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(Tooltip Revolution, replaced: Limbo → {{WF|Limbo}}, Cataclysm → {{A|Cataclysm}})
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''Not to be confused with [[Kubrow#Stasis|Kubrow's]] nor [[Kavat#Stasis|Kavat's Stasis]].''
 
 
<onlyinclude>
 
<onlyinclude>
 
{{AbilityU10.3
 
{{AbilityU10.3
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**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}}.
  +
**Does not freeze certain enemies, including but not limited to: [[Treasurer]].
 
*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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**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)
 
**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 [[reload]]ing, shooting, casting abilities, [[Maneuvers#Sliding|sliding]], while [[Knockdown|knocked-down]] or even during [[Death#Bleedout|bleedout]].
 
**Manual deactivation can be performed during other actions, such as [[reload]]ing, shooting, casting abilities, [[Maneuvers#Sliding|sliding]], while [[Knockdown|knocked-down]] or even during [[Death#Bleedout|bleedout]].
  +
*Enemies under Stasis are '''not''' immune to new status effects.
  +
**Any duration-based status effect, such as a [[Bleed]] proc, that is applied to an enemy before Stasis will run its normal duration.
 
*Stasis can be activated and deactivated, regardless of whether Limbo is in the Rift or not.
 
*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.
 
*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.
 
*As the number of suspended objects approaches the limit, the Rift will visually distort and ripple with increasing intensity before Stasis ends prematurely.
  +
*When used repeatedly against [[Sentient]] enemies, Stasis' freeze effect will gradually diminish to a fraction of its total duration for the affected enemies. Sentients exposed to this ability repeatedly will be able to move and attack after being frozen for a short duration, eventually becoming immune to Stasis altogether.
  +
**Despite being able to move and attack, Riftbound Sentients' ranged attacks will stay suspended in mid-air for as long as Stasis remains active.
  +
**Exiting and re-entering the Rift plane will renew Stasis' freeze effect with shortened duration against the Sentients that were previously exposed to the active Stasis instance.
 
*For more information on Rift-related attributes, see the [[Rift Plane]] article.
 
*For more information on Rift-related attributes, see the [[Rift Plane]] article.
   
 
|tips =
 
|tips =
*[[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.
 
 
*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 {{A|Cataclysm}} is active, will prevent you from taking any damage from new enemies that enter your Cataclysm's radius.
 
*Having Stasis active while your {{A|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.
 
*[[Synthesis#Synthesis_Targets|Synthesis targets]] and [[Feral Kavat]]s can be put in Stasis, making it a lot easier to scan them.
  +
<noinclude>
 
|max =
+
|max = {{WFmax|main|limbo2}}
  +
</noinclude>
 
 
|bugs = {{clr}}
 
|bugs = {{clr}}
 
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.
 
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.

Revision as of 06:37, 15 June 2020


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:8 / 10 / 12 / 15 s
AbilityRangeBuff Range:N/A

Misc: 300 (limit)

Info

  • Limbo halts all enemies in the Rift, freezing them in suspended animation for 8 / 10 / 12 / 15 seconds. Additionally, enemy weapon hit-scan gunfire, projectiles, and beams in flight within the Rift cease to move for the duration. While active, the Rift is able to contain 300 enemy weapon fire objects before it becomes unstable; exceeding this limit will end the ability prematurely to resume all Rift-bound enemy activity.
    • 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.
    • Does not freeze certain enemies, including but not limited to: Treasurer.
  • 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.
  • Enemies under Stasis are not immune to new status effects.
    • Any duration-based status effect, such as a Bleed proc, that is applied to an enemy before Stasis will run its normal duration.
  • 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.
  • When used repeatedly against Sentient enemies, Stasis' freeze effect will gradually diminish to a fraction of its total duration for the affected enemies. Sentients exposed to this ability repeatedly will be able to move and attack after being frozen for a short duration, eventually becoming immune to Stasis altogether.
    • Despite being able to move and attack, Riftbound Sentients' ranged attacks will stay suspended in mid-air for as long as Stasis remains active.
    • Exiting and re-entering the Rift plane will renew Stasis' freeze effect with shortened duration against the Sentients that were previously exposed to the active Stasis instance.
  • 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 Cataclysm130xWhite 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.

Maximization

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This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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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.

Expand/Collapse

See Also