Talk:Mob Rule

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Revision as of 01:35, 12 August 2017 by XKiv (talk | contribs)
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Not sure if boost to Change their minds is from Psion, Mind Jab, or Mind Poke; assuming the third. --hoyifung04 (talk) 22:01, 21 July 2017 (PDT)

  • Probably mind poke, which is what it says. Also, better result (psion, most skills at 10 points, 5 auras running, most class buffs too): You mind poke quite a few of the participants into leaving. You're such a good poker that they can't read your face. Your your your your face. --XKiv (talk) 17:14, 22 July 2017 (PDT)

Different rush in text, presumable becasue Stun Gas: You deploy a bit of totally-harmless stun gas, slowing the mob down so it only deals 2389 damage. You still feel 5440 damage awkard about the whole thing, though. --XKiv (talk) 17:17, 26 July 2017 (PDT)

"with 10 SP invested" ... I wonder if you realle have to have 10 SP invested, or if all those "applies +1 SP in combat" bonuses count (jill/jack glovesboots, somber's fedora, power gloves, smart mitt ... isn't that enough to make a section on Special abilities?)? --XKiv (talk) 08:40, 30 July 2017 (PDT)

This is from Iggy:

Prior to the Hero Dash, Mob Rule, I put on the Mister Chill Out's snow boots, I chose the option "Talk them down", and the result ended with the line:
> Luckily, you have the literal essence of chilling out with you... on your feet.

--XKiv (talk) 17:58, 31 July 2017 (PDT)

I am pretty sure that, when talking them down, I got +3 less anger with mr. chill's boots and 17% noncombat, and +4 less anger with mr. chill's boots and 20% noncombat. Conclusions: there's a base 1/2/3 depending on your noncombat rate, and the boots add 1 to that. --XKiv (talk) 18:35, 11 August 2017 (PDT)