Rust
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Hex Spell. Deals 10...70...85 cold damage to target and adjacent foes. For 5...17...20 seconds, target foe and all adjacent foes take twice as long to activate signets. If you are Overcast, foes struck with Rust have their signets interrupted and disabled for 1...8...10 second[s].
- Concise description
| Progression | |
|---|---|
|
Disable duration
|
0 10 5 1
1 15 6 2
2 20 7 2
3 25 8 3
4 30 9 3
5 35 10 4
6 40 11 5
7 45 12 5
8 50 13 6
9 55 14 6
10 60 15 7
11 65 16 8
12 70 17 8
13 75 18 9
14 80 19 9
15 85 20 10
16 90 21 11
17 95 22 11
18 100 23 12
19 105 24 12
20 110 25 13
21 115 26 14
|
Acquisition
- Nightfall
- Prophecies
- Nightfall
Notes
- Very useful in Random Arenas, as almost everyone is likely to have a Resurrection Signet equipped.
- The description is ambiguous. Rust will only disable a single signet on a target, and only if that target is casting a signet when struck. Additionally, Rust will disable that signet even if the target is under an effect that prevents interruption.
- Rust will not fail if the target dies before the skill completes casting.
Trivia
- The functionality of this skill has changed since its introduction; see its skill history for details.
Categories:
- Pages using DynamicPageList3 parser function
- Hex spells
- Core skills
- Elementalist skills
- Water Magic skills
- Energy skills
- Skills that target foes
- Skills with adjacent AoE
- Skills that cause Cold Damage
- Skills that cause Increased Activation Time
- Skills that cause Interrupt
- Skills that cause Disable
- Skills offered by hero skill trainers
