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  1. #7
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Warkupo View Post
    PLD aren't the only players who have stuns though; every melee player is also packing one.
    That's a good point; however, anit-stun measures can still be executed on any melee dps just as easily as they can to a Pld. It's even easier to do on a dps, as their initial stun is much shorter. The stun on a gap closer is only 2s; whereas, the initial stun of a Pld's Shield Bash is 4s. That's a pretty steep difference when every second counts, so Pld's still have the more threatening stun, by far, especially if there are other enemies around to make up for the dps.

    Another thing to keep in mind is that Stun Resist is an Attribute of the target being stunned, not the dps executing the stun. This was a feature in the game that was changed back around 2.1, because resetting Ifrit's stun resist (in Ifrit HM) by alternating the stunner was becoming a common way to cheese the fight. So, the target being stunned can only be stunned a total of three times, each with a diminishing duration, before the target resists entirely for one minute. It doesn't really matter how many people are executing CC on you unless they're using alternative means of CC (such as Sleeps, binds, or heavies). The number of players involved in the assault is more noteworthy for the increase in Dps, rather than the CC being executed. With that in mind, ranged players can still cheese melee Dps, even with their gap closers, so long as they can survive for 4s (which is, incidentally, the duration of a Pld's initial stun).

    The first thing to do is be more aware of their surroundings. If a melee dps is getting close enough to use a gap closer without having to fight through the rest of your party (or at least take some dmg), then the ranged person needs to rethink where they're standing. Tunnel vision gets the better of everyone, of course, but positioning is key in combat. Now, if the ranged player does get hit by a gap closer (cuz shit happens), then the only thing they can do is fall back on their own CC and escape. A Whm, for example, can divert a Drg by simply waiting out the first 2s stun and using a Fluid Aura + (Swiftcast) Repose as soon as it falls off. This is easier to do on a melee dps than a Pld, because the stun duration is short enough that a Purify is not always needed. The only time it's a problem is when, as you said, multiple dps are ganking the ranged player at the same time. However, this is more an issue of sustained Dmg, rather than CC.

    In gank situations, the deciding factor most often is the dps being outputted, not the CC being used. If you have 3 or more Dps on your butt, then you're unlikely to survive without outside help from a healer, regardless of how long you are or are not stunned, because the dmg output is simply too high to survive/heal.
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    Last edited by Februs; 06-26-2016 at 12:48 PM.