Control effect
Control effects, also known as Crowd control (CC) or disables, are a set of skill and trait effects that temporarily prevent actions or movement and disable all enemy's skills for the effect's duration. When first applied, all control effects will also interrupt the target. The boon Stability provides immunity against most control effects, while some skills have the ability to break stuns and remove other control effects listed below.
Some enemies possess a Defiance bar which renders them immune to the effects of both control effects and non-damaging "soft CC" conditions. These effects instead cause varying damage to the defiance bar. Depleting this bar will "break" the enemy, causing a strong negative effect, most commonly stun and increased incoming damage. The Unstoppable ability and Indomitable effects possessed by certain enemies render them totally immune to control as well as movement-restricting conditions like crippled or immobile. Some foes also have specific non-boon stability effects which prevent most forms of control.
Control effects[edit]
- Daze — Disables all skills for a short duration.
- Stun — Prevents movement and actions for a short duration.
- Knockdown — Knocks the target on ground, preventing movement and actions for a short duration.
- Pull1 — Pulls the caster to the target or the target to a specific location and disables them for a short duration.
- Knockback1 — Knocks back the target away and on the ground, preventing movement and actions for a short duration.
- Launch1 — Throws the target in the air over a short distance, preventing movement and actions for a short duration. Can move Downed targets.
- Float — Causes the target to float in the air, preventing movement and actions for a short duration. Causes underwater targets to move up.
- Sink — Causes the underwater target to move downwards.
- Fear1 2 — Disables all skills and causes the target to flee directly away from the caster for a short duration.
- Taunt1 2 — Forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
- 1 Targets that can take Fall Damage, i.e. PvP/WvW, can be moved off ledges and cliffs.
- 2 Fear and Taunt are both conditions and control effects.
Similar effects[edit]
Functionality is similar to control effects for stun breaking purposes:
- Petrified — inflicted by any attack after activating Basilisk Venom skill. Counts as a stun for the stun break.
Functionality is similar to control effects but can't be removed by stun breaking skills and traits:
- Freeze — caused by Deep Freeze skill (Conjure Frost Bow)
- Signet of Humility — a special type of a transform effect
Other unique effects that restrict character's movement or skills on certain conditions:
- Ward — a skill type
Condition based non-disabling control effects[edit]
Some conditions will deal damage to enemy Defiance bar without being considered a disabling mechanic (particularly for purposes of various traits, as well as Stability as their counter). These conditions are often referred to "soft CC". Outside of defiance bar interaction, they serve a similar purpose as disabling control effects by hindering an opponent's actions or movement.
- Blinded — next attack misses 100%.
- Chilled — movement speed and skill recharge rate are decreased by 66%.
- Crippled — 50% reduction to movement speed.
- Immobile — unable to move or rotate.
- Slow — slows all character animations by 50%, including movement, dodges, and skill activation time.
- Weakness — endurance regeneration reduced by 50% and 50% of hits are Glancing blows, i.e. deal 50% of their normal damage with critical hits disabled.
Certain enemies are only vulnerable to specific conditions. For example, Warg Bloodhounds and Charged Souls can only be effectively hindered through the use of conditions that reduce movement speed (Chilled, Crippled and Immobile). Similarly, some enemies are immune to a specific condition – for example, most dredge are not affected by Blinded.
Effect based non-disabling control effects[edit]
Some mechanics, including translocation of characters, results in control effects that do not disable or otherwise interrupt a target. Similar to condition based soft CC, stability does not counter these effects (unless otherwise noted). These effects can be avoided by either not traversing areas where these effects are prevalent, putting your character outside of the range of such an effect before it can take effect, or move in a direction desired to dampen the impact of the effect.
- Slippery floor effects such as Social Awkwardness, or icy terrain as seein in SAB World 2-3.
- Wrenching gaze from an Incarnation of Judgement.
- Gravity field from Sorrow.
- Deadly sandstorm from Awakened Hierarchs — this effect ends either upon resolution of the skill, which will result in large damage being dealt to targets in the area, or when the user's defiance bar has received sufficient damage to render the user in a defiance break state.
Related traits[edit]
Many traits relate to specific control effects and can be found in the relevant page. The traits listed below apply to control effects in general. Additionally, traits which trigger when interrupting a foe using control effects can be found here.
Traits which activate upon an incoming control effect
- Resolute Subconscious (Virtues) — Gain resolution and aegis when disabled. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Autodefense Bomb Dispenser (Inventions) — Drop a smoke bomb when you are disabled. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Protection Injection (Alchemy) — Gain protection when you are disabled. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Auspicious Anguish (Chaos) — Convert damaging conditions to boons whenever you gain Distortion or become disabled. This trait can only trigger when disabled once per interval. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Dark Defiance (Death Magic) — If you are disabled, gain protection. Incoming condition damage is reduced while you have protection. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, and launch.
Traits which activate upon disabling a foe
- Glacial Heart (Virtues) — Mighty Blow becomes Glacial Blow. Heal when you disable, immobilize, or chill a foe. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Dulled Senses (Dragonhunter) — Cripple enemies that you disable. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Heavy Light (Dragonhunter) — Gain stability when disabling an enemy. Deal increased strike damage to disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Stoic Demeanor (Firebrand) — Retain Courage passive while it is on cooldown. Grant boons to nearby allies when you disable, immobilize, or slow an enemy. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Dwarven Battle Training (Retribution) — Deal increased strike damage to weakened foes. Disabling a foe applies weakness. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, and launch.
- Words of Censure (Salvation) — Blinding, immobilizing, or affecting a foe with crowd control heals nearby allies. Skills that strike many foes at the same time can heal multiple times.
- Ashen Demeanor (Renegade) — Disabling a foe cripples your enemy, which leaves them vulnerable and inspires you with Kalla's Fervor.
- Body Blow (Strength) — Stuns, dazes, knockbacks, pulls, pushes, and launches inflict bleeding and weakness.
- Aggressive Onslaught (Strength) — Gain quickness when you disable an enemy. While you have quickness, your movement speed is increased. This stacks with other movement speed increases.
- Opportunist (Arms) — Gain fury and adrenaline when you immobilize or disable a foe.
- Unsuspecting Foe (Arms) — Increased critical-hit chance against disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Merciless Hammer (Defense) — Hammer and mace skills deal increased damage when striking a disabled or defiant foe. Gain adrenaline when you disable a foe. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch.
- Stalwart Strength (Defense) — Gain stability when you disable a foe. Deal increased strike damage while you have stability.
- Attacker's Insight (Spellbreaker) — Gain Insight when disabling foes or removing boons. Full Counter refreshes all burst skills on hit. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt and fear.
- Bunker Down (Inventions) — Create a proximity mine at your target's location and a med kit at your location when you disable an enemy.
- Lock On (Tools) — Striking a stealthed foe triggers Invisible Analysis. Disabling a foe triggers Controlled Analysis. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- System Shocker (Scrapper) — Disabling a foe grants barrier to nearby allies. Your function gyro dazes foes when cast. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Two-Handed Training (Beastmastery) — Greatsword and underwater spear skills deal more damage and recharge faster. Gain fury when you disable a foe.
- Blood Moon (Druid) — Daze enemies when you become a celestial avatar. Inflict bleeding on enemies you immobilize or disable.
- Twice as Vicious (Soulbeast) — Disabling a foe increases your damage and condition damage for a short duration.
- Debilitating Blows (Untamed) — Disabling a foe applies conditions to that foe based on your current state. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Enhancing Impact (Untamed) — Disabling a foe grants you boons based on your current state. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Stormsoul (Air) — Deal increased strike damage to disabled or defiant foes. Outgoing stun duration increased. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Lightning Rod (Air) — Cast Lightning Rod when you disable a foe. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Elemental Lockdown (Arcane) — When you disable a foe, gain a boon based upon your current attunement.
- Vicious Empowerment (Catalyst) — Gain Elemental Empowerment and might when you disable or immobilize a foe.
- Vicious Expression (Domination) — You and your illusions deal increased strike damage to foes without boons. Disabling a foe removes boons from them. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Superiority Complex (Dueling) — Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased. Disabled foes are affected by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.
- Delayed Reactions (Chronomancer) — Disabling a foe slows them. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. This trait can only affect the same enemy with once per interval.
- Insidious Disruption (Curses) — Disabling a foe inflicts torment on them. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
Traits which benefit from disable on foes[edit]
- Heavy Light — Gain stability when disabling an enemy. Deal increased strike damage to disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Stormsoul — Deal increased strike damage to disabled or defiant foes. Outgoing stun duration increased. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Predator's Onslaught — You and your pet deal increased strike damage to disabled, defiant, or movement-impaired foes. Affected conditions are stun, taunt, daze, cripple, fear, immobilize, and chilled.
- Merciless Hammer — Hammer and mace skills deal increased damage when striking a disabled or defiant foe. Gain adrenaline when you disable a foe. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch.
- Unsuspecting Foe — Increased critical-hit chance against disabled or defiant foes. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Superiority Complex — Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased. Disabled foes are affected by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.
Traits that increase control effect duration[edit]
- Stormsoul — Deal increased strike damage to disabled or defiant foes. Outgoing stun duration increased. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
- Moment of Clarity — Gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations that you inflict last longer. This trait can only grant an attack of opportunity against enemies with defiance bars once per interval.
Related equipment[edit]
Relics that benefit from control effects on foes[edit]
- Relic of Akeem — When you disable an enemy that is afflicted by 5 or more stacks of confusion or torment, inflict confusion and torment on enemies around the target.
- Relic of the Demon Queen — Poison that you apply reduces healing by an additional amount. Disabling a foe applies poison. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch.
- Relic of the Midnight King — Grant might and fury to nearby allies when you disable an enemy. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch.
Upgrade components that increase control effect duration[edit]
- Superior Rune of the Mesmer (rank 6 — +33% Daze Duration)
- Superior Rune of the Nightmare (rank 2 — +10% Fear Duration)
- Major Rune of the Nightmare (rank 2 — +7% Fear Duration)
- Minor Rune of the Nightmare (rank 2 — +5% Fear Duration)
- Superior Sigil of Paralyzation (30% Stun Duration)
- Major Sigil of Paralyzation (20% Stun Duration)
- Minor Sigil of Paralyzation (10% Stun Duration)
- Sigil of Savagery (PvP) (+30% Stun Duration, 3% Damage against Stunned Foes)
Increases to stun and daze duration have a ceiling of 100%.