Enervating Field on exploding mob?
I dunno.
What I do know, however, is in the case where the mob has to use a power to blow themselves up (as opposed to Skiffs, for example, who just sort of explode), you can stop the power entirely with EF. The power that Mages/Embalmed/whatever use to blow themselves up is interruptable, and EF will continuously interrupt everything that's inside it, so they can't blow up at all.
But I guess that isn't what you were asking.
Right, I've already read and personally observed that things like the Embalmed are prevented from exploding when either RI or EF is around them, even when they're not the anchor. I was wondering about the explody-on-death ones.
EF makes no difference on exploding mobs. At least not to Warhulks.
With EF, warhulk hits for 270/270 (lethal/fire)
Without EF, same result - 270/270
And im not so sure RI works either. I can go an entire fight without being hit from a hulk. When they go boom, im hit quite often. A long time ago, I just thought the boom had good accuracy. Then my SR scrapper starting fighting them and is rarely hit from the hulks' boom. To me, this just proves that debuffing the blast does nothing.
I'm thinking that's because you're not actually debuffing anything at that point.
The Warhulk has already been defeated, which means your toggles are shut off- then comes the boom.
I'm pretty sure that, if you check, you'll see the text messages (if you have them activated in a chat pane) that indicate your opponent has been defeated and see the debuffs fading before the explosion. I'm going to pop into Crey's Folly when I'm not at work to see if I get these messages before the explosion.
The result is the same if you anchor on a LT next to the warhulk, I believe. I NEVER put the debuffs directly on a warhulk because I know the boom will hit me, and without toggles and with as few HP as I have left, I'm in DEEP doo-doo. :-)
This is correct. Using a mob next to the Hulk as the anchor yields the same outcome. Just make sure you step back a few yards before landing the fatal blow, or have 540 hp left before makin the last strike. (If you're 50 against even lvl Warhulks anyway)
At least EPP armor has helped me a LOT with exploding Nems. Used to have to be careful taking on groups of Jaegers (since I'm AoE build, and they all die at once).
I was unhelpful.
But at least this thread was educational, I didn't realize that exploding Warhulks aren't affected by debuffs.
The result is indeed the same.
I noticed that I was awarded experience for defeating the Warhulk right before the damage from the explosion was applied.
You can't debuff a defeated mob.
Well, thats a good news/bad news result, I guess.
Sounds like it doesn't really matter which mob you pick, then, either way the damage is not decreased. So I don't have to worry about choosing the right anchor, just running awaaaay! :-)
Good question.
No I dont believe it does.
Once the target its defeated, all toggles are removed. The explosion occurs after the target is defeated, so the EF would not apply.
man it'd be great if EF's area of effect lasted 2 or 3 seconds after the anchored mob died. Like the cloud of radiation lingered around a few seconds keeping the mobs debuffed. would really cut back on how annoying it is people attack the anchored mobs first. But i guess that's wishful thinking.
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I was unhelpful.
But at least this thread was educational, I didn't realize that exploding Warhulks aren't affected by debuffs.
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Not entirely so. I didn't know anchors interrupted explodey mobs.
Balance is not about making everybody the same. Balance is about making your strengths worth all of your weaknesses.
Invincibility is the same, I observed that doing Positron. Very usefull, and rather bad when Invinc drops because you didn't watch your END and all the Vahz decide to explode at once.
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The Keep-Arcs: 164260, 188373, 192610, 196090 and funny side-chapter 218575.
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What I do know, however, is in the case where the mob has to use a power to blow themselves up (as opposed to Skiffs, for example, who just sort of explode), you can stop the power entirely with EF. The power that Mages/Embalmed/whatever use to blow themselves up is interruptable, and EF will continuously interrupt everything that's inside it, so they can't blow up at all.
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Wow...45 levels on my rad controller and 30 on a rad defender and I never noticed this. Thanks for the tip!
[url="http://tinyurl.com/4ylgy"]The Wanderers[/url] of Virtue
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Ever used confusion on an exploding enemy? Now thats hilarious
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Good question.
No I dont believe it does.
Once the target its defeated, all toggles are removed. The explosion occurs after the target is defeated, so the EF would not apply.
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And people say the Devs don't read the defender boards. It would appear that they do.
Quote from rawkman:
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What I do know, however, is in the case where the mob has to use a power to blow themselves up (as opposed to Skiffs, for example, who just sort of explode), you can stop the power entirely with EF. The power that Mages/Embalmed/whatever use to blow themselves up is interruptable, and EF will continuously interrupt everything that's inside it, so they can't blow up at all.
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Holy crap - I just learned a great new tactic! Thanks a bunch rawkman! I can't believe I never noticed this....
So then, if the toggle drops when the mob dies before the explosion actually occurs (which makes sense) - then anchoring a non exploding mob, and killing the exploding ones first (while in the cloud of course) "should" debuff the explosion damage since the debuff is still active. I'll attempt to test this and report back.
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What I do know, however, is in the case where the mob has to use a power to blow themselves up (as opposed to Skiffs, for example, who just sort of explode), you can stop the power entirely with EF. The power that Mages/Embalmed/whatever use to blow themselves up is interruptable, and EF will continuously interrupt everything that's inside it, so they can't blow up at all.
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I remember hearing once that either EF or RI will also stop Vaz Morts from rezzing, and Tsoo sorcerers from teleporting. The first seems true, but the second's not. Not interruptible, I s'pose.
I've never seen a full list of interruptibles it stops, though.
ok, actually, the proper understanding is that the mob, when defeated, whether anchored or not, looses the debuff because they're "arrested" so it doesn't matter where the anchor is, debuffs do not effect defeated mobs.
And sky raider engineers from getting out FF generators.
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What I do know, however, is in the case where the mob has to use a power to blow themselves up (as opposed to Skiffs, for example, who just sort of explode), you can stop the power entirely with EF. The power that Mages/Embalmed/whatever use to blow themselves up is interruptable, and EF will continuously interrupt everything that's inside it, so they can't blow up at all.
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I remember hearing once that either EF or RI will also stop Vaz Morts from rezzing, and Tsoo sorcerers from teleporting. The first seems true, but the second's not. Not interruptible, I s'pose.
I've never seen a full list of interruptibles it stops, though.
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Recall Friend is interruptable. Teleport is not. Otherwise it'd be the worst travel power EVER.
-Jag
Balance is not about making everybody the same. Balance is about making your strengths worth all of your weaknesses.
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Good question.
No I dont believe it does.
Once the target its defeated, all toggles are removed. The explosion occurs after the target is defeated, so the EF would not apply.
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I can't believe my eyes, a dev post in the defender forums?!? Oh crap, someone agroed a red name, Run for the hills!
Rad/rad defender here, I'm getting to a point where I'm running into more exploding-when-they-die mobs (sky skiffs, some mages, etc.). I'm wondering if the damage from the explosion is reduced by Enervating Field, or if its not, due to the fact that the mob is already defeated "as its happening".
This obviously has an impact on who I want to anchor my debuffs on.
Has anyone checked this for sure?