This buff enables the occasional (Sometimes) portion of troll attacks to be applied on the next attack. Currently this works with all attacks except Thud as follows:
|Icon||Attack Name||Attack Type||"Special" Effects|
|Smash||3 Target, 5m radius, Melee attack||Will apply Major Dislocation 1 minute debuff |
+20% attack duration
-22% block chance.
|Crush||3 Target, 5m radius, Melee attack||Will apply Major Injury 3 minute debuff |
Decreases might by 225.
plus it can stun targets for 3 seconds.
Each of these two effects are "checked" independently but only the decrease in might is effected by Roar.
|Thud||6 Target, 6m radius, Melee attack||This can do massive damage (2-4 times the base damage). |
this skill does not seem to be effected by the Roar skill but will "burn" that buff if it is going when you use this attack.
|Rock||6 Target, 6m radius, 40m Ranged attack||Will apply a 271 common damage bleed effect, every 2 seconds for 30 seconds.|
this is potentially the most damaging attack that a troll player can hit an enemy with -- potentially doing over 4,500 morale damage to a target over 30 seconds, with the initial damage added in, on up to 6 targets with this single attack.
|All these moves cost various amounts of Rampage to use.|
|Swat||6 Target, 5m radius, Melee attack
(costs 1 rampage)
|Will apply Major Sprain 1 minute debuff|
-40% run speed
-15% Evade chance
this is potentially the second most damaging attack that a troll player can hit an enemy with -- it does around 1,000 damage, applies a knockback effect and can slow the targets movement by 40% for 1 minute.
|Stomp||6 Target, 5m radius, Melee attack
(costs 2 rampage)
|Will apply Susceptibility to Wounds 1 minute debuff |
-10% Wound Resistance
Knocks out your opponents for 8 seconds.
this is a good "starter" move to follow up with another move -- NOT Swat, unless you don't want them to be knocked back. They are "knocked down" for 8 seconds so cannot block, parry nor evade for the 8 seconds -AND- the wound effect means your other attacks' "specials" have a higher chance to land when the wound effect is on the target -- all specials are wound resistance checks.