Is there a way to tell what is immune to these and what is not without using them on them? Some marker or something?
Cause they are in the game. These skills exist. Sure would love to use them more.
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Is there a way to tell what is immune to these and what is not without using them on them? Some marker or something?
Cause they are in the game. These skills exist. Sure would love to use them more.
I can say that if it's a boss or an enemy in a boss fight, it's usually immune to anything like this. The exceptions are generally in ARR content. They are immune to stun, slow or anything like that.
If it's dungeon trash, it usually works. Stun and slow work on almost all dungeon trash and this can make it easier for the healer, especially if the dungeon has a tight sync.
They are invaluable in deep dungeon especially when doing solo runs.
Everything thats not a boss is vulnerable to it basically
However, for the sake of your tanks pulling mobs don't root or slow trash packs in dungeons unless it's requested, it disjoints mobs and can make pulling for tanks frustrating
this might change with the new savage dungeons making trash more dangerous, time will tell, but for now their main use is in deep dungeons like Heaven on high and palace
As far as role actions go, ranged physical DPS's kit is pretty poor. Arm's Length should be readily available. Peloton is great, but has no uses in extreme/dungeon/raids. The rest of it has a few corner cases where they are useful, but mostly are forgotten about. Leg and Foot Graze are part of those "corner cases."
Tbh i wish we had to interupt stuff more often just to have more things to do in savage/extreme
There will always be 2 tanks minimum in every duty so there'll never be a case of not having the jobs to handle the mechanic
Just would be nice for variety to have dangerous stuff to interupt
His next ability hits harder when true bravery goes off. It's usually the group wide aoe iirc. Can suck when your healer is undergeared.
The worst is still Puppets Bunker with those 3 paralyzing bots. :p
The last time things need to be cc was back in Heavensward with A3S and A6S and A8S. A3S had the adds you had to stop from reaching the outside and you had to slow down the hand when it grabbed a healer. A6S and A8S had the gamma orbs heading towards Brawler and you had to pick one to slow down and stun so that they both didn't hit him at the same time for the aoe.
The only time I managed to use these two abilities ‘properly’ outside deep dungeons & eureka/bozja was that one time a pull gone awry in Dohn Meg. I had to kite the pack to buy healer a bit of time to raise the tank. Foot graze > Tab switch target > Leg Graze. Together with Arm’s Length, Second Wind, and sprinting, survived with about 2-3 auto attacks worth of health left when the tank’s peeled the mob away.
I wish they’re more useful like caster’s AoE sleep.
Seductive Scream in Sirensong Sea. :(
They tend to have blanket immunity for entire instances as far as I've noticed, meaning if it doesn't work on one mob it probably won't work on anything. I mostly realized that from trying to use Sleep to save pulls where the tank died only to find it just doesn't work at all in some dungeons.
The big miniboss-like enemies in dungeons also tend to be CC immune in general.
IIRC, you only need these skills to properly handle mechanics in Coils of Bahamut and Alexander Savage( synched or MinIL)
I know it’d be fringe, but peloton would be much better if it was usable during combat, even if it only stuck to the ranged dps during combat for kiting cases.
Would also be nice to get more tactical field stuff for ranged dps, kinda like old mech drones or a healing AoE puddle…something.
On OPs topic, it’s a thing I really dislike in the game- skills should just work on everything, even if it’s a low chance to hit. Or just rework debuffs to do something useful but not OP.
Anything..even Guildwars2’s janky solution, is better than nothing.