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View Full Version : Re:Re:Re:Re:Changes to poison.



Newsfiend
05-14-2009, 11:20 AM
OceanBlue wrote:


Dev-Ngreth wrote:


I might be able to request a special particle effect... but I am not sure how effective it will be. I will NOT be able to do anything though to circumvent you having particles turned off. We can only over-ride that from scripts, not from particles that go off "normally"

as for the other Idea. I am ok with a stun, but not with moving you around. It would likely be a different type of poison. It would either proc much slower, or be a one shot. Continuous stun is way overpowered. So, in the end, a poison like this may in the end be more powerful than could be allowed :/

Thanks, the stun + swith was just something I saw with the assasin class in Aion to be honest, I understand how it would also be mitigating and too powerful, cool.

Tested aggro poison on live, the aggro reduction is great, no aggro from a tier V Journeyman mercenary tank (using earth + korafax raid weapons). I really have to try to get aggro, when discing it's till possible but that's fine. (using lvl 80 rogue vendor potions)

Snare poison works nicely, although unrelibalbe sine you need to proc it exactly in those last 20% of a mobs health, but together with ligament slic (snare AA), it's better than no snare and I don't want to be a snare class, the potential of snaring your opponent is good enough.


I figured the snare would be "helpful" but not "perfect" Part of the reason for the high proc rate is to have it happen more often, but yes it is not as reliable as a spell or an AA http://www.mapfiend.net/eq/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif



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