Immobilize Suppressed?
Both fear and immobilize are suppressed in PvP as far as I know. I have tried both with my tank. The suppression period isnt all that long in any of the cases, but enough for a quick getaway.
(which brings me to my primary complain about debuffs as there isnt anything you can do about them..unlike hold,fear,immob,disorient)
supression is 10 secs for all most everything.
20 secs hold/stun/Immob --> 10 secs suppression --> 20 secs held/stun/immob.
same with fear, stealth... almost everything.
Im not sure intangebility is suppressed (sonic cage/detention field), but it seems that you are no longer able to perma it like you used to be. Could be suppression, could be lower duration. I only think this cause of the things I read on the US boards. I have only ever been hit by them about 5 times.
A Paragon Defender
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(which brings me to my primary complain about debuffs as there isnt anything you can do about them..unlike hold,fear,immob,disorient)
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Well what kind of debuffs are you talking about? tohit debuffs? well fortitude, tactics, defence debuffs(radiation infection, tornado, quicksand and so on). Lots of other powers too.
Slows, well this one only really have speed boost which is why kin's are allmost needed at higher level PvP. A few sets have resistance to slows like SR and Ice. AB from empathy has protection to slows aswell, but trying to cover a team with AB is quite hard.
Most things have a counter in this game, infact I can hardly think of a thing that doesnt. Teleport is one of the few things I cant remember a counter for.
50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr
increase density from /kin stops enemy tps
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(which brings me to my primary complain about debuffs as there isnt anything you can do about them..unlike hold,fear,immob,disorient)
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Well what kind of debuffs are you talking about? tohit debuffs? well fortitude, tactics, defence debuffs(radiation infection, tornado, quicksand and so on). Lots of other powers too.
Slows, well this one only really have speed boost which is why kin's are allmost needed at higher level PvP. A few sets have resistance to slows like SR and Ice. AB from empathy has protection to slows aswell, but trying to cover a team with AB is quite hard.
Most things have a counter in this game, infact I can hardly think of a thing that doesnt. Teleport is one of the few things I cant remember a counter for.
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None of those anti-debuff things are available to MY character personally - when Im alone. I meant that suppression prevents excessive use of hold/disorient/sleep/fear/etc but nothing there against debuffs. Worst are -speed and -fly (I cant get away) and -recharge and -acc(i can't fight back). Therefore, I go down.
EDIT: By the way, is taunt a suppressed ability?
He means for stopping people using self teleport, And as far as I know the only thing thats stops TPs are the devouring swarms in the hive, and the CoT/Council prisons.
My TP got supressed in sirens last night and i was up against 3 trollers ( wasn't held ). Had lots of debuffs and all sorts of thingies on me : sets were : earth/storm x2 + rad/emp.
Also i don't think there's any way to block the rad debuffs or remove them off of you ( maybe toggle drop ? but you wouldn't be able to do that with the debuffs on you :P )
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Also i don't think there's any way to block the rad debuffs or remove them off of you ( maybe toggle drop ? but you wouldn't be able to do that with the debuffs on you :P )
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You can toggle drop the rad player, but thats kinda hard to do when Im so debuffed I can't hit my own nose.
I think for pvp corruptors and defenders should get a "dispel debuffs" power. But not make it very powerful maybe it should be able to dispel just 1 debuff at a time ( with a recharge of 15-20 sec? ). Also a "dispel buffs" would be nice ( not sure if it should affect inspirations ) but i'm guessing this would add a lot to tactics in pvp - the newly buffed scrapper comes out on a killing spree when he finds out his buffs are missing in action :P
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Teleport is one of the few things I cant remember a counter for.
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Teleport has a counter, a great one even. TP-foe
A Paragon Defender
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(which brings me to my primary complain about debuffs as there isnt anything you can do about them..unlike hold,fear,immob,disorient)
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Well what kind of debuffs are you talking about? tohit debuffs? well fortitude, tactics, defence debuffs(radiation infection, tornado, quicksand and so on). Lots of other powers too.
Slows, well this one only really have speed boost which is why kin's are allmost needed at higher level PvP. A few sets have resistance to slows like SR and Ice. AB from empathy has protection to slows aswell, but trying to cover a team with AB is quite hard.
Most things have a counter in this game, infact I can hardly think of a thing that doesnt. Teleport is one of the few things I cant remember a counter for.
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None of those anti-debuff things are available to MY character personally - when Im alone. I meant that suppression prevents excessive use of hold/disorient/sleep/fear/etc but nothing there against debuffs. Worst are -speed and -fly (I cant get away) and -recharge and -acc(i can't fight back). Therefore, I go down.
EDIT: By the way, is taunt a suppressed ability?
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Well the devs have allways said PvP is a "team" sport. . And taunt isnt supressed, you can perma taunt some1.
50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr
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Well the devs have allways said PvP is a "team" sport. . And taunt isnt supressed, you can perma taunt some1.
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And I have never swallowed that explanation. I think its heroic fighting against overwhelming odds(especially if you're a tank ) , Id just like the chance to take someone down with me but debuffs prevent that. Nothing else does, note.
And about taunt, thanks for the info I plan on respeccing into provoke+taunt and at least 3-slotting them both. Ever since I noticed that I'm supposed to be a taunt-matic in PvP. Theres no going around that fact.
6 slot Taunt with 3 recharge and 3 duration and you can pretty much perma-taunt someone, even with the suppression. Provoke would probably need 2 recharge 2 accuracy 2 duration.
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6 slot Taunt with 3 recharge and 3 duration and you can pretty much perma-taunt someone, even with the suppression. Provoke would probably need 2 recharge 2 accuracy 2 duration.
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Didnt Imaginary just say there isnt any taunt suppression? Anyway, I get provoke mainly for better taunt coverage in PvE team situations. I don't think I can spare all the slots in my final build
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Well the devs have allways said PvP is a "team" sport. . And taunt isnt supressed, you can perma taunt some1.
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And I have never swallowed that explanation. I think its heroic fighting against overwhelming odds(especially if you're a tank ) , Id just like the chance to take someone down with me but debuffs prevent that. Nothing else does, note.
And about taunt, thanks for the info I plan on respeccing into provoke+taunt and at least 3-slotting them both. Ever since I noticed that I'm supposed to be a taunt-matic in PvP. Theres no going around that fact.
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Which character would you be using the taunting on? If its your Inv I find in PVP they fall pretty fast especially when I tell all the squishies to run in with brawl on auto Would still be useful with a proper team though. From what I have seen in the PVP zones (and bear in mind I dont have a tank myself) ice tanks seem to be the hardiest build and hardest to take down with CE stopping stalkers and ice patch being seemingly overpowered (or whatever the little ice patch thing that they stand on is called)
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There is taunt suppression (only works 50% of the time), but with 3 recharge 3 duration you can taunt enough to ensure that you keep them taunted even if it's not doing anything 50% of the time.
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There is taunt suppression (only works 50% of the time), but with 3 recharge 3 duration you can taunt enough to ensure that you keep them taunted even if it's not doing anything 50% of the time.
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Now you got me confused, you mean it taunt will miss 50% of the time or what?
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Which character would you be using the taunting on? If its your Inv I find in PVP they fall pretty fast especially when I tell all the squishies to run in with brawl on auto Would still be useful with a proper team though. From what I have seen in the PVP zones (and bear in mind I dont have a tank myself) ice tanks seem to be the hardiest build and hardest to take down with CE stopping stalkers and ice patch being seemingly overpowered (or whatever the little ice patch thing that they stand on is called)
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Correct, my tank is pretty [censored] in PvP in all situations. (EDIT: especially in bloodybay/sirens lvl ranges) Must be why I have been so put away with PvP so far. But since my attacks do nothing I see that Im expected to taunt. Or something. Once I was in team with Tg and I think staying close to him made me somewhat safe and I believe could keep him somewhat safer by taunting the enemies.
The few cases I have had few moments of something resembling fun has been when I have hit my unstoppable, once a four-member team spent at least a minute taking me down in warburg. The rad made sure I couldnt run away nor hurt anyone, but at least "About frigging time lmao" comment made me smile at the end.
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There is taunt suppression (only works 50% of the time), but with 3 recharge 3 duration you can taunt enough to ensure that you keep them taunted even if it's not doing anything 50% of the time.
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Now you got me confused, you mean it taunt will miss 50% of the time or what?
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It doesn't "miss", it just doesn't work. Since it's an AoE, there's a 50% chance that each person you hit won't be taunted.
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There is taunt suppression (only works 50% of the time), but with 3 recharge 3 duration you can taunt enough to ensure that you keep them taunted even if it's not doing anything 50% of the time.
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Now you got me confused, you mean it taunt will miss 50% of the time or what?
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It doesn't "miss", it just doesn't work. Since it's an AoE, there's a 50% chance that each person you hit won't be taunted.
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Hmm so is this 50% thing triggered like suppression on other status attacks, or is it on constantly in PvP combat?
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My TP got supressed in sirens last night and i was up against 3 trollers ( wasn't held ). Had lots of debuffs and all sorts of thingies on me : sets were : earth/storm x2 + rad/emp.
Also i don't think there's any way to block the rad debuffs or remove them off of you ( maybe toggle drop ? but you wouldn't be able to do that with the debuffs on you :P )
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I have never had my TP surpressed, so i have no idea what you're on about there . Could be that you were slowed so badly, it wouldn't recharge or something.
Also, you can try dropping rad debuffs with Force bolt, as it has a minor toggle drop effect. You should be able to hit straight through the acc debuff with Force bolt if you slot it properly. It has base accuracy of +40%, so if you 3 slot it with accuracy, you can hit through any acc debuff.
Toggle debuffs like Darkest Night, those green swirly things rads use and some of the cold/storm powers drop when you run off a bit - 200 yards or so I think.
Given how absolutly bloody useless they (by they I mean Darkest Night. Not sure about the others, although the storm recharge thing is a pain when it is on my brute) are in any PvP other than 1v1 or on occasion close melee with several characters, they really don't need further gutting.
Dead Calm's Defender Manifesto
I know that holds, mezzes, disorients and such are suppressed in PvP - my question is, what about Immobilize? Is that affected by the same rules, or can you perma-immobilize someone? What about Fear?