Chain Missle

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General Information

Chain Missile
Energy Cost 12 Shoot a Chain Missile in the targeted direction, dealing 295 magical damage to the first enemy hit.

upon hitting an enemy, it will jump to the closest enemy' within 7m of the last enemy hit, dealing 145 magical damage to all following enemies (can hit up to 3 targets; can't hit the same target multiple times). Applies one Arcane Charge' to all enemies hit.

Arcane Charges are consumed whenever you deal direct damage to the affected target, dealing an additional 147 magical damage (Chain Missile damage does not count as direct damage).

Cast Time 0.2s
Range 17m
Cooldown 3s

Note: numerical values are based on gear with 1060 item power.


Related Patch Notes

Patch LinkDatePatch NamePatch Notes
5 October 2022Into the Fray Patch 7Arcane Staffs

The recent Arcane Staff rework made them very popular, but also created a few issues. Firstly, their damage output in 5v5 was too high, so to tone this down consecutive jumps of Chain Missile now deal significantly less damage. This also offers more counter play through body-blocking the projectile to reduce damage to the backline. Its damage in 1v1 is unchanged. Enigma Blade provided a little too much value for a W-slot ability, so its damage output has been toned down a bit. Great Arcane provides a lot of utility in ZvZ and is especially strong as a defensive weapon. The main intended counter to this is to bait the Time Freeze out before committing fully to an attack - however, the short invulnerability window allowed Time Freeze to be chained quite frequently in a large-scale fight. To make a baited Time Freeze more impactful, players are now invulnerable to a further Time Freeze for a significantly longer time. Finally, Dark Sphere’s recent buffs made it much more reliable, but this reliability made its slow too oppressive. The strength of its slow has now been reduced accordingly.

  • Chain Missile (all Arcane Staffs):
    • Arcane Charge Duration: 6s → 3s
    • Projectile Bounce Range: 8m → 7m
    • Damage for each bounce after the first: 121 → 60 (The first target hit still takes 121 damage)
  • Enigma Blade (all Arcane Staffs):
    • Damage: 180 → 165
  • Time Freeze (Great Arcane):
    • Cooldown increased by 10s
    • Player Immunity after a Player Freeze: 5s → 15s
    • The Time Freeze Immunity is now displayed as a visual buff on players
  • Dark Sphere (Evensong):
    • Slow Strength: 25% → 15%