Jedi Archive
Thread: Rancor Aid vs Electrolyte Drain... not Snare...
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MsNiL
Thu Oct 13, 2005 5:16 pm
#2
Chances are high that MBH/MCM wont be common post-toow. Also sabers will be rather deadly at short range and the 5m range of Electrolyte Drain causes the BH to get dangerously close to the Jedi.
5m is the range of Electrolyte Drain.
Now consider what a Jedi can do on <35m.
Consider fixed saberspeed.
Consider the actioncost nerf on all heals.
What's going to be the great Snarer post-toow is Crippling Shot (0400 Carbineer). That's the snare that works at 80m range. Especially nasty when combined with 0003 Pistoleer.
So Rancor's Aid... Well, if that's released as protection only against Electrolyte Drain, it's going to get dusty on the vendors.
If anyone is on the Beta Forum, maybe you should tell them to do Rancor Aid a protection against Snares, not just specificallyagainst Electrolyte Drain.
Here are all snares:
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)
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)
Message Edited by MsNiL on 10-14-2005 02:24 AM
Ghert
Thu Oct 13, 2005 5:18 pm
#4
But yes, I agree, the new food should be effective to the snare issues.
snipaho
Thu Oct 13, 2005 5:21 pm
#5
You mean make it effective against both?
MsNiL wrote:
If anyone is on the Beta Forum, maybe you should tell them to do Rancor Aid a protection against Snare, not against Electrolyte Drain.
MsNiL
Thu Oct 13, 2005 5:23 pm
#6
Electrolyte Drain is one skill. Snare is the state it causes.
snipaho wrote:
You mean make it effective against both?
MsNiL wrote:
If anyone is on the Beta Forum, maybe you should tell them to do Rancor Aid a protection against Snare, not against Electrolyte Drain.
Here are all snares:
Force Weaken (Force Wielder)
Improved Cripple Attack (Fencer) (20sec)
Improved Crippling Shot (Carbineer) (20sec) Bugged, States: ui_buff:[cripplingshot_1]
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)
Improved Cripple Attack (Fencer) (20sec)
Improved Crippling Shot (Carbineer) (20sec) Bugged, States: ui_buff:[cripplingshot_1]
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)
Opie76
Thu Oct 13, 2005 5:28 pm
#7
Ok, they won't be able to do any specials at 80 m range unless they are wearing cyber arms.
For a normal snare , there is a 20 second anger buff which prevents reapplying the move.
IF a jedi were to activate force run, close in on their target and hit a root or snare of their own, then I don't think that person stands much of a chance with a big fat hole in their armor.
Ho'mer
MsNiL
Thu Oct 13, 2005 5:30 pm
#8
Opie76 wrote:
Ok, they won't be able to do any specials at 80 m range unless they are wearing cyber arms.
For a normal snare , there is a 20 second anger buff which prevents reapplying the move.
IF a jedi were to activate force run, close in on their target and hit a root or snare of their own, then I don't think that person stands much of a chance with a big fat hole in their armor.
Anger is not given to Snare or Root as far as I know.
The chances that a Jedi survives 20 seconds with the new rifle is slim.
snipaho
Thu Oct 13, 2005 5:30 pm
#9
MsNiL wrote:
Electrolyte Drain is one skill. Snare is the state it causes.
snipaho wrote:
You mean make it effective against both?
MsNiL wrote:
If anyone is on the Beta Forum, maybe you should tell them to do Rancor Aid a protection against Snare, not against Electrolyte Drain.
So, yes then.
I'm not sure if ED is considered a regular snare, or if it is a seperate debuff to the movement speed. Does ED slow you down as much as the other snares?
MsNiL
Thu Oct 13, 2005 5:32 pm
#10
snipaho wrote:
So, yes then.I'm not sure if ED is considered a regular snare, or if it is a seperate debuff to the movement speed. Does ED slow you down as much as the other snares?
The snares are different in strength I think.
ED is one of the stronger. There are snares which allow you to move faster than with ED.
MotorPsycho
Thu Oct 13, 2005 5:36 pm
#11
snipaho wrote:
MsNiL wrote:
Electrolyte Drain is one skill. Snare is the state it causes.
snipaho wrote:
You mean make it effective against both?
MsNiL wrote:
If anyone is on the Beta Forum, maybe you should tell them to do Rancor Aid a protection against Snare, not against Electrolyte Drain.
So, yes then.I'm not sure if ED is considered a regular snare, or if it is a seperate debuff to the movement speed. Does ED slow you down as much as the other snares?
ED dosen't reduce movement speed as much as other snares, but it does last longer.
MsNiL
Thu Oct 13, 2005 5:52 pm
#13
Improved Force Wave (Force Enhancer) (20sec)
_Saevio_ wrote:
don't forget force wave
That one is in the list.
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