PDA

View Full Version : No Immunities?


Oneira
11-07-2010, 05:58 AM
<p>Why is there no immunity timer for knockbacks?  I fail to see why they are not treated the same way as stuns, stifles and whatnot.  Given that many fighter classes have 3 and 4 different kbs (my bruiser has 4).  It's a form of perma-interrupt that SOE has allowed.  SO basically, CC classes like chanters are not allowed to shut you down while most tank classes are?  I've never understood this. </p>

Brook
11-07-2010, 07:41 AM
<p><cite>Oneira wrote:</cite></p><blockquote><p>Why is there no immunity timer for knockbacks?  I fail to see why they are not treated the same way as stuns, stifles and whatnot.  Given that many fighter classes have 3 and 4 different kbs (my bruiser has 4).  It's a form of perma-interrupt that SOE has allowed.  SO basically, CC classes like chanters are not allowed to shut you down while most tank classes are?  I've never understood this. </p></blockquote><p>You want to shut a tank down you stay out of knockback range to do it, its not rocket science. Stop playing like a tank and start playing like cc, you will earn the respect of others around you and have more fun in the process.</p>

Orthureon
11-07-2010, 04:09 PM
<p>I agree to an extent except most Fighters knockbacks are on a long reuse timer. Exception is a 10s reuse knockback all tanks get (at least I think). Most CC classes can spam them or at the very least time it where you will be perma CC'ed until the fight ends.</p>

Oneira
11-07-2010, 06:12 PM
<p><cite>Brook wrote:</cite></p><blockquote><p>You want to shut a tank down you stay out of knockback range to do it, its not rocket science. Stop playing like a tank and start playing like cc, you will earn the respect of others around you and have more fun in the process.</p></blockquote><p>Just try and stay out of the kb range of a brawler, a crusader or a zerker for long.  Please, just try it and see how successful you are.  If the tank has any kind of freedom of mind/action potions plus a few pieces of gear, I want to see you post here that you were able to keep from being kb'ed multiple times.  Unless you are one of the very top kiting classes in the game (read:  Ranger), you will be interrupted constantly if you face one of those classes either solo or in a group.</p><p>It's not that kbs are overpowered.  What's wrong is that every form of CC in the game has immunity timers...except kbs. </p>

Ralpmet
11-07-2010, 09:47 PM
<p><cite>Oneira wrote:</cite></p><blockquote><p><cite>Brook wrote:</cite></p><blockquote><p>You want to shut a tank down you stay out of knockback range to do it, its not rocket science. Stop playing like a tank and start playing like cc, you will earn the respect of others around you and have more fun in the process.</p></blockquote><p>Just try and stay out of the kb range of a brawler, a crusader or a zerker for long.  Please, just try it and see how successful you are.  If the tank has any kind of freedom of mind/action potions plus a few pieces of gear, I want to see you post here that you were able to keep from being kb'ed multiple times.  Unless you are one of the very top kiting classes in the game (read:  Ranger), you will be interrupted constantly if you face one of those classes either solo or in a group.</p><p>It's not that kbs are overpowered.  What's wrong is that every form of CC in the game has immunity timers...except kbs. </p></blockquote><p>Not to mention each of the classes mentioned (except zerker) has a teleport spell, lol.</p>

S3V3R3NC3
11-07-2010, 10:01 PM
<p>I completely agree with you on this but you are missing the other cc's that have no immunities, I'll add them to the list as well.</p><p>Snare</p><p>Taunt</p><p>Snaring, taunting, kb's are just as powerful of cc's as stuns stifles roots and mezzes, I cannot even begin to understand why none of these have been looked at.</p><p>Especially passive taunts, they need to be changed to not work in pvp or at the very least have immunities.</p><p>Look at guardians hold the line for example, gurdians have enough active taunts so that you will be locked on them for a large duration of a fight, now if you even hit them you have a 50% chance to be retaunted, FIFTY PERCENT!? so what are you supposed to just stop attacking for the duration of their taunts which can keep someone locked 60% of the time anyways without factoring the passives.</p>

Oneira
11-08-2010, 03:23 AM
<p><cite>S3V3R3NC3 wrote:</cite></p><blockquote><p>I completely agree with you on this but you are missing the other cc's that have no immunities, I'll add them to the list as well.</p><p>Snare</p><p>Taunt</p><p>Snaring, taunting, kb's are just as powerful of cc's as stuns stifles roots and mezzes, I cannot even begin to understand why none of these have been looked at.</p><p>Especially passive taunts, they need to be changed to not work in pvp or at the very least have immunities.</p><p>Look at guardians hold the line for example, gurdians have enough active taunts so that you will be locked on them for a large duration of a fight, now if you even hit them you have a 50% chance to be retaunted, FIFTY PERCENT!? so what are you supposed to just stop attacking for the duration of their taunts which can keep someone locked 60% of the time anyways without factoring the passives.</p></blockquote><p>Yes you're right.  The amazing thing about taunt lock is that as a healer I can't even target MYSELF when taunt locked. </p><p>SOE was so determined not to let CC rule EQ2 pvp and they made chanters pay heavily for it, but what we have now is that tanks provide some of the best CC in the game.</p>

Zez
11-08-2010, 04:11 AM
<p><cite>Oneira wrote:</cite></p><blockquote><p><cite>S3V3R3NC3 wrote:</cite></p><blockquote><p>I completely agree with you on this but you are missing the other cc's that have no immunities, I'll add them to the list as well.</p><p>Snare</p><p>Taunt</p><p>Snaring, taunting, kb's are just as powerful of cc's as stuns stifles roots and mezzes, I cannot even begin to understand why none of these have been looked at.</p><p>Especially passive taunts, they need to be changed to not work in pvp or at the very least have immunities.</p><p>Look at guardians hold the line for example, gurdians have enough active taunts so that you will be locked on them for a large duration of a fight, now if you even hit them you have a 50% chance to be retaunted, FIFTY PERCENT!? so what are you supposed to just stop attacking for the duration of their taunts which can keep someone locked 60% of the time anyways without factoring the passives.</p></blockquote><p>Yes you're right.  The amazing thing about taunt lock is that as a healer I can't even target MYSELF when taunt locked. </p><p>SOE was so determined not to let CC rule EQ2 pvp and they made chanters pay heavily for it, but what we have now is that tanks provide some of the best CC in the game.</p></blockquote><p>So basically as a healer you want to stand in one spot, spam your heals, and have no one stop your casting - especially those nasty tanks with their knockbacks. Oh, you also want taunts nerfed cause you can't target yourself. L2P. Seriously.</p>

Ralpmet
11-08-2010, 05:09 AM
<p><cite>Zez wrote:</cite></p><blockquote><p><strong><em></em></strong></p><p>So basically as a healer you want to stand in one spot, spam your heals, and have no one stop your casting - especially those nasty tanks with their knockbacks. Oh, you also want taunts nerfed cause you can't target yourself. L2P. Seriously.</p></blockquote><p>Apparently you don't realize that if that tank is assisting through ANYONE at all in his group and he taunts your healer your healer can not use any single target healing spells at all. How many healers </p><p>A) Can get their aoe heals off.</p><p>B) Can use their aoe heals effectively enough to keep their group alive through damage spikes on single players.</p><p>The only healers are the wardens and furies, in case you didn't know. Maybe you should approach your PvP Healers and tell them that's your stance on their current woes, tell me how that goes for you.</p>