LAM and keeping Marauder in place
I've never seen that - but would like too....
I'd be very surprised if you were able to do that, even with the vanguard acc and every attack landing on him.
Nope.. he will jump place to place no matter what you do..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I thought there was some bug where some sort of damage aura tanker (FA?) standing where he spawns *after* the cutscene would cause him to not jump around ... maybe kind of like how you can bork Rommy's AI in ITF.
all AVs in incarnate trials are essentially immune to all mezzes (only exception being shalice tilman in the 2nd to last phase of the MoM trial)
they have something on the order of mag 1000 or 10000 protection
they are working on a mechanic though to grant controllers containment damage on the trial AVs even though they cant really be mezzed
There are people that know there is a way even if they don't know how its done, they have witnessed it for themselves.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
That's interesting if it's a bug. I've been on only one or two LAMs where Marauder never left the center court... I wish I had asked the leader how that happened...
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i think i have seen him not move once so my guess is that it is a rare bug since mezzes will not do anything to trial AVs
I think iTrial AVs are susceptible to debuffs but I'm not certain about movement debuffs.
I've seen it happen many times. I'm not sure what causes it though. One person on a league I was in seemed to think it was a combination of hitting him with a Pac 'nade as soon as he spawns, and stacking immobs on him. I don't know, but some leagues seemed to be able to do it consistently, so presumably it should be possible to reproduce consistently if you can figure out how.
Reading that some are doing it perks my interest some... but not enough to spend time learning how do it.
i've seen it happen consistently when multiple people use their nade within the first 5 seconds of him spawning.
but it might be something else..
It must be a bug unless your Immobilizers are generating 5001 Mag Immob (and a 1,000% more resistance to Immob when Unstoppable).
They could conceivably be interrupting that power, which would definitely be a bug.
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He doesn't need to be immobilized to keep him from jumping. I don't know what causes it, but I've seen it happen and he can still walk around, he just doesn't jump. I don't know if it's people stacking web grenades or what.
I have seen it happen too. But I also don't know how it is done.
It seems it would just take -jump, not immob
I've seen it happen many times. I'm not sure what causes it though. One person on a league I was in seemed to think it was a combination of hitting him with a Pac 'nade as soon as he spawns, and stacking immobs on him. I don't know, but some leagues seemed to be able to do it consistently, so presumably it should be possible to reproduce consistently if you can figure out how.
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
You're right.
Then Marauder only has AV class -Jump resistance.
Problem is there aren't too many powers with -Jump to throw at him.
Some Soldier with Surveillance should check it out (-Jump protection even shows up under Combat Attributes).
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Problem is there aren't too many powers with -Jump to throw at him.
Some Soldier with Surveillance should check it out (-Jump protection even shows up under Combat Attributes). |
Where is -jump protection? I can't find it in my own combat attributes, but I do have a Bane with Surveillance that could check if I can figure out where to look.
I was under the impression the jump wasn't a real jump, and more like a script thing. I'm pretty sure I've seen him jump off of Ice Slick (-50000% jump height according to City of Data), but I'm not 100% certain.
I've tried hitting him with Web Envelope on my Bane, and it didn't stop him from jumping, but maybe if you stack enough of it? I'll check out his attributes next time I do a Lam.
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It must be some bug because when I saw it happen, the leader asked for a Fire Tank or someone else tanky with a damage aura to stand in a specific spot on/near where he spawns.
I wish I had paid more attention.
We really need to find a way of doing this. Have just been on a trial where for no obvious reason he just jumped clean over the wall (causing the trial to fail) from the NW corner.
Only suggestion is that he aggrod on somebody exiting the hospital despite other people hitting him at the time.
It's true. This game is NOT rocket surgery. - BillZBubba
I've been in LAMs where Marauder was kept from jumping away from his spawn area. If I have a plant/storm/ice controller, would I alone have enough -jump to keep him in place (with the creeper vines/freezing rain/ice storm combo)?