy dies/the ability ends.
  • 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.
  • 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. 4 shots of the Zarr's alternate fire will end Stasis if Mod TT 20px Split Chamber is equipped and 8 shots without added multishot mods.

Expand/Collapse

See Also