Idomitable Will question


ClawsandEffect

 

Posted

I was playing my Claws/Willpower Brute and was fighting a group of Green Ink Men and the first time I fought them, I got stunned and disorientated and yes, I had Indomitable Will activated and running.

That should not be happening as Indomitable Will grants immunity to stun and disorient effects while active right?

I do know of any kind of status effect power not working when fighting against Riechsman as his attacks go through it, but not some common minion like a green ink man right?


 

Posted

It grants a certain number of protection points, not immunity. If the number of a certain type of mez on you is high enough, it will overcome that protection and you will be mezzed. A group of green ink men can easily stack enough stuns to mez you through your protection.


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Posted

To expand a bit:

Quote:
Originally Posted by Microcosm View Post
A group of green ink men can easily stack enough stuns to mez you through your protection.
Especially at that level. Mez protection granted from these type of powers scales upward with level, meaning that it starts somewhat low.


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Posted

Pretty much what they said, enough green ink men can stun just about anyone.


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Posted

Thats odd, But I did petition and file a bug report believeing this to be some kind of bugg that they should fix before people really start whining about it and was told the same thing from the GM's. The power is working as intended.

thanks for the info.

Now for those who are thinking about playing a /willpower toon. I would point out, that it's not a serious problem. Willpower is still not gimped. I have a level 50 Claws/Willpower Scrapper and I have never been stunned or disorientated on that toon. Never knew you could get stunned or disorientated or whatever while having Indomitable Will active. It just happened last night and it was the first and only time I noticed it and it may not happen again.

So you can stop reading this reply now unless you are curious as to why I got a Claws/Willpower Scrapper and a Claws/Willpower Brute.

Long story short, going rogue came out and issue 21 is coming out, so I stopped playing scrapper because I didn't like the taunt power you got in your offensive powerset and I felt the Hitpoints you got where too low. So I made a Claws/Willpower Brute to replace my Claws/Willpower scrapper and I am starting over from scratch. No I do not feel Scrappers are gimped and yes, if you want a scrapper, stop reading this and go make one and start playing. You won't get any discouragement from me.

In the end, I am deleting a bunch of characters on my account to cut down to 3-4 characters to save cost and to work within time constraints. I simply can't keep more than 3-4 characters active. I also want to make my own story arcs (not farms, 2 farm missions are enough) for AE to offer my creativity to those who happen to stumble upon them so that's going to use up alot of my time.


 

Posted

Willpower has pretty much the same stun protection as every melee defense set out there, so what you experienced is not unique to WP. All brutes and scrappers start out at 5.58 points of protection from most mezzes at L10 (the earliest most sets get thier mez protection) and end up with 10.38 points at L50. All the sets have the same level of protection the only real differences are what level you get your protection and which mez effects you are protected against. Tanks are on a different scale that starts higher and ends higher, but they work the same way. (KB protection is an odd exception to this, but thats a different topic).

All mez effects stack since what they actually do is subtract their magnitude from your current mez level - and once you are at a certain value (-1 or below I believe) then you are held, stunned, slept, confused etc. You start at 0 on everything and mez protection toggles just add to your status effect level and makes it harder to mezz you, but not impossible. Since green inkmen do stun in all their attacks, if you are hit by a lot of them its one of the few ways to get stunned through your mezz protection toggle. I have had large groups if high level longbow stun me as well as they have a lot of stunning attacks and a lot of malta can also be dangerous - while they don't have as many stun attacks as LB or Ink men they have some very long lasting ones (like - 1 minute) so they can stck up over multiple groups of malta.


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Posted

Quote:
Originally Posted by EricHough View Post
Willpower has pretty much the same stun protection as every melee defense set out there....
Stun protection is more variable than you'd think. Most sets get the mag 10.38 toggle; the exceptions of Shield, SR and Nin can stack the clicky with enough recharge. In addition to that baseline all resistance based tier 9s (including Granite, SoW, MoG and OwtS) grant mag 17.3 and Regen gets a mag 5.19 auto power in Resilience.

With SoW being so readily usable Willpower is actually one of the better protected sets.


 

Posted

Quote:
Originally Posted by EricHough View Post
Since green inkmen do stun in all their attacks, if you are hit by a lot of them its one of the few ways to get stunned through your mezz protection toggle. I have had large groups if high level longbow stun me as well as they have a lot of stunning attacks and a lot of malta can also be dangerous - while they don't have as many stun attacks as LB or Ink men they have some very long lasting ones (like - 1 minute) so they can stck up over multiple groups of malta.
Carnival Master Illusionists can be problematic too (more so if you get a spawn with 2 in it) once they summon their pets you've got 6 NPCs all with Holds stacking against you (The Master, her 4 Illusionists and her Dark Servant).

The only two times I've ever been mezzed on a character while running a mez shield are once with my WP Tanker against 2 Master Illusionists, and once on my Warshade (Dwarf form, which actually has better mez protection than Melee ATs (outside tier9s)) against Inkmen.

It can be an unpleasant surprise.


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Posted

Quote:
With SoW being so readily usable Willpower is actually one of the better protected sets.
I could be wrong but I'm pretty sure SoW works as a breakfree too, if you use it while already mezzed.


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Posted

Quote:
Originally Posted by Rebel_Scum View Post
I could be wrong but I'm pretty sure SoW works as a breakfree too, if you use it while already mezzed.
No, you cannot. You must use it BEFORE getting mezzed. Same with all mez protects clickies, and godmodes that offer mez protection.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
No, you cannot. You must use it BEFORE getting mezzed. Same with all mez protects clickies, and godmodes that offer mez protection.
You can use clarion while mezzed, though.


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Posted

Quote:
Originally Posted by Roderick View Post
No, you cannot. You must use it BEFORE getting mezzed. Same with all mez protects clickies, and godmodes that offer mez protection.
I do recall there being discussion of making clicky mez protections usable when mezzed, but so far we've yet to see anything come of that.

Aside from Clarion, Kheldian Dwarf form is usable while mezzed too.


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Posted

Quote:
Originally Posted by Roderick View Post
No, you cannot. You must use it BEFORE getting mezzed. Same with all mez protects clickies, and godmodes that offer mez protection.
Yes, you can. Both Strength of Will and One With the Shield can be activated while mezzed.


 

Posted

Dwarf Form for khelds works like that too. get held while human, you can still click to dwarf and you are now protected.


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Posted

Quote:
Originally Posted by kangaroo120y View Post
Dwarf Form for khelds works like that too. get held while human, you can still click to dwarf and you are now protected.
But if you drop out of dwarf you are still mezzed, unless the duration had run out.


 

Posted

Quote:
Originally Posted by Postagulous View Post
But if you drop out of dwarf you are still mezzed, unless the duration had run out.
That's how mez protection works in every case. If you've got your mez toggle on, and you've got a mez active on you, and then you disable the mez toggle... you're now mezed! Mez resistance is the only thing that impacts the mez itself.


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Posted

Quote:
Originally Posted by Oathbound_Too View Post
Carnival Master Illusionists can be problematic too (more so if you get a spawn with 2 in it) once they summon their pets you've got 6 NPCs all with Holds stacking against you (The Master, her 4 Illusionists and her Dark Servant).

The only two times I've ever been mezzed on a character while running a mez shield are once with my WP Tanker against 2 Master Illusionists, and once on my Warshade (Dwarf form, which actually has better mez protection than Melee ATs (outside tier9s)) against Inkmen.

It can be an unpleasant surprise.
There is 1 that not many can beat, Ghost Widows' hold Whooping mag 100 you either spam BF's massive or just take the blow and accept she just got whopped your behind

Though only 1 odd part, Granite will detoggle when you get mezzed, even though you can activate rooted again, you cant get Granite back up.


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Posted

The nictus death stun in the last mission of an ITF is also above standard mez protection levels.


 

Posted

Yeah, Green Ink Men suck.

Enough of them can stack stuns through even a Stone tank's Granite and Rooted. Every single attack they throw at you has a chance to stun, so they can stack like, mag 30 or 40 in a matter of seconds. Fighting more than about 5 will suck in a big way for melee characters.


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Posted

Didn't read all the replies... however a month or so ago, there was some one on the Virtue Help channel wondering why Indomitable Will kept toggling off when they got mezzed. After about 30-45 minutes of private tells to this individual, it turned out he thought Rise to the Challenge was Indomitable Will.



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