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The Types of CC in BnS for Dummies?


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Hi folks, I am looking for an explanation of this game's cc's, how they work, are they all hard cc's or mezzes and how to determine which boss is susceptible to which type.

 

Here is what I gathered so far from playing:

 

Root freezes character in place & prevents turning. It doesn't break on damage.

Knock Back: pushes the character back, no associated loss of character functionality occurs, maybe talented to slow etc?

 

The types of cc's:

 

Stun: standard hard stun, doesn't break on damage

Knock-down: doesn't break on damage, includes animation of a prone character

"Holds" ? do they don't seem to break on damage. Are they the same as the Knock-down?

Daze: it is not a classic mezz, is it? Or does it break on a single-target damage?

 

There are a couple of bars on the bosses row of combat effects. They turn different colors to indicate that a boss is vulnerable to a specific sort of a cc? Which color corresponds to which cc?

 

Thank you. :)

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I'll try to answer you by my experience :)

 

The 2 bars you are talking about indicate if boss can be cc or not; if they are white he is immune to cc, if the are empty (black) you can cc.

 

The colors are

 

Blue = Stun

Green = Knock-down

Red = Daze

 

when you see one of 2 bars coloured because another char used some cc skill you must cast the same type of cc to get effect. Any other cc won't work also if it's double.

 

Some skills let you to break cc if you spec them for it but as far I know damage can't break their effects. Just unconscious state is broken if you hit char.

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18 minutes ago, Majka said:

when you see one of 2 bars coloured because another char used some cc skill you must cast the same type of cc to get effect. Any other cc won't work also if it's double.

So you cannot know in advance which cc a boss is susceptible to?

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9 minutes ago, DomiSotto said:

So you cannot know in advance which cc a boss is susceptible to?

No, in general all cc are eligible for bosses if the bars are black. But not all CCs give the same effect. For example in Yeti heat phase in Avalanche Den after the first big jump you can daze, konck-down or stun him but only stun let him to open the hot vein to debuff cold buff. Another exception is in Sogun's Lament with Igura's adds. They can be blue or green and in according of their color you must stun or knock-down to kill them.

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So far I don't know of bosses that have specific CC immunities - only the grey bars that indicate complete CC immunity. However, many of them have undesired counters (Yeti) or rarely nicely exploitable counters (Mushin 2+3), triggered by specific CC.

 

Some more general things about CC, which is most important in a PvP (and Tower of Infinity) context:

 

Knock-up - strongest of CCs, as unbreakable. Immune to ground and horizontal attacks like sunflower, though. Often airtime is extendable at least once, and often there are "finisher" moves on an airborn target.

 

Stun - second hardest of CCs. Usually only avoidable through TAB. Mean things can usually follow up on stuns.

 

Daze - very similar to stun, but can be escaped by a very well timed F roll. F roll has a cool down, so Dazes are often tech chases or followed by a tech chase.

 

(Force) grabbed / grappled - relatively hard CC. TAB usually needs to be be specced for escaping this, but usually also one additional escape is available. Many skills can do extra damage to grabbed opponents. Also a timed counter to escape grab or graple is usually available on 2. But beware, some small damage attacks are not susceptible to the 2 counter.

 

Knock-down - one of the softest of CCs. Can be escaped by a well timed F, by a tab escape, by a timed counter "2" and usually also with "1", as long as you are not under attack.

 

Pulled - this is not an official CC state, but pretty important as it includes the opposite of iframes - a certain time window where you cannot act, but your opponent can. It cannot be escaped, but you can often block / deflect / counter the skill that triggers it.

 

Knock-back - the opposite of a pull, so inherently more dangerous coming from ranged and less dangerous coming from melee opponents. Often combined with additional effects, e.g. knock-down after knock-back.

 

Root - the generic version, like used by summoners, warlocks. No movement, no turning, but attacks and skill use possible. Can usually be escaped by SS, so often followed by a tech chase.

 

Frozen - cannot move or act but immune to damage. Different from a protective freeze, as this you can voluntarily end, with F.

 

Frostbite - slowed, after enough stacks rooted, prevents charge skills

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And last one is 

 

Unconscious (sleep), you're on the ground, and cannot do anything for a long period of time (30s max i think) during which you regenerate hp very quickly, but you wake up once you get hit.

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20 hours ago, Majka said:

No, in general all cc are eligible for bosses if the bars are black. But not all CCs give the same effect. For example in Yeti heat phase in Avalanche Den after the first big jump you can daze, konck-down or stun him but only stun let him to open the hot vein to debuff cold buff. Another exception is in Sogun's Lament with Igura's adds. They can be blue or green and in according of their color you must stun or knock-down to kill them.

Yeti will create a pocket of heat no matter what CC you use on him. However, if you knock down too late, the freeze debuff may freeze you before his slam creates the pocket of heat. 

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In terms of PvP hard CC's, pin = stun >= grab >= daze > kd, because stun has only has one (or two for Destroyers) recovery option and daze/kd have two. 

 

Pin, meaning cat pin or (iirc) KFM pin, can only be escaped from with TAB/2. Same thing for stun, unless you're a Destroyer with E specced for stun removal, in which case they have two escapes from stuns. Phantom Choke/Destroyer Grab is very similar to pin, but with the major exception of offering a chance for the grappled person to counterattack. Daze can be escaped from with either F or TAB/2, but if it's not removed then you can't do anything for the duration of it. Knockdown is the least reliable CC in PvP, given that you can escape it with both F and TAB/2 AND you can also counterattack while you're knocked down. I didn't include knockback in the tier because its effectiveness is purely situational, but it's definitely a powerful CC when used correctly.

 

For soft CC's, I suppose the tier would be blind >= snare ~ chill.

 

Blind is definitely annoying, but it's still perfectly manageable as long as you don't waste your focus for the duration of it. Snare and chill are more or less interchangeable depending on which class type you're facing. A snared enemy is effectively stun-locked if they're facing away from you and they will either have to spend focus or waste a dodge skill to get out of it. Chill may seem lesser than snare at a glance, but it's a powerful kiting tool if you stack it carefully. 

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On 22 July 2016 at 10:12 PM, Displeased said:

Pin, meaning cat pin or (iirc) KFM pin, can only be escaped from with TAB/2.

In 1v1 the cat pin is severely more dangerous than the KFM pin (called grapple), which is one of the reason it is seen used much more often. It is more dangerous for two reasons:

 

- The Summoner has free choice of attack skills, including max damage, while the KFM can only perform up to 3 small jabs and one of 4 finishers (of which 1 is useless)
- It is relatively easy to escape KFM grapple with 2

 

This even becomes worse in 3v3 or OWPvP, as both the pinned and the pinner become easy targets, but the cat is expendable while the KFM is not.

The only good thing about KFM grapple is that it can completely reverse the CHI supply of the adversaries while buying time for cooldowns to reset. The healing is good too, but Fighting Spirit will provide just as much.

 

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