Combat Medic Archive
Thread: 2 questions about paralyze..
however, both are complete mezmerizers, prevent any action, and break on any damage.
Wimpanzee wrote:
it doens't last nearly as long as stasis. stasis is 40 seconds (maybe 45) and paralyze is 15.
however, both are complete mezmerizers, prevent any action, and break on any damage.
Damian-j wrote:
Wimpanzee wrote:
it doens't last nearly as long as stasis. stasis is 40 seconds (maybe 45) and paralyze is 15.
however, both are complete mezmerizers, prevent any action, and break on any damage.
The only difference is that with Paralyze, you can stack all your debuffs on a pralyzed target and not break the mez.
I wish Stasis worked like that......lol
Chaind2f8 wrote:
Damian-j wrote:
Wimpanzee wrote:
it doens't last nearly as long as stasis. stasis is 40 seconds (maybe 45) and paralyze is 15.
however, both are complete mezmerizers, prevent any action, and break on any damage.
The only difference is that with Paralyze, you can stack all your debuffs on a pralyzed target and not break the mez.
I wish Stasis worked like that......lol
Do Jedi have any debuffs that don't do damage? I'm just a bit curious on this.
ForceShock, ForceSap, ForceWave. They all do pretty much 1 point of damage and apply their relevant Debuff.
ForceShock reduces targets state defense, same as CM shock, but ours does 1 point of damage.
ForceSap is the same as CM Hemorrage and traumatize, but don't last as long, again it does about 1 point of damage.
and Wave is the same as electrolite drain with less duration and again does 1 point of damage.
Either they should remove the stupid 1 point of damage, or add 1 point to the CM debuffs to equal them all out.
Damian-j wrote:
Chaind2f8 wrote:
Damian-j wrote:
Wimpanzee wrote:
it doens't last nearly as long as stasis. stasis is 40 seconds (maybe 45) and paralyze is 15.
however, both are complete mezmerizers, prevent any action, and break on any damage.
The only difference is that with Paralyze, you can stack all your debuffs on a pralyzed target and not break the mez.
I wish Stasis worked like that......lol
Do Jedi have any debuffs that don't do damage? I'm just a bit curious on this.
ForceShock, ForceSap, ForceWave. They all do pretty much 1 point of damage and apply their relevant Debuff.
ForceShock reduces targets state defense, same as CM shock, but ours does 1 point of damage.
ForceSap is the same as CM Hemorrage and traumatize, but don't last as long, again it does about 1 point of damage.
and Wave is the same as electrolite drain with less duration and again does 1 point of damage.
Either they should remove the stupid 1 point of damage, or add 1 point to the CM debuffs to equal them all out.
Jedi debuffs also use only ACTION which regens fast while combat medics use MIND which takes forever to regen even with food and spices.
If jedi want to get rid of the 1 point debuff thats fine. Just be sure to make it a MIND reduction while you're at it. The speed and cost for jedi to apply those debuffs is no where near what it costs to apply all of the corresponding CM debuffs.
Brainplay wrote:
Jedi debuffs also use only ACTION which regens fast while combat medics use MIND which takes forever to regen even with food and spices.
If jedi want to get rid of the 1 point debuff thats fine. Just be sure to make it a MIND reduction while you're at it. The speed and cost for jedi to apply those debuffs is no where near what it costs to apply all of the corresponding CM debuffs.
Rizrun wrote:
master Paralyze is actually 20secs, it is nice when getting jumped or you need a few seconds to self heal
Master Combat Medic Level Paralyze is 15 seconds not 20. With a reuse timer of about 14-15 seconds