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Item Database - Initial Strike
Initial Strike
The effect of this special is a strike is used at the start of combat, and the target has to have atleast 95% of its health remaining.
Recharge 65 Seconds.
Can
Carry, Use, Apply Hostile
Patch
15.6.1
QL
1
Change QL:
Type
Perk action
Value
1
Attack time
1s
Range
20 m
Mass
0kg
Defense skills
Dodge ranged
100 %
Attack skills
Attack modifier
100 %
Requirements
To Use
User
Combat Knowledge 4
trained
and
User
Combat Knowledge 4
not locked
and
Target
Percentage of health
>= 95
Effects
On Use
Target
Hit
Health
Fire -3600 .. -3700
if
Combat Knowledge 8
trained
Target
Hit
Health
Fire -680 .. -690
if
Combat Knowledge 4
trained
and
Combat Knowledge 5
not trained
Target
Hit
Health
Fire -990 .. -1000
if
Combat Knowledge 5
trained
and
Combat Knowledge 6
not trained
Target
Hit
Health
Fire -1700 .. -1800
if
Combat Knowledge 6
trained
and
Combat Knowledge 7
not trained
Target
Hit
Health
Fire -2700 .. -2800
if
Combat Knowledge 7
trained
and
Combat Knowledge 8
not trained
Chat
Text
You successfully perform Initial Strike.
Target
Cast
Affected by Initial Strike
Target
Taunt
5000
User
Lock
Combat Knowledge 4
65s
On Failure
User
Lock
Combat Knowledge 4
33s
Comments
Vgman @ 2008-04-29 12:56
this + opi opening = uber dmg at start of fight ^^
Esproc @ 2008-11-29 19:19
Or you just use it after each CH the opponent casts >_>
Batojiri @ 2009-03-24 07:14
its a PvM perk guys its ment for a tank to gain massive emnity before the start of a fight so the chances are he keeps the hate better during the fight mixed in with other taunt perks/nanos.
Binarybot @ 2011-12-18 19:06
Fairly nice perk for any prof (especially soloing) due to its larger-than-normal damage curve and 20m range. With axp being much easier to achieve, its easy to max this out at its caps (6 perks at lvl 70 = 1700 dd at start of fight, or 850 in pvp as an opener or after CH). I swapped out CoHI for this, and havent missed it at all on my keeper.
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