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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Sun Jan 18, 2004 2:02 pm Post subject: Techniques |
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Ten new combat techniques have been released for the Mercenary profession. Only Mercenaries may learn these abilities. These are not new attacks, but rather \"buffs\", or enhancers, to improve the abilities of the Mercenary when needed. These abilities are invoked via the new TECHNIQUES command, and cost focus to use. Each has an initial focus cost when invoked, as well as a constant drain on focus per-minute when in effect.
Techniques may be learned by speaking with Ghotra Foddul about techniques, and one's ability to learn a technique is based purely on level. The duration of a technique is based on level and mentality, but the effect itself is constant, independent of level, skills, or stats. So, an ability that adds X to strength will always add X to strength.
The abilities:
Battle Hardened, Level 15: Increased health points, stamina points, and all resists. Duration 20-30 minutes.
Concentration, Level 25: Increased perception and mentality. Duration 15-25m.
Focused Intent, Level 35: Increased coordination and agility. Duration 15-25m.
Enrage, Level 45: Increased strength and weapon skills (including unarmed). Duration 15-25m.
Predator, Level 55: Lower melee/thrown roundtimes (not guns/pulse/archery), higher damage and critical rate from ALL weapons/unarmed. Duration 10-16m.
Battle Glory, Level 65: Upgraded Battle Hardened.
Trained Eye, Level 75: Upgraded Concentration.
Legendary Gladiator, Level 85: Upgraded Focused Intent.
Conqueror, Level 95: Upgraded Enrage.
Sealed Fate, Level 100: Upgraded Predator.
Upgrade versions may not be stacked with the original versions. So, you can mix Concentration with Enrage, but not Concentration and Trained Eye.
Note, the focus costs for these abilities is high to invoke and maintain. It is not intended that Mercs be able to realistically run all of these techs at the same time.
As a reminder, the stats factoring into your focus pool are Intellect, Mentality, and Charisma (equal weight for all three).
The HP/SP increasing abilities will not drop you below 1 HP/SP when they wear off, so you can't die from them wearing off. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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Downtweak
Joined: 14 Mar 2003 Posts: 389 Location: West of October
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Posted: Sun Jan 18, 2004 2:06 pm Post subject: |
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Now I'm jealous. _________________ -Downtweak
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They hate me because I am the accumulation of the knowledge of Death. That knowledge is a curse to them instead of a useful burden.
-Nef; From the Dust Returned |
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SolitaryTurnip
Joined: 17 Jul 2003 Posts: 1724 Location: Your mom (burn)
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Posted: Sun Jan 18, 2004 2:09 pm Post subject: |
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Woohoo! Thanks! |
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mellie Artistic Bitch
Joined: 05 Jul 2003 Posts: 160 Location: Hell if I know.
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Posted: Sun Jan 18, 2004 2:10 pm Post subject: |
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Me too! |
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SolitaryTurnip
Joined: 17 Jul 2003 Posts: 1724 Location: Your mom (burn)
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Posted: Sun Jan 18, 2004 2:14 pm Post subject: |
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Note, the focus costs for these abilities is high to invoke and maintain. It is not intended that Mercs be able to realistically run all of these techs at the same time. |
I noticed it does drain Focus somewhat as I'm using it (not as much as the initial hit (ouch))... is there any way to stop using the technique, or do we just wait for it to run out? |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Sun Jan 18, 2004 2:21 pm Post subject: |
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You wait. You could die, of course... ;D
I forgot to mention in my original post that the HP/SP abilities not only increase those, but the increase applies to current HP/SP too, so it is in effect an instant heal ability, but only as much as the increase. So for example, if the increase were +100 HP max, you'd get +100 HP current added at that time too. Could be handy in emergencies. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Sun Jan 18, 2004 2:22 pm Post subject: |
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Oh and btw, the initial focus cost of "Sealed Fate" is 4x that of Battle Hardened. That said, you can quickly realize how vital focus training is if you're going to use these abilities. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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SolitaryTurnip
Joined: 17 Jul 2003 Posts: 1724 Location: Your mom (burn)
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Posted: Sun Jan 18, 2004 2:44 pm Post subject: |
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Umm hmm.... sooo... what's good for focus points *grins*? Is it int and ment equally? |
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HR-Hunter
Joined: 06 Sep 2002 Posts: 564 Location: [Deep Wilderness Shrine, Haelrahv]
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Posted: Sun Jan 18, 2004 3:07 pm Post subject: |
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As a reminder, the stats factoring into your focus pool are Intellect, Mentality, and Charisma (equal weight for all three). |
_________________ ~Hunter~ |
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SolitaryTurnip
Joined: 17 Jul 2003 Posts: 1724 Location: Your mom (burn)
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Posted: Sun Jan 18, 2004 3:21 pm Post subject: |
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Oh, oops. I thought that was talking about the strength of the techniques. I really need to work on reading... heh, thanks. |
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Mischeif
Joined: 26 Sep 2003 Posts: 277
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Posted: Sun Jan 18, 2004 7:45 pm Post subject: |
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yes the abilities are nice, and thanks. nice to have something just ours. but could it start a little sooner? to start at 15 and end at 100, wouldnt it be easier to start at 10 and then end at 100? now how many will reallocate for special abilities cause they cant stand not having them |
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Brokyn LLAMA SECHS
Joined: 19 Oct 2002 Posts: 3648 Location: Northern Georgia
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Posted: Sun Jan 18, 2004 7:58 pm Post subject: |
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Uh. Not many people reallocated to the Guardian profession when they realized we had special abilities. So, not to knock on the glee of these Techniques, but I doubt many will use up a reallocate just to have something spiffy.
--William _________________
Haelrahv Wiki!
++Brown Nosing Points |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Sun Jan 18, 2004 8:14 pm Post subject: |
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While not "flashy", the power of a Mercenary is really considerable on their own. I personally think 15 is a good starting point to get even more powerful. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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SolitaryTurnip
Joined: 17 Jul 2003 Posts: 1724 Location: Your mom (burn)
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Posted: Wed Apr 07, 2004 5:36 pm Post subject: |
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Enrage adds.... 11 pts to your weapon skills? o_O Where'd eleven come from? Just an arbitrary number, or is it based on some crazy formula?
P.S. I like enrage. Glove bonus + merc bonus + enrage bonus = whee.
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Unarmed Combat : 135 (170) |
Too bad it dominates my focus. Ah, which brings me to another question: If you run out of focus in mid-technique, will it just stop early? No terrible nerve damage for life, or anything like that, right? |
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HR-Trevor Boss Type Guy
Joined: 04 Oct 2002 Posts: 6683 Location: Louisville, KY
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Posted: Wed Apr 07, 2004 6:43 pm Post subject: |
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Enrage adds 10, the other 1 is coming from somewhere else, be it a mod to your skill overall, or something else.
And if you run out of focus to power your technique, the technique just ends. If we had the neurolizers in place and all I might have made it do nerve damage. _________________ "Wise men talk because they have something to say; fools, because they have to say something." -- Plato
-- Trevor Rage / Rich Mondy |
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