View Full Version : Immunity timers
Gisborne
09-14-2008, 05:17 PM
Can anyone either explain how these work or give me a link? I thought that stuns/knockdowns gave immunity of 3x the duration (I could be wrong), but how about knockbacks and roots and silences?
Jacina
09-18-2008, 04:47 AM
Silence has the same immunity thing like stuns.
Knockback -> none
Snare -> none
Root -> none
Kestrel_Trebor
09-19-2008, 11:02 AM
Silence has the same immunity thing like stuns.
Knockback -> none
Snare -> none
Root -> none
Can anyone else confirm that this is correct?
Also, I would add that (I think) knockDOWN shares a timer with silence and stun.
And what about disarm? I'd also assume that's the same timer as knockdown, stun and silence -- but not sure.
programjunkie
09-21-2008, 09:07 AM
Disarms very clearly give immunity, but I haven't taken exact measurements or double checked if the immunity also applies to other CC.
Kestrel_Trebor
09-29-2008, 07:25 AM
Silence has the same immunity thing like stuns.
Knockback -> none
Snare -> none
Root -> none
So I think this is correct, I would just add that disarms share the timer with stuns and silences.
And knockBACK/snare/root has no immunity timer.
But what about knockDOWN? Is it on its own timer? It's not listed in the "unstoppable" buff you get after you've been stunned -- the buff says 99% reduction to disarm/silence/stun.
Anyone know the answer? Thanks!
PekkaR
09-29-2008, 01:33 PM
I've been knocked down second time in succession by two of the same mob while having the Unstoppable from the first knockdown. So I don't think the immunity it gives actually protects from knockdown.
Jacina
09-30-2008, 01:22 AM
its a 99% immunity
This means you still get interrupted by stuns/silences/etc.
sterling191
10-02-2008, 07:01 AM
Also, quite a few PvE mobs (especially in T3) have knockdowns with a 5 second duration, but only yield 7 second immunity timers. The kicker is that the immunity timer starts at the same time as the KD hits, meaning you only get 2 seconds of immunity.
lasmrah
10-02-2008, 12:35 PM
Knockdowns are supposed to give the unstoppable immunity, which is either just for knockdowns or maybe for knockdowns + knockbacks, but the unstoppable buff is working really funny. I think it is kind of bugged.
Sophismata
10-03-2008, 01:23 AM
There should be two - Unstobbale, which applies to Disarms, Silences, and Knockdown, and Immovable, which applies to Knockback.
The timer should start after the triggering effect has ended.
These seem to place fairly consistantly in PvE, with a few bugged durations.
Nezitx
10-11-2008, 06:19 PM
Okay, first let me say there are some iffy things, but a bunch of the above posters are wrong. The only thing I am fairly unsure about is knockdowns.
Disable/Stun/Silence/Disarm (and maybe knockdown) share a immunity timer that is 6 times the duration of the CC.
Snares and roots have no timer. (imo roots need one, but thats another matter)
Knockbacks grant a 10 second immunity timer, BUT there are some knockbacks that ignore this, it might be a moral vs normal thing, or maybe it only gives you an immunity to the same type/class of knockback. Pretty hard to test without dueling or friends on the other realm to test with.
Also, many people have noticed that you can get chain stunned/knockdowned etc in PvE. The reason is that you are granted the immunity timer when the CC wears off, not when it is applied, so if you pulled a bunch of mobs that can stun, they can keep stunning you as long as they re-stun before it wears off. As such I have noticed that you can be knocked back again in mid air.
Hope this helps, if we had a test realm it would be much easier to iron out which abilities arn't working and how things work.
Nuzaak
10-11-2008, 07:05 PM
I've been knocked down second time in succession by two of the same mob while having the Unstoppable from the first knockdown. So I don't think the immunity it gives actually protects from knockdown.
In RVR, ive been chain rooted, and silence. But then it is even worse when somehow i am disabled after all this.
It REALLY - *REALLY* - pisses me off. Its no fun to have my character locked down, when theres supposed to be immunity. And im not just trolling, this has happened.
I just assumed it wasn't working as intended. (Not had it recently so).
Atekimogus
10-12-2008, 01:15 AM
Silence has the same immunity thing like stuns.
Knockback -> none
Snare -> none
Root -> none
Thats a shame. Knochback/down, Snare and Roots should also trigger immunities....maybe not 99% but come on, it is getting kind of ridiculous in a game which prided itself to have not the extreme cc effects most know and love so much in WoW.........
On my caster I can at least cast when perma-snared/rooted but on my melee chars they might as well stunlock me...not much difference imho.
Incidently thats probably why the scenarios I most enjoy are northern watch and gates of erkrund......and have a mulitude of lvl 1-11 twinks.........they should add a option to freeze a character on a desired lvl:)
Thats a shame. Knochback/down, Snare and Roots should also trigger immunities....maybe not 99% but come on, it is getting kind of ridiculous in a game which prided itself to have not the extreme cc effects most know and love so much in WoW.........
On my caster I can at least cast when perma-snared/rooted but on my melee chars they might as well stunlock me...not much difference imho.
Incidently thats probably why the scenarios I most enjoy are northern watch and gates of erkrund......and have a mulitude of lvl 1-11 twinks.........they should add a option to freeze a character on a desired lvl:)
I am 99% sure that knockbacks do have some kind of short immunity (I think 10 seconds). (Or Gusting Wind, our AoE knockback, is even more bugged than I feared). If 2 SMs in a scrum trigger GW 5 seconds apart, the second one will have no effect on people hit by the first one. If I am solo and trigger GW every time it is up (10 second cooldown) it will knock people back each time (when it actually works).
lasmrah
10-13-2008, 01:49 PM
Knockbacks grant a 10 second immunity timer, BUT there are some knockbacks that ignore this, it might be a moral vs normal thing, or maybe it only gives you an immunity to the same type/class of knockback. Pretty hard to test without dueling or friends on the other realm to test with.
I'm fairly sure this is correct; morale knockbacks/knockdowns can both work in spite of immunity timers and don't cause immunity timers. Kind of similar to how morale damage ignores all mitigation (kinda).
Kestrel_Trebor
10-29-2008, 09:24 AM
Okay, first let me say there are some iffy things, but a bunch of the above posters are wrong. The only thing I am fairly unsure about is knockdowns.
Disable/Stun/Silence/Disarm (and maybe knockdown) share a immunity timer that is 6 times the duration of the CC.
Snares and roots have no timer. (imo roots need one, but thats another matter)
Knockbacks grant a 10 second immunity timer, BUT there are some knockbacks that ignore this, it might be a moral vs normal thing, or maybe it only gives you an immunity to the same type/class of knockback. Pretty hard to test without dueling or friends on the other realm to test with.
Also, many people have noticed that you can get chain stunned/knockdowned etc in PvE. The reason is that you are granted the immunity timer when the CC wears off, not when it is applied, so if you pulled a bunch of mobs that can stun, they can keep stunning you as long as they re-stun before it wears off. As such I have noticed that you can be knocked back again in mid air.
Hope this helps, if we had a test realm it would be much easier to iron out which abilities arn't working and how things work.
I think this post is the most accurate current description of how things are working. So hard to test it in PvP though, I'll post my results here if I'm able to test it.
Would be very interesting to learn if you *can* get chain-CC'd in PvP if the same type of CC is reapplied before the current effect wears off. . .
Gaz07
10-30-2008, 03:08 AM
Stuff has immunity timers. I've watched roots and knockbacks not land on me because of it. But, like mentioned above, all morale abilities ignore the immunity timers.
So if you get chained CC'd, someone just blew a morale skill.
Some morale skills even have the bonus of not breaking on damage.
This is where the confusion comes from. Someone gets chained CC'd or hit with an unbreakable root, but they think its normal attacks.
So the question really should not be, should we nerf cc, the question should be, should we nerf the morale cc.
I think its fine. Morale skills are suppose to be powerful. But, maybe morale skills should take longer to build up or something?
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