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List of all Stagger Immunity, Resistance and Recovery sources for AoE weapons


Foo_Prime
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All stagger immunity and resistance sources.

Frames

  • Atlas (Passive)
  • Rhino (Iron Skin)
  • Nezha (Warding Halo)
  • Gauss (Kinetic Plating)
  • Titania (Spellbind)
  • Revenant (Mesmer Skin)
  • Trinity (Link)
  • Valkyr (Hysteria)
  • Oberon (Hallowed Ground)
  • Nidus (Parasitic Link)
  • Harrow (Covenant, *Invulnerability phase)
  • Inaros (Negation Swarm Augment)
  • Nekros (Shield of Shadows Augment)
  • Frost (Icy Avalanche Augment)
  • Ivara (Empowered Quiver Augment)
  • Nyx (Assimilate Augment)
  • Ember (Purifying Flames Augment, 4sec Immunity)
  • Hydroid (Tidal Impunity Augment, 12sec immunity)

Companions

  • Wyrm (Negate Augment *once every 5sec)

Specters

  • Oberon (Hallowed Ground *30sec cooldown)
  • Ancient Healer (Immunity to stagger within aura range)

Mods

  • Sure Footed (60%)
  • Primed Sure Footed (100%)
  • Cautious Shot (90%)
  • Power Drift (30%)
  • Fortitude (20%)
  • Rolling Guard (3sec immunity, 7sec CD at R10)
  • Motus Set Bonus (100% while airborne)

Honorable Mentions

  • Constitution (40% faster knockdown recovery)
  • Pain Threshold (160% faster stagger recovery)
  • Handspring (160% faster knockdown recovery)
  • Valkyr (Passive) (50% faster knockdown recovery)

Note 1: Nezha's Safeguard Augment allows for Warding Halo to be cast on others.

Note 2: Valkyr's Passive, 50% faster knockdown recovery, stacks with Handspring and Constitution for up to 250% faster recovery speed.

/Foo

Edited by Foo_Prime
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Unfortunately, Rapid Resilience does nothing in regards to stagger.

I just tested this using Zephyr with only Rapid Resilience and Zephyr with absolutely no mods whatever, and Kuva Bramma. The time spent recovering from the stagger is about the same. The animation does not appear to be sped up. Did another with the same frame and mod setup, but with Ogris. Same result.

This probably makes sense since Rapid Resilience lowers the duration of a status ailment by a percentage, and stagger doesn't exactly have a timer, compared to the other status ailments we are familiar with (impact aside, of course). I'm rather surprised Wyrm's augment works, but clearly my definition of "status ailment" doesn't 100% match up with DE's definition :3

Edited by Fazel412
Staggeringly moving like Jagger :thumbsup:
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7 minutes ago, dogbus said:

Dont forget animation exploits...at least until they're hotfixed.

I saw your post the other day but, I'm not sure that it's an exploit. Imo ability casting should have priority over stagger animation. Also, what kind of exploit is there, if you have to spend energy every time you shoot.

So, I don't think it's either a bug nor an exploit.

/Foo

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24 minutes ago, dogbus said:

Fair, but I suppose its really up to DE to decide and confirm if its an intended consequence or not.

i mean, until their so called "skillful recovery window" with the flashy thing actually works, they'll let us have this i hope.

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On 2020-03-20 at 10:33 AM, vegetosayajin said:

I can pretty much deal with the normal shots, the alt fire tho...I think it has 1000m radius. 😄

Me too. Thats the "cool" part, you hold the trigger a little longer, the radius will knock you back, and two hits and gone. I mean one shot for the shield, and the other kill you the same way. So technically, I am just killing myself ... 

 

And the infested ? Man, I lost the count of how many times I was killed with just one punch.

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