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  1. #10

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    Quote Originally Posted by Selz View Post
    Tremor totems has a 3 sec pulse timer, that pulse starts from the time you place the totem down, which means even if you set two totems they still got a 3 sec pulse timer each, and those will be different from each others, simply because the timer starts from when you place the totem, it dosn´t work like a buff/debuff on a player as it is from other totems, its a buff the totem has as standart, theirfor totem staggering works.

    ( Placeing another totem dosnt change the pulse time from the 1st totem )
    4 totems pulsing every 3 seconds still means you have an average of .75 seconds between pulses. The average time after being feared before it breaks should then be .375 seconds before it gets removed. That's enough time to run at least several yards. What I saw in the video is only once did that happen; all the other attempts resulted in instantaneous removal (except one toon getting turned around and took barely one step once).

    As I said, it clearly shows that staggering does work. But that video almost seems to show that it works TOO well. In most cases, it rendered fear completely useless, at best counting as just an interrupt. It's not a critique of the video or the setup, but kinda makes me wonder if it hints at an underlying "issue" with tremor.

    Sorry, not trying to stir up trouble here. Just think it should be mentioned that statistically the video shows tremor working better than it really should. Might be a sign of a future stealth fix. Just saying.
    Last edited by Taliesin : 08-11-2009 at 05:22 PM
    Duskwood - Alliance - PvE

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