Tranquilizing Orb: not affective against fire magic?
Daibar - Heavens Tear
Posts: 90 Arc User
I have a question about the description of the Tranquilizing Orb:
The description of the lvl 3 apothecary object, Tranquilizing Orb, says the following: "Makes player immune to all damage for the next 8 seconds. During this period, the player is unable to move."
When fighting various flying vipions, and coming down with a little too much poison damage, I've used this item after killing the enemy, and damage seems to stop. Then I tried attacking Pyrogolth Mentors, who have fire damage. After killing the enemy and using a Tranquilizing Orb, I stood there in horror as I couldn't move, but my character slowly died, unable to do anything. Is this affect intended? Eg, are Tranquilizing Orbs useless against Pyrogolth Mentors?
The description of the lvl 3 apothecary object, Tranquilizing Orb, says the following: "Makes player immune to all damage for the next 8 seconds. During this period, the player is unable to move."
When fighting various flying vipions, and coming down with a little too much poison damage, I've used this item after killing the enemy, and damage seems to stop. Then I tried attacking Pyrogolth Mentors, who have fire damage. After killing the enemy and using a Tranquilizing Orb, I stood there in horror as I couldn't move, but my character slowly died, unable to do anything. Is this affect intended? Eg, are Tranquilizing Orbs useless against Pyrogolth Mentors?
Post edited by Daibar - Heavens Tear on
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Comments
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Same thing happened to me, versus a phoenix pet.0
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Though I'm not entirely sure of the mechanics of it all..
As far as I know, health loss from a status effect (for example, Burning, Poison, Sandstorm, Bleeding, etc) that happens over time is not classed as 'damage' as such. So the Orb would have no effect on this.
Other examples of this include Winged Shell (reduces damage but not health loss from a DoT), and that you can fight pure poison mobs (i.e. A Vipion Sentinel, at range of course, so it uses it's poison skill all the time) for hours on end, without taking "damage", a result which means no repair bill for your armor.
As for the Phoenix example, the only thing I can think of is it's use of Flesh Ream (assuming it has it), as the health loss by Bleeding would penetrate the Tranquilizing Orb's effect.Nightmare - Venomancer 7x
Seraphic - Cleric 7x
5 others ranging from 3x -> 5x
[Will get a pic for here soon ]0
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