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==In-game== |
==In-game== |
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− | While active, increases [[movement speed]] by +150% (normally to |
+ | While active, increases [[movement speed]] by +150% (normally to 250-275%), but prevents from using any other skills for 0.4 seconds. The warhorse can carry the Crusader through enemies, [[objects]] and doors, and frees from all kind of [[Crowd Control]] effects, but cannot carry through the impassable terrain. |
===Runes=== |
===Runes=== |
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− | *'''Ramming Speed''': also deals 515% damage per |
+ | *'''Ramming Speed''': also deals 515% damage per tick (''not per hit'') and knocks away enemies through which the warhorse charges. |
− | *'''Nightmare''': the warhorse also leaves a trail of fire that deals 550% damage per |
+ | *'''Nightmare''': the warhorse also leaves a trail of fire that deals 550% damage per tick as [[Fire]] and lasts 4 seconds. |
*'''Rejuvenation''': while active, also heals the Crusader for 7.5% of maximum [[Life]] per second. |
*'''Rejuvenation''': while active, also heals the Crusader for 7.5% of maximum [[Life]] per second. |
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*'''Endurance''': increases the duration to 3 seconds. |
*'''Endurance''': increases the duration to 3 seconds. |
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===Non-rune enhancements=== |
===Non-rune enhancements=== |
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− | *'''[[Swiftmount]]''' (Legendary Flail): doubles the duration of Steed Charge. |
+ | *'''[[Swiftmount]]''' (Legendary Flail): doubles the duration of Steed Charge, including secondary effects of Rejuvenation rune. |
===Passives=== |
===Passives=== |
Revision as of 10:03, 15 December 2014
Steed Charge Active Cooldown: 16 seconds Mounts a celestial war horse that allows the Crusader to ride through enemies unhindered for 2 seconds. |
Steed Charge is a Utility Crusader skill, unlocked at level 13.
In-game
While active, increases movement speed by +150% (normally to 250-275%), but prevents from using any other skills for 0.4 seconds. The warhorse can carry the Crusader through enemies, objects and doors, and frees from all kind of Crowd Control effects, but cannot carry through the impassable terrain.
Runes
- Ramming Speed: also deals 515% damage per tick (not per hit) and knocks away enemies through which the warhorse charges.
- Nightmare: the warhorse also leaves a trail of fire that deals 550% damage per tick as Fire and lasts 4 seconds.
- Rejuvenation: while active, also heals the Crusader for 7.5% of maximum Life per second.
- Endurance: increases the duration to 3 seconds.
- Draw and Quarter: up to 5 enemies within 15 yards of the Crusader are bound with chains when the Steed Charge is activated, being dragged with the Crusader for the entire duration, dealing 185% damage as Holy per second to each. Does not affect enemies immune to Knockback, and counts as Knockback for the duration.
Non-rune enhancements
- Swiftmount (Legendary Flail): doubles the duration of Steed Charge, including secondary effects of Rejuvenation rune.
Passives
- Lord Commander: reduces cooldown by 25%.
Development
The Steed Charge ability was conceptualized in sync with the Crusader's "knight in battle-scarred armor" ethos.[1]
References
- ↑ 2014-03-17, BUILDING A HERO: CRUSADER SKILL DESIGN. Blizzard Entertainment, accessed on 2014-06-30
Primary Skills
Punish • Slash • Smite • Justice
Secondary Skills
Shield Bash • Sweep Attack • Blessed Hammer • Blessed Shield • Fist of the Heavens
Defensive Skills
Shield Glare • Iron Skin • Consecration • Judgment
Utility
Provoke • Steed Charge • Condemn • Phalanx
Laws
Laws of Valor • Laws of Justice • Laws of Hope
Conviction
Falling Sword • Akarat's Champion • Heaven's Fury • Bombardment
Passive Skills
Heavenly Strength • Fervor • Vigilant • Righteousness • Insurmountable • Fanaticism
Indestructible • Holy Cause • Wrathful • Divine Fortress • Lord Commander • Hold Your Ground
Long Arm of the Law • Iron Maiden • Renewal • Finery • Blunt • Towering Shield
Removed
Nephalem Majesty
Cut
Laws of Fate