Subject: "Disruption questions, and which ones to use, and when?" Previous topic | Next topic
Printer-friendly copy Email this topic to a friend CF Website
Top General Discussions Gameplay Topic #30960
Show all folders

Disruption101 (Guest)Wed 17-Feb-10 07:16 PM

  
#30960, "Disruption questions, and which ones to use, and when?"


          

I"m new to transmuters, and i want to know when it's good to use a certain disruption over others. Anyone know the maladicts on each?

Disrupt organ
Disrupt muscle
disrupt flesh
disrupt bone

1. When I soften someone's skin "corporeal softening' is it best to use disrupt flesh to make them bleed? Is disrupt flesh the only one that makes them bleed?

2. Should i go for disrupt bone ones they a softened and decalcify?

3. Disrupt organ is the strongest I'm taking it because it's highest on my spell list?

4. Once I soften and decalcify, do all the disrupts do damage and maladict? maybe make them bleed?

5. I see higher level transmuters making the skin soft, decalcify, and then disrupting bone? Is that the norM?

6. When would you use flesh, over bone? Or, bone over organ?

7. If I soften, and decalcify, and then disrupt organ, what happens? Does anything extra happen if i soften skin first? Or, does disrupt organ just stand on it's own and doesn't need another spell first for it to do more damage?

I have alot of questions right now, but I just really want to know when to use what, or out of the 4, which is the weakest, or which does the most maladict? I'm not really good at edge points, so let's just keep it without edges. I mean I have some, but not alot.

THanks for the help. I really need it.

  

Alert | IP Printer Friendly copy | Reply | Reply with quote | Top

trewynWed 17-Feb-10 09:07 PM
Member since 04th Jan 2005
269 posts
Click to send email to this author Click to send private message to this author Click to add this author to your buddy list
#30963, "Ooh, ooh. I can answer this!"
In response to Reply #0


          

1. Yes! Bleeding can happen without softening, but my experience says it's more likely with softening. Infact, it's REALLY likely and more rare that it doesn't happen when they are soft.

2. This depends on a lot. Post 40, this isn't a bad idea if you've the time to decalcify them. If you decalcify them and disrupt bone, you can break their bones wich is like a boneshatter PLUS it can make them bleed (though disrupt flesh bleeding is better). I've a hunch that disrupt bone is crushing damage since decalcify makes crushing damage hurt more. You might want to hit them with a neurological disruption if they have an int of 20 or less, and then decalcify and disrupt bone.

3. Yes and no. It's different and tends towards higher damage. I couldn't figure out if soften and decalcify did anything beyond the damage improvement. Disrupt organ has a larger list of maledictions than the others (except neurological disruption, which has more)

4. Yes and no. I NEVER got disrupt bone to break bones without decalcify, soften doesn't affect disrupt bone beyond the minor damage increase. Disrupt muscle will do more damage under softening as well. It MIGHT do it's disarming thing more often. I dunno. I liked fleshtwisting.

5. I guess. It really depends on the fight. They have other options than just soften and crush too. You can accelerate and harden their flesh to drain moves or to make bleeding worse.

6. Organ is the slowest offensive spell a muter has in his arsenal. You can squeeze out a soften (or two if they had stone skin up) and a flesh disruption to cause bleeding in as short as 3 rounds and be able to cast another spell in as short as 5 rounds. If they bleed with a flesh disruption and disrupt organ causes them to asphyxiate or vomit, then that makes the bleeding that much more potent. In the low 30's and 20's, soften and disrupting flesh against a mage will more than likely kill them unless they can get to a healer real fast.

7. Softening makes it do more damage because soften makes everything do more damage to a small degree (some things more so than others). I can't verify yes or no that decalcify does anything. An Imm will have to answer that.

When to use what is a REALLY complicated issue. There's no set answer to any one of them.

Mental Jolt - When you get the big hit, it lowers the intelligence and I think it has a minor hold like effect, but it doesn't last long.

Disrupt Flesh - Causes bleeding, combined with corporeal softening, metabolic quickening and accelerate at hero level, they will bleed out an === OBLITERATES === every tick. If you slow them first, the bleeding will be significantly reduced, and if that's your plan, then flesh disruption is probably not a good choice. Combined with gill growth this can be very effective in the lower levels as well.

Disrupt Bone - With decalcify can break bones and reduce strength like a boneshatter. If you have to slow them to stop them from mauling you to death with their weapons, then this is a better alternative to flesh disruption. AND it'll cause bleeding as well when the bones break.

Disrupt Muscle - Can cause them to lose their balance which gives a "feint" like effect. It can also make them drop their weapons. There's another echo you get with it that I'm not sure what it does. It's either lag or an even better feinting.

Neurological Disruption - If you start with mental jolt to lower their intelligence, you'll get more bang out of this. Against dumb races it's more effective than against smart races. Starting off with this will cause your enemy to flee, so if you DO start with it, you'd better know how to use it to finish them. You can only soften them so much. I'll leave the finer points to your discovery. There's a whole host of maledictions from a slow, to a desensitizing effect. Once a few years ago I nerfed a bard's voice box and he couldn't sing.

Disrupt Organ - Can cause them to asphyxiate, can crush their throat so they can't eat or drink (including pills or potions), I also nerfed a bard's ability to sing with this effect, can make them puke, can make them pass out (which then leaves them open to more softening, gills, and quickening if you can do it in the hour or two you're given). There's another effect that I've no idea what it does, but it causes them to convulse and spit out blood and does an additional DISMEMBERS-ish level of damage.

You've also other spells to remember. Reduce can stop giants from bashing, or enlarge yourself + reducing them can make it so other lagging techniques won't work. Petrify flesh causes moves to tick down every tick. Even though it lowers the damage they recieve, once they pass out, they are open to more nastiness. Accelerate causes moves to drain more while they run, prevents resting, makes bleeding damage do more damage, and it causes moves to drain every round of combat they participate in. Metabolic quickening increases the effects of accelerate. Petrifying their flesh makes it even worse. Buoyancy does all sorts of stuff. As far as I could tell it made the weapon damage they dealt less as well as made bashing impossible and damage hits could knock them out of the room. If you're going for an ambush, faster strikes are better. If the fight is going to be prolonged, then you need to whittle them down some or try an alternate strategy to outdamaging.

  

Alert | IP Printer Friendly copy | Reply | Reply with quote | Top

    
IsildurThu 18-Feb-10 01:10 PM
Member since 04th Mar 2003
5969 posts
Click to send email to this author Click to send private message to this author Click to view this author's profile Click to add this author to your buddy list
#30981, "RE: Ooh, ooh. I can answer this!"
In response to Reply #1


          

I thought disrupt bone *always* had a str/dex malediction? Or maybe just strength? This regardless of whether the target was calcified first.

  

Alert | IP Printer Friendly copy | Reply | Reply with quote | Top

Top General Discussions Gameplay Topic #30960 Previous topic | Next topic