Withered Mind Combo: Mana Trap + Concentration
by admin on Jun.29, 2009, under Atlantica Guides, Game Guides
Decided to make a few Animal Replicas, so headed over to the Crimson Horses in Central China.
Mob info says they Brutal Will. Start a fight. Cast a turn 2 lvl 14 Mana Trap.
Get standard Skill Combo message Mana Trap + Concentration = Withered Mind, and the trap didn’t stick to any of the Horses. No Blue or red + or – numbers. 3rd Turn, horses cast Brutal Will and it sticks as normal.
A later fight, tried it again, but this time I had done some damage on my Turn 1. My lvl 14 Mana Trap Combo’d again, but this time I see that it *healed* the horses for 54 damage.
Now, I’ve got the feeling that there is one of two bugs here.
Either: Withered Mind is supposed to be detrimental, at which case that 54 should be damage, not healing.
Or: It is meant to be a heal (actually just a way to keep trap off so that the Brutal Will will stick); in which case the name “Withered Mind” should probably be changed. Maybe to something like “Unexpected Healing”. Aka, something to show a *Positive* effect on the Mobs.
Since the hell when does mana trap and concentrate create a combo?
Mana trap + seth/brutal create schizo (mind breaker)
Maybe i am not understanding.
No. Concentration doesn’t heal during my turn, it heals at the start of the monsters turn. Nor does it trigger text in the center of my screen, in the format that Combo skills do.
*GO*THERE*. *TRY*IT*.
Mana trap’s damage (as well as the mind breaker/schizo/withered mind/whatever they’re calling it this week) combo is probably dark element, so if you use it on a dark enemy, it will heal them, just like silence, chaos wind, etc.
The damage/healing is pretty tiny anyway – the point is to block the beserker skill.
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