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Snared is a state effect that slows a target's movement considerably for a short period of time. This allows the player to move out of range or run away from the target. An example of a snare would be Carbineer's Crippling Shot. Some traps also apply the snared state.

Snares can be avoided, resisted, prevented, broken and overridden (does not include Dire Snare).

Snare Avoidance

If a special has a snare component, the special needs to land in order to go into the Snare Resistance roll and determine if the snare can be applied or is resisted. If the special is dodged, parried or evaded, the snare component will not be applied. Only snares that has a damage component will trigger a defensive roll. Obvious snare avoidance goes beyond the realm of combat roll defenses, such as determining if a snare trap is on the ground and deciding to simply move around it. The only special that will apply a snare even if a special misses its core attack according to the combat log is Dire Snare, which will be applied even if the attack (Concussion Shot 1-7) is dodged or parried.

Snare Resistance

  • Rancor Aid gives a chance to resist snares of up to ~6.8%.

Snare Breakers

Snare Prevention

Snare Overriding

Snares can be overridden by applying a higher priority snare than the one allready applied, while others can co-exist.

For example, Smugglers can apply 3 snares, not including Dire Snare.

  1. Dirty Trick 1-6, overrides Cover Fire 1-6 and Concussion Shot 1-7.
  2. Concussion Shot 1-7, overrides Cover Fire 1-6.
  3. Cover Fire 1-6.

All of which will override Electrolyte Drain that can be applied by a Medic that has invested in the Electrolyte Drain Expertise. None of which will override Flurry which uses a secondary debuff slot.


Note: If you attempt to apply a higher priority snare over an already existing snare, and the snareroll is resisted on the higher priority snare, both snares are removed.

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