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Posted

If you concentrate on enhancement sets granting Mez Resist, can you get to where status effects fall off very quickly?  I've never tried.

 

Curious, as my Blaster encounters Malta stuns that last the length of a battle.  Can Mez Resist be an alternative to Rune of Protection and the like?

Posted

Enough that it doesn’t matter? Probably not.

 

 If I remember correctly, 100% mez resist cuts mez duration in half, meaning Malta stuns will take 18 hours to wear off instead of a day and a half

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What this team needs is more Defenders

Posted

Mez Resistance indeed just lowers the duration of status effects; it doesn't negate them. As such building for it via set bonuses is pretty pointless because unless the magnitude of the resistance is in the thousands of percent it tends to not matter very much.

 

Personally I'd aim to pick up Mez Protection via the likes of Rune of Protection or Clarion Destiny instead.

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Posted

Only thing I've seen that has enough that it makes a noticeable difference is radiation emission's "accelerate metabolism" power.   It gives (to controller anyway, varies a bit my AT), + 173%.  Combine that with the usual + 70 to 100% or so you can get fairly easily just slotting without even really trying, you can get to where mez only lasts about 1/3rd to 1/4th the normal duration.  I definitely notice shaking things off fairly quickly at that point.  If you really want to see some short mez stack a few radiation buffers on the same team.  

 

Anyway, I'd say you need at least about +200% to make a definitely noticeable difference, but +200% or more is tough to get without AM.   Honestly wish there were more options for mez resistance which I think is more interesting than binary mez protection and is better now since toggles no longer have to be retoggled.  

 

I do think even +100% does help make the difference between life and death....sometimes, but not enough that I'd chase it.  Defense to avoid the mez in the first place is still going to be the better bet.  However, often I'll try and fit the one IO in that offers +5% psi resistance and 20% mez resistance, both of those bonuses combined are a decent buff.

 

 

 

 

Posted
2 hours ago, MrSnottyPants said:

Got it - that's what I figured.  I get tired of using the same old limited options...

don't forget to pick up "Sheer Willpower" by getting Strike Force Commander.  basically a free breakfree with a ten min recharge.  

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Posted

I have somewhere between 90% and 130% mez resist on my blaster (depending on type of mez), and it is usually pretty useful.  It's by no means a "get out of mez free" card, but it does prevent mezzes from stacking - so the small protections from Acrobatics & the Blaster ATO are usually enough to cover most mezzes.  (So for the aforementioned Malta - it'll completely stop the Titan nerve gas, and the tazers are barely more than a momentary nuisance, but the stun grenades can still be a problem if there's more than a handful of enemies left.  I keep Rune of Protection and breakfrees handy for those occasions though)

Posted

On a blaster, keep in mind that the T1 and T2 in your primary and the T1 in your secondary can all be used while mezzed. Slot the Defiant Barrage proc in one of these powers.

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Posted

On my Tankers, if the Tank lacks protection and has an obvious gap in resistance coverage, I'll often try to add the Aegis 20% Mez/5% Psi resistance piece. This is about the only circumstance when I chase more mez resistance.

Posted (edited)
On 5/24/2025 at 1:41 PM, MrSnottyPants said:

If you concentrate on enhancement sets granting Mez Resist, can you get to where status effects fall off very quickly?  I've never tried.

 

Curious, as my Blaster encounters Malta stuns that last the length of a battle.  Can Mez Resist be an alternative to Rune of Protection and the like?

 

If I'm running a blaster and I feel that they are getting mez'd too much, I do start going for things that help with mez resistance or limit mez'd time but, since I'm a character conception player, I try to keep that within character conception.

It is easy enough to hide most of the extra mez resistance/deceased mez'd time for blasters by using enhancement sets.

 

One of my go-to powers for this kind of thing on blasters is https://homecoming.wiki/wiki/Leaping#Acrobatics

"While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics." and "Each knockback enhancement in Acrobatics adds less than 2 points of protection. 4-point knockback protection enhancements — Blessing of the Zephyr, Karma, or Steadfast Protection — may be more advantageous."

 

I have tried https://homecoming.wiki/wiki/Sorcery#Rune_of_Protection but it doesn't seem to be too reliable as you have to click on it.

"You cast a Rune of Protection upon yourself granting you protection from Hold, Sleep, Immobilize, Knockdown and Disorient effects as well as granting you a measure of damage resistance against all forms of damage for a short time. You must be at least level 20 and have two other Sorcery powers before selecting Rune of Protection.

'Note:' Rune of Protection is unaffected by Recharge Time changes."

That being said, I think I remember that you can caste it while mez'd like a breakfree, but I don't really remember clearly as I haven't used that power for a while a this point.

 

 

Edited by UltraAlt

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Posted
6 hours ago, UltraAlt said:

One of my go-to powers for this kind of thing on blasters is https://homecoming.wiki/wiki/Leaping#Acrobatics

"While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics." and "Each knockback enhancement in Acrobatics adds less than 2 points of protection. 4-point knockback protection enhancements — Blessing of the Zephyr, Karma, or Steadfast Protection — may be more advantageous."

 

Funnily enough, I'm pretty sure Acrobatics doesn't actually grant any hold resistance - It instead grants slightly more than 2 pts. of hold protection, which is just enough to offset most AoE holds & the less severe ST holds.  (Weave, of all things, has the actual hold resistance)

 

As a side note, though - I'll typically grab Acrobatics on any toon that runs Super Jump, and doesn't get KB protection from primary/secondary powers (at least while levelling, anyways). So many things in this game have a chance to KD, and being immune to that is well worth the temporarily sunk power slot. (And even at the unenhanced 9 pts of KB protection, very few things will send them flying.  In my experience, generally only Nemesis staves and Council Freems do the trick, at 12 pts and up to 20 pts respectively).  The hold protection is honestly just icing on the cake for those toons.

 

(And yes, Rune of Protection can be cast while mezzed)

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Posted
56 minutes ago, Akisan said:

 

Funnily enough, I'm pretty sure Acrobatics doesn't actually grant any hold resistance - It instead grants slightly more than 2 pts. of hold protection, which is just enough to offset most AoE holds & the less severe ST holds.  (Weave, of all things, has the actual hold resistance)

 

 

 

Actually it does.  Along with its 2 points of hold protection.

 

+48.44% Resistance (Held)

 

https://cod.uberguy.net/html/power.html?power=pool.leaping.leap&at=blaster

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