Carbineer Archive
Thread: Heading off nerf calles before they start: Make crippling shot require a carbine.
Page 2 of 2
SpunkyKuma
Sat Oct 15, 2005 12:54 am
#14
The following list contains a snare effect:
Force Weaken (Force Wielder)
Improved Cripple Attack (Fencer) (20sec)
Improved Crippling Shot (Carbineer) (20sec)
Improved Electrolyte Drain (Combat Medic) (~2min)
Improved Force Wave (Force Enhancer) (20sec)
Improved Knee-Cap Shot (Rifleman) (20sec)
Improved Restraining Shot (Smuggler) (20sec)
Phecnacine Dart (Ranger) (20sec)
Hamstring Attack (Creature Handler)
Seems crippling and knee-cap are the same in effect and landing chance, I have both.
Force Weaken (Force Wielder)
Improved Cripple Attack (Fencer) (20sec)
Improved Crippling Shot (Carbineer) (20sec)
Improved Electrolyte Drain (Combat Medic) (~2min)
Improved Force Wave (Force Enhancer) (20sec)
Improved Knee-Cap Shot (Rifleman) (20sec)
Improved Restraining Shot (Smuggler) (20sec)
Phecnacine Dart (Ranger) (20sec)
Hamstring Attack (Creature Handler)
Seems crippling and knee-cap are the same in effect and landing chance, I have both.
SpunkyKuma
Sat Oct 15, 2005 8:43 am
#15
Suppression fire lasts like 2 seconds, oh and Force Weaken's duration is about 8 seconds, a pretty useless powers ability.
Page 2 of 2