Mezz on pets

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Denasti
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Postby Denasti » Sep 18, 2009 02:58

I noticed Ani pets can be chain mezzed. Is this correct? On live was it this way?

nixian
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Postby nixian » Sep 18, 2009 08:30

Moved to support as it is more a support related question than rvr context

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QeoSereai
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Postby QeoSereai » Sep 18, 2009 09:47

I cant say how its on live, but for normal Mobs doesn t get any immunity after being cc-ed i think pets dont get it either.

They should have a chance to resist it, but if ( i dont know, some people do strange things :D ) its chain-mezzed every 3 or so sec the spell can be cast, it will hardly stand a chance to get out of it for long.

Well players have a immunity after being mezzed, so be happy, you met a enemy who likes to chainmezz the ani pets instead of stun/root you or heal your enemies or cast bad spells on you :D.

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kikoo
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Postby kikoo » Sep 18, 2009 11:28

QeoSereai wrote:I cant say how its on live, but for normal Mobs doesn t get any immunity after being cc-ed i think pets dont get it either.

Indeed, like mobs, pets can be CCed several times in a row but you'll get diminishing returns on consecutive CCs.
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jrhadden
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Postby jrhadden » Sep 18, 2009 12:37

Infact on uthgard i oberserved that the guards and mobs con yellow++.
Have some kinda immunity. After the first mezz it just pain to remezz.
Especially the guards have near immunity behaviour.

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nixian
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Postby nixian » Sep 18, 2009 12:44

jrhadden wrote:Infact on uthgard i oberserved that the guards and mobs con yellow++.
Have some kinda immunity. After the first mezz it just pain to remezz.
Especially the guards have near immunity behaviour.

Greetz
Nes


if mobs are under 75% life they are unmezable on uth

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Razzer
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Postby Razzer » Sep 18, 2009 12:51

Mezz on Mobs can be cast without immnity but the effect is halfed on every mezz.

100% - 50% - 25% - 12,5% ....
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Zarkor
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Postby Zarkor » Sep 18, 2009 13:14

Razzer wrote:Mezz on Mobs can be cast without immnity but the effect is halfed on every mezz.

100% - 50% - 25% - 12,5% ....


It's different for roots and snares though.

Patch Notes: Version 1.47 Update

- Roots and snares now have "diminishing returns", which means each successive time they are cast on the same monster/enemy PC, their duration is halved. However, now they start wearing off 80% into the duration, instead of 50%. This increases the duration of full effectiveness of the spells. Also, now you can recast the spell during this period to reset the timer without getting the "your target already has that effect" message.
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