Crowd Control the missing skill.
Does anybody else notice that POE seems to be missing any real crowd control skills? Like, I don’t know, Fear perhaps?!!?
I suppose you can kind of crowd control mobs with frozen, knockback, blind, and change to flee (flee I think isn’t very good)….but there’s no way to get mobs off your face. It would be really cool if you could do “Cast when stunned” with Fear. So you could push the mobs away, heal up, cast totems or run away like a little baby. Not sure if it’s needed or not…Just an observation …. Last edited by LordBaldor#4657 on Dec 6, 2013, 3:27:24 PM
|
![]() |
You can do chance to flee with cast when stunned.
cast when stunned | | AoE spell e.g. Ice nova | | Chance to flee You can throw a decoy totem in there if you choose too, and everytime you get stunned, you'll drop an ice nova with a chance to flee and a decoy totem. | |
hard CC would be kinda overpowered for this kind of game imo.
imagine having dominus running way like a sissy due to constant cwdt-fear and etc. the only way to balance that would be with a huge ass CD, and i would HATE to have (long) cds introduced into the game as balancing factior. one thing they did right is the fast paced spamming imo. |
![]() |
hard cc would be too strong,i agree
but a support gem that adds reliable knockback to spells/skills by removing tehre dmg might be an option the kockback distance would be calculated on the dmg you would have dealt with the skill in relation to the monster hp (maybe even add a 50% "more dmg" dmg modifier for that to the support gem) i.e. using it with frost nova the frost nova normaly would deal 100 dmg now you add the knockback gem to it the frost nova wouldnt deal dmg anymore but the knochback is calculated on 150 dmg i know we have a knochback gem but that one doesnt work very well imo so just rework it |
![]() |
I present to you the easy three-link CC combo.
Freeze Mine + Cold Penetration + Elemental Proliferation. Put them in a +1 to Cold Spells weapon, get a Rathpith or any other decent spelldamage shield, even a 50% spelldamage roll is enough, and watch as you permafreeze even Merciless Piety. For added fun, put this on your weapon swap slot, so that you can swap out, freeze, swap back in every 4 seconds and not lose anything from your main weapon slots. It requires decent APM and at least five working brain cells to pull off, though. Last edited by Sachiru#1510 on Dec 6, 2013, 7:05:05 PM
|
![]() |
" Incorrect. Four-link Freeze Mine + Cold Penetration + Added Cold Damage + Elemental Proliferation. The reason EP comes last is to maximize the freeze duration for each monster hit. It is better to have a few monsters frozen a little longer that act as a buffer as the other monsters run around them. Last edited by Natharias#4684 on Dec 6, 2013, 7:15:20 PM
|
![]() |
" I don't consider Added Cold to be efficient. Seriously, the gem adds what, 58 damage max at level 20? With endgame mobs and 100% spelldamage, that only adds like 116 cold potential damage to Freeze Mine, way too low to affect freeze duration due to the way freeze duration scales off life. |
![]() |
" http://pathofexile.gamepedia.com/Added_Cold_Damage Level 20: 47-70 cold damage, 47% increased chill duration, +0.5% chance to chill per quality. It adds negligible damage compared to what passive skill points and items can offer, yes. However, if you have Breath of Rime, it can essentially double the effectiveness of Freeze Mine, as enemies would be chilled for roughly the same amount of time they were frozen. Additionally, the cold damage from ACD is also increased by passive skill points and item attributes. This makes FM nearly, if not totally, fully effective against monsters with resistance and with more hit points. It is also the most effective way, besides Cold Penetration, to increase it's freeze length early on. I will agree that FM/CP/EP would be better if you're low on sockets, but ACD is worthwhile. |
![]() |
" Why do you need chill when the point of Freeze Mine is to permafreeze? http://www.youtube.com/watch?v=BiVMy1dLct4 @ TC We already have CC in this game, you even named some yourself: Freeze, Stun, Knockback, Chance to Flee. Add Bear Trap's Root, Blind, Chill and Slow to that list too. "so you can see who has more PvPenis" - Chris Wilson "Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson Last edited by Kenzorz#6970 on Dec 6, 2013, 7:43:19 PM
|
![]() |
" Wouldn't mind a "Knockdown" support gem, that sends the enemies down on the ground, having to spend some time getting up, but that would require alot of extra animation for every model. Fear, Blind, KnockBack, Stun,Freeze are much easier to use. Bear Trap also has an Immobilize-function. There maybe could be an Immobilize-Support Gem in the Future. Alexis *smiles* =@[.]@= boggled =~[.]^= naughty wink Last edited by Kwonryu#3444 on Dec 6, 2013, 7:57:28 PM
|
![]() |