Avoiding (Resisting) Stuns
There is two things there, commonly called status "protection" and status "resistance".
Protection is what Tankers and Scrappers get. Its the mecanic which completly negates a status effect, the char still goes unhindered. Up to where a certain level is stacked, overcoming the protection, the player is held or stunned or else.
Resistance is what other AT gets. It reduce the time lenght of which a status effect will hinder you. AFAIK, the maximum one can reach in resistance is 50% of the effect lenght reduced.
So for youre Kinetic, being a defender, Controller or Corruptor (MM gets Kin?), there is little hope beside asking for teamate to empower you with a status protection power, like your own Increase Density or the likes, like Clear Mind.
One other way, which is incredibly more effective, is to try to get as much defense % you can get. There are numerous set bonuses for defense, and the effect of, lets say 35% positionnal defense, is over the top in effectiveness compared to a 50% reduction in status effect lenght alone.
It will save you both from damage and status effects. The only drawback is that certain status effect, specially from Psychics like a Ritki Magnus, dont have a positionnal vector so its skips your defense completly. Still, overall, Defense is the way to go for a non-armored char to self preserve from status effects.
For protection controllers can choose the Epic Pool : Psionic mastery > Indomitable Will.
For resistance you can get some from a Tier 2 or 3 Empowerment station (60 min at a time):
Disorient Resistance
Also sets: Sets that improve Stun Resistance
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"Chew Electric Death, Snarling Cur!"
Your PB gets status protection for each controller you team with.
The only power you can get that provides status protection (as opposed to resistance, which only reduces the duration), is Acrobatics. This provides a mag 2 hold resistance. I don't know the mag of the Rikti magus hold, so I'm not sure it would make a difference against one of them, and it won't help if several are spamming holds at you, and it won't help with stuns or sleeps.
Sonic Resonance and Force Field both have big dispersion shields that cover the caster and give 8.95 status protection vs. stun, hold and immobilize.
As illicity said, you should avoid getting hit at all. You should avoid stuns and holds by staying out of melee (because there are a lot of AoE and single-target stuns in melee), and to crank up your ranged defense as much as possible. As was mentioned, this still won't help against certain holds because they're Psionic only (which is bogus -- they have a limited range, so they should be ranged, but it works that way for Illusion controllers as well). You may have to take Weave and Maneuvers, and you may have a hard time softcapping your ranged defense unless you have some kind of shield already on your defender (Storm and Dark have these).
This won't work out well for your Kin defender, though, because Kins need to close to melee to get the best use out of FS. I have a Rad/Kin corruptor that I softcapped with S/L damage, and he does pretty well running against big groups. He stills gets stunned, but with almost-softcapped S/L defense, soft-capped energy and fairly high ranged defense, they don't hit him much while he's out. The basis of this build is Scorpion Shield, which defenders can't get, and Tough/Weave.
Basically the game is designed to make ranged attackers prone to mezzes. The only reliable way to get around it is to team with someone who can use a protective power on you, or to carry a lot of Break Frees. I carry at least 3-4, and as soon as I use one I make another by combining other insps.
Illicity covered it pretty well, the best method is to team with someone who can grant you protection. There are two defender sets that do get personal mez protection, Traps and Forcefield. These sets both get a dispersion bubble that provides defense and pretty decent mez protection to all teammates including themselves (it's not as good as most scrappers/tanks get but it covers the big three).
Outside of that you could take the leaping pool, Combat Jumping protects from Immobilization and Acrobatics protects from Holds and Knockback. There are no powers that provide Stun protection but Heal Self provides 48.44% resistance to stuns which is about a 32% duration reduction.
Finally bring a belt full of break frees and chomp down. Each one gives 10 points of status protection for 30 seconds. The larger ones last longer and give more protection so they're better but you have to buy them at WW.
[Break Free]
Don't PB's also have the ability to toggle on Drawf form to get out of any being stunned?
BrandX Future Staff Fighter
The BrandX Collection
Don't PB's also have the ability to toggle on Drawf form to get out of any being stunned?
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The only drawback is the 90% HP and the big endurance crash. But by the time that kicks in, whatever you were fighting should be eating pavement. And otherwise, if you monitor your buff icons closely, you can always be sure to pop Conserve Energy just as Light Form's Icon is going blinky blinky, and once it crashes, you can easily pop off your two heals after the crash, then pop a couple blue candies to refill your endurance.
This is a general question so I'm throwing it out here. Granted this isn't much of an issue for scrappers, tanks & brutes, but some other classes...
I'm my case, my PB has alot of trouble here & so do a couple of my defenders and trollers. ITFs and Rikti MSRs in particular are ugly. To get to the point however, I'm looking for procs or sets that are going to help here; general options that will work for most toons.
The Aegis set has the +Mez resist enhancement for example. I've never been quite clear on all that falls into that category however. Sleeps I know for certain do.
Anyway I don't want to ramble on speculation there, it'd be guessing and sidetrack my question. I just need some protection so my Kin isn't spending the entire MSR perma-stunned by some stinking Rikti Magus.