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Crowd Control
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Crowd control is a style of combat that include abilities which allows a player to slow or interrupt a mobs speed or attack. Knock down, knock back, slow and stun are examples of crowd control. In SotA, some of these effects can be resisted by Resist Crowd Control. Each time resist crowd control is applied, +20% resist is added for 30 seconds (if the resist is applied multiple times, it will be additive). For example, two back-to-back skills that apply resist crowd control will each apply +20% resist (for a total of 40% resistance). Not all Crowd Control abilities apply Resist Crowd Control.
Knock Down[edit]
- Knock Down is a Crowd Control strategy that causes an opponent to stop both movement and attack. If a knocked down target is attacked, the knock down remains in effect for the full duration (i.e. attacking the target does not break the knock down).
Mesmerize, Stun, and Knock Down all stop a target from moving and attacking. However, they differ in the follow ways:
| Skill | Effect on Target's Action | Effect on Target's Body | Can the Effect be Interrupted by an Attack on the Target? † |
|---|---|---|---|
| Stun | Target cannot Move or Attack | Remains Standing/Upright | Not Interrupted by Attack |
| Knock Down | Target cannot Move or Attack | Knocked to Ground | Not Interrupted by Attack |
| Mesmerize | Target cannot Move or Attack | Remains Standing/Upright | Interrupted by Attack |
- † Mesmerize can be interrupted (i.e. eliminated) if the mesmerized target is attacked, whereas stun and knockdown continue for the full duration even if the target is attacked.
Knock Down applies a Resist Crowd Control on the target (which causes the target to become temporarily resistant to subsequent stuns/knockdowns/mesmerizes/roots/knockdowns).
The following abilities have a chance to cause a knock down, and are being tested/confirmed as to if they generate crowd control resistance. Please edit this page if you can confirm or deny resistance.
| Ability | School | Is Resist Crowd Control Applied? |
|---|---|---|
| Knockdown | Bludgeon school | Yes |
| Earthquake | Earth Magic | Yes |
| Charge | Shield school | Yes for the Knock Down / Yes for the Stun (Will apply two stacks Crowd Control Resistance if the attack causes stun and knock down) |
| Leg Sweep | Polearm school | Yes |
| Trip | Subterfuge Skills | Unknown/Untested |
| Glacial Glissade | Water Magic + Polearm school | Unknown/Untested |
Knock Back[edit]
- Knock Back refers to a style of abilities that does a Crowd Control effect which pushes the opponent back a few tiles from the player, as opposed to Knock Down which knocks the opponent to the ground. Knock Back effects may generate Resist Crowd Control. Some knock back abilities register on the mob's health bar as knock down.
Slow Movement[edit]
- Slow is a crowd control debuff which reduces an opponents Move Rate. Skills that Stun and Knock Down will stop the opponent's movement, whereas skills that cause Slow Movement will decrease the opponent's movement rate. Most (if not all) slow movement skills do not generate crowd control resistance (so the slow effect can often be successfully applied even when opponents have accrued crowd control resistance).
See Understanding the Avatar's Movement Stats for details on how these skills effect the avatar.
The following abilities have a chance to debuff movement rate, and are being tested/confirmed as to if they generate crowd control resistance. Please edit this page if you can confirm or deny resistance.
| Ability | School | CC Resistance |
|---|---|---|
| Ice Fist | Water Magic | No |
| Psalm of Stagnation | Bard Skills | No |
| Ice Field | Water Magic | No |
| Ice Arrow | Water Magic | No |
| Disabling Shot | Ranged school | No |
| Chaos Bolt | Chaos Magic | Unknown/Untested |
| Hamstring | Blade school + Subterfuge Skills | No |
| Icy Thrust | Blade school + Water Magic | No |
| Icy Puncture | Polearm school + Water Magic | Unknown/Untested |
| Glacial Glissade | Water Magic + Polearm school | Unknown/Untested |
Stun[edit]
Stun is a Crowd Control strategy that causes an opponent to stop both movement and attack. If a stunned target is attacked, the stun remains in effect for the full duration (i.e. attacking the target does not break the stun).
Mesmerize, Stun, and Knock Down all stop a target from moving and attacking. However, they differ in the follow ways:
| Skill | Effect on Target's Action | Effect on Target's Body | Can the Effect be Interrupted by an Attack on the Target? † |
|---|---|---|---|
| Stun | Target cannot Move or Attack | Remains Standing/Upright | Not Interrupted by Attack |
| Knock Down | Target cannot Move or Attack | Knocked to Ground | Not Interrupted by Attack |
| Mesmerize | Target cannot Move or Attack | Remains Standing/Upright | Interrupted by Attack |
- † Mesmerize can be interrupted (i.e. eliminated) if the mesmerized target is attacked, whereas stun and knockdown continue for the full duration even if the target is attacked.
Stuns apply a Resist Crowd Control on the target (which causes the target to become temporarily resistant to subsequent stuns/knockdowns/mesmerizes/roots/knockdowns).
The following abilities have a chance to stun an opponent, and are being tested/confirmed as to if they generate crowd control resistance. Please edit this page if you can confirm or deny resistance.
| Ability | School | Is Resist Crowd Control Applied? |
|---|---|---|
| Crushing Blow | Bludgeon school | Yes |
| Knockback | Bludgeon school | Yes for Stun / Yes for Knock Back (Will apply two stacks of Crowd Control Resistance if the attack results in both a stun and a knock back) |
| Ground Pound | Bludgeon school | Yes (Stun is only possible if the player has Bludgeon Specialization) |
| Body Slam | Heavy Armor school | Yes |
| Gust | Air Magic | No for Knock Back / Yes for Stun |
| Discharge | Air Magic | Yes |
| Lightning | Air Magic | Yes |
| Chain Lightning | Air Magic | Yes |
| Lightning Storm | Air Magic | Yes |
| Charge | Shield school | Yes for the Knock Down / Yes for the Stun (Will apply two stacks of Crowd Control Resistance if the attack results in both a stun and a knock down) |
| Shield Bash | Shield school | Yes for Stun / Yes for Knock Back (Will apply two stacks of Crowd Control Resistance if the attack results in both a stun and a knock back) |
| Sap | Subterfuge Skills | Yes for mesmerize (the tool tip is inconsistent: it uses both stun and mesmerize to describe the crowd control component. However, this skill appears to apply a mesmerize, and not a stun). |
| Chaos Bolt | Chaos Magic | Unknown/Untested |
| Flaming Bash | Shield school + Fire Magic | Yes for stun (the tool tip is inconsistent: it uses both stun and mesmerize to describe the crowd control component. However, this skill appears to apply a stun, and not a mesmerize). |
| Shield Smash | Shield school + Earth Magic | Yes for knockback; Stun is broken, so this skill does not stun (so a stun induced Resist Crowd Control never gets applied). |
| Shock Arrow | Ranged school + Air Magic | Unknown/Untested |
| Titan Smash | Bludgeon school + Heavy Armor school | No for Knock Back / Yes for Stun |
| Stone Fist | Earth Magic | Yes for Stun |
- Pending Questions
- Is there any mechanical difference between Stun and Knock Down other then the animation of being thrown to the ground?
- Shield Bash lists effects as both stun and mesmerize. Is there any mechanical difference between stun and mesmerize?
- Shield Smash is listed as having both knock back and stun effects, please confirm. If one is not true, remove from correct crowd control sub page.
- Sap is listed as both a stun and a mesmerize. If there is a difference between them remove from one page or the other.
Mesmerize[edit]
- Mesmerize is a Crowd Control strategy that causes an opponent to stop both movement and attack. If a mesmerized target is attacked, then mesmerize will be broken and the target will start moving and attacking again.
Mesmerize, Stun, and Knock Down all stop a target from moving and attacking. However, they differ in the follow ways:
| Skill | Effect on Target's Action | Effect on Target's Body | Can the Effect be Interrupted by an Attack on the Target? † |
|---|---|---|---|
| Stun | Target cannot Move or Attack | Remains Standing/Upright | Not Interrupted by Attack |
| Knock Down | Target cannot Move or Attack | Knocked to Ground | Not Interrupted by Attack |
| Mesmerize | Target cannot Move or Attack | Remains Standing/Upright | Interrupted by Attack |
- † Mesmerize can be interrupted (i.e. eliminated) if the mesmerized target is attacked, whereas stun and knockdown continue for the full duration even if the target is attacked.
Mesmerize applies a Resist Crowd Control on the target (which causes the target to become temporarily resistant to subsequent stuns/knockdowns/mesmerizes/roots/knockdowns).
The following abilities have a chance to mesmerize an opponent, and are being tested/confirmed as to if they generate crowd control resistance. Please edit this page if you can confirm or deny resistance.
| Ability | School | Is Resist Crowd Control Applied? |
|---|---|---|
| Sap | Subterfuge Skills | Unknown/Untested |
| Mesmerizing Melody | Bard Skills | Yes |
| Dazzling Rays | Sun Magic | Unknown/Untested |
| Corpse Explosion | Death Magic | Unknown/Untested |
| Moon Beams | Moon Magic | Yes |
| Night Step | Moon Magic | Unknown/Untested |
- Pending Questions
- Is there any mechanical difference between Mesmerize and Stun?
- Shield Bash and Sap lists effects as both stun and mesmerize. If there is a difference between them remove from one page or the other, and edit the primary ability pages. (In testing Shield Bash only displayed the Stun icon on the Mob's bar, so has been delisted as being Mesmerize.)
- Immobilize
- Two abilities, Root and Skewer are defined as "immobilize". Confirm if this is indeed a different ability then the others, if not add to the correct page. (Confirming that Root does generate CCR but doesn't stop the mob from attacking in the way a stun does.)
- Charm
- The ability Animal Charm is described as being both a mesmerize and a charm. Confirm if this ability functions like mesmerize or something else entirely.
See Also[edit]
Unresolved Issues[edit]
- Pending Questions
- Chaotic Backdraft and Pull do a pull forward. Does this function like other crowd control abilities? If so, should it have its own page, or be listed on the Knock Back Page.
- What is the difference between Stun, Mesmerize, Knock Down and Immobilize. Alley Oop writes "different types require different stats for the player to break out of. i THINK stuns and roots require str, mezzes require int, knockdowns/backs require dex. as well, when it comes to mobs, mezzes are broken if/when they take any damage."