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How many stuns/roots is too many really?

STAR WARS: The Old Republic > English > Classes
How many stuns/roots is too many really?

Forisu's Avatar


Forisu
06.25.2012 , 10:43 AM | #1
How many stuns/roots is too many really?

I mean... in 1 v 1 if you can kill someone and they never even get the chance to attack... and you can keep them stunned/rooted perpetually... is this not game breaking?
Forisu
Dark Lord of the SlTH

_______Founder of SlTH in SWG Bria_______

wessik's Avatar


wessik
06.25.2012 , 11:00 AM | #2
Quote: Originally Posted by Forisu View Post
How many stuns/roots is too many really?

I mean... in 1 v 1 if you can kill someone and they never even get the chance to attack... and you can keep them stunned/rooted perpetually... is this not game breaking?
2... debilitate and flashbang will give the target full resolve... then they will be CC free after that...

so no, it isn't game breaking...
Wessik Moonrunner, [Helm of Graush, AzM]
[Kauri Rebel - CRSF,KoK, RSF General]
[Bloodfin Imperial - AzM], [AoC - WDMKR]
Castigere Bartucchi, [Kauri Imperial - MYST]

Jonespiano's Avatar


Jonespiano
06.26.2012 , 09:31 AM | #3
You only get stunlocked by an Operative if you break his initial stun. Don't break the one that knocks you on your face - break the one that gives you the Harlem Shake. Then he will have nothing left and you can murder him at your leisure, except that he will probably Vanish and go find another target.

kuey's Avatar


kuey
06.27.2012 , 11:09 AM | #4
If you know the Op skills then you shouldn't ever get stunlocked.

Stealth Opener - 1.5sec KD stun
Deb - 4 sec stun
FB - 8 sec mezz (Ops can either use this to buy time to heal themselves up, or some like to restealth and KD you again, but that rotation will fill your resolve as well.)

Their only root is a 2 second talented root on a 12 second CD.

TBH, Ops aren't the worst in terms of Stun locking. Tank Jugg/Guards have a 2 sec KD, 3 sec stun, 4 sec stun, 4 sec mezz, root on leap. The fliside is they don't have an Ops damage.