Originally Posted by TrueMetal
![]() Breakfrees.
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Hate soloing: perma-held, prema-stunned, perma-dead
Invisibility only works as long as you don't attack things. Also Rikti drones (your sleep/stun/high end TFs comments made me think 'Lady Grey TF'!) see through invisibility.
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Unlike bosses which have slightly better perception, or Snipers with much better perception, the above mobs have a normal perception radius. Their perception can be debuffed. They just ignore all stealth values.
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It still cheeses me to no end when my invisible controller is the first to die.
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Second, in addition to individual critter AI there is spawn AI. When a member of your team engages the spawn, spawn AI tries to send some critters at various teammates, instead of just the teammate that first engaged the spawn. This is both to make alphas from a spawn more survivable and to make the fights more interesting. Unfortunately, combining this with the note above, it means a critter can come after you, standing invisible around a corner, because the spawn AI made them do it and let them find you.
Finally, many ambushes (which have been more and more common in more recent missions) appear with critters pretargeted on team members. You can see this most easily on a Katie TF, first mission, where witch spawns appear and one or two bosses can come chasing down the poor defender hiding behind a wall a hundred yards away.
To the OP, congratulations, you experienced the risk in leveling mainly in the AE, a lot of missions in there are purposely filled with critters that don't mezz and are otherwise easy to beat. In the height of AE leveling, I met level 50 tankers who had never taken their mezz protect because they'd never needed it. You are now learning to play the other 95% of the game, which in addition to being more fun will also make you a highly sought after teammate.

Try this:
/bind delete "inspexecname Escape$$inspexecname Emerge$$inspexecname Break Free"
Then when mezzed, press the Delete key. It will use your smallest available break free to help end the effects of the mez.
If you don't always carry breakfrees, you can use this bind too:
/bind shift+delete "inspcombine luck break free$$inspcombine sturdy break free$$inspcombine awaken break free$$inspcombine catch a breath break free$$inspcombine respite break free$$inspcombine insight break free"
That will convert small inspirations that you have 3 or more of into break frees. Then press the delete key to get out of the mez effects.
Of course, magnitude is another issue. If Ghost Widow has you held, this probably won't help - but for a run of the mill council mission, it can save you an embarrassing defeat at the hands of a single boss.
I cannot thank you guys enough. Following your advice, here is what I did:
- Upgraded all 25 IOs to 45 IOs (cost about 15 mil) - Repeced with more recharges in Flashfire so I can lead with it every fight - Kept Tough and Weave each 3 slotted with Def/Res IOs - Switched to the psi epic for the mezz protection and the psi armor - Started popping Def insp before fights - Started tracking who mezz'd and who I need to lock down better Now it is much, much more fun. I love the action of the fire/kin - I am always on the edge of my seat. I can't just stand there and melt them - I need to be on top of Transfusion, my Siphons, etc. to stay ahead of the fight - not to catch up after it goes down hill. The end result is I was able to set my diff to +1 and say I am equal to 3 heroes and have fun running missions. I also joined the suggested Virtue LFG groups. I'll try them tonight now that I am all set again. Thank you! The right spec and tactics make all the difference in the world ![]() |
Then our work here is done. Go forth and stop evil.
*flies off into the sunset* *cue outro and credit roll*
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
Thank you! The right spec and tactics make all the difference in the world
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Nicely Done. Glad to see things working better for you - that's how you
improve as a player - more knowledge, better understanding, better tactics.
Learn, Adapt, Kick Butt...

Cheers,
4
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For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
The excessive amount of CC/status effects in CoX is still one of the big things that plagues it. It is this flaw that causes such a huge percentage of people to play scrappers and brutes when they'd love to play more blasters and other ATs.
It is also why the -KB IOs are so incredibly popular. If there were -stun, -hold, etc. IOs you'd see people flock to them as well. I'd happily sacrifice slots to be able to have even so-so mez protection. I completely miss out on a huge percentage of the game (about 2/3rds of the ATs) because having to suffer status effects/CC is so miserable. I'd love to play more blasters, a dominator, mastermind, defenders, another corruptor, and some controllers, but I just can't make myself do it. Playing those ATs means any time I am soloing it is absolutely miserable, and even in groups it can be a pain. That's one of my personal rants I've had about the game since the beginning. Way too much CC. |
If you want to avoid mezzes on squishies, consider Sonic Resonance, Traps or Force Field (for Defenders, Corruptors, MMs, and Controllers) - Sonic Dispersion, Dispersion Bubble and Force Field Generator have mez protection components, although they lack Sleep protection. Traps is particularly safe, as your buffs and debuffs are provided by pets, so they don't turn off if you take a nap. Also, look at some proactive mez. A stunned Gunslinger isn't turning you into a herosicle. Nor is one flying to the opposite side of the room, with two more attacks tracking towards him.
Dominators really shouldn't be that worried about mez. Domination doesn't just give you higher mez magnitude and longer durations - it gives you full mez protection for 90 seconds. And it can be made permanent if you've got the inf for some Luck of the Gambler +recharges and some other moderate-price sets Even without those, though, Hasten and a couple of cheap sets should let you get by on a cycle of Domination -> Break Free -> Break Free -> Domination as long as you can keep rolling. Oh, and you have AoE mez to open the fight with, so there's not even an alpha strike problem.
You might want to get better Enhancements on that character, too. At level 45 you should be using level 45 Common IOs at a minimum. They have a big enhancement advantage over level 25 Commons.
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There are also Procs you can slot to help out. Aegis +Psionic and Mez resistance is a good one.
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The reason Aegis Psi/Mez Res is an expensive IO is because of the Psionic resistance, no the Status resistance. If you want status resistance, you really have to consider whether it's worth the price and the slot in your build.
http://www.fimfiction.net/story/36641/My-Little-Exalt
The excessive amount of CC/status effects in CoX is still one of the big things that plagues it. It is this flaw that causes such a huge percentage of people to play scrappers and brutes when they'd love to play more blasters and other ATs.
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That's one of my personal rants I've had about the game since the beginning. Way too much CC. |
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The Mentor Project
Name one scrapper that can: Heal his teammates, and buff their defense, to-hit, regen, recovery, recharge, damage, and keep them free of mez, all at the same time. (Empathy)
Name one brute that can: Debuff an enemy's to-hit, defense, damage, damage resistance, regen, and recharge, all at the same time. (Radiation Emission)
Melee ATs get protection from mez because they really do only ONE thing: Hit stuff. Support ATs can do many things, often on the same character at the same time. The price they pay for that versatility is vulnerability to mez.
As illustrated by the OP's response in the thread, where he said that an adjustment in his tactics made all the difference, mez is NOT unmanageable by a support AT if you know your enemy and are paying attention.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Giggles...
This is a subject I have complained much about, and every time I sought some relief I got flamed by the community.
It is sad that melee are the only ones with true unconditional protections versus the overly-used mez in the game. Ranged has conditional protections, as a player said, get them before they get you type of situation is the norm.
I have complained over the get them, before they get you! Is a problem in fact, easier typed than done. After all Bosses will shrug your first mez attempt all the time, and LTs about half the time (They have inherent unconditional MAG resistance); since you do not have uncondtional mez resistance, even the weakest mez is guaranteed to affect you. If the conditional protection, you attack with is to work: It has to either disorient, confuse or hold the "entire" group you are engaging for they are usually linked, so you can't attack one without the others doing something about it. If you apply statistical theory, you will quickly realize that the odds are horribly stacked against you getting them before they get you.
Now the use of breakfrees does provide some mitigation for the excessive use of mez, but really, should a player depend on a breakfree for every group confrontation to enter with when soloing? Does a melee depend on a luck to survive every basic group comfrontation they enter in?
Choosing groups, well there is wisdom on that, but is that really heroic? is it fun not to be able to engage 75% of the mobs types in the game? By now, are there any mob types with out mez?
What has worked for me to an extent, is to defense cap my ranged alt. It is not easy, in fact it is impossible to cap against all 3 positional attacks, its extremely difficult to cap in any 2 positionals, its reasonably possible to cap on a single possitional.
With the above in mind, I try to attain 45% ranged defense and 30% aoe defense if possible for all my alts, and get what I can for melee defense. I still get mezzed, but not nearly as often, and I can survive most engagements without guzzling breakfrees like a drug addict. Also some mez attacks are auto hit, which essentially there is nothing you can do about it.
I also make sure to have the power hover and I use it during combat, partially because it grants me a bit more defense, and prevents most opponents from "meleeing" with me, since I was not able to raise my melee defense much.
There are a few powers that offers mediocre respite against some status effects such acrobatics and combat jumping, you can also acquire anti-knock-back IOs that goes along ways in making you more survivable as well. Karma KBP on Hover and Steadfast KBP on Tough gets you a MAG 8 knock back protection, which is good enough against the great majority of the attacks you will endure, I usually buy a Blessing of the Zephyr KBP for my fly to have KBP MAG 12 between all 3 which is just as good as MAG resistance afforded to Tankers.
Another critical survival technique, when soloing is Stealth. I always buy the Celerity Stealth, and get Super Speed, between both you get fairly robust Stealth. Since Super Speed is so inaccurate to move around, I just engage it with my Celerity Stealth and hover about, fortunately hover now is reasonably fast to move about and you get the added defense bonus to boot.
If you can hover high, and not close to the ground, so if you are ambushed and stunned, you are not ground level. Thankfully, if stunned you no longer automatically descend to the ground, that has saved me lots of times from certain death.
I had tried and tried to advocate for support or ranged should have the means to have some level of unconditional mez protection across the board as it is afforded to meleea, usually I suggest a 3, the same Bosses get. Far inferior to the Scrappers' 9 or Tanker's 12. Because even if we get to mez first, the odds of the mez working on the entire group in a single application is very poor, just about all mobs have mez ability of some sort (in many mob types even minions have mez), and the mez range of the mobs is quite good (somewhere between normal ranged attacks and snipe), and devs are increasing the use of ambush tactics with many spawning right on top you (which pre-empts good playing practices).
So boost your defense, hover always, and get effective stealth, that will help a lot.
Hugs Stormy
Ps: I have nooticed in the new TFs and Tips, there are a lot of mob type re-labeling. You have what is normally a LT labeled as a minion or a boss labeled as a LT. These re-labeled mobs have the powers and abilities of their true nature, but have the hit points and resistances of their label. Thus you can see a Rikti Mentalist, usually a Boss now labeled as a LT, you are fighting in reality a Boss with less hit points, and getting the reward for defeating a LT instead.
Stormfront,
You seem to still be ignoring the fact that most support types get some way to reduce the chance of mezz effects landing in the first place, besides single-target mezz effects.
Controllers get a whole host of AoE controls and debuffs, plus pets at higher levels. Most defender primaries/corruptor secondaries have some kind of AoE mob debuff, or AoE player buff that can protect them from mezz effects. Dominators get Domination, which even at lower levels can be leveraged in ways to help prevent mez effects. The only AT that doesn't get all that many tools is the Blaster, and they get to attack while mezzed.
I remain unconvinced by your arguments that support ATs are at a huge disadvantage against mezzing enemies, and I have played several to high levels.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
there are various things to do, most of which have been suggested already, but the big thing to emphasize over and over again is Mez Them Before They Mez You!
MTBTMY! |

Most ATs out there rely on slotting up defense powers and/or Mez resisting effects to protect themselves from critters that Mez. Controllers/Dominators are unique in that their main defense (against all kinds of damage really) is their ability to Mez others before they themselves are Mezzed.
Once a person accepts that basic concept and plays towards that strength they'll usualy find that Controllers/Dominators are usually just about the EASIEST ATs to solo with especially by the time they are level 45+. It's probably been years since my main Fire/Rad was chain-Mezzed while soloing - I honestly can't remember the last time it even happened.

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I cannot thank you guys enough. Following your advice, here is what I did:
- Upgraded all 25 IOs to 45 IOs (cost about 15 mil) - Repeced with more recharges in Flashfire so I can lead with it every fight - Kept Tough and Weave each 3 slotted with Def/Res IOs - Switched to the psi epic for the mezz protection and the psi armor - Started popping Def insp before fights - Started tracking who mezz'd and who I need to lock down better Now it is much, much more fun. I love the action of the fire/kin - I am always on the edge of my seat. I can't just stand there and melt them - I need to be on top of Transfusion, my Siphons, etc. to stay ahead of the fight - not to catch up after it goes down hill. The end result is I was able to set my diff to +1 and say I am equal to 3 heroes and have fun running missions. I also joined the suggested Virtue LFG groups. I'll try them tonight now that I am all set again. Thank you! The right spec and tactics make all the difference in the world ![]() |
Stormfront,
Mez powers aren't much of a problem for many characters. Admittedly, mez powers can sometimes create a challenge, but isn't that what the game is about?
Any well played Illusion or Mind Controller can use Deceive/Confuse to take care of foes with mez, including bosses, before the fight begins. It can be stacked with NO AGGRO, so it is easy to handle bosses. Plus, Illusion Controllers can send in Phantom Army to pull all the aggro, and follow it up with Spectral Terror. Mind Controllers have aggro-free AoE control powers in Mass Hypnosis and Mass Confusion, allowing them to stack mez powers with single-target controls.
Other controllers have other options. Earth's Earthquake and Ice's Ice Slick (and Fire's Bonfire, too) can knockdown bosses with the first shot. Some controllers have an AoE power that will cause even bosses to try to avoid the area, like Arctic Air or Hot Feet. All controllers other than Mind can use their pets to draw aggro.
Part of the strategy of playing other characters is learning how to deal with Mez. Tanks, Brutes and Scrappers get mez protection because they can't avoid the mez. Other characters have to learn how to deal with it. I have high defense on very few of my non-melee characters, and part of playing them is learning how to deal with a variety of foes. Yeah, I get mezzed (and faceplant) from time to time. That's part of the fun.
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I don't mind being stunned really, I play Controllers and Dominators so it's fair play that the enemy should be able to mez back. The bloody duration and spam of those AOE Stun Grenades though. Yeesh. My Hovering Plant/Emp controller had 4 of them stacked on her over the weekend, and they last aaaaages. Talk about annoying! |
True story.
Okay, maybe I exaggerate. A little.
Stormfront,
You seem to still be ignoring the fact that most support types get some way to reduce the chance of mezz effects landing in the first place, besides single-target mezz effects. Controllers get a whole host of AoE controls and debuffs, plus pets at higher levels. Most defender primaries/corruptor secondaries have some kind of AoE mob debuff, or AoE player buff that can protect them from mezz effects. Dominators get Domination, which even at lower levels can be leveraged in ways to help prevent mez effects. The only AT that doesn't get all that many tools is the Blaster, and they get to attack while mezzed. I remain unconvinced by your arguments that support ATs are at a huge disadvantage against mezzing enemies, and I have played several to high levels. |
You are right, there are for the Controllers/Dominators mostly AOE mez attacks that can be used, but lets n ot exagerate their effectiveness.
If you delve their MAG potencies, as a rule they are only MAG 2, as opposed to the MAG 3 single target effects.
At MAG 2, bosses will simply shrug off the attack and LTs have a 50/50 chance to be affected and even minions have a lowly 25% chance to shrug it off as well.
Now do the math, if you have a standard group og one boss, 2 x Lts and 4 Minions.
So you sneak on them, and you area mez them! Yay, success, I won, wee! Right?
First you assuming you hit them, that you also hit them all. But you are a sharp player and made sure your accuracy is up there, and thus you have a 95% chance to hit! good player! So there is only a 5% cummulative per target that you may miss one of the 7 targets.
This means you don't have a 100% uncondtiojal chance of success, but hey, you still have a very, very good chance, what is it?
100% - 5% base - 3.5% statistical probability over 7 targets = 91.5%
Now 91.5% is very good, and the odds really do favor you.
Now since each of the 4 minions have a 25% to resist your mez, and of course since you have to get all 4, the cummulative statistical effect gets a bit ugly here and summons up to a 50% effect! essentially about half the time you will successfully mez all 4! the other half one or more will resist your attack.
So what are our odds now?
91.5% - 50% = 41.5%
Mmm, not ooking so good now, isn't it?
LTs have a 50% chance to shake off the effect, and we have 2 of them, oh my, this is gonna hurt! The cumulative chance to get both LTs as well with the single MAG 2 attack is 25%, ot 75% chance that one or more will resist your atack!
So what are the odds now? to get the minions and lts a single AOE?
41.5 - 25 = 16.5%
Mmm, the chances of getting both LTs and all 4 Minions not looking very unconditional now, isn't it?
Now finally the Boss, truthfull you can affect a boss with a MAG 2, he is not truly immune. But the chance is not very great, in fact it is very good, relatively speaking, its 25%, and yu only engaging a single boss. Since its chance is also accumulated with the other critters, you are not gonna loose 25% chance, you actually gonna experience statistically another roughly 6% loss.
So the final odds to get the boss, 2 x lts, and 4 minions in a single area mez is:
16.5% - 6% = 10%
That means that only 10% of the time, you can lay low all 7 of them and achieve unconditional protection, sadly the other 90% of the time, one or more of the 7 will not be affected.
The question may be, can you get a second mez attack before they in turn attempt to mez you? Realizing you have no unconditional mez protections at all.
In groups, that is normally not an issue, tankers get aggroe through their taunt, but when solo one does not have that precious luxury.
hugs
Stormy
Erm, I'm not sure where you're getting the idea that most AOE mezzes are mag 2, not mag 3. Any I know of (Flashfire, Stalagmites, Seeds of confusion, Wormhole, Synaptic Confuse-thingie from Elec) are all mag 3 and will affect Minions and Lieuts, assuming they hit. On a Controller they all have a 20% chance of doing an extra 1 mag as an Overpower (with perhaps the exception of Synaptic thingie), on a Domi all the ones I mention there benefit from Domination.
There's no 50/50 chance of Lieuts shrugging it off, if it lands it hits, minions don't have a 25% chance of shrugging off a Mez effect either. Lieuts and Minions do not have some form of % based mez protection (in the game Mez Resistance does exist but it serves to lower the mez duration, not nullify / avoid it and I'm not sure many enemies possess it).
The only issue really is bosses, which can indeed be a handful. An AOE mez on a controller still has a 20% chance of getting a boss from the off. After that it's a case of stacking before he kills you which can indeed be dicey (but again it depends, AOE Hold + Single Target Hold will catch him).
You are right, there are for the Controllers/Dominators mostly AOE mez attacks that can be used, but lets n ot exagerate their effectiveness.
If you delve their MAG potencies, as a rule they are only MAG 2, as opposed to the MAG 3 single target effects. |
In fact, looking at the data, I can't find any primary mez that's not mag 3. Can't be arsed to check for Dominators or for the (pseudo-)pets, so if they've a mag 2 in there somewhere... *shrug*
Try this:
/bind delete "inspexecname Escape$$inspexecname Emerge$$inspexecname Break Free" Then when mezzed, press the Delete key. It will use your smallest available break free to help end the effects of the mez. If you don't always carry breakfrees, you can use this bind too: /bind shift+delete "inspcombine luck break free$$inspcombine sturdy break free$$inspcombine awaken break free$$inspcombine catch a breath break free$$inspcombine respite break free$$inspcombine insight break free" That will convert small inspirations that you have 3 or more of into break frees. Then press the delete key to get out of the mez effects. Of course, magnitude is another issue. If Ghost Widow has you held, this probably won't help - but for a run of the mill council mission, it can save you an embarrassing defeat at the hands of a single boss. |
Breakfrees combined with MTBTMY (Mez them before they mez you) will get you very far. Especially combined with some sort of stealth so you can mez before the alpha strike.
You might want to get better Enhancements on that character, too. At level 45 you should be using level 45 Common IOs at a minimum. They have a big enhancement advantage over level 25 Commons.
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IO level | recharge time | time diff | % of base change | % diff
none___| 1,000.0 _____| 0.0 ____| 100.0% ________ | 0.0%
____10 | 740.2 _______| -259.8 _| 74.0% __________|-26.0%
____15 | 634.5 _______| -105.7 _| 63.5% __________| -10.6%
____20 | 567.8 _______| -66.7 __| 56.8%___________|-6.7%
____25 | 520.3 _______| -47.5 __| 52.0% __________|-4.8%
____30 | 511.1 _______| -9.2 ___| 51.1% __________| -0.9%
____35 | 508.9 _______| -2.2 ___| 50.9% __________|-0.2%
____40 | 506.7 _______| -2.2 ___| 50.7% __________|-0.2%
____45 | 504.5 _______| -2.2 ___| 50.5% __________|-0.2%
____50 | 502.3 _______| -2.2 ___| 50.2% __________|-0.2%
When 3-slotting with the same sort of enhancement, level 25-30 IOs give practically the same improvement as higher level ones, ie, (3) lvl 25s give a 48% improvement while (3) lvl 50s give a 50% improvement; a difference of a mere 2%.
You are at lvl 25 IOs right now. So if you upgrade to (3) lvl 45 IOs, expect an improvement of 520.3 - 504.5 = 15.8 secs for a power that has a 1000 sec recharge.
What if your power had a 10 sec recharge time? If you upgrade to (3) lvl 45 IOs, you improve by 5.2 - 5.04 = 0.15 secs. A whoppingly large number!

Anyway, lvl 45 IOs cost more, so if you're on a budget, you may need to rethink whether you want to pay a lot for such a small improvement.
You are right, there are for the Controllers/Dominators mostly AOE mez attacks that can be used, but lets not exaggerate their effectiveness.
If you delve their MAG potencies, as a rule they are only MAG 2, as opposed to the MAG 3 single target effects. |
Controller and Dominator AoE mez attacks are, as a rule, mag 3. Controllers get Overpower, and Dominators get Domination, effectively increasing the mag of the mez.
Even if Overpower doesn't kick in, or you don't have Domination up, it isn't hard at all to hit the mob with the AoE mez and then follow up with a single target for the boss. I usually target the boss in the mob and fire the AoE, with the single target queued up to go off immediately following. I have had no issues.
If you are seeing minions and LTs remaining unaffected by the mez, it is because it is MISSING some of them, not because the mag isn't high enough.
There is no chance for NPCs to resist or ignore mez, again, it is because the mez is missing some of them, not because of anything the NPCs have. The only NPCs with mez protection are: Fortunatas, Cimerorans, and obviously EBs and AVs. (that I know of, there may be a few more)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Aett:
You are right, there are for the Controllers/Dominators mostly AOE mez attacks that can be used, but lets n ot exagerate their effectiveness. If you delve their MAG potencies, as a rule they are only MAG 2, as opposed to the MAG 3 single target effects. At MAG 2, bosses will simply shrug off the attack and LTs have a 50/50 chance to be affected and even minions have a lowly 25% chance to shrug it off as well. |
(i) Controller AoEs are all Mag 3 (LTs/Minions). They have a decent chance of being Mag 4 (Bosses) due to the "Overpower" mechanic which is unique to Controllers.
(ii) Dominator AoEs are all Mag 3 too. Unless the Dominator is in Domination, which doubles their Magnitude (to Mag 6) amongst other things.
Single Target Mez on those ATs are all Mag 4 base, meaning they'll one-shot-mez a boss.
The only thing you need to be careful of is accuracy. The majority of Controller and Dominator AoEs have a low base accuracy compared with other attacks in the powerset - they typically need at least one extra SO's worth of Accuracy in them to reliably hit. When they DO hit, the behaviour is consistent - there's no "chance" involved aside from the Overpower/Domination mechanics and LTs/Minions will always get mezzed unless they are being granted mez protection from somewhere.
I think you've got the wrong end of the stick about AoE versus ST mez too:
AoE Mez is typically used to prevent being swiftly killed by "Alpha Strikes", Squishy and Melee ATs can both use this method - see "FootStomp" or "Ice Patch" for prime examples. That's why AoE Mez on Controllers/Dominators are typically long recharge/short duration powers.
ST Mez is the primary method that "Squishy" ATs use to combat annoying enemies (beit Sappers, DE Mushrooms, etc) by keeping them out of the fight. That's why ST Mez on Controllers/Dominators are typically short recharge/long duration powers and highly "stackable".
As has already been pointed out:
(i) Controller AoEs are all Mag 3 (LTs/Minions). They have a decent chance of being Mag 4 (Bosses) due to the "Overpower" mechanic which is unique to Controllers. (ii) Dominator AoEs are all Mag 3 too. Unless the Dominator is in Domination, which doubles their Magnitude (to Mag 6) amongst other things. Single Target Mez on those ATs are all Mag4 base, meaning they'll one-shot-mez a boss. . |
Edit : Checked Minds single target sleep. It's mag 3.5 (

I farm BM alot. I farm on a fire/kin sometimes. I get stunned alot. Break frees do the trick. Even on a highly expensive build, i still get stunned sometimes. If they hit. Normally Flashfire and Cinders are up for each mob. I smoke, ff, cages, run in, cinder, FS, fireball. Up to +3s it works great. Mind you, at plus 3's im seeing alot of misses, therefore getting stunned more often. I just crafted a Kismet +Acc last night and hope it helps some today. Off to try it....