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Talk:Curse (Psynergy)

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I just copied and pasted this from the dullahan article so feel free to edit it as you see fit. just doing my part i guess... Zabbeth 00:23, 25 May 2008 (UTC)

Multiple casts[edit]

A better way to use this Psynergy is by having more than 1 party member use it on the same target. Each successful cast ticks off 1 more turn. Alternatively, successfully using it on a creature with multiple attacks per round(Tornado/Storm/Tempest Lizards) causes them to die in 3 rounds(2, if your casters manage to get off multiple "hits"). This makes it somewhat similar in utility to Bane(with the exception that curing the poison from Bane doesn't remove the damage, whereas using Tonic to remove Curse removes all the effort put into stacking casts) 15:57, December 29, 2009 (UTC) (AKK)

...Whoa! I never knew that. O_O Erik Jensen (Appreciate me here!) 18:31, December 29, 2009 (UTC)
To be honest, I only just bought this game second-hand about a month ago. I was messing around and noticed that both Isaac and Garet's Berserker(Barbarian?) classes had Curse. Since as mentioned, Curse typically has a very low chance of connecting, I figured I'd cast it several times to ensure it connected. Just for fun(and on suspicion), I cast it again even though it had already connected, and noticed the candles ticking off("The Grim Reaper calls to XXXX...4{3, 2, XXX's strength is exhausted!}"). By sheer coincidence, I was in the Suhalla desert region by the time all this came together, so it was a simple step from there to finding out that the Tornado Lizards, with their double turns, were especially vulnerable. Just too bad(or good, story-wise) Deadbeard and Fusion Dragon are immune to both this and Bane, or those battles would go ridiculously quick. Thanks for helping me put it in. 04:40, December 30, 2009 (UTC) (AKK)
Just to clarify, the additional successful castings of Curse merely tick down the timer by 1(big flame to small, small flame to no flame), they don't increase the rate of attrition on the target's actions(that is, every action will lose 1 tick, regardless of how many successful Curses are on it). Additionally, to the best of my knowledge, they will NOT remove the final small flame(the enemy WILL get in a last turn unless Ground-ed) 20:00, January 5, 2010 (UTC) (AKK)