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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 the mob with Crowd Control Resistance. Most mobs have a 20% chance to resist these type of effect. The resistance lasts 20-30 seconds and stacks with subsequent attempts. A second attack of a similar crowd control effect will provide the mob a 40% resistance, a third attempt 60% and so on. Not all Crowd Control abilities trigger the Crowd Control Resistance.
- Knock Down
- Knock Down refers to a style of abilities that does a Crowd Control effect which knocks the opponent to the ground, as opposed to Knock Back which pushes the opponent back a few tiles from the player. Knock Down effects are generally assumed to generate crowd control resistance.
- Knock Back
- 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 crowd control resistance. Some knock back abilities register on the mob's health bar as knock down.
- Slow Movement
- Slow is a crowd control debuff which reduces an opponents movement rate. Unlike stun and knock down, the opponent's movement is not stopped only reduced. Because most slow movement abilities do not generate crowd control resistance they are very effective in a group when the primary tank is using weapon and shield abilities which do generate crowd control resistance like stun and knock down.
This article is currently under construction. You are welcome to help in its construction by editing it as well. |
Stun is a Crowd Control effect that causes an opponent to stop both movement and attack. Stun functions much like Knock Down but the opponent stays on their feet and is not thrown to the ground. Stun effects generally generate a Resist Crowd Control debuff placed on the target when successfully hit.
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 | CC Resistance |
---|---|---|
Crushing Blow | Bludgeon school | Yes |
Knockback | Bludgeon school | Yes for Stun / Yes for Knock Back (Will apply two stacks of Crowd Control Resistance if both are applied.) |
Ground Pound | Bludgeon school | Yes (Stun is only possible if player is 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 double Crowd Control Resistance if both apply.) |
Shield Bash | Shield school | Yes for Stun / Yes for Knock Back (Will apply two stacks of Crowd Control Resistance if both are applied.) |
Sap | Subterfuge Skills | Unknown/Untested |
Chaos Bolt | Chaos Magic | Unknown/Untested |
Flaming Bash | Shield school + Fire Magic | Unknown/Untested |
Shield Smash | Shield school + Earth Magic | Unknown/Untested |
Shock Arrow | Ranged school + Air Magic | Unknown/Untested |
Titan Smash | Bludgeon school + Heavy Armor school | No for Knock Back / 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
- Mesmerize is a Crowd Control effect that causes an opponent to stop both movement and attack. Mesmerize functions much like Stun. Mesmerize effects generally generate crowd control resistance.
- 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.
- 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."