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Current state of Control and, more to the point, Control Resist.

My main is currently my OP/OP.
I decided to load-out a Control Resist build when I landed a Purple Sylph in a random dungeon chest over a year ago.

So, on my CR build...
I have +50% CR from my Sylph.
I have a Transcendent Elven Battle enchant, giving an alleged 80% resistance to Slows, Immobilizes, Disables and Stuns.
I use the offhand Artifact Power "Control Resist" with a rating of 370.

Now, when I go into content like (I've just run) Biggrins, I can play all day in those Red spots as the worst that happens is a knock down or freeze that I'm back up from before I realised it's happened. It's as close to complete immunity as I imagine I can get.

BUT, then we go to River District, or Barovia, or God forbid, CHULT and it's as if I don't have any CR at all.

If I mistime a manoeuvre in MSPC or even Soshenstar/Omu and get hit by a Floating Eye CC effect, I am stuck for just as long as everyone else who gets hit by the effect.

I stopped playing my CW not long after Chult landed, as I was so fed up of Lions being better Control specialists than wizards.
I chose a CR build on my OP cos it's not as quick and agile and generally needs to be nose to nose with the boss, and thus mitigating Control should be really useful.
But it only seems to work where it isn't really needed.

So, I just wanted to start a conversation on whether this is more down to me not understanding something, or whether anyone else feels like CR is basically useless on proper end game content. Cos it certainly feels that way to me at the moment.

I know stuff like Demogorgon and Baphomet have always had attacks that ignore CR outright, but it seems that flat out "Ignore all CR" seems to be more prevalent and almost used as a means to lazily bypass coming up with challenges that deal with the powers we have worked hard to earn.

Comments

  • leonidrexleonidrex Member Posts: 401 Arc User
    edited February 2019

    My main is currently my OP/OP.
    I decided to load-out a Control Resist build when I landed a Purple Sylph in a random dungeon chest over a year ago.

    So, on my CR build...
    I have +50% CR from my Sylph.
    I have a Transcendent Elven Battle enchant, giving an alleged 80% resistance to Slows, Immobilizes, Disables and Stuns.
    I use the offhand Artifact Power "Control Resist" with a rating of 370.

    Now, when I go into content like (I've just run) Biggrins, I can play all day in those Red spots as the worst that happens is a knock down or freeze that I'm back up from before I realised it's happened. It's as close to complete immunity as I imagine I can get.

    BUT, then we go to River District, or Barovia, or God forbid, CHULT and it's as if I don't have any CR at all.

    If I mistime a manoeuvre in MSPC or even Soshenstar/Omu and get hit by a Floating Eye CC effect, I am stuck for just as long as everyone else who gets hit by the effect.

    I stopped playing my CW not long after Chult landed, as I was so fed up of Lions being better Control specialists than wizards.
    I chose a CR build on my OP cos it's not as quick and agile and generally needs to be nose to nose with the boss, and thus mitigating Control should be really useful.
    But it only seems to work where it isn't really needed.

    So, I just wanted to start a conversation on whether this is more down to me not understanding something, or whether anyone else feels like CR is basically useless on proper end game content. Cos it certainly feels that way to me at the moment.

    I know stuff like Demogorgon and Baphomet have always had attacks that ignore CR outright, but it seems that flat out "Ignore all CR" seems to be more prevalent and almost used as a means to lazily bypass coming up with challenges that deal with the powers we have worked hard to earn.

    hi and hello, so here is the deal. ALOT of CC ignores CC resistance, knockbacks, prone and such. its like this in pvp and pve. but with current numbers of CC resistance its the only solution. I personally wish all CC could be resisted, and CC res got nerfed.
    Elven battle makes you almost immune to some CC while doing nothing against others, why not make it universally good against all CC, it is entire reason behind the enchant. This is part of the reason why preety much all endgame parties ask for ACDC, he makes entire party CC immune, just try sec boss in tong with and without ACDC and the difference will be clear.


    EDIT : Aura of Truth off hand or mainhand ( dont remember ) gives 25% CC res to you and all party.
    there is also alot of boons for CC res and feat at the beggining of bulwark tree for 10% CC res.
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    Yeah, I forgot to mention Aura of Truth artefact bonus, I got that on one of my weapon sets, but not both, I use it for group play.
    And, I've got most of the feats that offer CCR as well... honestly, when I decided to go for CCR on this particular loadout... I went for it...

    Seriously, on anything below River District, it's almost like complete immunity. Even without the effects of the Elven enchant, a knockdown results in a comedy "bounce-back" that slows me down at most by like a fraction of a second. Above that, anything with a floaty eye graphic and it's like "What Control Resist?" No... it's, "Walk off slowly and stand over there and wait a few seconds... the mighty Yuan Ti mob commands it!"

    I'd be perfectly happy with some sort of middle ground... not a massively imbalanced "all or nothing" that applies "all" to stuff it barely matters with, and "nothing" versus the stuff I actually want to mitigate. Maybe reduce the overall effectiveness of Control Resist, but apply it to... ALL Control?

    Out of Interest, (I have a cleric, but not in a serious "Ready to even consider end game" way) what is it that actually gives AC/DC that capability for group CCR? Is it a side effect of Anointed Army?
  • leonidrexleonidrex Member Posts: 401 Arc User

    Yeah, I forgot to mention Aura of Truth artefact bonus, I got that on one of my weapon sets, but not both, I use it for group play.
    And, I've got most of the feats that offer CCR as well... honestly, when I decided to go for CCR on this particular loadout... I went for it...

    Seriously, on anything below River District, it's almost like complete immunity. Even without the effects of the Elven enchant, a knockdown results in a comedy "bounce-back" that slows me down at most by like a fraction of a second. Above that, anything with a floaty eye graphic and it's like "What Control Resist?" No... it's, "Walk off slowly and stand over there and wait a few seconds... the mighty Yuan Ti mob commands it!"

    I'd be perfectly happy with some sort of middle ground... not a massively imbalanced "all or nothing" that applies "all" to stuff it barely matters with, and "nothing" versus the stuff I actually want to mitigate. Maybe reduce the overall effectiveness of Control Resist, but apply it to... ALL Control?

    Out of Interest, (I have a cleric, but not in a serious "Ready to even consider end game" way) what is it that actually gives AC/DC that capability for group CCR? Is it a side effect of Anointed Army?

    yes, dc stacks power for powershare and goes full recovery on comp and artifacts, with max ap gain they can get their hands off, and preety muchc ast daily every 4-5s. so the entire team is permanently CC immune.
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    Thanks.
    I'd often thought when playing my DC, "I wish Doom and Anointed Army were on the same paragon..." now I know why they aren't.
  • silvershard#4275 silvershard Member Posts: 95 Arc User
    Maybe, with the new Offensive stat vs Defensive stat system that will be introduced in mod 16, Control and Control Resist will be getting an overhaul?
    It seems like the new theory is going to be fewer Red Zones of insta-death in favour of "Death by a thousand cuts" type damage, (maybe an increase in more powerful DoT).

    So maybe Control vs Control Resist may work the same way as say... Crit, with a hard cap on certain effects if the Control stat is massively higher and a hard cap on Control Resist if THAT is massively higher the other way?

    So, the most Effective Control Resistance you might have might be, like Crit, 50%, but by having a huge Control Resist score, you have a much higher chance of achieving that 50%?

    Am I making sense?
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