Skill details
Rust | ||||||||||||
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Full: Deals 10...58 cold damage to target and adjacent foes. For 5...17 seconds, target foe and all adjacent foes take twice as long to activate signets.
Concise: Deals 10...58 cold damage to target and adjacent foes. Hexes target and adjacent foes (5...17 seconds). Doubles signet activation time.
Water Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
Cold damage | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 | 86 | 90 | 94 |
Duration | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 |
Acquisition[]
Notes[]
- Can be combined with Icy Prism in order to disable a target's Signets.
- In most cases, attempting to use a signet while under this hex will leave you worse off than not using the signet at all. A monk using a 4 second Signet of Devotion is not able to kite or use any other skills while activating it. A player using a 6 second Resurrection Signet is likely to be interrupted, knocked down, or even killed before its completion.
- A good skill to bring in Random Arena, especially with a knockdown or an interrupt, as it almost halts any attempts at using Resurrection Signet.
- Particularly useful against Warriors with Healing Signet because of the extra time to cast and the -40 armor while activating.
- Heroes will only use Rust on foes that actually have Signets. They will not use it as a cover hex, for pure damage, etc.