Jedi Archive
Thread: a very concerning thought.... debuffs and AURA
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MasterSheep
Wed Oct 12, 2005 2:16 pm
#1
ok - so we know on TC that the snare cancels out FR and that this can be extended to other mods like combat speed and thyroid
BUT
roll shot is a -ve to defence levels... could this perchance cancel out defence mod buffs like... force AURA?!!!
not trying to scaremonger - just an obvious continuation of the theme...
A'ru
MasterSheep
Wed Oct 12, 2005 2:32 pm
#2
actually just managed to find an answer ot my own question
- the ONLY thing this will effect is movement speed (specifically the tactical use of FR2/3 and the perma on use of FR1)
tamer_bourne
Wed Oct 12, 2005 3:03 pm
#3
Snare won't turn off force run, it will remain active and work normally after the snare wears out
AdiWanTinova
Wed Oct 12, 2005 3:06 pm
#4
tamer_bourne wrote:
Snare won't turn off force run, it will remain active and work normally after the snare wears out
Which is pretty crappy for us Master Enhancers that are being forced to use FR3 constantly, with the -95% damage output modifier. Great, so two minutes after I get snared, and am able to run again, I'll have to re-activate FR3 again, and there goes my force bar ...
MasterSheep
Wed Oct 12, 2005 3:16 pm
#6
yeah they stopoped its tactical use - which is a shame - but they have mainly nerfed the 2xxx enh buoilds which have basic fr in them - they are hit harder than us since when actually fighting something i couldnt use fr2 (im 44x3 enh) anyway - just prevents me escaping whilst snared.. 
Swanheart
Wed Oct 12, 2005 3:22 pm
#7
Ah whenthis goes to live serverslike this and then the devs will remove the force run damage reduction...
*oops sorry, was daydreaming there a bit*
/slapself
KenzoDarkron
Wed Oct 12, 2005 3:24 pm
#9
Wingweaver wrote:u have stasis dont you
Stasis is real useful when you are being kited from 50-80m away
Bunklung
Wed Oct 12, 2005 3:26 pm
#10
Two minutes? Try indefinetly.
AdiWanTinova wrote:
tamer_bourne wrote:
Snare won't turn off force run, it will remain active and work normally after the snare wears out
Which is pretty crappy for us Master Enhancers that are being forced to use FR3 constantly, with the -95% damage output modifier. Great, so two minutes after I get snared, and am able to run again, I'll have to re-activate FR3 again, and there goes my force bar ...
aatc
Wed Oct 12, 2005 3:31 pm
#11
Bunklung wrote:
Two minutes? Try indefinetly.
AdiWanTinova wrote:
tamer_bourne wrote:
Snare won't turn off force run, it will remain active and work normally after the snare wears out
Which is pretty crappy for us Master Enhancers that are being forced to use FR3 constantly, with the -95% damage output modifier. Great, so two minutes after I get snared, and am able to run again, I'll have to re-activate FR3 again, and there goes my force bar ...
Why indefinatley? (Sorry, not been keeping track)
Bunklung
Wed Oct 12, 2005 3:45 pm
#12
E Drain can be applied over and over again. There is no rage cooldown either. You can ever reapply it before it ends, ala aura (personally untested, per BH thread)
aatc wrote:
Bunklung wrote:
Two minutes? Try indefinetly.
AdiWanTinova wrote:
tamer_bourne wrote:
Snare won't turn off force run, it will remain active and work normally after the snare wears out
Which is pretty crappy for us Master Enhancers that are being forced to use FR3 constantly, with the -95% damage output modifier. Great, so two minutes after I get snared, and am able to run again, I'll have to re-activate FR3 again, and there goes my force bar ...
Why indefinatley? (Sorry, not been keeping track)
Ryal
Wed Oct 12, 2005 5:09 pm
#13
so if i get snared and my force run toggles off, will i be able to expend force and cancel out the snare by turning force run back on?
It seems highly unbalanced if x cancels out y but y does not cancel out x.
It seems highly unbalanced if x cancels out y but y does not cancel out x.
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