How much immob do I need?


ClawsandEffect

 

Posted

I'm tired of Scrapyard taunting me. He can't kill me, but whenever he see's me he runs like a person being butchered mercilessly. It's sad really.

Just now, I checked his combat attributes and he had 0 displayed immobilize protection. All he had displayed was 100pts KB and repel protection. I managed to stack 9 immobilize, spiking to 12 at one point, but he just kept running around.

So, How much immobilize do I need so I can finally gut this dude?


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Well, since you will need multiple immob powers and since most Dom and Controller immobs are mag 3 or 4.

75 divided by 3 = 25 mag 3 immobs.
75 divided by 4 gets rounded to 19 mag 4 immobs.

Domination would increase those mags by 5 (taken from Mids):
75 divided by 8 is rounded to 10.
75 divided by 9 is rounded to 9.

Using only one immob power. If you start to mix them then you need enough stacks within those ranges.


 

Posted

You need taunt, not immobs.


 

Posted

I don't think Taunt affects a mob that is running away.

This wiki page seems to imply that Giant Monsters don't get immobilize protection, but if that were true then you should be able to immob him in one go. So something fishy is going on here, maybe Scrapyard is just "hard coded" that way.

http://wiki.cohtitan.com/wiki/Archvillain_Resistance

Personally, what I think you need to do is avoid killing his minions. Part of the "run away" calculation is how many nearby allies have died. Kill enough and Scrappy's AI might get overwhelmed or stuck, and just make him run away forever. Pull him to a safe spot away from his conga line of workers, and beat him up there. Try to imob or repel his followers with out killing them.

Good luck.


 

Posted

Well, this is on my Necro/Dark/Soul, so precision isn't going to be the easiest task. I was really hoping that the wiki page was typoed as I thought all the "Big game" had weaker sleep and immobilize protection.

I guess that means that picking up spectral was a bit of a waste. *Sigh* I wish degenerative was better.

Thanks for the responses.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Quote:
Originally Posted by gameboy1234 View Post
I don't think Taunt affects a mob that is running away.

This wiki page seems to imply that Giant Monsters don't get immobilize protection, but if that were true then you should be able to immob him in one go. So something fishy is going on here, maybe Scrapyard is just "hard coded" that way.

http://wiki.cohtitan.com/wiki/Archvillain_Resistance

Personally, what I think you need to do is avoid killing his minions. Part of the "run away" calculation is how many nearby allies have died. Kill enough and Scrappy's AI might get overwhelmed or stuck, and just make him run away forever. Pull him to a safe spot away from his conga line of workers, and beat him up there. Try to imob or repel his followers with out killing them.

Good luck.
Taunt does help, stick a brute on him and he won't be going anywhere, no matter how many scrapyards you kill while you fight him.


 

Posted

Quote:
Originally Posted by William_Valence View Post
I'm tired of Scrapyard taunting me. He can't kill me, but whenever he see's me he runs like a person being butchered mercilessly. It's sad really.

Just now, I checked his combat attributes and he had 0 displayed immobilize protection. All he had displayed was 100pts KB and repel protection. I managed to stack 9 immobilize, spiking to 12 at one point, but he just kept running around.

So, How much immobilize do I need so I can finally gut this dude?
More than you can provide by yourself.

If you have 2 or 3 people spamming immobilizes on him you can probably get him to hold still, but if you're just spamming immobilizes you probably aren't doing much damage to him, making the fight take longer.

If you can deal enough damage to drop him solo (not easy, but very possible with some builds), find a tank or a brute with a strong taunt aura to keep him stuck to them.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.