Epidemic and Hypochondria Issues

HolyHawk

HolyHawk

Krytan Explorer

Join Date: Jul 2006

lf guild~

Me/A

My guild spent like 2 hours testing this in isle of nameless and scrims, but we need some help here since we think we detected a bug, or rather, a wrong description of the skills.

First of all, the skills:

1. Epidemic: spell - transfer all negative conditions and their remaining durations from target foe to all foes adjacent to your target.

2. Hypochondria: spell - all conditions on foes in the area of target foe are transfered to that foe.

--- The first one has always been like that, if I do recall well. The "transfer" term means copy; in other words, your target keeps the conditions and foes adjacent to them get the conditions as well. Also, is there any positive condition that I never knew?

--- The seconds one DO transfer all the conditions from foes in the area to your target. And by transfering, it means erasing the condition from foes adjacent to your target and applying to your target. Same term used for 2 diferent behaviors.
--- Now the bug would be, the same conditions already in your target are removed AND reapplied to him again, no matter if there are foes in the area near him.

I've been testing them in ra, they are just like the old frag, kinda. Can someone test this as well?

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Yes, this exploit is well known. The newest update did not fix it.

HolyHawk

HolyHawk

Krytan Explorer

Join Date: Jul 2006

lf guild~

Me/A

I see; let's think further ahead then; supposing it's not an exploit, how both of them should behave, transfer as in copy, or not? Also, does the foes in the area include target itself? Because if it does, then the skills are behaving like they are supposed to I guess.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Transfer, in Epidemic, has always been copy. Assuming Epidemic is not the one which is bugged (more likely as it's always been around), then transfer should be copy.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Frag mes counter = Restore Condition.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

What if the Restorer is the one being spiked? You can't just say "Blah blah" is the end to all combos and builds.

hazmat

Academy Page

Join Date: Oct 2005

WtF

Quote:
What if the Restorer is the one being spiked? You can't just say "Blah blah" is the end to all combos and builds. That's right you can't. But really there are so many counters to this spike, BL, infuse, mend condition, inspired hex.. Most monks should have something on their bar to quickly counter this.
And really the chain is easily screwed because it's kinda screwed if just one thing goes wrong (eg 'rupt the deep wound).

As much fun as I've had with it over the weekend, it does feel a little overpowered. I mean being able to kill a whole team in RA pretty much singlehandedly does feel a wee bit too strong, very fun though. I don't want to see these builds all over RA like we see touchers.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Yeah, BL rips right through it. But then again, a boon prot can't do much against it (cover it with Images, for example), and yes, you can rip through RA teams like crazy with it. It's incredbly fun, and I plan to exploit it until it gets fixed

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

The purpose and power of hypochrondria-frag spike (gvg-wise, I could care less about RA) is not only the heavy damage to one target - it's the significant heavy condition and degen pressure on all targets, wearing down the defences of a team to a point where they can no longer keep up with the degen, as well as using quick bursts from hypofrag to overwhelm their defence at a point.

By forcing a team to heal the spiked target quickly, the additional condition pressure can deplete the monks and such. Even if you could counter the hypofrag in some manner, likely the team can push through via condition pressure.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Quote:
Originally Posted by Dragannia
What if the Restorer is the one being spiked? You can't just say "Blah blah" is the end to all combos and builds. Contemplation of Purity, purges Fragility

Esuna

Esuna

Krytan Explorer

Join Date: Jul 2005

NYC

Squee Squeeeeeeeeeeeeee [yay]

Mo/

Quote:
Originally Posted by lightblade
Contemplation of Purity, purges Fragility And how many RC monks do you see in RA/TA? And how many of those would have CoP :P

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Quote:
Originally Posted by Esuna
And how many RC monks do you see in RA/TA? And how many of those would have CoP :P Many actually, it's part of the boon prot pre-made.

Oh wait...I just thought of something that may work even better against frag mes...Mend Ailment!!!...now you just need to spot the Me/N and be mentally prepared for a frag spike...once the health bar turn green, Mend Ailment!! (Not for color blinds!!)

Always remember, frag build drains a lot of energy...1 spike...and it'll take at least 20 seconds to recover and have another spike.

HiroHope

Pre-Searing Cadet

Join Date: Sep 2006

Me/Rt

As if we need more counters to this -.-'''

Every RA teams seems to consist of at least 2 Melandru's Avatars ever since the begining of this preview event.

With the popularity of Dervishes, Frag Spike will die off. Just like I've seen a total of 2 touchers for the past 20+ hours I spent in RA.

ogami_ito

Lion's Arch Merchant

Join Date: Mar 2006

Why will Dervishes kill off the Frag spike?

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Quote:
Originally Posted by ogami_ito
Why will Dervishes kill off the Frag spike?
Prebuilt Melandru's Form.


Quote: Originally Posted by lightblade
Always remember, frag build drains a lot of energy...1 spike...and it'll take at least 20 seconds to recover and have another spike. It's more recharge; Phantom Pain and Virulence has a recharge of 15, and if you're using Accumulated Pain it has a recharge of 30. Frag spike isn't too energy intensitve; 10 for Frag, 10 for PP, 5 for Shatter, 5 for Virulence, 5 for Hypochondria, making it 35 energy in total, very easily managed by Power Drain or even Drain Enchantment. But yeah, Mend Ailment tends to screw things up. Problem is, a single Frag spiker rips through every team without a Monk, and even then frequently as with any spikes, the Monk is Blacked out. What makes it so dangerous is that it has the capacity to do a 4 second single man spike at range with pretty much nothing stopping it, if your Monk is KDed or Blacked out.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by ogami_ito
Why will Dervishes kill off the Frag spike? Pre-build Avatar of Melandru

or

D/Mo with CoP end the enchantments, remove hexes and gain more health because of myticism. I havent said the offensive enchantment in that like Heart of Holy Flame or Grenth Finger for exemple and I havent said about those which it heal when it ends. (heal like more 200 hp and gain energy)

Anyway, we can remove these enchantments with one click button on my mouse or #1 on my keypad

ogami_ito

Lion's Arch Merchant

Join Date: Mar 2006

The thing about D/mo, or whatever, is that it is one single counter. Everything in this game has a counter. Especially melee toons. Now touch rangers have their own counter as well. So... a D/mo or whatever can negate the spike. But the warrior cant, unless its a team game and the monk is paying attention and not blacked out.

I guess my point is, I don't see why it would die out just because one class is immune to it. I doubt that touch rangers will die out too because most Paragons will not always bring You Cant Touch This.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by ogami_ito
The thing about D/mo, or whatever, is that it is one single counter. Everything in this game has a counter. Especially melee toons. Now touch rangers have their own counter as well. So... a D/mo or whatever can negate the spike. But the warrior cant, unless its a team game and the monk is paying attention and not blacked out.

I guess my point is, I don't see why it would die out just because one class is immune to it. I doubt that touch rangers will die out too because most Paragons will not always bring You Cant Touch This. True.

But warriors can use their sec. profession to counter like plague touch and "Victory is mine!" or "I will survive!" build. Anyway, every builds have at least a counter. Its just you must know your foes to dominate them and/or control the battlefield to win your team.