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Thread: remove fears

  1. #41
    Quote Originally Posted by Obtena View Post
    SO while you people cry about how OP fears are, the solution is already available to you to mitigate them ... teaming, or at the very least, following a group of people. Being a Rambo will no longer be an option in AO as I see it.
    And if you run into a crat with AOE fear, you counter with a zerg or an OS?
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  2. #42
    Quote Originally Posted by Parranoid1 View Post
    actually crat's fear is 7 seconds long, AOE to 15m, dosnt break and can be used once every 35 secs where as enforces is single, 5 secs, usable once every 3 mins.

    but i can understand your hate being a trader
    yea ma's and enfs prety much got shafted when it came to fears. Dont get me wrong I enjoy using mine but why crats, a prof that didnt even have (non working) fears to begin with got better fears then the ones that did I'll never know.

  3. #43
    Quote Originally Posted by Vgman01 View Post
    yea ma's and enfs prety much got shafted when it came to fears. Dont get me wrong I enjoy using mine but why crats, a prof that didnt even have (non working) fears to begin with got better fears then the ones that did I'll never know.
    Because crat is the main CC based prof, having everything CC wise, This fit with that, and i personally think its fine. It's easily enough nullified, in open PvP (mass v mass) have a single keeper in there... etc. etc.
    Shadwstalker - In before agents are cool again! http://auno.org/ao/equip.php?saveid=171841
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  4. #44
    Quote Originally Posted by Parranoid1 View Post
    Because crat is the main CC based prof, having everything CC wise, This fit with that, and i personally think its fine. It's easily enough nullified, in open PvP (mass v mass) have a single keeper in there... etc. etc.
    I suppose I could understand this but honestly the lockout on ma/enf fears are prety long and could stand to be lowered to the same lockout as crats, or even 1 min would be a nice improvement.

  5. #45
    Quote Originally Posted by Vgman01 View Post
    I suppose I could understand this but honestly the lockout on ma/enf fears are prety long and could stand to be lowered to the same lockout as crats, or even 1 min would be a nice improvement.
    i disagree strongly here, i believe the lockout on them currently is fine as is, enfos alphas are strong enough with fast large perks coupled with stuns/init debuffs/etc. i *REALLY* think it would be a bad idea to have a fear ready for each alpha as well. not even just for each alpha but very likely to have several fears used on you in one single encounter, which is a rediculous thought

    MA fear lasts for 1 sec shorter then enfo's but has a 30 sec faster recharge, which in my opinion is fine.

    Both enfo and MAs are fine as is, and dont need any altering, and for that matter crats is pretty fine. (possibly a slightly longer recharge? but its pretty much fine as is)
    Shadwstalker - In before agents are cool again! http://auno.org/ao/equip.php?saveid=171841
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  6. #46
    MA and enf fears DO break on hit. Snare doesn't.
    blah

  7. #47
    Quote Originally Posted by NoGoal View Post
    MA and enf fears DO break on hit. Snare doesn't.
    unless there is some terrible server lag that causes a doc to not be able to hit a heal for 3-4 seconds after the fear "breaks", then no, it doesn't break.

    I cant recall it breaking, but if you can post something solid to prove it does, like a DB dump or something showing the fear mechanic, then ill take it back but from my experiance it doesn't
    Shadwstalker - In before agents are cool again! http://auno.org/ao/equip.php?saveid=171841
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    Shadwenf - gimpeh http://auno.org/ao/equip.php?saveid=133295

  8. #48
    http://auno.org/ao/db.php?cmd=search...esc&strain=883

    Notice how deranged xan's fear doesn't have break chance. If you can't cast while snared, stop moving.
    blah

  9. #49
    Quote Originally Posted by NoGoal View Post
    http://auno.org/ao/db.php?cmd=search...esc&strain=883

    Notice how deranged xan's fear doesn't have break chance. If you can't cast while snared, stop moving.
    i can see it there so maybe i am mistaken, but it never has seemed to have stopped, does the mechanic work like:

    - Fear hit
    - Target runs around like crazy
    - I whack target
    - Fear Breaks
    - Target keeps running even though not feared
    - Running causes them to not cast?

    Even tho they are still running around, they can make themselves stop moving once they are hit? because i never see anyone stop running or are able to do anything when i cast a fear on them, and i believe' i've been feared on many occasions and was unable to do anything even while i was being hit
    Last edited by Parranoid1; May 31st, 2010 at 13:11:52.
    Shadwstalker - In before agents are cool again! http://auno.org/ao/equip.php?saveid=171841
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    Shadwenf - gimpeh http://auno.org/ao/equip.php?saveid=133295

  10. #50
    1) Cast Fear
    2) Target runs like a chicken
    3) Hit target or wait till end of fear duration
    4) Target sits and stand up immediately then is snared if MA/Enf fear
    5) Target panics and smash keys
    6) Win
    blah

  11. #51
    Quote Originally Posted by NoGoal View Post
    1) Cast Fear
    2) Target runs like a chicken
    3) Hit target or wait till end of fear duration
    4) Target sits and stand up immediately then is snared if MA/Enf fear
    5) Target panics and smash keys
    6) Win
    coulda sworn it dosnt end, ill hafta test it next time i can be bothered to log in
    Shadwstalker - In before agents are cool again! http://auno.org/ao/equip.php?saveid=171841
    Imsoparanoid - gimpeh http://auno.org/ao/equip.php?saveid=128791
    Shadwenf - gimpeh http://auno.org/ao/equip.php?saveid=133295

  12. #52
    Quote Originally Posted by NoGoal View Post
    1) Cast Fear
    2) Target runs like a chicken
    3) Hit target or wait till end of fear duration
    4) Target sits and stand up immediately then is snared if MA/Enf fear
    5) Target panics and smash keys
    6) Win
    you are next doesn't break on hit. if it does it takes a very long time to break.

    definitely breaks on death though.

  13. #53
    only seen any of the fears break on death so far.
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  14. #54
    I ve seen fear break on hits, and sometime, "not break" (possibly due to sync problem)

    And that, both on my enfo and on my crat.

    The snare on enfo has 0% chance to break though. And several time, I ve casted fear with my enfo followed by alpha only to see the opponent snared imediately.
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  15. #55
    Quote Originally Posted by NoGoal View Post
    MA and enf fears DO break on hit. Snare doesn't.
    There seems to be some weird delay on 100% break on hit nanos between the hit and when the effect actually ends. Seen the same happen often with the 100% break on hit engi blind.


  16. #56
    fear is a dumpass youre-outa-here button. as with all of these lol-buttons ppl don't like to see them removed.

    only thing missing is more defence nanos or purge/teampurge perks

    *edit* imho: replace the shade's stunperk with a fear
    Last edited by Chaly; Jun 3rd, 2010 at 19:05:47.

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  17. #57
    Quote Originally Posted by Vgman01 View Post
    yea ma's and enfs prety much got shafted when it came to fears. Dont get me wrong I enjoy using mine but why crats, a prof that didnt even have (non working) fears to begin with got better fears then the ones that did I'll never know.
    http://auno.org/ao/db.php?id=121137

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