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Re: InstaMezFollow

#1 Dec 07 2004 at 11:50 AM Rating: Decent
Am I the only one who thinks instant mez is BS? It's happened a lot, but last night I was part of a BG trying to take back an Alb tower. There were 2 groups total, 16 people. It took a group of three and one instant mez to take us all out... Yeah, we were all buffed, we all had resists up etc.. but come on.. 3 people taking out a group of 16, just 'cause of instant mez?

On the same note -- Is there anything specifically I can do with my character (training, etc.) that would give me a better chance of not being affected by the mez? (I'm a Friar)

Thanks for any info!
#2 Dec 10 2004 at 10:06 AM Rating: Decent
If you can get Purge then that can remove all negative effects (including root and mez) - but there is a 5sec delay at level 1.

#3 Dec 11 2004 at 12:46 AM Rating: Decent
Purge 1 is on a 15 minute reuse timer and has a 5 second delay after you use it before it actually dispels the negative effect (mez, stun, poisons, etc).

Purge 2 is on a 15 minute reuse timer but has no delay.

Purge 3 is on a 5 minute reuse timer, no delay.


5 rsp's for P1, 10 for P2 (prereq is purge 1), 15 for p3 (prereq is purge 2).

Other than that, since you're a friar, you can also train your realm skill points in determination, which reduces the duration of crowd control spells by a certain percentage. It's a passive ability meaning it's always in effect.

1% for det 1, 4% for det 2, 10% for det 3, 20% for det 4, 34% for det 5.

1 rsp for det 1, 3 for det 2, 6 for det 3, 10 for det 4 and 14 for det 5.
#4 Dec 16 2004 at 10:45 AM Rating: Decent
Aye -- I'm at purge level 2 right now. And it does work.. Somewhat lol - When in the Frontiers, purge does work - but in most cases, the second you hit purge, you get hit with another mez and then you're dead 'cause ya still have to wait several minutes to use it again.. I think once you hit purge 3, it should be a spell that stays in effect for lets say... 30 seconds? - That way you can pull out of the mez, and it will give you time to either have a chance to fight your opponent, or get to safety.. What bothers me about it is that it only works for one use, then you're pretty much open to get mezzed again right after you've purged.. If it stayed in effect, I think that would be a more fair and balanced counter to the mez.
#5 Dec 16 2004 at 3:02 PM Rating: Decent
there are actually mezz timers, so you shouldn't be mezzed again the second after mezz is broken, so you're probably just getting cracked with stun. using my battle bard, i've never been able to mezz people for a second time when i DD+mezz+DD+mezz, it's a great combo in PvE, but never works in rvr because of the mezz timers
#6 Dec 17 2004 at 4:17 PM Rating: Decent
Aye - that's probably exactly what's happening. Still - I think a counterspell to mezz/stun should run for so many seconds so you at least have a fighting chance of surviving :-)
#7 Feb 16 2005 at 12:26 PM Rating: Decent
I havn't checked, but i think mezz/stun are a spirit magic type spells. So increasing spirit magic defence might help loads. My paly used to have major problems with those spells. I am now spending RSP,s on boosting his magic defence, and i tell you, i notice the difference. The stun/mezz spells that do stick, last for a far shorter time now. He does resist a lot as well. Also, he resist a lot of other spells as well. Sweet. :)
#8 Feb 16 2005 at 9:15 PM Rating: Decent
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102 posts
The power of the pacification spec of Midgard, you can really hold down a crowd and steal heal the **** out of stuff. Once more, it's how ya specialize, that character had to put time and effort into being an RVR slaughter machine.

Albs suck anyhow =P
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