How does Control Thoughts work? |
How does Control Thoughts work? |
Jul 1 2010, 04:11 PM
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#1
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Shooting Target Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 |
This spell's description is confusing to me, and I've gotten different rulings from different GM's. I'll lay it out as clearly as possible.
Control Thoughts says "The caster seizes control of the target's mind, directing everything the target does. The caster mentally gives commands with a Simple Action and the target is compelled to obey [some stuff about Mob Mind vs. Control Thoughts that isn't relevant]." Control Actions, on the other hand, says "The caster of this spell controls the physical actions of a target like a puppeteer pulling strings. The victim's consciousness is unaffected, but the caster controls the victim's body. The target uses any skills or abilities at the caster's orders, but these tests suffer a dice pool modifier equal to the target's Willpower because of the victim's resistance to the caster's commands. Controlling a target character requires the caster to spend a Simple Action; when not directly controlled, the victim may act as normal." The question is, with Control Thoughts, when not directly controlled (ie, after being affected by the spell, but before a Simple Action has been used to give an order) can the victim act freely or not? On the one hand, the spell itself says nothing on this topic, so having them be unable to act would be adding something to the spell that isn't there. On the other hand, the otherwise-similarly-worded Control Actions specifically states that the target can act normally when not controlled, so leaving this off Control Thoughts might indicate that the writer thought it was clear that the target could take no actions unless ordered. Thanks for reading this. |
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Jul 1 2010, 04:30 PM
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#2
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Moving Target Group: Members Posts: 151 Joined: 18-February 10 Member No.: 18,170 |
Were you at my table at Origins? I ask because this came up at a table I was GMing there.
In case you weren't: At that table, we agreed that the lack of similar phrasing in Control Thoughts implied that the victim could not act at all unless ordered. I drew the line, however, when the caster wanted to command the victim to suicide; I warned him that I would rule that such a command to kill oneself (even with Control Thoughts) would give the target an immediate resistance test to break the spell, and I allowed him to change the command accordingly. I take the rationale here that self-preservation often overrides otherwise rational thought, but I'm not citing RAW here. |
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Jul 1 2010, 04:33 PM
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#3
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Shooting Target Group: Members Posts: 1,856 Joined: 25-July 07 Member No.: 12,360 |
There are in-depth discussions on this very topic here on DS. In my opinion, the best description is "A mental gun to their head". In other words, they do exactly what you tell them to, but it's not like they're unaware of their actions. Because of that, it's much better as a combat spell, than a Social one. If you're looking for a social mental manipulation spell, Influence is much more appropriate.
-DrZaius |
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Jul 1 2010, 04:46 PM
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#4
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Runner Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 |
For my part, if the rules don't explicitly say that the target is sitting there drooling and helpless they are not doing so. Morover casting such a spell on someone in my opinion brings their ability to notice all but the lowest force spells into the unfalable range. Therefore it makes you target number 1.
Honestly I just wish people would stop taking these spells. I think I GM'd for you at Origins as well and I say this as no malice towards you in particular, but I think this is one more thing that people do in the living campaign because there is no GM control. |
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Jul 1 2010, 05:09 PM
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#5
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Shooting Target Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 |
Were you at my table at Origins? I ask because this came up at a table I was GMing there. In case you weren't: At that table, we agreed that the lack of similar phrasing in Control Thoughts implied that the victim could not act at all unless ordered. I drew the line, however, when the caster wanted to command the victim to suicide; I warned him that I would rule that such a command to kill oneself (even with Control Thoughts) would give the target an immediate resistance test to break the spell, and I allowed him to change the command accordingly. I take the rationale here that self-preservation often overrides otherwise rational thought, but I'm not citing RAW here. Yes. I had no trouble with your ruling - the reason I'm asking is that different GM's seem to have different opinions, and I wanted to know to what extent there was a consensus - if I'm going to be playing in 4-hour Con games, I don't really want to have a 5 minute "so how does this spell work in your game" conversation with every GM. There are in-depth discussions on this very topic here on DS. In my opinion, the best description is "A mental gun to their head". In other words, they do exactly what you tell them to, but it's not like they're unaware of their actions. Because of that, it's much better as a combat spell, than a Social one. If you're looking for a social mental manipulation spell, Influence is much more appropriate. -DrZaius That part I definitely agree with (that the target will know they were controlled), and that it's not a social manipulation spell. The question is, essentially, how useful a combat spell it is, or whether it is mostly for stuff like "I command you to give my hacker buddy admin access on your commlinks" type stuff as compared to "I command you to drop your weapons" type stuff. For my part, if the rules don't explicitly say that the target is sitting there drooling and helpless they are not doing so. Morover casting such a spell on someone in my opinion brings their ability to notice all but the lowest force spells into the unfalable range. Therefore it makes you target number 1. Honestly I just wish people would stop taking these spells. I think I GM'd for you at Origins as well and I say this as no malice towards you in particular, but I think this is one more thing that people do in the living campaign because there is no GM control. I just wanted to clarify that I also have no problem with your ruling, and I think that both are reasonable conclusions to draw from the text. I also didn't realize that Control Thoughts was frowned upon. |
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Jul 1 2010, 05:14 PM
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#6
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Shooting Target Group: Members Posts: 1,856 Joined: 25-July 07 Member No.: 12,360 |
For my part, if the rules don't explicitly say that the target is sitting there drooling and helpless they are not doing so. Morover casting such a spell on someone in my opinion brings their ability to notice all but the lowest force spells into the unfalable range. Therefore it makes you target number 1. Honestly I just wish people would stop taking these spells. I think I GM'd for you at Origins as well and I say this as no malice towards you in particular, but I think this is one more thing that people do in the living campaign because there is no GM control. Control thoughts has always been an issue for as long as I've been playing Shadowrun. I think part of the issue is that very few GMs would ever use it on a player, because of the "The GM is being a dick" factor. YMMV. -DrZaius |
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Jul 1 2010, 05:32 PM
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#7
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Moving Target Group: Members Posts: 301 Joined: 25-August 04 From: Tampa, FL Member No.: 6,602 |
The question is, with Control Thoughts, when not directly controlled (ie, after being affected by the spell, but before a Simple Action has been used to give an order) can the victim act freely or not? The target can act freely by my understanding of the spell. The spell can be renamed "Mind control" for a clearer description. You are paying +2 to the DV b/c unlike Control Actions, you can issue a command and the target will take the neccessary actions to carry it out-- "kill the drone" would have the target maneuver and take the best actions he could to kill the drone. On the other hand, Control Actions requires you to puppeteer the target: shoot the drone, dodge, switch guns, etc. As weird as it is, that would seem to me like after you succeed with a Control Thoughts, you currently just have a link set up. Nothing is effected until you give the command. |
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Jul 1 2010, 05:41 PM
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#8
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Shooting Target Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 |
Okay, it's sounding like most GM's are going to go with that they can act normally. I'll assume that this is the "default" ruling and plan accordingly. Thanks for the answers.
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Jul 1 2010, 05:50 PM
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#9
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Target Group: Members Posts: 80 Joined: 11-September 06 From: Florida Member No.: 9,362 |
As usual I completely agree with Lurker and Saint. And I think Saint said it best. You have established a link that the target is not aware of. You have not given a command so they keep doing what they were doing. When you give your command they act on it. I am surprised that there are so many interpretations of this spell. I personally do not take the spell. But I have never seen it played any other way than described by Lurker and Saint. This is also beneficial to you the caster. If the target stands there and does nothing until you give a command then their companions are going to notice. And hey you have given away that there is a caster in the group. Bad thing for the caster.
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Jul 1 2010, 06:11 PM
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#10
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Runner Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 |
I just wanted to clarify that I also have no problem with your ruling, and I think that both are reasonable conclusions to draw from the text. I also didn't realize that Control Thoughts was frowned upon. As I want to clarify that I'm not really objecting to you or the choice of spell, I just personally feel that the spell is written rather poorly and is a bit hard to resist. It's duration between saves is also entirely too long. I don't necissarily believe I speak for the majority but it's a spell that I would discourage people from taking in a home game or adjust in some way (clearing it with my players first). As to the rules problems just be prepared for the fact that most times when you cast it you are going to draw fire like no ones business and this is in a world where geek the mage is already a standard cobat doctrine. |
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Jul 1 2010, 06:33 PM
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#11
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Shooting Target Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 |
As I want to clarify that I'm not really objecting to you or the choice of spell, I just personally feel that the spell is written rather poorly and is a bit hard to resist. It's duration between saves is also entirely too long. I don't necissarily believe I speak for the majority but it's a spell that I would discourage people from taking in a home game or adjust in some way (clearing it with my players first). As to the rules problems just be prepared for the fact that most times when you cast it you are going to draw fire like no ones business and this is in a world where geek the mage is already a standard cobat doctrine. Yeah, that seems reasonable, since once it's active it's essentially a time-bomb that will go off when the mage acts next. It's definitely still a good spell, since it has noncombat applications and is very strong in some combat situations, even if it is high Drain. |
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Jul 1 2010, 06:52 PM
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#12
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Runner Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 |
I will need to re-read the spell description again but I i'm not sure what you can and cannot order someone to complete and would generally use one IP as the guideline.. Shoot that guy is fine, drop your weapon is fine. Give my buddy access to your comlink starts to get you into trouble depending on how their linked into it.
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Jul 1 2010, 07:22 PM
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#13
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Shooting Target Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 |
Sadly, what I posted above is the alpha and omega on the guidelines of what you can and can't tell them to do - the rest of the spell is just clarifying that Mob Mind is an AE and how giving different orders to different people in a Mob Mind works.
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Jul 1 2010, 07:32 PM
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#14
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
For me, I think Control Thoughts should be a mental nuke: drooling when not commanded, and 100% obedient when commanded. I also think the drain, and the ability to resist it (and re-try resisting it) should match that level of power.
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Jul 1 2010, 11:08 PM
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#15
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Target Group: Members Posts: 38 Joined: 23-September 03 Member No.: 5,637 |
I have been playing SR for a long time, as many of you have. Whenever Control Thoughts was used in games I ran or played the GM allowed the first command at the get go. I am not saying this is correct or RAW; it is just how I have always played or seen it done.
Say I cast Control Thoughts to make a ganger shoot his friend. This was a complex action. So I did not need to take a separate simple command to tell him to shoot his friend. If I wanted to have him do something else then I used the simple command. I read the SR4a and it does appear the rules state this is not the way it works. However, this could simply be a poorly worded and overlooked description for the spell effect. I think the original question was a good one. Unless we hear an official ruling, if you need to use the spell, I would ask the GM “how do you do Control Thoughts?” The different rulings would definitely change tactics. |
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Jul 1 2010, 11:35 PM
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#16
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Target Group: Members Posts: 38 Joined: 23-September 03 Member No.: 5,637 |
I thought it important to say. My argument is not "I always did it this way, so this is the correct way." I am now curious how most people play MC.
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Jul 2 2010, 12:35 AM
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#17
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Running Target Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 |
Having spammed Mob Mind in SRM's my experience has been:
EDIT: This next part seems invlid because it says "directing everything the target does" in Control thoughts and, by extension, for Mob Mind: My Pass: Cast Mob Mind, resist drain. Sometimes the NPC's use Edge/Threat dice to resist it since it really *is* a shutdown power My Pass: I say "Do nothing" Their Pass: They do nothing. Combat ends unless additional combatants join the fight, were out of the AOE, or resisted it The pitfalls GM's need to take advantage of are tactical: 1. Geek the mage first 2. Dispelling is often better than Fireball if you brought more guns than the other guy. Take out the Mob Mind'ers sustaining-health focus so he drops to one pass and he'll cry. Like a baby. 3. NPC's have Edge. If for nothing else they should burn one in pass 2 of the above example to go first and geek the mage. 4. Spread out! Fireballs like grenades can be mitigated by not grouping up As for GM's doing it differently realize that some GM's are good at certain aspects and others at yet different parts of the game. Since so many GM's houserule that Mob Mind and Control Thoughts aren't allowed those that have banned it in home games may not know it well. As far as making a target drool, it will but only if you tell the target to. If you say "Drool!" they will as they shoot you in the face. Choose those words carefully, eg: "Do nothing but Drool!" |
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Jul 2 2010, 03:47 AM
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#18
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Target Group: Members Posts: 38 Joined: 23-September 03 Member No.: 5,637 |
If there is a delay in effect of the Control Thoughts spell it raises new problems...
Cast Mob Mind on a group. On their turn they run out of the spell effect radius - they are no longer affected by the spell. (SR4a Page 184) "Characters who “drop out” of the affected area are no longer affected by the spell”. This applies to Mob Mind. Mob Mind would never work. Cast Control thoughts on the hot girl across the bar to dance with you. She gets an action; she was attacked by a spell. So she yells out "I have been mind controlled", or if she does not know what hit her, "I have been attacked". ---- I read that if the target fails the resistance test, he/she is under the effects of the Control Thoughts spell immediately upon casting. But then we are saying by RAW the target is not really under the influence of the spell. Not until you get another simple action to command the victim. It just seems counter to the idea you are under the effects of Control Thoughts, but you can do things I don't want you to do. Until, I get another action...then you are under the effects? |
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Jul 2 2010, 03:50 AM
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#19
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
I think the command is sent mentally, so there's no chance of sneaky genie/monkey-paw dickery. They do exactly what you intend, and nothing else.
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Jul 2 2010, 04:47 AM
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#20
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Runner Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 |
If there is a delay in effect of the Control Thoughts spell it raises new problems... Cast Mob Mind on a group. On their turn they run out of the spell effect radius - they are no longer affected by the spell. (SR4a Page 184) "Characters who “drop out” of the affected area are no longer affected by the spell”. This applies to Mob Mind. Mob Mind would never work. Cast Control thoughts on the hot girl across the bar to dance with you. She gets an action; she was attacked by a spell. So she yells out "I have been mind controlled", or if she does not know what hit her, "I have been attacked". ---- I read that if the target fails the resistance test, he/she is under the effects of the Control Thoughts spell immediately upon casting. But then we are saying by RAW the target is not really under the influence of the spell. Not until you get another simple action to command the victim. It just seems counter to the idea you are under the effects of Control Thoughts, but you can do things I don't want you to do. Until, I get another action...then you are under the effects? Yes it is funny how nasty little rules get in the way of mind rape spells. |
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Jul 2 2010, 04:51 AM
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#21
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Assuming that is the rule.
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Jul 2 2010, 10:46 AM
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#22
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Running Target Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 |
Here is where the delay comes from... its from the casting being a Complex Action and commanding the target(s) being a Simple Action:
QUOTE (SR4A @ p210) Victims of a Mob Mind may be manipulated individually (with separate Simple Actions) or issued the same command as a group (with a single Simple Action). On a seperate note if you want to be confused look at the social modifiers table on p131... it says folks affected by Control Thoughts or Emotion take -1 to social tests per net hit on the casting. And regarding the 'leaving the area' rule, that's a fantastic check and balance! It does have offensive uses though like casting it on the room you're meeting the Johnson in and sustaining it until he enters it. If there is a high force ward on the room he could have trouble assensing past the ward and once in it, well, spend an edge to go first or use Adrenaline Surge and he becomes your tool before he can probably leave... (IMG:style_emoticons/default/wink.gif) |
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Jul 2 2010, 12:28 PM
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#23
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Moving Target Group: Members Posts: 301 Joined: 25-August 04 From: Tampa, FL Member No.: 6,602 |
Cast Control thoughts on the hot girl across the bar to dance with you. She gets an action; she was attacked by a spell. So she yells out "I have been mind controlled", or if she does not know what hit her, "I have been attacked". There's nothing that states you know you are under Control Action when it succeeds-- or fails for that matter, but that's another ball of wax. If you look at Mind Probe (pg. 207) it specifically says that the target knows it's being mind probed-- this is absent from Control Thoughts description. Control Thoughts and Mob Mind are extremely powerful spells: there's nothing I can find in RAW that states you get an extra break check if you tell the targets to kill themselves (though a notoriety point might be in order). It taking two actions to gain control and tell a mob of security guards to just stand there and do nothing-- is a fine balance. I'm in map's group, and we haven't been playing it this way, b/c until this post we didn't realize that was the rule. |
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Jul 2 2010, 01:52 PM
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#24
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Runner Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 |
And regarding the 'leaving the area' rule, that's a fantastic check and balance! It does have offensive uses though like casting it on the room you're meeting the Johnson in and sustaining it until he enters it. If there is a high force ward on the room he could have trouble assensing past the ward and once in it, well, spend an edge to go first or use Adrenaline Surge and he becomes your tool before he can probably leave... Just so everyone has fair warning I will autokill every shadowrunner that tries this stunt. It is an easier and more elegant solution for me then stating up the entire NPC entourage your average corporate J would have to prevent this sort of behavior. (IMG:style_emoticons/default/smile.gif) |
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Jul 2 2010, 04:28 PM
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#25
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Shooting Target Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 |
Yeah, probably the more "reliable" way to get it to work in combat is to cast it at the end of a pass, then use Edge to go first in the next pass and issue an order, since as pointed out people will just run out of it otherwise.
This post has been edited by UmaroVI: Jul 2 2010, 04:28 PM |
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