LAM and keeping Marauder in place


Airhammer

 

Posted

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)?


 

Posted

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.


 

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Nope.. he will jump place to place no matter what you do..


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Posted

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.


 

Posted

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


 

Posted

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Posted

Quote:
Originally Posted by Granite Agent View Post
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.
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...


 

Posted

Quote:
Originally Posted by Deathless View Post
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...
i would guess its a bug because hes always supposed to hop around every 20% of his hp

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


 

Posted

I think iTrial AVs are susceptible to debuffs but I'm not certain about movement debuffs.


 

Posted

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.


 

Posted

Quote:
Originally Posted by Airhammer View Post
Nope.. he will jump place to place no matter what you do..
I've never seen him not jump. In fact, once or twice I've seen his health fall so fast he jumps, lands, and jumps again almost immediately, so it is pretty firmly coded.

Reading that some are doing it perks my interest some... but not enough to spend time learning how do it.


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Posted

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..


 

Posted

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.


 

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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


 

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Quote:
Originally Posted by Supernumiphone View Post
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.
Funny you said that I was on a team and we were discussing this a while back. I'm almost thinking we were on the same team..


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Posted

Quote:
Originally Posted by all_hell View Post
It seems it would just take -jump, not immob
Quote:
Originally Posted by Hopeling View Post
He doesn't need to be immobilized to keep him from jumping.
D'oh!

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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Posted

Quote:
Originally Posted by Zombie Man View Post
D'oh!

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).
Hmm, Earth Control's Quicksand has a whole bunch of -Jump. I have to try using it the next Lambda I do with one of my Earth Controllers.


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Posted

Quote:
Originally Posted by Zombie Man View Post
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).
Well, there's web grenades, caltrops, quicksand, etc.

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.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Well, there's web grenades, caltrops, quicksand, etc.

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.
under the movement tab just look at the jump height attribute, debuffs will lower that to a minimum of 0 ft (rooted and granite armor on stone armor does -2000 ft jump height each)


 

Posted

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by Hopeling View Post
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.
I did a Lambda last night with my Earth/Storm. Quicksand did not do enough to stop him from leaping . . . but it is a location based power and he moves around. I spent a fair amount of time dodging all of the other guys so that I wasn't sure that Marauder was in the Quicksand when he jumped.


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Posted

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.


 

Posted

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.


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