Quick Combat Questions

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  • So it's a 6 crown (300 credit) price tag attached to a pretty basic request people had to be able to SLEEP without waking up until they chose to for roleplay reasons. Combat implications still seem to be essentially non-existent.
  • Antonius said:
    So it's a 6 crown (300 credit) price tag attached to a pretty basic request people had to be able to SLEEP without waking up until they chose to for roleplay reasons. Combat implications still seem to be essentially non-existent.
    Unless I'm missing something I feel pretty weird about how that request ended up as an artefact. A lot weirder about it being one this costly.
  • C.R.E.A.M is a pretty good indication to some statements above.
  • Ha I misread @Makarios, knew it sounded fishy!
  • AerekAerek East Tennessee, USA
    Makarios said:
    Re: the poppy. Its worth noting you won't naturally wake from this sleep.
    Can you use it on yourself? That definitely makes it worth something, I think, but I feel that a lot of folks want the ability to sleep for themselves more than others. If you can't BLOW POPPY ME, then perhaps SMELL POPPY would be in order when you wanted to take a siesta, yourself.
    -- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
  • Morthif said:
    Makarios said:
    Re: the poppy. Its worth noting you won't naturally wake from this sleep.
    INTRIGUED
    What does it do really?
  • What's the Non-Jhui EQ time on a four limb restore and does confusion still increase EQ time? If so, by how much?

    Also, are we still unable to outrift with two broken arms?

    (Party): Mezghar says, "Stop."
  • Four limbs is, I think, 6 or 8 seconds. Confusion still increases equilibrium time; I want to say it's double, but I may be misremembering.

    Yes, still unable to outrift with two broken arms.
  • It's 100% increase, yeah. Always fun to catch people off guard as jester with blackout/cripple/confusion->force restore, for the ~16-18s off bal. Easy jitb.

  • edited September 2015
    I think restore off 4 limbs is about 9s EQ. With diadem it is about 7.5s. People with quick-nitted gets to complete that even quicker, so confusion is required against certain classes.

    I've been doing that as a Shaman.

    Confuse out of room > force salve > cripple > force restore > Blackout > Tzantza. Yes about 18-20s off-EQ, they can't tumble, can't diagnose, won't know what you curse them about as long as the curse is symptomless. It was much better when blackout was 10s, they could still spam plumbum and focus during the blackout. JITB definitely works better in this case.

    It'll be fun to throw aeon there for some flavour, even sleep lock inside of aeon or blow that poppy scent (what does it do really?).
  • Thanks guys. Used this the other day as something I used to do in the "old days" glad to see it's still viable

    (Party): Mezghar says, "Stop."
  • Dochitha said:
    I think restore off 4 limbs is about 9s EQ. With diadem it is about 7.5s. People with quick-nitted gets to complete that even quicker, so confusion is required against certain classes.

    I've been doing that as a Shaman.

    Confuse out of room > force salve > cripple > force restore > Blackout > Tzantza. Yes about 18-20s off-EQ, they can't tumble, can't diagnose, won't know what you curse them about as long as the curse is symptomless. It was much better when blackout was 10s, they could still spam plumbum and focus during the blackout. JITB definitely works better in this case.

    It'll be fun to throw aeon there for some flavour, even sleep lock inside of aeon or blow that poppy scent (what does it do really?).
    Woah... New thing to think about.
  • Acknu said:
    Dochitha said:
    I think restore off 4 limbs is about 9s EQ. With diadem it is about 7.5s. People with quick-nitted gets to complete that even quicker, so confusion is required against certain classes.

    I've been doing that as a Shaman.

    Confuse out of room > force salve > cripple > force restore > Blackout > Tzantza. Yes about 18-20s off-EQ, they can't tumble, can't diagnose, won't know what you curse them about as long as the curse is symptomless. It was much better when blackout was 10s, they could still spam plumbum and focus during the blackout. JITB definitely works better in this case.

    It'll be fun to throw aeon there for some flavour, even sleep lock inside of aeon or blow that poppy scent (what does it do really?).
    Woah... New thing to think about.
    Yeah worth a try, if they allow you to get to 50 fashions as a Shaman. Jester could prolly live longer and requires less fashions.
  • I used to love forcing sleep in aeon, hitting with voyria and plaugh until they died. Good times

    (Party): Mezghar says, "Stop."
  • Sobriquet said:
    I used to love forcing sleep in aeon, hitting with voyria and plaugh until they died. Good times
    Even better now with 3 speedy delph throws.
  • You have a very fast hourglass built into vodu  and puppetry.. 3 delph axes/daggers is a waste
  • That third delphinium axe is definitely a waste, since it will (usually) wake/sleep rather than stripping kola.

  • CaladbolgCaladbolg Campbell County TN
    How does Aspar (Invoke coagulation) work exactly? Does it require a certain amount of bleeding to use and if so how much bleeding?

  • They need to be bleeding (hence you stick haemophilia early and attune Teraile) and it converts the bleeding to an affliction. From my testing it was 200 bleeding but I've seen on the forums that it just need to be 150 bleeding. Also it just reduces the bleed by the amount needed to convert to the affliction and it doesn't consume extra bleeding if they are bleeding over 150-200.
  • Acknu said:
    They need to be bleeding (hence you stick haemophilia early and attune Teraile) and it converts the bleeding to an affliction. From my testing it was 200 bleeding but I've seen on the forums that it just need to be 150 bleeding. Also it just reduces the bleed by the amount needed to convert to the affliction and it doesn't consume extra bleeding if they are bleeding over 150-200.
    It is 150 bleed. And it should coagulate all the bleeding, otherwise it is too powerful for inflame route. 
  • CaladbolgCaladbolg Campbell County TN
    Dochitha said:
    Acknu said:
    They need to be bleeding (hence you stick haemophilia early and attune Teraile) and it converts the bleeding to an affliction. From my testing it was 200 bleeding but I've seen on the forums that it just need to be 150 bleeding. Also it just reduces the bleed by the amount needed to convert to the affliction and it doesn't consume extra bleeding if they are bleeding over 150-200.
    It is 150 bleed. And it should coagulate all the bleeding, otherwise it is too powerful for inflame route. 
    Kinda, but with out Shaman having a way to punish someone for clotting (other than soulrend) I don't really see it as a problem personally. but that's me.

  • Dochitha said:
    Acknu said:
    They need to be bleeding (hence you stick haemophilia early and attune Teraile) and it converts the bleeding to an affliction. From my testing it was 200 bleeding but I've seen on the forums that it just need to be 150 bleeding. Also it just reduces the bleed by the amount needed to convert to the affliction and it doesn't consume extra bleeding if they are bleeding over 150-200.
    It is 150 bleed. And it should coagulate all the bleeding, otherwise it is too powerful for inflame route. 
    Just tested it out to make sure, it still leaves bleeding. I think I'm getting the 200 from 150 for coagulate plus the natural reduction of bleeding with moss.
  • Inflame kill is not very strong, it's honestly probably the weakest path a Shaman can take. Coagulate not taking all bleeding is a good thing.
  • CaladbolgCaladbolg Campbell County TN
    Amranu said:
    Inflame kill is not very strong, it's honestly probably the weakest path a Shaman can take. Coagulate not taking all bleeding is a good thing.
    In theory Coagulate while say fighting with a blademaster could be overpowered in that sense.

    In the other sense could just vodun bleed like 3 times and let the bm get a kill.

  • Don't need vodun bleed, sticking haemophilia and about 4 or 5 curse bleeds should be more than enough.
  • CaladbolgCaladbolg Campbell County TN
    Daeir said:
    Soulscourging a vodun bleed on the last tick of a bloodlet is like 5000+ fire damage from an inflame, if I recall right, or you can let them clot it away to give you max soulrending fashions if it doesn't kill them.
    Isn't Inflame 10x bleeding? So like if your bleeding 500 it does 5k damage?


    Cool skill imo, but could really be on a percent based deal instead of pure damage or pure damage + a percentage unless im mistaken on how it works.

    Then again I like to run around with 4kish health for pvp. and 400 bleed vs 600 bleed is a huge difference for instant deaths.

  • AerekAerek East Tennessee, USA
    Inflame should be 6x bleed in fire damage. It's pretty brutal for me with 4900 health, if I'm sipping mana and let some damage build up on me, then even small spike of bleeding into Inflame+Throttle can finish it pretty quick. I can imagine that tactic probably hits a ceiling against artefacted or CON-spec'ed opponents, though, especially once mana regen/sip rings/Robes of the Magi come in.
    -- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
  • LothienLothien Montréal, Québec
    Which classes can make the most of quick-witted/diadem/intelligence besides sylvan? Just magi? Wondering if I should even care about multiclass given my race/traits/stats and just get a sash and collar instead of saving for a new class if/when multiclass comes.
  • Lothien said:
    Which classes can make the most of quick-witted/diadem/intelligence besides sylvan? Just magi? Wondering if I should even care about multiclass given my race/traits/stats and just get a sash and collar instead of saving for a new class if/when multiclass comes.
    Monk.

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