Difference between revisions of "Crowd Control"

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=== Stun ===
 
=== Stun ===
 
{{ma|stun}}
 
{{ma|stun}}
'''Stuns''' prevent a creature from attacking, avoiding attacks via [[passive defense]], casting powers, and from moving horizontally. All stuns include stun immunity to prevent chaining stuns over and over.
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'''Stuns''' prevent a creature from attacking, avoiding attacks via [[Passive Defense]], casting powers, and from moving horizontally. All stuns include stun immunity to prevent chaining stuns over and over.
 
=== Taunt ===
 
=== Taunt ===
 
'''Taunt''' abilities force the target creature to attack them by placing them at the top of its [[hate]] list.
 
'''Taunt''' abilities force the target creature to attack them by placing them at the top of its [[hate]] list.

Revision as of 22:00, 29 January 2018

Crowd control (often abbreviated CC) are a category of powers that hinder a target's ability to move or act.

Types of Crowd Control

Amnesia

Amnesia spells clear a mobile's hate list and render targets docile. If a player is still in the mob's awareness radius or uses an ability on it after the fact, it will attack as normal.

Charm

Charm spells allow the caster to take control of the target mobile as if it were their summoned pet. Charm spells often have mobile level or type restrictions.

Fear

Fear abilities and enchantments cause the target mobile to run the opposite direction of the source until the effect wares off.

Lull

Lull spells and abilites reduce the awareness radius of mobiles. This can enable a player to pass by a mobile unnoticed. Lulls have no effect on mobs which are already attacking.

Mesmerize

Mesmerize is a mobile-only effect that forbids the target from taking any actions. Mesmerize spells work exactly like stuns except that any damage caused to the target will end the effect. A creature that is immune to stun is also immune to mesmerize.

Power Block

A power block is a type of crowd control that prevents the target from using any powers or skills. All power blocks include a brief power block immunity to prevent chaining power blocks over and over.

Root

Root abilities prevent horizontal movement and are broken if the target receives any damage after they are cast. Roots bypass defense and usually have a long duration.

Snare

Snares reduce a target's horizontal movement speed.

Stun

Main article: stun

Stuns prevent a creature from attacking, avoiding attacks via Passive Defense, casting powers, and from moving horizontally. All stuns include stun immunity to prevent chaining stuns over and over.

Taunt

Taunt abilities force the target creature to attack them by placing them at the top of its hate list.