Crowd Control the missing skill.

"
Kwonryu wrote:
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LordBaldor wrote:
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 ….


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.


nvm misread however knockdown is redundant. I'd rather have new cooler stuff that has even cooler properties like a skill that pulls units or a "vortex" type of skill that sucks in enemies. Even tornado type of slow/spin skills would be nice
Last edited by neroscapegod#7009 on Dec 6, 2013, 8:11:10 PM
"
ownyaah wrote:
"
Kwonryu wrote:
"
LordBaldor wrote:
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 ….


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.


nvm misread however knockdown is redundant. I'd rather have new cooler stuff that has even cooler properties like a skill that pulls units or a "vortex" type of skill that sucks in enemies. Even tornado type of slow/spin skills would be nice


Wouldn't mind a more poweful "Pushback"-skill (than a mere Knockback-support) that could send enemies flying back quite the distance and not mere cms :)

Could have a certain cooldown and used as both damage and crowd-control in one.

A Vortex sucking in units would also be interesting.
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Last edited by Kwonryu#3444 on Dec 6, 2013, 8:14:23 PM
Hello mortals. I give you best combo ever, it helps EVERYWHERE: conversion trap+multi trap+increased duration (can add reduced mana, multistrike for the lolz or other fun support). Thank me later.
Last edited by NagiSoi#1418 on Dec 6, 2013, 9:32:59 PM
Spectral Throw + Knockback (preferably 50% KB or more)

Try it on frozen mobs, very satisfying.
"
omgken233 wrote:
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Natharias wrote:
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Sachiru wrote:

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.



As I already stated, if you have Breath of Rime, it essentially doubles the effectiveness of Freeze Mine. Now this isn't going to be taken by, say, the vast majority of players, but this would usually be taken my cold casters. Enemies being chilled after is well worth about five points. Much slower movement and attack speed.
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
"
Natharias wrote:
As I already stated, if you have Breath of Rime, it essentially doubles the effectiveness of Freeze Mine. Now this isn't going to be taken by, say, the vast majority of players, but this would usually be taken my cold casters. Enemies being chilled after is well worth about five points. Much slower movement and attack speed.


or you could save 5 points instead of wasting them on a useless notable...actually it costs much more points to reach Breath of Rime, not to mention the horribly inconvenient path to get there.

Breath of Rime is shit.
If you're using Freeze Mine, they're frozen permanently = 0% attack, movement, cast speed.
If you're using cold damage, your attacks chill anyway, or if you're a crit build they're frozen the times you're critting and chilled when you're not.

Spending ~10 points to get a passive that gives you something...you can already do is not worth it. Added cold is wasted on Freeze Mine too, there are better choices for a 4th link.

Even if someone were already in the top section of the tree getting the double curses, the only reason they would visit that cold cluster would be for the Freeze Duration nodes, Breath of Rime would only be the icing on the cake.
"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, 10:28:39 PM
Melee kill super fast when built properly, if its all dead its been CC'd properly.
"
Natharias wrote:

Breath of Rime is shit.
(other stuff)


Just a hint. You actually posted a decent analysis here. Adding an ad hominem insult - surprisingly - doesn't add to it, it just makes other people question the intelligence of what you have to say next.

Protip for life.
Last edited by simnel#1762 on Dec 6, 2013, 11:28:44 PM
"
omgken233 wrote:
"
Natharias wrote:
As I already stated, if you have Breath of Rime, it essentially doubles the effectiveness of Freeze Mine. Now this isn't going to be taken by, say, the vast majority of players, but this would usually be taken my cold casters. Enemies being chilled after is well worth about five points. Much slower movement and attack speed.


or you could save 5 points instead of wasting them on a useless notable...actually it costs much more points to reach Breath of Rime, not to mention the horribly inconvenient path to get there.

Breath of Rime is shit.
If you're using Freeze Mine, they're frozen permanently = 0% attack, movement, cast speed.
If you're using cold damage, your attacks chill anyway, or if you're a crit build they're frozen the times you're critting and chilled when you're not.

Spending ~10 points to get a passive that gives you something...you can already do is not worth it. Added cold is wasted on Freeze Mine too, there are better choices for a 4th link.

Even if someone were already in the top section of the tree getting the double curses, the only reason they would visit that cold cluster would be for the Freeze Duration nodes, Breath of Rime would only be the icing on the cake.


Actually, as I said and I'll say it yet again, if you're a cold caster it really helps. Freeze Mine not only freezes but chills as they come out. This gives you even more time to cast your cold spells, which further chill and freeze them. How is it a waste of five points for a cold build, that uses cold anyways?

Also, if they happen to already be by the mana and curse nodes in the far north, it would technically only be two points wasted at the most. The two nodes getting there confer a total of 30% increased freeze duration. That one last point past those increased freeze duration nodes is really worth it. One point? Can't argue with that if it doubles your effective combat.

"
simnel wrote:
"
Natharias wrote:

Breath of Rime is shit.
(other stuff)


Just a hint. You actually posted a decent analysis here. Adding an ad hominem insult - surprisingly - doesn't add to it, it just makes other people question the intelligence of what you have to say next.

Protip for life.


0/10 troll.

If you're going to quote me, do so correctly. Do not change what I say.

Please quote me where I attacked someone personally. Oh, wait, I didn't.

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