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disappearing act and tranquilizer bug


helvexis

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as it says when i use tranquilizer it works fine however when it wears off or i use it on a different mob that mob agros to me ... and puts me in combat often knocking me out of stealth leaving me in a bad spot.

 

same thing with disappearing act i use it and not go out of combat when it is used so need to wait till it is up again drop out of stealth and reuse disappearing act or drop out and not do anything hoping they dont come running after me.

 

so does this happen to anyone else?

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as it says when i use tranquilizer it works fine however when it wears off or i use it on a different mob that mob agros to me ... and puts me in combat often knocking me out of stealth leaving me in a bad spot.

 

same thing with disappearing act i use it and not go out of combat when it is used so need to wait till it is up again drop out of stealth and reuse disappearing act or drop out and not do anything hoping they dont come running after me.

 

so does this happen to anyone else?

 

That happens when you use dart (tranquilizer) with Sedative talent in Sawbones tree.

 

For Disappear Act, some mobs in instances wont stop agro when you use it (lieutenant boss+his minions in Esseles). And some mobs with bomb throwing skill can knock you out of Disappear act. For example, you use DA, and one mob throws bomb to you at the same time, the bomb will break your DA and drag you back in combat.

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ok but it is.

 

Well, if you're 100% sure that you don't have "Sedatives" talented, and Tranq dropping off a mob gives it aggro towards you, you need to make a bug report.

 

and should it agro when you have the sawbones talent ... becomes a bit of a useless sap if it puts you into combat when it wheres off and you had no intention of fighting that mob at all

Just don't use it if you weren't going to fight the mob. Simple. As a healer, I appreciate the damage reduction for the first few seconds after the CC breaks, in case the mob doesn't instantly get picked up by my Tank. Most of the time you can use "Sneak" to bypass targets and if you can't, just fight.

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ok but it is.

and should it agro when you have the sawbones talent ... becomes a bit of a useless sap if it puts you into combat when it wheres off and you had no intention of fighting that mob at all

 

If they are aggroing when they wake up and you don't have Sedatives spec'd, then it is a bug assuming you are out of detection range by the time they wake up.

 

On the other hand, yes, it should if you have it spec'd. Sedatives is a debuff, and a fairly powerful one at that since it reduces their damage by 50% for 10 seconds. A debuff is a hostile negative effect, and most games cause a mob to aggro whenever a hostile action is taken against them, even if they don't normally aggro you and even if no damage is done to the mob with the debuff. Thus, it is quite common for a debuff to cause a mob to aggro.

 

The Smuggler's Slice Droid, the Consular's Lift, and the Commando's Concussive Charge are also 60 seconds mezzes, but they aggro nearby mobs as well as the mob that was mezzed (when it wakes up). And that is true even though they apply no other effect to the target mob. Only the Shadow's Mind Maze, which is similarly cast from Stealth, will not aggro, but it cannot spec'd to add a debuff. So Tranquilizer already has a big advantage even if it isn't spec'd for Sedatives.

 

As it is, you can Tranquilze one mob then Tranquilize a second. With Sedatives, the first will wake up with the debuff as soon as you cast the second Tranquilize, and the second will have the debuff when it wakes up. If the mobs didn't aggro when they woke up, you could continue applying the debuff to extra mobs, getting as many as seven debuffed before the effect stated to wear off the first. Being able to do that would be OP considering no one else's mez can even debuff, and most of them cannot mez without aggroing mobs.

 

If you want to use Tranquilizer without aggroing mobs, then don't spec Sedatives. On the other hand, you can get the debuff on up to two mobs, but the trade-off is that you will aggro mobs when they wake up. You can still use distance, time in detection range, and mob facing to slip by most mobs, Sneak to increase your stealth level to get by just about anything else, and Disappearing Act to get away if you are detected, making Tranquilizer (unspec'd) nice to have but not really necessary to get around undetected. It is a perfecly reasonable trade-off.

Edited by Sotaudi
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