Which enemy resists what control type?


Ace_of_Hearts

 

Posted

It's clear to me, for example, that Snakes, warwolves, Arachnos spiders, and Slag Golems resist slows pretty dramatically, and that Nemesis seem to be resistant to Confuse powers, and I feel like my Fear powers don't work as well against Ralaruu (not sure bout that one).

I guess I'm curious if there's a concise listing of which enemy types resist which different control types.

Are there, for example, enemies which naturally resist sleep attempts?


 

Posted

Would be a handy list to have, but I've never seen one compiled.

As a side note, Snakes and Arachnos spiders are affected normally by slows (I tarpatch them all the time), but their natural speed lets them slog their way out of it quicker. Warwolves and Slag Golems, on the other hand, run over it like it's not even there.


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Posted

errr... Nemesis resists confuse and fear and anything mechanical - such as jaegars, council hoverbots and mechman will resist sleeps as will Banished Pantheon zombies. Vahzilok are resistant to immobilise.

Romans resist a lot of hard controls - holds and stuns for example.

Post your question in the controller forum as well. Maybe we can cobble together some kind of unofficial guide if everyone inputs.


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Posted

Quote:
Originally Posted by Bloodspeaker View Post
Warwolves and Slag Golems, on the other hand, run over it like it's not even there.
They are also immune to immobilize.

CoT spectrals resist but are not immune to immobilize.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
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Posted

Arachnos Fortunatas (not Blood Widows) are immune to holds, iirc.

Zeus Titans are immune or very resistant to... a lot of stuff: hold, knockback, stun... not sure what else, specifically. Possibly immobilize and confuse, as well.


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Posted

Quote:
Originally Posted by Ace_of_Hearts View Post
Romans resist a lot of hard controls - holds and stuns for example.
Cimerorans don't have any default mez protection. However, when one of their allies is mezzed they will use Shout of Command, an AoE mez protection buff that ignores the caster, leading to a great deal of mez protection. If you hit them with a Confuse first they will buff player characters instead of breaking free of controls. Seeds of Confusion and Mass Confusion are always prioritize for me in the ITF.

Someone once compiled a spread sheet that detailed enemy resistances and mez protections. Some search-fu may dig it up.


 

Posted

It's a bit out of date but Culex created a database of NPC resistance and mez protection values way back when.

Linky

I don't think much has changed, other than newer NPCs haven't been added.


Edit: A note about Culex's spreadsheet, the mez values shown are how much is needed to successful control the mob, not how much protection they have. For instance, if a mob is shown having a hold value of 7 that means the NPC in question has SIX magnitude protection from Holds, so you must stack SEVEN magnitude to hold them.

Quote:
Originally Posted by Bloodspeaker View Post
Arachnos Fortunatas (not Blood Widows) are immune to holds, iirc.
They're not actually Immune to them, they just have sizable status resistance which makes it hard to stack enough control to overcome their status protection.


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Posted

Ones nobody's mentioned:
Crab Spider Webmasters have high protection from everything, as do Widows.

Devouring Earth have an emanator that gives them mezz protection, although I'm not sure of the variety.

Longbow Officers have a leadership aura that gives everybody around them confuse protection.

Rikti Mentalists/Mesmerists have higher-than-normal protection against sleep, fear, and confuse.

Lost lieutenants and bosses have higher-than-normal protection against hold, disorient, and sleep.

Troll lieutenants and bosses get some mixed mezz protection/defense with their toggles, but I don't recall how useful it is to them.

Ancestor Spirits are highly protected against sleeps, immobilize, and fear.

Some Destroyers are protected from stuff too, but I don't recall exactly what.


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Posted

When you say "resist" do you mean "has a high magnitude of protection" or do you mean "has a high resistance to mezzing"? There's a difference, which makes talking about this kinda weird. "Resist" means, in the technical sense, that mezz effects do work, but they wear off very quickly. Praetorian Resistance, if I remember correctly, have a lot of hold resistance, so they can be held, but it only lasts for a second or two and they're back to fighting. But Romans, with that shout of command thing, have a high magnitude of protection, so it takes repeated applications of a mezz for it to actually affect them.

It's like talking about how defense is part of your character's defenses. It's odd terminology.


 

Posted

Quote:
Originally Posted by PowerLeveler View Post
When you say "resist" do you mean "has a high magnitude of protection" or do you mean "has a high resistance to mezzing"? There's a difference, which makes talking about this kinda weird. "Resist" means, in the technical sense, that mezz effects do work, but they wear off very quickly. Praetorian Resistance, if I remember correctly, have a lot of hold resistance, so they can be held, but it only lasts for a second or two and they're back to fighting. But Romans, with that shout of command thing, have a high magnitude of protection, so it takes repeated applications of a mezz for it to actually affect them.

It's like talking about how defense is part of your character's defenses. It's odd terminology.
Re: my spreadsheet, the resistances to mez are shown when you hover your mouse over a cell that has a red mark on it (indicating a Note; you can also right-click Show Note). They indicate that mezzes wear off in a shorter time, ie. sleeps last only half as long as normal, whether they sleep the opponent or not -- if you use Tesla Cage, even if the enemy is a boss and doesn't get held, if their holds wear off in 75% of the normal duration, then so will what you applied: gotta stack faster. Magnitude still necessary to overcome, resistance means you gotta do it in a shorter time (usually given on my spreadsheet).

My spreadsheet DOES have some updates I haven't released yet because it's just so much information that I don't have access to anymore. Mostly, keep in mind they DID fix the Mook Hitmen. They no longer become permanently confused. I am sad by this because that was hilarious for the years it existed.


Enemy Resistances - Damage, Mez and Defense
Enemy XP Mods
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Posted

Quote:
Originally Posted by GavinRuneblade View Post
They are also immune to immobilize.

CoT spectrals resist but are not immune to immobilize.
they are not immune to immobs because my earth dom can immob them, they have like mag 3 or 4 protection to it though along with heavy slow resists


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
they are not immune to immobs because my earth dom can immob them, they have like mag 3 or 4 protection to it though along with heavy slow resists
Hmm, I've been in domination and dropped three sets of roots on a minion class wolf that kept on running, well, ok the damage killed him eventually, but he was never immobilized. Granted, they weren't back-to-back since he'd run off, so with enough resistance the effect might have ended so I never managed to stack it. Similarly I've seen them dance across four sets of caltrops without slowing down.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.