Stun Capability


Amy_Amp

 

Posted

Thinking about trying Scrappers out again, never got one past lv25 (more of a ranged guy) but working more on melee toons lately. What primary has the most chance these days of stunning...MA, KM etc? Thanks for any information in advance.


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Posted

Quote:
Originally Posted by Werner View Post
I'm thinking Martial Arts/Dark Armor. You get three attacks with stuns and you can stack them with Oppressive Gloom. No idea how well it works in practice, though.
Thanks a lot Werner, MA/DA was my original concept a few months back but I never did it. Doesn't KM have 3 attacks with stun as well? Not leaning either way at this point, just trying to make up my mind before jumping into it.


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Posted

yes KM has 3 stunning attacks, also i think KM/dark would be more effective anyways. KM's -dmg ability would complement a resistance armor nicely, especially since your heal is so taxing on your blue bar


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Posted

Quote:
Originally Posted by BlissfulChaos View Post
yes KM has 3 stunning attacks, also i think KM/dark would be more effective anyways. KM's -dmg ability would complement a resistance armor nicely, especially since your heal is so taxing on your blue bar
Thank you also Bliss, I appreciate it.


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Posted

Why focus on stunning? Scrappers are great at DPS and amazing at it when you focus on DPS. Its not like you can stun an AV, most of the time. Let the Controllers take care of the stunning with their AoE holds and stuns.


 

Posted

You could go elec/da

and do Lighting clap which is an aoe kd + disorient everything else is sleep and -end in the set

KM and MA or the other options


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Posted

Quote:
Originally Posted by Syntax42 View Post
Why focus on stunning? Scrappers are great at DPS and amazing at it when you focus on DPS. Its not like you can stun an AV, most of the time. Let the Controllers take care of the stunning with their AoE holds and stuns.
Well with MA and KM and /da you can do both


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Posted

Syntax - Im not going to focus on stunning and ignore damage. Its a concept toon and I just wanted to know what primary had stuns so I could capitillize on the synergy with a secondary is all.

Hej - Thanks for that suggestion, I will take a look at that too while going through Mids to do builds.

Thanks again everyone for the input.


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Posted

Ma/da is incredibly potent as a stun machine. Mines at 50 and IO'd to the 9's.
I haven't had much play experience with the new changes to ma and how cobra strikes 100% chance being changed to 75% really plays out. I believe Arcana said it was generally more stunage being put out overall to a greater percantage of mobs.
I say try it, its a tough combo to get end usage under control but when it is managed the only thing that really gives this toon trouble is AVs.
As an added bonus (and this is true for all /da toons), most controllers primary form of mitigation is stuns, so when teamed with them, most spawns are completely stunned from the get-go.


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Quote:
Originally Posted by JamMasterJMS View Post
Ma/da is incredibly potent as a stun machine. Mines at 50 and IO'd to the 9's.
I haven't had much play experience with the new changes to ma and how cobra strikes 100% chance being changed to 75% really plays out. I believe Arcana said it was generally more stunage being put out overall to a greater percantage of mobs.
I say try it, its a tough combo to get end usage under control but when it is managed the only thing that really gives this toon trouble is AVs.
As an added bonus (and this is true for all /da toons), most controllers primary form of mitigation is stuns, so when teamed with them, most spawns are completely stunned from the get-go.
Thanks Jam


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Posted

I find on my KM/WP I frequently stun bosses, so KM's stun is pretty effective, even with no slotting for stun at all.

Once I get my uncommon Alpha (Spiritual Core Boost), I expect it to get even better with the stun duration bonus.


 

Posted

Quote:
Originally Posted by JamMasterJMS View Post
I haven't had much play experience with the new changes to ma and how cobra strikes 100% chance being changed to 75% really plays out. I believe Arcana said it was generally more stunage being put out overall to a greater percantage of mobs.
This might be true. In my experience, losing the reliable stun took away the thing I liked about MA, and for me the extra damage doesn't make up for it. I don't place a lot of value on control effects that might happen (I know, you can always flat-out miss, but other than that), so rather than rerolling my MA/SR to MA/DA as planned before the MA change happened, I just stopped playing the character entirely.

Anyway, here's the deal on MA:

10% chance for mag 2, 4.8 sec stun in Thunder Kick.
75% chance for mag 3, 8 sec stun in Cobra Strike.
100% chance for mag 3, 3.2 sec stun in Eagle's Claw. Unenhanced, this is slightly longer than the 2.53 sec you'll spend activating the attack.

In practice, I find this changes MA from a control-oriented set to a set where control effects often occur as a side effect of trying to kill things.

Here's KM:

20% chance for mag 3, 4.8 sec stun in Body Blow
33% chance for mag 3, 4.8 sec stun in Smashing Blow
60% chance for mag 3, 8 sec stun in Concentrated Strike

So, probably somewhat less stun overall in KM. Neither set will let you ninja in and quickly stun a problem mob like you could with the old Cobra Strike, but they'll both let you randomly stun things now and then, so as you attack bosses, eventually something will stack with Oppressive Gloom.

There's an AoE stun in Electric Melee, but it's the tier 8. Duration and recharge mean it won't perma, but it sure would stack with OG for a while, and I believe it was 100% chance. Also, if you're willing to go brute instead, there's an AoE stun in Stone Melee, and both Energy Melee and War Mace have 100% single-target stuns as well as more powers, I think, with chance to stun than either MA or KM have.


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Posted

Quote:
Originally Posted by Gorgar View Post
This might be true. In my experience, losing the reliable stun took away the thing I liked about MA, and for me the extra damage doesn't make up for it. I don't place a lot of value on control effects that might happen (I know, you can always flat-out miss, but other than that), so rather than rerolling my MA/SR to MA/DA as planned before the MA change happened, I just stopped playing the character entirely.
Ya, I feel the same way...
Adding damage to cobra strike was like the last thing the set needed.


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Posted

Quote:
Originally Posted by JamMasterJMS View Post
Ya, I feel the same way...
Adding damage to cobra strike was like the last thing the set needed.
Cobra Strike was garbage before recent buff. I am so glad they changed it. If you were using CS before for the stun, you could have just killed them with another attack. Best change for MA to date.


 

Posted

One thing KM has over MA is Power Siphon would pump out more damage over time for your damage aura. Also note doing a "crit" with CS would let you use PS again.

If you really want a stun machine for melee, Dark armor + Stone melee.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
One thing KM has over MA is Power Siphon would pump out more damage over time for your damage aura. Also note doing a "crit" with CS would let you use PS again.

If you really want a stun machine for melee, Dark armor + Stone melee.
Hee hee, that's one of my baby tanks.


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Posted

Quote:
Originally Posted by Gorgar View Post
In practice, I find this changes MA from a control-oriented set to a set where control effects often occur as a side effect of trying to kill things.
Given the control that exists elsewhere (Touch of Fear, especially) I didn't think Cobra Strike's stun necessarily needed to be reduced to 75%. But while I know there were people that liked Cobra Strike's 100% stun, in objective terms it was a nearly worthless power. It could only stun LTs. It couldn't stack to stun a boss without very aggressive slotting. It was slow. It had almost no damage. It took up an early slot in MA that neutered the set's ability to deal damage in the early levels. As a practical matter, I found the power to be almost as impractical as others find dimension shift.

In any event, that one change alone doesn't by any possible reasonable perspective change MA from a control oriented set to a non-control oriented set. Its other control effects were already far lower than you could justify in a control-oriented set. TK's stun is even more unreliable. Eagle's Claw's stun is almost shorter than the activation time of EC itself. And I really cannot say this with an absurd enough tone on a keyboard: a melee ranged immobilize that only affects Lts and under. A melee ranged immobilize that also slows running speed.

Katana has a 60% knockdown in GD and a 75% knockup in SD. Arguably, it has as much control as MA excluding Dragon's Tail, and that control is completely incidental to its design. Its most powerful secondary effect is the defense buff in divine avalanche. Dark Melee is also not intended to be a control set, and it arguably has more control in Touch of Fear than the entire MA set combined.

Cobra had a 12 second stun and a 20 second recharge. Touch of Fear had 22 second fear and 8 second recharge. You could stack it fast enough to mez a boss with time to spare without even slotting it. That's a power you give to a control set. 12 second stun and 20 second recharge is what you give to players in a perk pack power.


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