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Release date
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20 November 2012 (Update)
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Members
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No
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Skill
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Magic
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Level
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37
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Type
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Threshold
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Target
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Adrenaline
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−15%
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Equipment
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Any
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Cooldown
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30 seconds (50 ticks)
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Summon an explosive ball of energy over the target, or yourself.
- Charge 20%-70% ability damage every 0.6s over 3s for a maximum of 100%-350% damage.
- Detonate the ball by using Detonate again.
- If the ball has been charged for at least 3s deal all charged damage to the primary target and up to 25 enemies adjacent to the primary target.
- Otherwise deal all charged damage to the primary target and up to 9 enemies adjacent to the primary target, with a slightly reduced blast radius.
- Revolution will not trigger this ability.
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Infobox • Talk page
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Detonate is a channelled threshold Magic ability. When used, the player crouches and begins charging the ability. Each tick spent charging Detonate increases its minimum and maximum damage; higher charge levels also increase its AoE range. Once the ability is clicked (or triggered via a keybind) again, it inflicts damage to the player's targets, or to any targets around the player if cast without a target. There is a buff icon indicating the charge of the ability.
Every tick (0.6 seconds) adds 20% charge, ending at 100% (3.6 seconds). If cast at 0-80% charge, then the AoE of the ability is 3x3, and if fully charged, the AoE of the ability is increased to 5x5. Detonate can be cast without a target. The epicentre of the ability is on the player's target at the time it was initiated. If that target is killed or the player did not have a target to begin with, the player becomes the epicentre. If charged too long without being activated again, the player starts losing adrenaline if they are not in combat.
The player can switch equipment while charging Detonate without cancelling it; for example, Detonate may be initiated with a wand and shield equipped and released with a staff, dealing higher damage.
Detonate can also be paired with an auto-attack (or spells, such as Vulnerability) and another ability. To do this, the order is important, and if one chooses to do all three, they must be used in the following order: Auto-attack
release Detonate
ability. This must all be performed within the same tick.
Detonate grants an additional 2% adrenaline if it deals damage to 2 or more targets.
Wearing Blast diffusion bootsenhanced reduces Detonate's charge time. The boots bring the time to fully charge Detonate down from 6 ticks (3.6 seconds) to 4 ticks (2.4 seconds). This makes Detonate better than Deep Impact with Flanking 3.
This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
- patch 22 May 2017 (Update):
- Detonate's buff icon will now attempt to display a % icon when it hits or gets near 100% so it can be more reliable.
- patch 10 April 2017 (Update):
- Added a percentage tracker when charging up Detonate.
- patch 12 September 2016 (Update):
- The duration to automatically leave combat while using the Detonate ability has been increased to 15 seconds.
- patch 29 June 2015 (Update):
- The detonate ability can now be used to deal AoE damage without a specific target.
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Attack | |
Strength | |
Defence | |
Constitution | Basic |
| Threshold |
| Ultimate |
| Special |
| Removed |
| Unreleased |
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Ranged | |
Magic | |