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  1. #1321
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    That's exactely the reason why I was asking it, meh =/

  2. #1322
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    Quote Originally Posted by Trumpy View Post
    Someone here was asking about MAB stuffs for Geo not working... Known Issues
    I'm glad to see it was addressed. I ended up reporting it on the official forum although no one had responded here to assist with confirming the issue and it got moved to the "Accepted Bugs" section (but had not made it to the Verified Bugs section). I'm not sure if JP players reported it too or SE just noticed it among the other Job Point categories that weren't functioning.


    In any case, if anyone was still wondering, the Pet: Regen augments you can get on the new skirmish gear does work for luopans and it's possible to have them last for the full 10 minutes before they automatically despawn. Can also combine Lasting Emanation and Blaze of Glory when viable and have the enhanced luopan last for an extended duration (or the full duration of 10mins if AoEs are not happening).

  3. #1323
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    Quote Originally Posted by Nocki View Post
    http://puu.sh/gatKl/837cc5d9f0.png

    Geomancers do not have to take an action on the mob for their luopan to take effect, if the luopan itself is on the mobs hate list.
    The above picture was taken in the new alluvion skirmish.

    I cast Geo-Poison on the stronghold to see if the summoned mobs would spawn, and then tick down to 99% (they did not, probably because of some sort of resist that I hadn't considered ahead of time.) Since my original hypothesis went poorly, I decided to Geo-Wilt and see if the Luopan took less damage. Again, I casted directly on the Stronghold. It did in fact take less damage!

    Based on this finding I am curious to know if a luopan is hit by some sort of AoE if it is added to the monsters hate list, and can therefore take effect without the GEO doing anything other than casting it on a different mob.
    While I don't doubt that what you're saying is true, that screenshot doesn't show it. You have a range of 375-538 for Geo-Poison and 390-469 for Geo-Wilt. Those could easily be the same range. Also, because Geomancy is applied every tock, it doesn't really make sense to expect that Geo-Wilt would even land on the attacking monsters when they're attacking so quickly.

  4. #1324
    Old Odin
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    curious how much pet regen is the max augment per piece? because with 25 regen you can keep a luopan out forever (15 min max till its auto vanishes). this especially handy for enhanced luopans.

  5. #1325
    Ridill
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    Highest I've seen was 3. So figure up to 6 in ilvl slots (assuming you will keep Idris on if you have it) plus isa belt for 19. Should be enough to keep it alive by itself if not too much AoE

  6. #1326
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    Quote Originally Posted by Damane View Post
    curious how much pet regen is the max augment per piece? because with 25 regen you can keep a luopan out forever (15 min max till its auto vanishes). this especially handy for enhanced luopans.
    Last I checked, they auto-vanish at 10 minutes unless there are some conditions that changes that. In any case, given the Luopan's approximate 1660ish HP, as long as you reduce the DoT to 8hp/tic, it will last 10 minutes if not hit by anything. The highest I've seen for the Pet: Regen augment is 3 and I did it on 4 pieces and used Reforged Feet and Isa belt for a total of 16hp/tic regen. So, the standard Luopan DoT of 24hp/tic with 16 regen means you can get it to last the full time if it does not take damage.

  7. #1327
    Who's driving? Oh my God Bear is driving! How can that be??
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    Quote Originally Posted by dasva View Post
    Highest I've seen was 3. So figure up to 6 in ilvl slots (assuming you will keep Idris on if you have it) plus isa belt for 19. Should be enough to keep it alive by itself if not too much AoE
    I thought Isa Belt was tested and found that it did not add regen to Luopan.

  8. #1328
    Old Odin
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    while the regen set isnt practical for a melee setup it can come very handy on a mage nuker/ ranger setup where your luopan. buffed up luopan for 10min is very very OP

  9. #1329
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    Quote Originally Posted by TummieGaruda View Post
    I thought Isa Belt was tested and found that it did not add regen to Luopan.
    That was a glitch that was later patched.

  10. #1330
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    Just wondering...what fights are there that last 10min and don't have an AOE for a regen set to be applicable?

  11. #1331
    Ridill
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    Quote Originally Posted by Kanriel View Post
    Just wondering...what fights are there that last 10min and don't have an AOE for a regen set to be applicable?
    Well you don't have to make it last the entire 10 minutes for it to be useful. Just getting it to last longer would be useful. It's effectively just extra duration that can go up to that 10 minutes

  12. #1332
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    Quote Originally Posted by dasva View Post
    Well you don't have to make it last the entire 10 minutes for it to be useful. Just getting it to last longer would be useful. It's effectively just extra duration that can go up to that 10 minutes
    Right, but wouldn't more pet-DT do better in almost all fights for this purpose?

  13. #1333
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    Quote Originally Posted by Kanriel View Post
    Right, but wouldn't more pet-DT do better in almost all fights for this purpose?
    Depends on the slots used for pet DT- and with idris+dunna+JSE cape with petDT+isa belt it's still possible to cap pet DT.

  14. #1334
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    Quote Originally Posted by nivlakian View Post
    Depends on the slots used for pet DT- and with idris+dunna+JSE cape with petDT+isa belt it's still possible to cap pet DT.
    What is cap, 50% like pdt/mdt? If so, then yeah, regen set is certainly next to focus on after that, hmm...

  15. #1335
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    The luopan comes with innate 50% DT-. You can add 37.5% to it to cap at a total of 87.5%.

  16. #1336
    Sea Torques
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    Quote Originally Posted by Kanriel View Post
    Just wondering...what fights are there that last 10min and don't have an AOE for a regen set to be applicable?
    You stun enough in incursion that a luopon can survive for a long time. I think Niv said his blazed luopon survived for the entire Gramk fight.

  17. #1337
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    Quote Originally Posted by Hoshiku View Post
    You stun enough in incursion that a luopon can survive for a long time. I think Niv said his blazed luopon survived for the entire Gramk fight.
    I'd have a hard time believing that unless it was a <127 zerg or something. He does enough regular AoE hits that clip your luopan, nevermind if he's got Mighty Strikes going and hitting for 400+. Even being able to hit 16 regen, I don't find myself putting much faith in it's usefulness. You'd be giving up 6+ Refresh as well as further clogging your inventory (prolly my biggest issue with it, personally) to get a minor increase in duration in the majority of content. If there was more content where it wasn't eating spells and/or TP moves rather often, maybe I'd care for it more.

  18. #1338
    CoP Dynamis
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    No this def worked like 2-3 runs in a row in 133, i was there as well. If enough stuns were missed or you place the luopan directly in front of him i could see it being more of an issue, but at least 2-3 fights we did he didn't have to resummon.

  19. #1339
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    Quote Originally Posted by Fival View Post
    No this def worked like 2-3 runs in a row in 133, i was there as well. If enough stuns were missed or you place the luopan directly in front of him i could see it being more of an issue, but at least 2-3 fights we did he didn't have to resummon.
    Aye, 4 runs on monday with niv's regen set and it blazed. Keeping in mind we did have wilt on him as well to reduce the overall dmg but still Gramk at 133.

  20. #1340
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    Those are 3 minute zergs, though, which you could keep a blaze'd luopan alive with just lasting emanation/life cycle/dematerialize. His argument is there's really no point to the regen on the gear that justifies the inventory for current content. I personally can't think of anything a 10 minute luopan would be helpful to me for, since I'm never in the same spot(or mobs move) for more than 1-2 minutes in anything.

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