Jedi Archive

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

daetalus
Thu Oct 13, 2005 9:23 pm
#27

I can deal with snares affecting us, even under the influence of FR. But to totally negate the skill, is pretty strong for a 0,4,0,0 Carb and i forget the rifleman snare. As ive seen reported, having any snare on you negates all TN and increased movement speed for the duration of the snare. And they can be chained leaving one permasnared. The only reason this was made so strong was b/c of people whining about how much faster FR is than everything else. Hell, FR3 isnt as fast as a swoop and we have a dmg reduction for using it, its about damned time they removed the Dmg reduction from FR2 and 3 since there are now many counters to it. When they nerfed it in the begining, it was justified. There was no way to stop a MEnh from decimateing groups before some lower-end pc's could even load the jedi in the area. Those days are gone and the dmg issue needs to be addressed.



Imea Eliod
Master Doctor/Master Rifleman
Master Ponderer
Maxil
Thu Oct 13, 2005 9:28 pm
#28

thing is most mbh/mcm's use paralize at the beginning of a fight, use the debuffs, then apply their dots.. They won't be able to run in, apply ED, paralyze, and kite if their dots are still going, as it breaks the paralyze.

Granted that little tidbit doesn't help that much, just saying paralyze won't stick if the dots are going



Maxil





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DustusNavar
Thu Oct 13, 2005 9:52 pm
#29






MsNiL wrote:





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.






I love MsNiL. I wish you were our corospondent.



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


Yardbomb
Thu Oct 13, 2005 10:42 pm
#30

Fixed saberspeed?
Has this been announced, or is it working on tc2? I ask because I'm not able to make a jedi on that server.



- Thiga
Macshlong
Thu Oct 13, 2005 11:45 pm
#31






MsNiL wrote:




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.





You're kidding right......





Shooter McGavin


|~RIP~||~Dantooine~||~Bria~|


Maxil
Thu Oct 13, 2005 11:53 pm
#32



Macshlong wrote:


MsNiL wrote:

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.



You're kidding right......





Well, the new rifle, and if the bh is a SL, which has a new ability that has a chance to bypass any and all armor... test results are showing damage upwards of 7k plus.



Maxil





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MsNiL
Fri Oct 14, 2005 3:29 am
#33





Epak wrote:
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


In my state guide you can find it all:

http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=67042




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
MsNiL
Fri Oct 14, 2005 3:40 am
#34





Macshlong wrote:





MsNiL wrote:
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.



You're kidding right......





No, not really. I cant see I have any use for CM, or heals for that matter.





--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
UTech
Fri Oct 14, 2005 5:25 am
#35






Opie76 wrote:

100% immunity to ED. 3% Movement speed buff. Resources are no great on TC, but that is the initial report. Taking a swig after getting snared with ED clears it.




Looks like Rancor Aid will be taking the place of Avoid Incap on my toolbar..




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catassery and buttmonkeyism. We must be cautious.

trajen2
Fri Oct 14, 2005 5:50 am
#36






UTech wrote:






Opie76 wrote:

100% immunity to ED. 3% Movement speed buff. Resources are no great on TC, but that is the initial report. Taking a swig after getting snared with ED clears it.




Looks like Rancor Aid will be taking the place of Avoid Incap on my toolbar..





whats the fill?






Inat Mivea - Elder Jedi
"
It ain't braggin' if you can do it . . ."

Bountyzhunter
Fri Oct 14, 2005 6:15 am
#37






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.


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)


Message Edited by MsNiL on 10-14-2005 02:24 AM





I would consider this if it were actually fixed, it still hasnt been on beta. Only force regen on robes has been...finally.



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Maxil
Fri Oct 14, 2005 11:00 am
#38

right now the stats arn't very impressive, one minute duration and about 14 fill, chefs are waiting to tamper with it with better resources tho...

And people are thinking it will remove the snare, it will just adjust it. It has a + movement speed modifier, so you'll still be snared, just not as slow.

Message Edited by Maxil on 10-14-2005 01:01 PM



Maxil





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