AoE Fear + Caltrops/Thorntrops?


Roderick

 

Posted

How would this type of combo affect mobs? Would they cower for a bit and then attempt to flee or would they try and fit in an attack here and there?

What if the mob is immobilized when 'trops and AoE Fear are stacked on them?


Thanks in advance.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Just guessing off the top of my head here, but I think each tick of the trops would break fear allowing the mob to fire an attack before going back into fear.


We don' need no stinkin' signatures!

 

Posted

When the damage from the trops interrupts the fear, they'll try to get off the damage patch untill the fear kicks in again. If they can't move, they'll take an attack instead. If they can't move, and have no targets in range of any attacks they have recharged, then they'll sit there and do nothing until the fear reapplies.


@Roderick

 

Posted

Quote:
Originally Posted by Suspicious_Pkg View Post
Just guessing off the top of my head here, but I think each tick of the trops would break fear allowing the mob to fire an attack before going back into fear.
This is correct, except that fear can only be broken once every 8 or 10 seconds, no matter how many times they are hit.


@Roderick

 

Posted

So, what I'm looking at is an 8-10 second window of reprieve if I lock them in place; longer if I forgo the Immob in favor of... Slow?


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Slow won't change the amount of time between the damage pulses breaking the fear. It will reduce the distance they can run if they try to get out of the damage patch (though obviously not as much as the immob will), but their powers will probably all recharge in between breaks in the fear whether they're slowed or not.

If you were to stack another effect on top of the fear, I'd pick Immob.


@Roderick

 

Posted

I mention Slow because it would keep them in the cower-fear/fear-run limbo longer than not slotting it at all and perhaps without giving them the 'cant-run-must-attack' option (even though the combo I'm thinking of would help mitigate that option).


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

How about in combination with a power with the same mechanic as Thorntrops; like Hot Feet (does it stagger the escape check)? With an Immob applied?


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

It doesn't matter what power is applying it, fear is broken by any damage. However, there's a timer on how often fear can be broken that functions much like procs in damage auras - it can only happen once every X number of seconds (as I said above, I can't remember the time period). It doesn't matter if you're hitting them once every 2 seconds, or an entire league is hitting them dozens of times a second, the breaks will happen equally often.


@Roderick