CoolKillaZilla Posted December 16, 2017 Share Posted December 16, 2017 when i try to stun one of these respective two classes, i can't slow or stun them. i heard that sabar ward and something about force jump/charge gives them these buffs, however i need these explained to me. So my question is: what are the buffs that give stun/slow immunity and what triggers them (also how long is their durration)? Link to comment Share on other sites More sharing options...
Bonzenaattori Posted December 17, 2017 Share Posted December 17, 2017 Sentinel / Marauder - Zealous Ward / Bloodward (UTILITY) - Activating Saber Ward grants 6 seconds of stun, sleep, lift. etc (CC) immunity Guardian / Juggernaut - Brazen / Brawn (VIGILANCE/VENGANCE) - Activating Force Charge grants 4 seconds of CC & interrupt immunity and grants 20% damage reduction Shadow / Assassin - Sturdiness / Dark Stability (UTILITY) - Activating Deflection grants 6 seconds of CC immunity Gunslinger / Sniper (COOLDOWN) - Hunker Down / Entrench - While in cover, this ability grants CC immunity Link to comment Share on other sites More sharing options...
WayOfTheWarriorx Posted December 17, 2017 Share Posted December 17, 2017 (edited) Sentinel / Marauder - Zealous Ward / Bloodward (UTILITY) - Activating Saber Ward grants 6 seconds of stun, sleep, lift. etc (CC) immunity Guardian / Juggernaut - Brazen / Brawn (VIGILANCE/VENGANCE) - Activating Force Charge grants 4 seconds of CC & interrupt immunity and grants 20% damage reduction Shadow / Assassin - Sturdiness / Dark Stability (UTILITY) - Activating Deflection grants 6 seconds of CC immunity Gunslinger / Sniper (COOLDOWN) - Hunker Down / Entrench - While in cover, this ability grants CC immunity Fury Marauder's too due to their passive CC-immunity and if I'm not mistaken their is a merc ability that prevent's CC, although I'm not sure if it's all CCs, I know it works against things like Force choke and intimidating roar, slows too, I think, but I'm not sure, it may be related to it's their movement buff. I don't recall what the ability is called off hand, I know it by eye [buff tray]. Edited December 17, 2017 by WayOfTheWarriorx Link to comment Share on other sites More sharing options...
thepilk Posted December 17, 2017 Share Posted December 17, 2017 Also, don't forget to make sure you aren't trying to CC/Stun when the resolve meter is full. Its an easy thing to overlook in pvp chaos. Link to comment Share on other sites More sharing options...
Bird_of_Thunder Posted December 17, 2017 Share Posted December 17, 2017 Fury Marauder's too due to their passive CC-immunity and if I'm not mistaken their is a merc ability that prevent's CC, although I'm not sure if it's all CCs, I know it works against things like Force choke and intimidating roar, slows too, I think, but I'm not sure, it may be related to it's their movement buff. I don't recall what the ability is called off hand, I know it by eye [buff tray]. Gravity Vortex after using Force Crush (with some time limit on it I think) from Fury is the CC immunity Link to comment Share on other sites More sharing options...
Bonzenaattori Posted December 18, 2017 Share Posted December 18, 2017 Fury Marauder's too due to their passive CC-immunity and if I'm not mistaken their is a merc ability that prevent's CC, although I'm not sure if it's all CCs, I know it works against things like Force choke and intimidating roar, slows too, I think, but I'm not sure, it may be related to it's their movement buff. I don't recall what the ability is called off hand, I know it by eye [buff tray]. thank you for the addendum Link to comment Share on other sites More sharing options...
AdjeYo Posted December 18, 2017 Share Posted December 18, 2017 Fury Marauder's too due to their passive CC-immunity and if I'm not mistaken their is a merc ability that prevent's CC, although I'm not sure if it's all CCs, I know it works against things like Force choke and intimidating roar, slows too, I think, but I'm not sure, it may be related to it's their movement buff. I don't recall what the ability is called off hand, I know it by eye [buff tray]. Mercs have no stun immunity, so they won't be resisting Force Choke/Intimidating Roar (except for full resolve bar of course). The only CC immunity they have is Hydraulic Overrides, which grants immunity to slows, roots and pushes/pulls, but not stuns. Link to comment Share on other sites More sharing options...
Greezt Posted December 18, 2017 Share Posted December 18, 2017 (edited) Mercs can avoid CC with rocket out, as warriors can with mad dash. Barrier is also probably worth mentioning. Edited December 18, 2017 by Greezt Link to comment Share on other sites More sharing options...
CoolKillaZilla Posted December 20, 2017 Author Share Posted December 20, 2017 so to finalize. mara/sent have a 6 second immunity. Do they also have any immunity dirrectly after force leap? Link to comment Share on other sites More sharing options...
Bird_of_Thunder Posted December 20, 2017 Share Posted December 20, 2017 so to finalize. mara/sent have a 6 second immunity. Do they also have any immunity dirrectly after force leap? Interceptor or Interloper maybe, but those utils aren't widely used if used at all. Also, don't forget about the Resolve bar. Link to comment Share on other sites More sharing options...
CoolKillaZilla Posted December 20, 2017 Author Share Posted December 20, 2017 do you know how long that utility last's for? and if its just for slows or/and stuns? cuz everytime i try to knockback a mara/sent after they jump it never makes contact, not from resolve Link to comment Share on other sites More sharing options...
thepilk Posted December 20, 2017 Share Posted December 20, 2017 The immunity-after-leap utility isnt a Sentinel/Marauder utility, only Guardians/Juggs have that option. Outside of the option to add immunity to Saber Ward's first 6 seconds, the only other Sentinel option for CC immunity is Gravity Vortex which is Concentration spec only, and has nothing to do with Force Leap. Link to comment Share on other sites More sharing options...
WayOfTheWarriorx Posted December 21, 2017 Share Posted December 21, 2017 Mercs have no stun immunity, so they won't be resisting Force Choke/Intimidating Roar (except for full resolve bar of course). The only CC immunity they have is Hydraulic Overrides, which grants immunity to slows, roots and pushes/pulls, but not stuns. Which is why I said, I think it's related to their movement buff [Hydraulic Override]. Perhaps there is a utility option than, because I'm certain that Force Choke doesn't always work on them, perhaps it's even spec related, I can't really say. Resolve is worthless, it doesn't work 95% of the time anyways. Link to comment Share on other sites More sharing options...
WayOfTheWarriorx Posted December 21, 2017 Share Posted December 21, 2017 do you know how long that utility last's for? and if its just for slows or/and stuns? cuz everytime i try to knockback a mara/sent after they jump it never makes contact, not from resolve Most Fury Marauders/Concentraiton Sentinels will use Gravity Vortex immediately following their leap for that very reason, so that once they leap to you you can't use your knockback to get rid of them. Link to comment Share on other sites More sharing options...
ishmaeljx Posted December 21, 2017 Share Posted December 21, 2017 Which is why I said, I think it's related to their movement buff [Hydraulic Override]. Perhaps there is a utility option than, because I'm certain that Force Choke doesn't always work on them, perhaps it's even spec related, I can't really say. Resolve is worthless, it doesn't work 95% of the time anyways. It's passives attached to Chaff Flare: IO: Degauss Arsenal: Decoy Link to comment Share on other sites More sharing options...
AdjeYo Posted December 21, 2017 Share Posted December 21, 2017 It's passives attached to Chaff Flare: IO: Degauss Arsenal: Decoy I'm pretty sure Decoy won't resist stuns, as it only absorbs damage. But Degauss does indeed give a chance to resist stuns by 35%, missed that, thanks for pointing this out. Link to comment Share on other sites More sharing options...
WayOfTheWarriorx Posted December 22, 2017 Share Posted December 22, 2017 It's passives attached to Chaff Flare: IO: Degauss Arsenal: Decoy Ahh ok, thanks for clearing that up. Link to comment Share on other sites More sharing options...
WayOfTheWarriorx Posted December 22, 2017 Share Posted December 22, 2017 I'm pretty sure Decoy won't resist stuns, as it only absorbs damage. But Degauss does indeed give a chance to resist stuns by 35%, missed that, thanks for pointing this out. CCs are tech or force "attacks", so that which resists them can resist the CC's potentially. Link to comment Share on other sites More sharing options...
RosarioBones Posted December 22, 2017 Share Posted December 22, 2017 (edited) do you know how long that utility last's for? and if its just for slows or/and stuns? cuz everytime i try to knockback a mara/sent after they jump it never makes contact, not from resolve Hey there, Aside from the utility that gives sentinels/mauraders cc immunity the first six seconds of saberward, there is also another utility they have that works with their pacify/obfuscate. Zealous Judgement/Ruthless aggressor grants them +75% chance to resist force/tech attacks for 6 seconds whenever they use pacify/obfuscate on a target. Most stuns in the game are force/tech so what will happen is a marauder using this utility will become practically cc immune. (Roughly 15% chance your force/tech moves will land, including stuns). Combine this utility with the Saber ward one and run concentration/fury and you'll have a good meme. Edited December 22, 2017 by RosarioBones Link to comment Share on other sites More sharing options...
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