View Full Version : Stuns and Resists and Interrupts, Oh my!
RingleToo
05-08-2009, 03:22 PM
<p>Remeber waaay back when Templar had to be the most frustrating class to solo because of constant stuns, resists, and interrupts? Eventually, that got "fixed", but with TSO - and Lavastorm especially - it feels like I've been sent back in time. Or maybe it's just me, and if so, please tell me what to do lol</p><p>I've got pretty darn decent gear and stats. Maybe not uber-raid quality but certainly lots better then average. Yet, multiple resists followed by stuns and interrupts followed by more resists is the norm rather then the exception. Often enough that it's become reeealy annoying anyway. I've had Heroic Opportunites expire because I couldn't get off that second cure/spell.</p><p>And talk about Whack-A-Cure (tm)! As bad as it is in groups, it's insane when sololing. Multiple detrimental effects multiple times in one fight isn't just the norm, it's every fight (so it seems).</p><p>I really do enjoy a challenging fight. I don't want easy. It just seems like some adjustments need to be made some where, though. I'm not sure where one draws the line between challenging and frustratingly annoying. But I hope there is one.</p>
SpineDoc
05-08-2009, 05:14 PM
<p>It's pretty much par for most classes, but I know what you mean. When I first started TSO solo quests for example my Templar was getting his butt handed to him in a big way. As I slowly got new equipment, especially shard equipment, things evened out a ton.</p><p>The whackacure, the stifles/stuns/fears IMO are just pure laziness and lack of creativity though. Instead of making the encounter challenging in a meaningful or creative way instead it's just a joust with an ACT timer, and a twiddle of the thumbs while you are "frozen" with your detriment. It's here to stay so get used to it.</p>
Cetara
05-08-2009, 07:50 PM
<p>Having leveled my Templar from level 1 to 80 without betraying, maybe I'm just numb to the problems you're complaining about, but detrimentals from solo mobs aren't that big of an issue. Leveling up, there were always certain mobs that had a stun, stifle, fear, daze etc. and you just learned to get over it or avoid those mobs. Most of the detrimentals are just low-grade debuffs or weak DOTs that you don't even feel through Repent.</p><p>Raise your resists, use the stun/stifle cure pots, and use Sanctuary when it's up. Having Steadfast may make a difference in avoiding stifles.</p><p>The "Whackamole" complaint about cures really only matters on raid encounters, IMO. </p>
RingleToo
05-09-2009, 05:37 PM
<p><cite>Cetara@Crushbone wrote:</cite></p><blockquote><p>Having leveled my Templar from level 1 to 80 without betraying, maybe I'm just numb to the problems you're complaining about, but detrimentals from solo mobs aren't that big of an issue. Leveling up, there were always certain mobs that had a stun, stifle, fear, daze etc. and you just learned to get over it or avoid those mobs. Most of the detrimentals are just low-grade debuffs or weak DOTs that you don't even feel through Repent.</p><p>Raise your resists, use the stun/stifle cure pots, and use Sanctuary when it's up. Having Steadfast may make a difference in avoiding stifles.</p><p>The "Whackamole" complaint about cures really only matters on raid encounters, IMO. </p></blockquote><p>Didn't we all level our Templars from level 1 to 80? (Ok, EBay excepting lol). I created my Templar some where around Splitpaw adventure pack I think. So I've been playing it a long time. There was a time when interrupts and resists were a real issue for Templars such that the devs did feel it necessary to make adjustments. Now those issues are back, imho, along with stuns, stifles, et.al. </p><p>As for the "cure issue", if it were just that by itself I do agree that it wouldn't matter. I'm not even sure if it would matter that much on raids. Except. The reason it does matter on raids (and, ok, more so then when soloing) is for the same reason it matters when soloing - there's all that other stuff going on like resists, stuns, etc.</p><p>So, it's not just one thing. It's all of it mixed together that makes it frustratingly annoying.</p><p>And for the record, I'm not complaining...I'm whining <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>
<p>As one of the few classes that can be 100% stifle and interupt immune I would have to say you're complaint is weak. With even fabled epic you have a decent proc chance to be stun immune. TAking too long to cast ...spec some casting haste and wear the 10% cast haste robe! </p><p>Resists are a problem for every class... try using your divine debuff! Or rather just slap on a big two hander (thex hammer), spec some MC, DA, Flurry and solo mobs will be dead in about 3 swings. </p>
Timaarit
05-11-2009, 04:21 AM
<p>For soloing, there is no better aa line than STR + steadfast. With it you can survive group encounters and even accidental adds. My templar has nice TSO t4 gear selection but I still find the legendary gear from instances or RoK better for soloing. Items with heal or ward procs when you get hit help you survive while doing the damage needed for kills.</p><p>I have a monk (similar fabled gear) also and thought that the monk is in every way superior for soloing till I went to LS and did the new questline. I was actually killing the stuff faster with the templar as I rarely needed to take a pause. With the monk I was constantly waiting for health or my Heal to recycle. All the AA's (I have 181 currently) for casting speed, spell crits and DPS stance did make a big difference in the end.</p>
LowfyrWildforge
05-11-2009, 04:30 PM
<p>I'm the first to complain if SoE is shortchanging us, but stuns, resists and interrupts have never been a problem.</p><p>I would suggest if you're having problems, you might consider gear and/or AA changes.</p>
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