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Techniques
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The Official Haelrahv Message Forum Forum Index » Mercenaries » Techniques
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HR-Trevor
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Joined: 04 Oct 2002
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 Post 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.
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Downtweak



Joined: 14 Mar 2003
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Location: West of October

 Post Posted: Sun Jan 18, 2004 2:06 pm    Post subject:
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Now I'm jealous.
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SolitaryTurnip



Joined: 17 Jul 2003
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 Post Posted: Sun Jan 18, 2004 2:09 pm    Post subject:
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Woohoo! Thanks!
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mellie
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Joined: 05 Jul 2003
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 Post 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
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 Post Posted: Sun Jan 18, 2004 2:14 pm    Post subject:
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Quote:
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
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Joined: 04 Oct 2002
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 Post 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.
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
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Location: Louisville, KY

 Post 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.
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SolitaryTurnip



Joined: 17 Jul 2003
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 Post 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
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 Post Posted: Sun Jan 18, 2004 3:07 pm    Post subject:
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Quote:
As a reminder, the stats factoring into your focus pool are Intellect, Mentality, and Charisma (equal weight for all three).

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SolitaryTurnip



Joined: 17 Jul 2003
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 Post 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

 Post 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 Laughing
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
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 Post 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
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HR-Trevor
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Joined: 04 Oct 2002
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 Post 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. Smile
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SolitaryTurnip



Joined: 17 Jul 2003
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 Post 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
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 Post 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.
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