Ranger Archive
Thread: What exactly do State Effect Traps do?
In general, i know some are useful while others seem to do nothing.
Blind - See no obvious affect to enemy nor myself
Stun - See no obvious affect to enemy nor myself
Dizzy - Only seems to affect you when you change posture (i.e. standing to kneel, kneel to prone) but if you or your pet has no ability to Knockdown or Posture change, then this too seems pointless.
I'm just wondering if there is any real benefit to using traps or pets with these effects, or if it is pointless. Did they at one time do something of importance?
It would make sense if blind would make the target unable to target an enemy for a period of time or stun would make a target skip a round in combat.
I've been playing this game since beta 3 and since the day it first came out but am still unclear to there effectiveness.
Any answers or thoughts on this?
"Blind"
- Decreases Chance-to-Hit
- By watching the combat spam, you will notice more misses you messages roll by
"Stun"
- This one I'm a little unsure about... It does appear to either reduce the damage inflicted by the creature, or reduce the speed of the creatures attacks
"Dizzy - Only seems to affect you when you change posture "
- That isthe only effect I have seen, and should be used accordingly...
- Namely, use it in conjunction with posture change moves.
----
I use the StunandBlind available through Tera Kasi on all > White Con creatures that I fight... Over the duration of a long battle, the effects are noticable. ![]()
As for Dizzy, I use that rarely... And only in conjunction with a Knockdown attack, which I don't use very often anyways.
after halving damage with intimidate, stun seems to half the damage again, but it doesnt work without intimidate being on 1st.
maybe it makes status effects on the creature to be more powerful
Blind I believe lowers chance to hit.
Stun lowers attack speed as well as causes the target to lose one round
Dizzy is just what it says. The target becomes dizzy. If you knock them down, they have a hard time getting back up again but as you said, if you can't knock your target down it's useless.
Hope that helps
This is the essence of a skills-based game. In fact, I don't quite get why they have profession mastery at all, since it gives the impression that there are "classes" within a game not designed for them. This is why I don't really wholly support giving more combat prowess directly within the skill boxes for Ranger. We each have enough points left to pick up our own unique ways for fighting, whether it's CH pets, Pistoleer, Rifleman, BH weaponry, Pikeman, Commando, whatever.
Thunderheart's response: "Professions are neither "classes" nor is any one class supposed to have "everything"
Nraas's note: That sounds like a "negatory" to too much cross profession contamination... Maybe a little bit here and there, but we shouldn't push our luck
What defines Ranger abilities is not what defines the Ranger "class". It's what defines the rangering player It's a subtle difference, but an important one in my view.
As to questions for the Devs, I think all of the important ones have been asked, and many times
But then, I haven't been a Ranger as long as some here, so I imagine the comments made in August might really be stretching the patience of folks who've wanted these things affected since before then