DAMossimo Posted October 1, 2013 Share Posted October 1, 2013 From patch notes: Powertech Shield Tech •Coolant now allows Kolto Overload to heal beyond 35% health (up from 30%). Advanced Prototype •Increased the cost of Immolate to 10 heat (up from 8) and increased the damage it deals. •Slightly reduced the damage done by Retractable Blade. •Prototype Cylinder Ventilation has been redesigned: While High Energy Gas Cylinder is active, players will vent 1/2 heat every 1.5 seconds. •Prototype Flame Thrower has been redesigned: Flame Burst, Flame Sweep, and Immolate have a 50/100% chance to grant Prototype Flame Thrower, which affects the next Flame Thrower by increasing the damage dealt by 20%, reducing the heat generated by 2, slowing targets by 30%, and making it immune to interrupts. This effect can stack up to 3 times.No it isn't. Trash mobs on Oricon and Voss Heroics so far tested and prototype flamethrower indeed is interruptable - and by common trash. Link to comment Share on other sites More sharing options...
Dev Post AmberGreen Posted October 1, 2013 Dev Post Share Posted October 1, 2013 No it isn't. Trash mobs on Oricon and Voss Heroics so far tested and prototype flamethrower indeed is interruptable - and by common trash. Hi DAMossimo! Please give the following information to help us investigate your report: What enemies are you referring to, specifically? Are you being interrupted via stun or knockback, or is an interrupt ability? Can you provide any additional details? Thank you. Link to comment Share on other sites More sharing options...
DAMossimo Posted October 1, 2013 Author Share Posted October 1, 2013 I haven't isolated it to any given enemy, but yes, knockbacks & stuns definately interupt it. I'll try testing against another player in a duel to see whether actual interupt powers can stop it. Link to comment Share on other sites More sharing options...
stuffystuffs Posted October 1, 2013 Share Posted October 1, 2013 I haven't isolated it to any given enemy, but yes, knockbacks & stuns definately interupt it. Working as intended. Link to comment Share on other sites More sharing options...
JMagee Posted October 1, 2013 Share Posted October 1, 2013 Please tell me you are aware of the difference between interrupts and KBs/Stuns. Immune to interrupts means immune to interrupts. Not immune to everything. HtL would help with some of your issues. Link to comment Share on other sites More sharing options...
Skolops Posted October 1, 2013 Share Posted October 1, 2013 Knockbacks and stuns are supposed to stop casts and channels. Being immune to interrupt means its immune to skills that ONLY interrupt, like the Powertech skill quell. Link to comment Share on other sites More sharing options...
Capt_Beers Posted October 1, 2013 Share Posted October 1, 2013 Possible FOTM-er spotted. Reads about buffs to AP and immediately repsecs without understanding how the basic game mechanics work. It works just like Master Strike/Ravage. Link to comment Share on other sites More sharing options...
DAMossimo Posted October 1, 2013 Author Share Posted October 1, 2013 Possible FOTM-er spotted. Reads about buffs to AP and immediately repsecs without understanding how the basic game mechanics work. It works just like Master Strike/Ravage. That's a little uncalled for. Condescend much? I misunderstood the mechanic is all. Perhaps you aren't aware that PTs & VGs were required to respec today? Apparently, it is working as intended. Basically, it's a change made for PvP but has essentially no impact for PvE/Raiding. Got it. Link to comment Share on other sites More sharing options...
ZeroPlus Posted October 1, 2013 Share Posted October 1, 2013 That's a little uncalled for. Condescend much? I misunderstood the mechanic is all. Perhaps you aren't aware that PTs & VGs were required to respec today? Apparently, it is working as intended. Basically, it's a change made for PvP but has essentially no impact for PvE/Raiding. Got it. Try using Hold the Line/Hydraulic Overrides before Pulse Cannon/Flamethrower in PvE to protect from knockbacks. It has a 30 second cooldown but it should prevent interruptions from that would cause your character to "move". No suggestions for stuns though (other than: grin and bear it ). Link to comment Share on other sites More sharing options...
DAMossimo Posted October 1, 2013 Author Share Posted October 1, 2013 Try using Hold the Line/Hydraulic Overrides before Pulse Cannon/Flamethrower in PvE to protect from knockbacks. It has a 30 second cooldown but it should prevent interruptions from that would cause your character to "move". No suggestions for stuns though (other than: grin and bear it ). Sound advice, thanks. I'll try that out. The trash on Oricon is pretty knock-back & stun happy, then going to Voss and tangling with those Champions in the heroics made it initially seem much worse than it actually is. Link to comment Share on other sites More sharing options...
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