Jedi Archive

Thread: Rancor Aid vs Electrolyte Drain... not Snare...

Jedi244
Thu Oct 13, 2005 6:13 pm
#14

As I understood it the only snare that would completely cancel FR or BR was the MCM's. Did I hear wrong?
hamhamthe3rd
Thu Oct 13, 2005 6:32 pm
#15

i noticed you list a trap so are traps useable against players now?
masteroftheblade
Thu Oct 13, 2005 6:34 pm
#16

The stats so far that have been created from resource packs. It has a 1 minute and 2 second duration with 0 to speed buff, with a 17 fill. Considering that Electrolite drain lasts 2 minutes and its spamable the drink is useless.
Opie76
Thu Oct 13, 2005 6:37 pm
#17







masteroftheblade wrote:
The stats so far that have been created from resource packs. It has a 1 minute and 2 second duration with 0 to speed buff, with a 17 fill. Considering that Electrolite drain lasts 2 minutes and its spamable the drink is useless.






Actually Red-Dwarf tested it, and it did give a movement buff. The display screen for the drink info might be bugged right now. Did you miss the part also where i stated It nullifies E Drain for the duration it's in your system? Seeing how E Drain is only usuable at 5m, i think this move is no longer a concern of a jedi. Just go buy yourself some Rancor Aid.





Message Edited by Opie76 on 10-13-2005 06:38 PM

masteroftheblade
Thu Oct 13, 2005 6:51 pm
#18

Still dont think it will be of any use. Its still spammable as it stand now, this is just something the devs have thrown at us to make us think there helping. All the stuff I saw had no bonus to speed in listing display or in actual testing of it.
acmtalk
Thu Oct 13, 2005 6:57 pm
#19

I agree it should protect some How, But Not Completelly remove the eefects of The snare., maybe Eatting the food made with best ressources, Should reduce snare's effects by 50%?? so jedi will still not as fast, but not too slow.


Also keep in mind that electrolyte = 2mins Other profs snare = 30secs?





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Epak
Thu Oct 13, 2005 6:58 pm
#20


MsNiL wrote:
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)



thanks for listing all the snares in the game! i realize it isn't your job, but do you happen to have all the mezzes and roots too?

I've always wanted to see a list like you just put together, but i never have the time to gather the info

thanks !

Message Edited by Epak on 10-13-2005 07:00 PM




kotea/wave

KristofKeeney
Thu Oct 13, 2005 7:09 pm
#21






Epak wrote:




MsNiL wrote:





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)






thanks for listing all the snares in the game! i realize it isn't your job, but do you happen to have all the mezzes and roots too?

I've always wanted to see a list like you just put together, but i never have the time to gather the info

thanks !

Message Edited by Epak on 10-13-2005 07:00 PM




Actually MsNil missed one, there is one given by a grenade for Commandoes, I can't remember the exact one but take a look at them and you'll see



Kristof Keeney
Light Jedi Warrior

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TraceAntilles
Thu Oct 13, 2005 7:41 pm
#22

But lets ask the obvious question, why in the hell do you need snare to debuff speed, thats what root was for?


Let's these players grind a root ability, why would you ever consider making snare the same as root?





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KRAKEN666
Thu Oct 13, 2005 8:04 pm
#23

I dont know about you guys, but i am getting sick and tired of having to carry about 20 types of foods and drinks with me to counter what bh can produce naturally. its getting to the point that i dont have room to loot anything since we cant wear back packs.
Qwad
Thu Oct 13, 2005 8:06 pm
#24



KRAKEN666 wrote:
I dont know about you guys, but i am getting sick and tired of having to carry about 20 types of foods and drinks with me to counter what bh can produce naturally. its getting to the point that i dont have room to loot anything since we cant wear back packs.





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abbink
Thu Oct 13, 2005 9:13 pm
#25

yeah forget the food. we need a all around skill like force pull or push. To get the attacker with in range or out of range depending on the situation. Obviously it needs to have some limitations like a long cool down or something t prevent people from spamming it all the time.






Too often players and the devs have a mindset that professions should be balanced with 1 on 1 pvp in mind. This mindset is ruining the game. The benchmark for balance should be determined by the role a profession plays in a group setting. As long as the current mindset continues we will never see uniqueness among the professions, nor will we ever see individuality within a given profession. We will never see the SWG universe expanded as the focus will only ever be balance pass after balance pass after balance pass.


Message Edited by abbink on 07-26-200609:32 AM


felipz
Thu Oct 13, 2005 9:18 pm
#26






MsNiL wrote:




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.





Master Combat Medic has nothing to fear, the Improved Paralyze lasts about 15 seconds, so you have time to use thyroid, drain and run outta range no problem. My alt has Combat Medic 0004, the Paralyze doesn't last too long but I can just use it then Drain then have burstrun food on me I could use no problem too.



[__Felous__]


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