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  1. #1

    Guide to Crowd Control

    So I wrote this guide for my kinmates, after running with them for a while and seeing nobody knew the difference between types of CC. It is mostly aimed at non-cc classes, because I'm assuming most LM players already know this stuff. Just posting it here in case anybody runs across the same problems I did in getting everyone to understand how this stuff works, maybe you can link them this. I'll also gladly accept any corrections/additions, especially regarding knockdowns which I 'm really not that clear on myself. (BTW the original had 8 images, I had to cut out 2 pictures which showed the difference between how dazed and stunned targets look, they have a different little thing around their heads. If anyone knows how I can do to post more than 6 images pls let me know.)

    Guide to Crowd Control

    In some endgame instances Crowd Control (CC for short) can be crucial, and understanding the effects of different forms of CC is important for all players in the group. The objective of this guide is to lay out the basics of CC in order to help those who play classes that have less access to CC, and therefore might have trouble understanding what different effects do, what breaks them, and so on.

    Types of CC:

    • Causes the enemy to flee in terror, running away from the caster. During this time they are unable to attack.
    • If the target is in the vicinity of any allies when the fear expires, they will join the battle, even if they were not in combat beforehand.
    • They tend to last between 15 and 20s.
    • Broken by damaging attacks, but DoTs that have been applied earlier to the target have only a small chance of breaking it.
    • Fears can be overwritten by roots, dazes and stuns. (Don’t know if they can be overwritten by other fears.)
    • Examples of this effect can be the Minstrel’s Invocation of Elbereth, or the Hunter’s Bard’s Arrow.
    • (This effect is not to be confused with the many debuffs/DoTs that player characters may get, which are represented with purple icons, and are sometimes removable with purple pots.)

    • Causes the target to be stuck in place, effectively rooted to the ground. This means that if the target has ranged attacks, or castable abilities, it will still be able to perform those. Melee targets can still hit you if you get within range.
    • Last between 15 and 30s.
    • Have a 25%-50% chance to be broken by damage.
    • Roots can be overwritten by a daze or a stun, but not by a fear or another root.
    • Examples of this can be the Lore-master’s Herb Lore, or the Hunter’s Rain of Thorns.

    • Target cannot move or act.
    • Broken by damage.
    • This is most common form of CC used to incapacitate a troublesome enemy during an entire fight.
    • Last for 5s-30s.
    • Dazes can be overwritten by fears, roots, dazes and stuns. Given that many dazes have durations that are equal or longer than their cooldowns, they can be “refreshed” indefinitely.
    • Examples of this can be the Lore-master’s Blinding Flash, and the Burglar’s Riddle.

    • Target cannot move or act.
    • This is the type of CC most commonly found in the game, and most classes have access to it.
    • Stuns have a set duration, which can be seen on the tooltip of the skill that applies the stun.
    • Unaffected by damage.
    • They last between 3s and 8.5s.
    • Upon expiration, target is granted a Temporary State Immunity. (More on that later)
    • Cannot be overwritten by fears, roots, dazes or stuns.
    • Examples of this can be the Champion’s Horn of Gondor, or the Guardian’s Bash.

    Other Important Combat States:

    Given that the same icon is used to represent different things, it is important to make the distinction between Permanent Immunity, and Temporary State Immunity.

    Permanent Immunity:
    • Present in virtually all bosses.
    • Makes target immune to fears, roots, dazes and stuns. In general, they seem not to be immune to Fellowship Maneuvers, however. (For all other intents and purposes Fellowship Maneuvers behave as stuns.)

    Temporary State Immunity:
    • Buff received by enemies immediately after being stunned.
    • Makes target immune to stuns. They are not, however, immune to fears, roots and dazes (unless the target is inherently immune to those effects). This allows players to cycle different types of CC. For instance, if you need to daze a target, but your daze has 5s left on its cooldown, you can use a stun to buy time, knowing that the consequential immunity won’t apply to dazes.
    • Has a duration of 10s, regardless of the duration of the stun. This is the reason why many times it is best not to stun a target if another group member can provide a longer stun.

    Recovering: (This is only important for the people who are in charge of the CC)
    • Makes target immune to all CC.
    • Applied during the last second of the duration of a daze or a stun.
    • Is important to know because if you must perma-daze a target, and the duration of the daze is about to expire, you might want to wait for the daze to expire completely before you re-apply it. If you hit your daze exactly on the last second of the duration, you will get no effect, and your skill will go on cooldown.

    Other Important Terms:

    Grace Period:
    • Refers to the time between the application of the CC, and the moment when it begins to be breakable.
    • For example, the Lore-master skill Bane Flare has a grace period of 4s. This means that during the first 4s after its application, it is not breakable. In a sense, it behaves as a 4s stun (except that it bypasses Temporary State Immunity).
    • This effect probably accounts for why many players confuse dazes with stuns, as they somewhat behave the same during the first few seconds.
    • If used correctly, this can be abused to keep enemies perma-CCed, even while taking damage. For instance, the Lore-master yellow line trait Firm Grasp adds 3s to the grace period of almost all CC skills. This means that you might stun a target, when the stun expires you can root it (gaining another 4s), then you can daze it with Bane Flare (gaining another 7s). By the time the grace period expires, you can stun the target again. Just make sure you don’t hit it in the last second, and get your stun nullified by the Recovering effect.

  2. #2
    Join Date
    Jun 2011
    Somewhere in Middle-earth
    Quote Originally Posted by Birdflies View Post
    I'll also gladly accept any corrections/additions, especially regarding knockdowns which I 'm really not that clear on myself.

    • They last between 3s and 8.5s.
    The shortest stuns are from 1s (Shocking Words of Runekeeper).

    What I know about knock downs is that they behave same as stuns. The target can´t do anything, another types of CC don´t overwrite it (1 exception, see below) and afterwards the target has the stun immunity. Although we call it stun immunity, one has immunity to stuns, knock downs and knock outs. While stuns and knock downs have same outcome, they are different effects. With this I mean one can find targets which are immune to stuns but not knock downs (e.g. the first boss in SG).

    There is one more CC which you didn´t mention: Fellowship Manoeuvre. Not 100% sure but it should be able to use on stunned and knocked down targets. Here are links on wiki:

    At FM page you will find that requirement for it is that target has to be stunned or knocked down. At Vulnerable (Conjuction) page you will find that any critical hit can cause it (without stun/knock down requirement). I don´t have a burglar, so I never tested details around it.
    Ich bin kein Deutscher, sorry für Grammatik.
    English isn't my native language, sorry for mistakes.



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