Make Debuffs Great Again!

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Make Debuffs Great Again!

Postby Gorka » Tue Jul 19, 2016 2:11 pm

Dr sent me this information...

I think some times we focus so much on our own power... that sometimes we forget to focus on the importance of making the mob less powerful.

Acid blind : +1AC -1Hit (1 Min)
blind : +1AC -1Hit (2 mins)
Faere fire : +2AC (7 mins)
weaken : -1str (8mins 30 seconds) (-hit)
curse : -1hit (48mins)
damnation : -2hit (14 mins)
crimson scourge : 2-3hpdmg per hit (3mins 30seconds)
web : -1hit +0.3AC (35 mins)
chill touch : -str (9min 30seconds)
corrosive surge : +1AC (10 Mins)

We can get caught up in the importance of our own -0.1 ac sometimes, when we forget we add 3-4 AC to the mob!

MDGA! Make Debuffs Great Again!
Gimme a G! Gimme a ORKA!
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Re: Make Debuffs Great Again!

Postby *juggleblood* » Tue Jul 19, 2016 8:10 pm

Weaken will not lower hit on a high level mob because it doesn't reduce the strength enuff, thus weaken has effectively been nerfed into uselessness. I wouldn't waste time casting it.
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Re: Make Debuffs Great Again!

Postby Teron » Wed Jul 20, 2016 4:05 am

Then the same can be said about casting chill touch or ice ray in hopes of lowering mobs' str. Probably more efficient to do real damage instead.
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Re: Make Debuffs Great Again!

Postby *juggleblood* » Wed Jul 20, 2016 10:44 am

I looked at mob strength and hitroll and I take back what I said. Weaken or chill should knock back a level 42 mob by 1 hitroll, but on a level 41 mob it would do zero, unless you followed it with a chill. Chill doesn't stack on mobs, so you can't get it any further than that.

I was mistaken about mob strength earlier, weaken does appear to be useful against max level mobs, sorry.
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Re: Make Debuffs Great Again!

Postby Teron » Fri Jul 22, 2016 3:47 am

Well, given that most mobs (even huge ones) are level 41, it doesn't seem like weaken alone is worth it, unless it's folowed by a chill, which also needs to make the save to reduce str, as far as I understand.
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Re: Make Debuffs Great Again!

Postby Ker » Fri Jul 22, 2016 5:16 am

G'day,

Nothing is ever worth it when only a handful of members are trying to debuff a target.

Now when you have group participation, we are simply looking at 2-3 combat rounds with maximum effect. Mages however takes that perspective to a whole new level!

Aye,

Dr
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Re: Make Debuffs Great Again!

Postby Teron » Fri Jul 22, 2016 9:24 am

True.

When I started leading I was making sure someone was on debuffs. It was so tiring, so I only pay attn to damn/web/acid now, and maybe fire on thick non-aggro mobs.
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Re: Make Debuffs Great Again!

Postby *juggleblood* » Fri Jul 22, 2016 10:07 am

I'm not a huge fan of debuffs in group. You end up having a whole bunch of people not fighting when the mob is often already half dead or more. What'd I'd like to see more of is groupees striking, kicking, bashing, flailing, blasting, etc.. Personally I know that my strike (in charisma/ac mode) does damage comparable to all my melee attacks combined. If everyone focused on improving their damage, it'd help a lot more than having people trying to weaken/chill the mob.
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Re: Make Debuffs Great Again!

Postby Teron » Fri Jul 22, 2016 10:24 am

Yeah, increasing damage (blasting) halves the time/rounds we need to fight, so might as well deal damage instead of casting debuffs that fail saves.
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