View Full Version : Stun, Stiffle, Root, Interrupt what do they all do to the mob?
<DIV>Hello all, im pretty much a newbie Illusionist (lvl25) and so far i have to say that i enjoy playing him:smileytongue: I do however have a few questions regarding our different spell (Im sorry if this has been posted before, couldnt find one post with all this info). Most of our spells have at least one of the added effects that i mentioned in the subject line and what im wondering is what they actually do to the encounter, ie the mob cant use magic, cant move, mezzed......?</DIV> <DIV> </DIV> <DIV>Thank you</DIV>
Drost
11-27-2005, 07:19 PM
-Root - CAN melee, CANNOT move, CAN cast - chance to break on damage -Stun - CANNOT melee, CANNOT move, CANNOT cast - two types: short dur. does not break on damage and long dur. which does -Stifle - CAN melee, CAN move, CANNOT cast - does not break on damage <div></div>
Darmash
11-27-2005, 07:31 PM
None of those are usable on epics <div></div>
Impetus
11-27-2005, 10:22 PM
<span><blockquote><hr>Drostan wrote: -Stun - CANNOT melee, CANNOT move, CANNOT cast - two types: short dur. does not break on damage and long dur. which does <div></div><hr></blockquote>To add to Drostan's post, most people call the long duration/breakable on damage one a mez or mesmerize spell. The shorter duration unbreakable ones we call stuns. And the part about CANNOT cast - that means they cannot cast a spell or use a combat art. So it's good against anything, not just a spellcaster.</span><div></div>
tawek
11-27-2005, 11:43 PM
<DIV>Thoder, the spell descriptions are very confusing, especially regarding mesmerize and stun spells, so thanks for the question.</DIV> <DIV> </DIV> <DIV>Drostan and the others have said most of it, I'll try to summarise.</DIV> <UL> <LI><STRONG>Stun: </STRONG>mob completely neutralised. Most powerful, but even at high levels we only have 2 of these.</LI> <LI><STRONG>Stifle</STRONG>: mob can use auto-attack, but not spells or skills. So no stuns, AOE, or other specials skills, as well as no spells. This is especially useful against spell-casters. We have one of these, and get a stifle on a very powerful area effect spell at level 50.</LI> <LI><STRONG>Root</STRONG>: mob held in place. If you move away, it can't melee but can cast. If you stay close, can still hit you. Our root also stifles until the mob takes damage.</LI> <LI><STRONG>Mesmerize</STRONG> (commonly called mez for short): mob put to sleep, but will wake up if power-drained or damaged. Says "Stuns" at the bottom where it describes Effects, but this is misleading. Look at the top of the spell description for more accurate info. </LI></UL> <P>One of our stuns and one stifle have a <EM>power drain</EM>. Mobs are almost always dead before you can drain their power, so at the moment this is a useless skill unless fighting other players in PvP.</P> <P>Sadly, Darmash is right. Apart from root, at present none of the above affects epics. In my opinion this is absurd, and SoE must be planning to change this. But changes take time and it's still early days for the game. Let's hope sometime soon they'll let us mez epics, but for very short times, and with a horrible resist rate. Of course, this is unlikely to affect you for a fair few levels, and with luck it'll change before you get to that point.</P> <P>Don't hesitate to ask more questions. Other players who just read the forums for information will find the threads you create very helpful <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P>
Tuleri
11-28-2005, 10:02 PM
<BR> <BLOCKQUOTE> <HR> Drostan wrote:<BR>-Root - CAN melee, CANNOT move, CAN cast - chance to break on damage<BR><BR> <BR> <HR> </BLOCKQUOTE>This may have been posted elsewhere, but does anyone know what determines "chance to break on damage"? Wonering if some debuff would help<BR>
<blockquote><hr>Tulerine wrote:<BR> <BLOCKQUOTE> <HR> Drostan wrote:<BR>-Root - CAN melee, CANNOT move, CAN cast - chance to break on damage<BR><BR> <BR> <HR> </BLOCKQUOTE>This may have been posted elsewhere, but does anyone know what determines "chance to break on damage"? Wonering if some debuff would help<BR> <hr></blockquote>Based on your spell quality I would assume. Higher spell quality, less chance to break. One would hope anyway. If this is not the case then, why upgrade our root anymore at all?
tawek
11-29-2005, 01:51 AM
<P>Good question, Tulerine. It's the sort of thing that would take a lot of time to test:</P> <P>It is possible higher quality spells don't affect it, as they already have a use in reducing resist rates.</P> <P>I'd be surprised if a debuff did help, but a great idea if it did. That's the sort of interesting tactic that would make the fight more than just boring button-mashing.</P>
Tuleri
11-29-2005, 02:18 AM
<P>Ya I guess it would be cool if it did. Lets say the root checked against mental resists or whatever, if mob was able to resist then root breaks. That would make it important to debuff. The other factor could be the spell quality.</P> <P> </P> <P> </P>
From what coercers were saying pre-the great root nerf, when they stacked Ravage Psyche(their pure magic debuff, no damage), with their DoT/debuff their roots would NEVER break, except against the mental resistant mobs(like meatbeast).Soo, for chance to break over time it's based on mental, but chance to break on damage, who knows.
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